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
48 lines
1.7 KiB
Text
48 lines
1.7 KiB
Text
// MAZE — a square grid whose cells each turn their own patch of picture
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// (straight, swapped, or mirrored) off a per-cell hash, reading as a maze
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// of corridor tiles; the hash re-rolls on a beat-quantised cycle.
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{
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name: "Maze"
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engine: "screen"
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input0: "test"
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p0: 0.5 p1: 0.5 p2: 0.5
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dials: [
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{name: "SIZE", bind: "p0", default: 0.5},
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{name: "CHAOS", bind: "p1", default: 0.5},
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{name: "RATE", bind: "p2", default: 0.5}
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]
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stages: [
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{kind: "bloom", threshold: 0.6, strength: 1.05, levels: 2}
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]
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shader: draw.DrawVjFxScreen {
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fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 {
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let cell = 0.03 + 0.1 * self.user.x
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let cyc = floor(self.time_beat.y * (0.05 + 0.4 * self.user.z))
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let sq = uv / cell
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let sqi = floor(sq)
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let sqf = fract(sq)
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let hsh = fract(sin(sqi.x * 12.9898 + sqi.y * 78.233 + cyc * 3.7) * 43758.5453)
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let turn = floor(hsh * 4.0)
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let chaos = clamp(self.user.y, 0.0, 1.0)
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let mut lf = sqf
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if turn > 2.5 {
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lf = vec2(1.0, 1.0) - sqf
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} else if turn > 1.5 {
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lf = vec2(1.0 - sqf.x, sqf.y)
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} else if turn > 0.5 {
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lf = vec2(sqf.y, sqf.x)
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}
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let folded = mix(sqf, lf, chaos)
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let w = clamp(sqi * cell + folded * cell, vec2(0.0, 0.0), vec2(1.0, 1.0))
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let tex = self.tex0.sample_as_bgra(w)
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let wallx = min(sqf.x, 1.0 - sqf.x)
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let wally = min(sqf.y, 1.0 - sqf.y)
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let wall = 1.0 - smoothstep(0.0, 0.06, min(wallx, wally))
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let out = tex.xyz * (1.0 - wall * 0.25)
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return vec4(out, 1.0)
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}
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}
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}
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