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
67 lines
2.4 KiB
Text
67 lines
2.4 KiB
Text
// PIXEL WALLS — every particle carries one texel of input0; the grid
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// pulls apart down the centre seam into two facing walls on the beat,
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// each half keeping its own slice of picture, then breathes back flat.
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{
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name: "Pixel Walls"
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engine: "particles"
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mode: "image"
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seed: 158
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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: "0.4 * (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: "GAP", bind: "p0", default: 0.5},
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{name: "SPLIT", bind: "p1", default: 0.5},
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{name: "DEPTH", 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 — the
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// flat HOME grid position is blended against a two-wall TARGET by a
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// beat-driven breathing envelope. Params: mode/id/dir/t01/cyc/r0/r1.
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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 u = gx / w - 0.5
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let v = 0.5 - gy / w
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let side = step(0.0, u) * 2.0 - 1.0
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let gap = spread * (0.5 + 0.9 * self.user.x)
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let rate = 0.3 + 1.4 * self.user.y
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// BOUNDED BEAT. One cosine every 8/rate beats, so wrapping
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// the rate-scaled beat count at 8 is the SAME phase — just
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// taken on a small number. `beat` is the song clock and does
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// not start at zero; multiplying a dial straight into it made
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// the split shimmer and jump on a deck cued hours into a set.
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let bph = modf(self.time_beat.y * rate, 8.0)
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let breathe = 0.5 - 0.5 * cos(bph * 0.7853982)
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let home = vec3(u * spread * 1.2, v * spread * 1.2, 0.0)
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let curve = (0.5 - abs(u)) * spread * 0.6 * self.user.z
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let wall = vec3(side * gap, v * spread * 1.3, curve)
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return home.mix(wall, breathe)
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}
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}
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}
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