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
64 lines
2.2 KiB
Text
64 lines
2.2 KiB
Text
// PIXEL ORBIT — every particle carries one texel of input0 and circles a
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// great circle whose axis is hashed per particle, so the picture scatters
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// into a slow swarm of independent rings rather than one shared spin.
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{
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name: "Pixel Orbit"
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engine: "particles"
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mode: "image"
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seed: 161
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input0: "test"
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count: 10000
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spread: 6.0
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size: 0.095
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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: "ORBIT", bind: "p0", default: 0.5},
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{name: "SPEED", bind: "p1", default: 0.5},
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{name: "TILT", 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: 1.006, rotate: 0.0, dim: 0.95},
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{kind: "bloom", threshold: 0.55, strength: 1.15, levels: 2}
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]
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// THE LOOK LIVES HERE: fx_center is the whole motion program — each
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// particle's own random direction seed (`dir`) becomes its orbit
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// AXIS, and a Rodrigues rotation spins a fixed radius vector around
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// it. Params: mode/id/dir/t01/cyc/r0/r1.
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shader: draw.DrawVjFxParticles {
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rot_axis: fn(v: vec3, axis: vec3, ang: float) -> vec3 {
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let c = cos(ang)
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let s = sin(ang)
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return v * c + cross(axis, v) * s + axis * (dot(axis, v) * (1.0 - c))
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}
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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 axis = normalize(dir)
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let seedv = vec3(0.0, 1.0, 0.0)
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let perp = normalize(cross(axis, seedv) + vec3(0.0001, 0.0, 0.0))
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let radius = spread * (0.35 + 0.55 * r0) * (0.4 + 1.3 * self.user.x)
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let speed = 0.15 + 1.2 * self.user.y
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let ang = self.time_beat.x * speed * (0.5 + r1) + id * 0.017
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let p = self.rot_axis(perp * radius, axis, ang)
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let tilt = 0.3 * self.user.z
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return p + axis * sin(self.time_beat.x * 0.3 + id * 0.7) * radius * tilt
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}
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}
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}
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