Squashed from work; the fine-grained history is under tag archive/work-2026-08-26: - vjfx: 104 new presets — the transition lane fills out and the screen family goes wide - vjfx: three lanes land — engine hooks + hold stage, the videomesh engine, and the audio picture - vj: the thumbnail pipeline becomes one honest machine, and effects go livecodable - vj: thumbnails become mp4 — hardware-coded sheets at measured-4K cells, and the bake stops racing the GPU - store: the ceremony dies — batch publish, one transaction, and the engine stops re-reading its own log - store: the ceremony dies — batch publish, one transaction, and the engine stops re-reading its own log - vj: the console grows real transports, and the deck stops lying about reverse - vj: reverse earns a memory, and the effects stop aging - fab: a 3D creation shell and the viewer built on it
60 lines
2.1 KiB
Text
60 lines
2.1 KiB
Text
// MIRROR BALL — the live video quantised into the facet tiles of a slowly
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// revolving ball: every tile holds one frozen texel of the clip, tile seams
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// stay dark, and a hashed sprinkle of facets catches the light each half
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// second like glitter. Pattern taught here: a pixel hook that re-samples
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// tex0 at the tile CENTRE (self.tex0 + self.v_uv are in scope inside a
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// hook), and a time-quantised hash for the sparkle — bounded because only
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// floor() enters the hash.
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{
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name: "Mirror Ball"
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engine: "videomesh"
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shape: "sphere"
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seed: 4
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detail: 40
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size: 3.4
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fly: 0.55
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alt: 0.8
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beat_pulse: 0.4
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input0: "test"
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color_bg: #x05040c
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color_a: #x8090c0
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color_b: #x4050a0
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color_c: #xffffff
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fog: 0.0
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glow: 1.0
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stages: [
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{kind: "bloom", threshold: 0.65, strength: 1.0, levels: 3}
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]
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// THE LOOK LIVES HERE — the facet fragment: tile grid over the
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// sphere's uv, per-tile texel, glitter re-rolled on quantised time.
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shader: draw.DrawVjFxVideomesh {
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fx_axis: fn(id: float, hash: float) -> vec3 {
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return vec3(0.06, 1.0, 0.0)
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}
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fx_place: fn(id: float, hash: float, t: float) -> vec4 {
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return vec4(0.0, 0.0, 0.0, t * 0.5 * (1.0 + clamp(self.user.x, 0.0, 4.0)))
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}
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fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 {
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let g = vec2(28.0, 14.0)
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let cell = floor(self.v_uv * g)
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let fc = fract(self.v_uv * g)
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let cuv = (cell + vec2(0.5, 0.5)) / g
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let tx = self.tex0.sample_as_bgra(cuv)
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let e = min(min(fc.x, 1.0 - fc.x), min(fc.y, 1.0 - fc.y))
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let line = smoothstep(0.02, 0.10, e)
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let gl = fract(sin(cell.x * 12.9898 + cell.y * 78.233
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+ floor(self.time_beat.x * 2.0) * 3.7) * 43758.5453)
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let spark = step(0.93, gl) * (0.6 + self.time_beat.w * 1.2)
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return vec4(
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(tx.xyz * (t * 1.05) * line + self.col_c.xyz * spark * line) * self.fog.y,
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1.0
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)
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}
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}
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}
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