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
61 lines
2.1 KiB
Text
61 lines
2.1 KiB
Text
// PIXEL DRIFT — every particle carries one texel of input0 and streams
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// steadily along one steerable heading, each texel's own phase offset so
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// the stream reads as a soft current rather than a lockstep scroll.
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{
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name: "Pixel Drift"
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engine: "particles"
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mode: "image"
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seed: 156
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input0: "test"
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count: 14400
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spread: 6.0
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size: 0.085
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rate: 0.0
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beat_pulse: "0.35 * (0.2 + 1.6*p1)"
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beat_rate: 1.0
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// PERFORMANCE DIALS — mid-knob = the stock look, exact.
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p0: 0.5 p1: 0.5 p2: 0.5
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dials: [
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{name: "DIRECTION", bind: "p0", default: 0.5},
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{name: "SPEED", bind: "p1", default: 0.5},
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{name: "SPAN", bind: "p2", default: 0.5}
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]
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color_bg: #x050508
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color_a: #xffffff
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color_b: #xffffff
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color_c: #xffffff
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cam_dist: 7.5
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cam_height: 0.0
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cam_orbit: 0.0
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fog: 0.0
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stages: [
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{kind: "bloom", threshold: 0.55, strength: "1.1 * (0.25 + 1.5*p2)", levels: 2}
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]
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// THE LOOK LIVES HERE: fx_center is the whole motion program. Every
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// texel's HOME sits on the image-plane grid; this hook only decides
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// where it drifts from there. Rewrite it and the current changes,
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// everything else (geometry, the beat, the content coupling) keeps
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// working because the block SUBCLASSES the engine shader.
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// Params: mode/id/dir/t01/cyc/r0/r1 — see CONTRACT.md "particles".
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shader: draw.DrawVjFxParticles {
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fx_center: fn(mode: float, id: float, dir: vec3, t01: float, cyc: float, r0: float, r1: float) -> vec3 {
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let spread = self.shape.y
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let w = self.shape.w
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let gx = modf(id, w)
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let gy = floor(id / w)
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let home = vec3((gx / w - 0.5) * spread * 1.2, (0.5 - gy / w) * spread * 1.2, 0.0)
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let angle = self.user.x * 6.2831853
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let speed = 0.12 + 0.9 * self.user.y
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let span = spread * (0.5 + 1.1 * self.user.z)
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let drift_t = fract(fract(self.time_beat.x * speed) + r0) - 0.5
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let stream = vec3(cos(angle), sin(angle), 0.0) * (drift_t * span)
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return home + stream
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}
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}
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}
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