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
81 lines
3.1 KiB
Text
81 lines
3.1 KiB
Text
// SPECTRO KALEIDO — the spectrogram itself as stained glass. Radius is
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// frequency, angle is time, and the polar plane is folded into wedges, so
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// the last few seconds of sound become a mandala that turns over as it
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// plays.
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//
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// Pattern taught: reading the audio texture on BOTH axes at once. Most
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// looks read one instant (age 0) or one bin; this one uses the ring as a
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// two-dimensional image, which is exactly what it is.
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{
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name: "Spectro Kaleido"
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engine: "screen"
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seed: 13
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speed: 1.0
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beat_pulse: 0.55
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beat_rate: 1.0
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bar_beats: 4
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glow: 1.0
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p0: 0.5 p1: 0.5 p2: 0.5
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dials: [
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{name: "WEDGES", bind: "p0", default: 0.5},
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{name: "DEPTH", bind: "p1", default: 0.5},
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{name: "TURN", bind: "p2", default: 0.5}
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]
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color_bg: #x05040f
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color_a: #x24f0a8
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color_b: #xff2f9c
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color_c: #xffe27a
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stages: [
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{kind: "bloom", threshold: 0.5, strength: 1.2, levels: 3},
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{kind: "mirror", p1: 0.5, p2: 0.5}
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]
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shader: draw.DrawVjFxScreen {
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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 turn = (clamp(self.user.z, 0.0, 1.0) - 0.5) * 0.7
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let raw = atan2(p.y, p.x) / 6.2831853 + 0.5
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+ modf(self.time_beat.x * turn, 1.0)
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// Fold the circle into WEDGES, then mirror inside each one.
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let wedges = floor(3.0 + 9.0 * clamp(self.user.x, 0.0, 1.0))
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let w = fract(raw * wedges)
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let folded = 1.0 - abs(w * 2.0 - 1.0)
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// Radius -> frequency (low in the middle), wedge -> time.
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let f = clamp(r * 1.9, 0.0, 1.0)
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let depth = 0.10 + 0.85 * clamp(self.user.y, 0.0, 1.0)
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let age = clamp(folded * depth, 0.0, 1.0)
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let lvl = self.audio_fft(f, age)
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// Idle: a slow moire that any real spectrum overwrites.
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let idle = 0.06 + 0.05 * sin(f * 21.0 + folded * 12.0 - self.time_beat.x * 1.1)
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let v = max(lvl, idle)
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// Glass: hard steps between level bands so it reads as panes,
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// with the seam between panes drawn as lead.
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let panes = 7.0
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let step_v = floor(v * panes) / panes
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let seam = smoothstep(0.0, 0.03, abs(v * panes - floor(v * panes) - 0.5) - 0.44)
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let hue = fract(step_v * 1.7 + age * 0.6)
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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 * (0.25 + 1.35 * step_v)
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rgb = rgb + self.col_c.xyz * (seam * 0.35 * v)
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// The centre pane holds the live low end, so the mandala has a
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// heart that moves with the track.
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rgb = rgb + self.col_c.xyz
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* (exp(0.0 - r * 13.0) * (0.10 + 0.7 * self.audio_env.x))
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// Edge falloff so the corners do not stretch the wedge seams.
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let vig = 1.0 - 0.55 * smoothstep(0.4, 1.0, r)
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return vec4(rgb * vig * self.fog.y, 1.0)
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}
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}
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}
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