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
69 lines
2.4 KiB
Text
69 lines
2.4 KiB
Text
// LASER LOOM — three chorus strands of the harmonograph at hue offsets,
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// drawn as additive laser light with feedback trails. Pattern taught: the
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// strand channel (each strand offsets the pendulum phases slightly) turns
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// one curve into a braid; `p0` scales DETUNE with the bar so the braid
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// breathes apart and snaps back; width pumps on the pulse.
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{
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name: "Laser Loom"
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engine: "harmonograph"
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seed: 68
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segments: 1400
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strands: 3
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freq_x: 3.0
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freq_y: 4.0 // 3:4 — the shell family
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freq_z: 2.0
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damping: 0.6
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detune: 0.10
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turns: 5.0
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width: 0.042
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morph_beats: 8
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grow: "loop"
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grow_beats: 8
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beat_pulse: 0.7
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p0: "0.5 + 0.5 * sin(bar * tau)" // braid breathes over the bar
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p1: "0.5 * pulse" // width slams on the beat
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p3: "fract(beat * 0.02)" // slow hue spin, wrapped 0..1
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// PERFORMANCE DIALS — the engine's own p-levers; touching DETUNE or
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// WIDTH overrides its music binding above with a held value.
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dials: [
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{name: "DETUNE", bind: "p0", default: 0.5},
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{name: "WIDTH", bind: "p1", default: 0.5},
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{name: "DEPTH", bind: "p2", default: 0.0}
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]
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color_bg: #x030309
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color_a: #x40ffcc
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color_b: #xff40cc
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color_c: #xffffff
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cam_orbit: 0.10
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cam_dist: 6.0
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fog: 0.015
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glow: 1.0
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stages: [
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{kind: "feedback", amount: "0.42 + 0.15 * pulse", zoom: 1.006,
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rotate: 0.003, dim: 0.90},
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{kind: "bloom", threshold: 0.5, strength: 1.15, levels: 3}
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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 = curve position 0..1, attr = (strand, t, rnd, side).
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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.DrawVjFxHarmono {
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fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
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let strand01 = self.geom.geom_uv.y
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let hue = fract(t * 0.85 + strand01 * 0.34 + self.user.w)
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return self.col_a.mix(self.col_b, hue)
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}
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}
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}
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