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
2.3 KiB
Text
64 lines
2.3 KiB
Text
// PIXEL HOP — every particle carries one texel of input0 and hops from
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// its home cell to a freshly hashed spot every few beats, arcing up and
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// settling back down — a slower, weightier cousin of the jitter shuffle.
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{
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name: "Pixel Hop"
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engine: "particles"
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mode: "image"
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seed: 163
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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*p0)"
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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: "DISTANCE", bind: "p0", default: 0.5},
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{name: "HANG", bind: "p1", default: 0.5},
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{name: "ARC", 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, 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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// hop event is QUANTISED on floor(beat / beats-per-hop) — never the
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// raw clock — so every particle holds its landing spot for the whole
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// hang window before the next hash fires. 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 home = vec3((gx / w - 0.5) * spread * 1.2, (0.5 - gy / w) * spread * 1.2, 0.0)
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let beats_per_hop = 2.0 + 6.0 * clamp(self.user.y, 0.0, 1.0)
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let hop_i = floor(self.time_beat.y / beats_per_hop)
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let phase = fract(self.time_beat.y / beats_per_hop)
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let hx = fract(sin(id * 17.13 + hop_i * 41.7) * 39812.51)
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let hy = fract(sin(id * 5.37 + hop_i * 91.3) * 27431.9)
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let dist = spread * (0.1 + 0.5 * self.user.x)
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let target = home + (vec3(hx, hy, 0.0) - vec3(0.5, 0.5, 0.0)) * 2.0 * dist
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let settle = smoothstep(0.0, 0.35, phase)
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let pos = home.mix(target, settle)
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let arc = spread * (0.05 + 0.35 * self.user.z) * sin(clamp(phase, 0.0, 1.0) * 3.14159265)
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return pos + vec3(0.0, arc, 0.0)
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}
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}
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}
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