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
1.4 KiB
Text
35 lines
1.4 KiB
Text
// TINT BLEND — deck B's LUMA (its brightness and motion) is re-tinted
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// with deck A's CHROMA (its hue), so B rides through wearing A's colour
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// instead of its own — a colourise-over blend rather than a replace.
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// AMOUNT sets how strongly A's chroma overrides B's own colour, SAT
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// scales the borrowed chroma's strength, GAIN brightens it.
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{
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name: "Tint Blend"
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engine: "transition"
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engage: "ramp"
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dials: [
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{name: "AMOUNT", bind: "p0", default: 0.6},
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{name: "SAT", bind: "p1", default: 0.6},
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{name: "GAIN", bind: "p2", default: 0.5}
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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 a = self.deck_a(uv)
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let b = self.deck_b(uv)
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let w = vec3(0.2126, 0.7152, 0.0722)
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let luma_b = dot(b.xyz, w)
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let luma_a = dot(a.xyz, w)
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let chroma_a = a.xyz - vec3(luma_a, luma_a, luma_a)
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let sat = 0.5 + self.user.y * 2.5
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let gain = 0.5 + self.user.z * 1.5
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let flat = vec3(luma_b, luma_b, luma_b)
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let tinted = flat + chroma_a * sat * gain
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let raw = b.xyz.mix(tinted, self.user.x)
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let composite = a.xyz.mix(raw, clamp(t, 0.0, 1.0))
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let cx = clamp(composite.x, 0.0, 1.0)
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let cy = clamp(composite.y, 0.0, 1.0)
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let cz = clamp(composite.z, 0.0, 1.0)
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return vec4(cx, cy, cz, 1.0)
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}
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}
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}
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