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
107 lines
4.1 KiB
Text
107 lines
4.1 KiB
Text
// METEOR SHOWER — scripted emitters: jets streak DOWN across the sky on
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// the off-beats; where each one "lands", a ring shock pops two beats
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// later. Pattern taught: slot-less spawns for one-shots, staggered kinds.
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{
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name: "Meteor Shower"
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engine: "emitters"
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particles: 900
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size: 0.12
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// PERFORMANCE DIALS — the tick reads the dial params as fx.p0..fx.p3;
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// mid-knob reproduces the stock shower exactly.
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p0: 0.5 p1: 0.5 p2: 0.5
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dials: [
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{name: "BLAZE", bind: "p0", default: 0.5},
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{name: "TRAIL", bind: "p1", default: 0.5},
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{name: "GLOW", bind: "p2", default: 0.5}
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]
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color_bg: #x040208
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cam_dist: 16.0
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cam_height: 3.0
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cam_orbit: 0.02
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stages: [
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{kind: "feedback", amount: "min(0.65 + (p1-0.5)*0.6, 0.97)", zoom: 1.0, rotate: 0.0, dim: 0.88},
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{kind: "bloom", threshold: 0.35, strength: "1.6 * (0.25 + 1.5*p2)", levels: 3}
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]
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frame: fn(fx) {
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let out = []
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// BEAT EDGE, robustly: a bare `phase < dt*2` is a single-frame
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// window a fixed-step clock can straddle forever (the thumbnail
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// bake's 30fps at 120bpm steps phase by exactly dt*2). Floor the
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// window wider than one step and key each spawn to the BEAT
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// NUMBER via `slot`, so an extra frame in the window replaces the
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// spawn instead of doubling it.
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let edge = fx.phase < max(fx.dt * 2.0, 0.075)
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let n = floor(fx.beat)
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// A meteor on every beat, entering high on one side.
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if edge {
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let lane = modf(n * 2.7, 12.0) - 6.0
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out.push({
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kind: "jet"
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slot: 60 + modf(n, 6.0)
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pos: vec3(lane + 6.0, 8.0, 0.0 - modf(n, 4.0))
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vel: vec3(-6.0, -5.5, 0.0)
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life: 1.6
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speed: 0.9
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// BLAZE dial: meteor size rides fx.p0.
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size: 0.16 * (0.4 + 1.2 * fx.p0)
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fraction: 0.45
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gravity: 0.0
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color: #xffffff
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color2: #x88bbff
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seed: n
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})
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}
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// The impact ring where a meteor from two beats ago came down.
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if edge && modf(n, 2.0) < 0.5 {
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let lane2 = modf((n - 2.0) * 2.7, 12.0) - 6.0
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out.push({
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kind: "ring"
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slot: 50 + modf(n * 0.5, 2.0)
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pos: vec3(lane2 - 3.0, -1.0, 0.0)
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life: 1.4
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speed: 5.0 * (0.5 + fx.p0)
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size: 0.16 * (0.4 + 1.2 * fx.p0)
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fraction: 0.8
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color: #xffffff
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color2: #x99aaff
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seed: n * 3.3
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})
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}
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return out
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}
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// THE LOOK LIVES HERE. This block is not a reference to the
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// engine's shader — it IS the pixel math this effect runs.
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// Rewrite it and the effect looks different; everything else
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// (geometry, motion, the content coupling, the beat) keeps
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// working, because the block SUBCLASSES the engine shader.
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// Inputs: t = life 0..1, attr = (id, seconds alive, ignition rnd, spread rnd).
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// Signals: self.time_beat (time, beat, phase, pulse),
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// self.sig (bar, bpm, energy, dt), self.user (p0..p3),
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// self.col_a/b/c/bg, self.fog (density, glow, content, -).
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shader: draw.DrawVjFxEmitter {
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fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 {
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let heat = clamp(1.0 - attr.y * 3.0, 0.0, 1.0)
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let tint0 = self.e_col_a.mix(self.e_col_b, t)
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let pal = tint0.xyz.mix(
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content.xyz * (1.05 + 0.5 * self.time_beat.w),
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clamp(cmix * 1.2, 0.0, 1.0)
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)
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let rgb = mix(pal, vec3(1.0, 0.98, 0.92), heat * heat)
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let fade = (1.0 - t) * (1.0 - t)
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return vec4(rgb, fade)
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}
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fx_sprite: fn(uv: vec2, tint: vec4) -> vec4 {
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let d = length(uv - vec2(0.5, 0.5)) * 2.0
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let core = 1.0 - smoothstep(0.0, 0.4, d)
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let halo = 1.0 - smoothstep(0.1, 0.9, d)
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let a = clamp(core + halo * 0.5, 0.0, 1.0) * tint.w
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return vec4(tint.x * a, tint.y * a, tint.z * a, 0.0)
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}
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}
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}
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