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
58 lines
1.9 KiB
Text
58 lines
1.9 KiB
Text
// BEAM FAN — twelve thin video beams pivoting through one centre like a
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// folding hand of cards: each slat carries its own horizontal band of the
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// clip (`uv_split: "bands_y"`), the fan opens and closes on slow sines and
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// the whole hand swings, so the picture keeps almost assembling and then
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// shearing into rays of light. Pattern taught here: thin `grid` slats +
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// band windows + a rotation-only fx_place with per-slat z offsets to keep
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// the crossing beams from fighting.
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{
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name: "Beam Fan"
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engine: "videomesh"
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shape: "grid"
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seed: 12
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instances: 12
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uv_split: "bands_y"
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size: 2.6
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aspect: 0.085
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spread: 0.6
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fly: 0.4
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alt: 0.3
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beat_pulse: 0.45
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input0: "test"
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color_bg: #x05040c
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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: 0.6, strength: 1.1, levels: 3}
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]
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// THE LOOK LIVES HERE — the fan placement (angle per slat, breathing
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// spread, swinging root) and the beam fragment.
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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(0.0, 0.0, 1.0)
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}
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fx_place: fn(id: float, hash: float, t: float) -> vec4 {
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let n = max(self.shape.y, 2.0)
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let open = 1.15 + 0.35 * sin(t * 0.33)
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let swing = 0.25 * sin(t * 0.21)
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let ang = (id / (n - 1.0) - 0.5) * open + swing
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return vec4(0.0, 0.0, id * 0.03 - n * 0.015, ang)
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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 lit = content.xyz * t
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let ray = self.col_a.xyz.mix(self.col_b.xyz, attr.w / max(self.shape.y, 1.0))
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* (1.0 - attr.z)
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* (0.35 + self.time_beat.w * 1.2 + clamp(self.user.z, 0.0, 4.0))
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return vec4((lit + ray) * self.fog.y, 1.0)
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}
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}
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}
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