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
35 lines
1.5 KiB
Text
35 lines
1.5 KiB
Text
// BRICKWORK — offset masonry rows; bricks flip left-to-right in
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// sequence with a small per-brick hash jitter so it never feels
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// metronomic. COLS sets the brick count per row.
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{
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name: "Brickwork"
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engine: "transition"
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p1: 0.5
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dials: [
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{name: "SOFT", bind: "p0", default: 0.15},
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{name: "COLS", bind: "p1", default: 0.5},
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{name: "DIP", bind: "p2", default: 0.0}
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]
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shader: draw.DrawVjFxDuo {
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trans: fn(uv: vec2, t: float) -> vec4 {
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let cols = 5.0 + floor(self.user.y * 9.0)
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let rows = cols * 0.45
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let row = floor(uv.y * rows)
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let offset = modf(row, 2.0) * 0.5
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let colf = uv.x * cols - offset
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let col = floor(colf)
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let cellx = fract(colf)
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let celly = fract(uv.y * rows)
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let hash = fract(sin((col + row * 37.0) * 12.9898 + 3.0) * 43758.5453)
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let field = clamp(col / cols, 0.0, 1.0) * 0.85 + hash * 0.15
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let soft = 0.02 + self.user.x * 0.2
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let tt = t * (1.0 + 2.0 * soft) - soft
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let m = smoothstep(tt - soft, tt + soft, field)
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let seam = smoothstep(0.0, 0.03, cellx) * smoothstep(0.0, 0.03, 1.0 - cellx) * smoothstep(0.0, 0.06, celly) * smoothstep(0.0, 0.06, 1.0 - celly)
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let c = self.deck_b(uv).mix(self.deck_a(uv), m)
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let dip = 1.0 - 4.0 * clamp(t, 0.0, 1.0) * (1.0 - clamp(t, 0.0, 1.0)) * self.user.z * 0.9
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let dim = dip * (0.85 + 0.15 * seam)
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return vec4(c.xyz * dim, 1.0)
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}
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}
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}
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