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
87 lines
3.5 KiB
Text
87 lines
3.5 KiB
Text
// RADIAL SPECTRUM BLOOM — the bar field bent into a circle: angle IS
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// frequency, radius IS level, and the last few seconds of spectrum bloom
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// outward as ghost rings behind the live petal ring.
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//
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// Pattern taught: MIRRORING the frequency axis. Folding angle to 0..1 and
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// back gives a symmetric flower instead of a seam, which is what makes a
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// circular spectrum read as a shape rather than as a wrapped graph.
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{
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name: "Radial Spectrum Bloom"
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engine: "screen"
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seed: 3
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speed: 1.0
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beat_pulse: 0.8
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beat_rate: 1.0
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bar_beats: 4
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glow: 1.05
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p0: 0.5 p1: 0.5 p2: 0.5
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dials: [
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{name: "GAIN", bind: "p0", default: 0.5},
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{name: "SPIN", bind: "p1", default: 0.5},
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{name: "ECHO", bind: "p2", default: 0.5}
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]
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color_bg: #x05030e
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color_a: #x7cf0ff
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color_b: #xff4bd8
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color_c: #xffe9b0
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stages: [
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{kind: "bloom", threshold: 0.45, strength: 1.35, levels: 4}
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]
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shader: draw.DrawVjFxScreen {
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// Level at a folded angle, floored so silence still draws a ring.
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petal: fn(ang: float, age: float, gain: float) -> float {
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// Fold 0..1 to 0..1..0: no seam where the circle closes.
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let f = 1.0 - abs(fract(ang) * 2.0 - 1.0)
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let idle = 0.055 + 0.05 * sin(f * 13.0 + self.time_beat.x * 1.1)
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return clamp(max(self.audio_fft(f, age), idle) * gain, 0.0, 1.0)
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}
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fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 {
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let aspect = 16.0 / 9.0
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let p = vec2((uv.x - 0.5) * aspect, uv.y - 0.5)
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let r = length(p)
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let spin = (clamp(self.user.y, 0.0, 1.0) - 0.5) * 0.9
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let ang = atan2(p.y, p.x) / 6.2831853 + 0.5
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+ modf(self.time_beat.x * spin, 1.0)
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let gain = 0.6 + 1.2 * clamp(self.user.x, 0.0, 1.0)
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// The inner disc breathes on the broadband level; the petals
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// grow outward from its rim.
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let core = 0.12 + 0.05 * self.audio_env.w + 0.03 * self.time_beat.w
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let live = self.petal(ang, 0.0, gain)
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let rim = core + live * 0.30
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// Petal body + a hot edge exactly at the rim.
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let body = smoothstep(0.01, 0.0, r - rim)
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let edge = exp(0.0 - abs(r - rim) * 70.0)
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// ECHO: three older rings, each further out and dimmer. Every
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// one is a plain texture read of the spectrogram history — no
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// feedback buffer, no accumulator.
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let echo = clamp(self.user.z, 0.0, 1.0)
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let mut halo = 0.0
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let a1 = 0.03 + 0.10 * echo
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halo = halo + exp(0.0 - abs(r - (core + self.petal(ang, a1, gain) * 0.44)) * 42.0) * 0.45
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let a2 = 0.07 + 0.22 * echo
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halo = halo + exp(0.0 - abs(r - (core + self.petal(ang, a2, gain) * 0.60)) * 30.0) * 0.28
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let a3 = 0.12 + 0.38 * echo
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halo = halo + exp(0.0 - abs(r - (core + self.petal(ang, a3, gain) * 0.78)) * 22.0) * 0.16
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// Colour by which way round the flower we are, hot at the edge.
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let hue = 1.0 - abs(fract(ang) * 2.0 - 1.0)
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let tint = self.col_a.xyz.mix(self.col_b.xyz, hue)
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let mut rgb = self.col_bg.xyz
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rgb = rgb + tint * (body * 0.55 + halo * 0.85)
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rgb = rgb + self.col_c.xyz * (edge * 1.1)
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// The bass sits in the middle as a soft lamp.
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rgb = rgb + self.col_b.xyz * (exp(0.0 - r * 9.0) * (0.12 + 0.7 * self.audio_env.x))
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return vec4(rgb * self.fog.y, 1.0)
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}
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}
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}
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