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
40 lines
1.6 KiB
Text
40 lines
1.6 KiB
Text
// DITHER FADE — a stippled crossfade: deck B pops in cell-by-cell through
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// a classic 4x4 ordered-dither (Bayer) threshold, instead of a smooth
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// gradient edge. The dither is a pure function of the PIXEL CELL and the
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// FADER POSITION — never a clock, so a parked fader holds one stable
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// stipple, not a flicker. SIZE sets the cell density, SOFT feathers each
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// cell's pop, FLIP reverses which cells go first.
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{
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name: "Dither Fade"
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engine: "transition"
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dials: [
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{name: "SIZE", bind: "p0", default: 0.35},
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{name: "SOFT", bind: "p1", default: 0.12},
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{name: "FLIP", bind: "p2", default: 0.0}
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]
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shader: draw.DrawVjFxDuo {
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b2: fn(x: float, y: float) -> float {
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return 2.0 * x + 3.0 * y - 4.0 * x * y
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}
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bayer4: fn(cell: vec2) -> float {
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let ix = modf(cell.x, 4.0)
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let iy = modf(cell.y, 4.0)
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let x0 = modf(ix, 2.0)
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let y0 = modf(iy, 2.0)
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let x1 = floor(ix / 2.0)
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let y1 = floor(iy / 2.0)
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let v = 4.0 * self.b2(x0, y0) + self.b2(x1, y1)
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return (v + 0.5) / 16.0
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}
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trans: fn(uv: vec2, t: float) -> vec4 {
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let density = 24.0 + self.user.x * 120.0
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let cx = floor(uv.x * density)
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let cy = floor(uv.y * density / self.aspect())
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let mut thr = self.bayer4(vec2(cx, cy))
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thr = mix(thr, 1.0 - thr, step(0.5, self.user.z))
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let soft = 0.005 + self.user.y * 0.2
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let m = smoothstep(thr - soft, thr + soft, clamp(t, 0.0, 1.0))
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return self.deck_a(uv).mix(self.deck_b(uv), m)
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}
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}
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}
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