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
// OCTA STAR — one large octahedron wobbling nose-over: each of the eight
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// triangular facets carries the clip on its own flat plane with a per-face
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// tint drawn from the palette, so the gem reads as eight slightly different
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// screens meeting at hard edges. Pattern taught here: the per-face hash
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// rides self.v_attr.w — a hook can reach past its arguments into the
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// family's varyings.
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{
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name: "Octa Star"
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engine: "videomesh"
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shape: "octahedron"
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seed: 13
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size: 2.7
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fly: 0.75
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beat_pulse: 0.4
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input0: "test"
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color_bg: #x050810
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color_a: #x40c8f0
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color_b: #xb04ff0
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color_c: #xe8f4ff
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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: 0.7, strength: 0.8, levels: 2}
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]
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// THE LOOK LIVES HERE — facet fragment with a per-face palette tint.
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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(0.55, 1.0, 0.3)
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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,
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t * 0.45 * (1.0 + clamp(self.user.x, 0.0, 4.0)) + 0.7 * sin(t * 0.19))
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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 fh = self.v_attr.w
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let tint = self.col_a.xyz.mix(self.col_b.xyz, fh)
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let lit = content.xyz * t + tint * 0.16
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let rim = self.col_c.xyz * (1.0 - attr.z)
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* (0.45 + self.time_beat.w * 1.2 + clamp(self.user.z, 0.0, 4.0))
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return vec4((lit + rim) * self.fog.y, 1.0)
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}
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}
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}
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