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
57 lines
1.9 KiB
Text
57 lines
1.9 KiB
Text
// PIXEL HELIX — every particle carries one texel of input0, wound onto a
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// spiral column: angle grows with the particle's own index, so the
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// picture reads as a climbing ribbon rather than a flat sheet.
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{
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name: "Pixel Helix"
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engine: "particles"
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mode: "image"
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seed: 159
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input0: "test"
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count: 12100
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spread: 6.0
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size: 0.09
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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: "TURNS", bind: "p0", default: 0.5},
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{name: "SPIN", bind: "p1", default: 0.5},
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{name: "SPREAD", 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: "feedback", amount: "0.4 + 0.3*p1", zoom: 1.008, rotate: "(p1-0.5)*0.02", dim: 0.95},
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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 — angle
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// is proportional to the particle's index, climbing a helix instead
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// of sitting flat on the image grid. 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 n = w * w
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let along = id / max(n, 1.0)
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let turns = 2.0 + 10.0 * self.user.x
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let ang = along * turns * 6.2831853 + self.time_beat.x * (0.08 + 0.7 * self.user.y)
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let radius = spread * (0.25 + 0.55 * r0) * (0.4 + 1.3 * self.user.z)
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let y = (along - 0.5) * spread * 1.4
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return vec3(cos(ang) * radius, y, sin(ang) * radius)
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}
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}
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}
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