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
49 lines
1.6 KiB
Text
49 lines
1.6 KiB
Text
// VIDEO TORUS 3D — the clip wrapped right around a fat revolving ring: u
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// runs around the major circle, v around the tube, so the picture bends
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// through real perspective as the ring leans and turns. A hot highlight
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// ring chases around the torus once per beat. Pattern taught here: the
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// torus surface uv as a video map, and a beat-phase sweep along uv.x.
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{
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name: "Video Torus 3D"
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engine: "videomesh"
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shape: "torus"
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seed: 6
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detail: 40
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size: 3.6
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fly: 0.7
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beat_pulse: 0.45
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input0: "test"
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color_bg: #x060512
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color_a: #x40e8c0
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color_b: #xe84f9a
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color_c: #xe6fff6
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fog: 0.015
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glow: 1.0
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stages: [
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{kind: "bloom", threshold: 0.7, strength: 0.8, levels: 2}
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]
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// THE LOOK LIVES HERE — the wrapped texel plus the beat chaser:
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// sweep = distance (around the ring) from the beat-phase point.
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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(0.3, 1.0, 0.15)
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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 * 0.4 * (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 d = abs(fract(self.v_uv.x - self.time_beat.z + 0.5) - 0.5) * 2.0
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let chase = 1.0 - smoothstep(0.0, 0.16, d)
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let lit = content.xyz * t
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let hot = self.col_a.xyz * chase
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* (0.5 + self.time_beat.w * 1.2 + clamp(self.user.z, 0.0, 4.0))
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return vec4((lit + hot) * self.fog.y, 1.0)
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}
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}
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}
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