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
66 lines
2.1 KiB
Text
66 lines
2.1 KiB
Text
// SLAT DEPTH — the picture sliced into sixteen horizontal slats stacked
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// back into a whole frame, each slat carrying its own band of the clip
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// (`uv_split: "bands_y"`) and swimming in DEPTH on a travelling sine: the
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// image stays readable while a wave of parallax rolls through it, and PUMP
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// (p1) deepens the swim. Pattern taught here: band windows + a placement
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// that reassembles the picture — slat pitch equals the slat's world height,
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// row 0 at the top.
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{
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name: "Slat Depth"
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engine: "videomesh"
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shape: "grid"
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seed: 14
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instances: 16
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uv_split: "bands_y"
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size: 2.4
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aspect: 0.045
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spread: 0.4
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fly: 0.3
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alt: 0.2
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beat_pulse: 0.35
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p1: "0.3 + 0.5*env(phase)"
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input0: "test"
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dials: [
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{name: "SPIN", bind: "p0", default: 0.0},
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{name: "PUMP", bind: "p1", default: 0.4},
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{name: "EDGE", bind: "p2", default: 0.2}
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]
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color_bg: #x060810
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color_a: #x3fd8c8
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color_b: #x2a5f9a
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color_c: #xd6f6f0
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fog: 0.03
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glow: 1.0
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stages: [
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{kind: "bloom", threshold: 0.78, strength: 0.5, levels: 2}
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]
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// THE LOOK LIVES HERE — the stacked-slat placement (y from the band
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// row, z from the travelling wave) and the slat fragment.
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shader: draw.DrawVjFxVideomesh {
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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 h = 0.1944
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let y = ((n - 1.0) * 0.5 - id) * h
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let deep = 0.55 + 1.4 * clamp(self.user.y, 0.0, 2.0)
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let z = sin(t * 0.7 + id * 0.42) * deep
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return vec4(0.0, y, z, 0.0)
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}
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fx_scale: fn(id: float, hash: float, t: float) -> float {
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return 1.0
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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 shade = 0.9 + 0.2 * attr.x
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let lit = content.xyz * (t * shade)
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let gap = self.col_a.xyz * (1.0 - attr.z)
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* (0.15 + self.time_beat.w * 0.5 + clamp(self.user.z, 0.0, 4.0))
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return vec4((lit + gap) * self.fog.y, 1.0)
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}
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}
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}
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