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
92 lines
4.7 KiB
Text
92 lines
4.7 KiB
Text
// TURN AWAY — deck A is a card standing in front of the camera; as the
|
|
// fader travels it TURNS on its vertical axis and drifts back, and deck B
|
|
// is simply there behind it, whole, the moment the card stops covering it.
|
|
// No blend anywhere: every pixel is one deck or the other.
|
|
//
|
|
// Pattern taught: the plane-in-3D helper (`plane_uv` below, the family's
|
|
// shared block — see the reference copy in the Perspective doc). Camera at
|
|
// the origin looking down -z, one ray per fragment, the plane hinged at a
|
|
// world point; the RAY and the EYE are pushed into the plane's frame by
|
|
// the transposed rotation, where the plane is z = 0 and one divide gives
|
|
// the hit. Flat, centred, at unit distance it returns `uv` exactly — which
|
|
// is why t = 0 is deck A to the pixel.
|
|
//
|
|
// The card's BACK needs no flip: past edge-on the intersection already
|
|
// reverses the u axis, so the mirrored picture comes for free and is only
|
|
// dimmed — a turn reads as a card turning over, not a texture flip.
|
|
{
|
|
name: "Turn Away"
|
|
engine: "transition"
|
|
p0: 0.5
|
|
dials: [
|
|
{name: "SWING", bind: "p0", default: 0.5},
|
|
{name: "FLIP", bind: "p1", default: 0.0},
|
|
{name: "DIP", bind: "p2", default: 0.0}
|
|
]
|
|
shader: draw.DrawVjFxDuo {
|
|
// ---- THE SHARED HELPER: one ray, one rotated video plane --------
|
|
// The plane is the rectangle of half-extents (aspect, 1) * 0.5/f
|
|
// whose HINGE sits at world (piv.x, piv.y, -d), spun about that
|
|
// hinge by the Euler angles `ang` (Rz then Ry then Rx, radians).
|
|
// Returns (plane u, plane v, on-quad 0/1, front-facing 0/1).
|
|
plane_uv: fn(uv: vec2, ang: vec3, piv: vec2, d: float, f: float) -> vec4 {
|
|
let a = self.aspect()
|
|
let c0 = cos(ang.x)
|
|
let s0 = sin(ang.x)
|
|
let c1 = cos(ang.y)
|
|
let s1 = sin(ang.y)
|
|
let c2 = cos(ang.z)
|
|
let s2 = sin(ang.z)
|
|
// The ray through this fragment (y up) and the eye, both
|
|
// measured from the hinge.
|
|
let rd = vec3((uv.x - 0.5) * a, 0.5 - uv.y, 0.0 - f)
|
|
let ro = vec3(0.0 - piv.x, 0.0 - piv.y, d)
|
|
let r1 = vec3(rd.x * c2 + rd.y * s2, rd.y * c2 - rd.x * s2, rd.z)
|
|
let o1 = vec3(ro.x * c2 + ro.y * s2, ro.y * c2 - ro.x * s2, ro.z)
|
|
let r2 = vec3(r1.x * c1 - r1.z * s1, r1.y, r1.x * s1 + r1.z * c1)
|
|
let o2 = vec3(o1.x * c1 - o1.z * s1, o1.y, o1.x * s1 + o1.z * c1)
|
|
let r3 = vec3(r2.x, r2.y * c0 + r2.z * s0, r2.z * c0 - r2.y * s0)
|
|
let o3 = vec3(o2.x, o2.y * c0 + o2.z * s0, o2.z * c0 - o2.y * s0)
|
|
// Intersect z = 0. A ray running parallel to the plane is
|
|
// NUDGED, never divided by zero — it lands far off the quad.
|
|
let den = r3.z + (1.0 - step(0.0001, abs(r3.z))) * 0.001
|
|
let k = 0.0 - o3.z / den
|
|
let hx = o3.x + k * r3.x + piv.x
|
|
let hy = o3.y + k * r3.y + piv.y
|
|
let pu = hx * f / a + 0.5
|
|
let pv = 0.5 - hy * f
|
|
let onq = step(0.0, pu) * step(pu, 1.0) * step(0.0, pv) * step(pv, 1.0)
|
|
* step(0.001, k)
|
|
return vec4(pu, pv, onq, step(0.0, o3.z))
|
|
}
|
|
|
|
trans: fn(uv: vec2, t: float) -> vec4 {
|
|
let tc = clamp(t, 0.0, 1.0)
|
|
// Leaves slowly, clears fast — the turn is the whole story.
|
|
let e = pow(tc, 1.25)
|
|
// FLIP picks the shoulder it turns over.
|
|
let dir = mix(1.0, -1.0, step(0.5, self.user.y))
|
|
// SWING: 0.9..2.6 rad of yaw, well past edge-on at the top.
|
|
let swing = 0.9 + 1.7 * clamp(self.user.x, 0.0, 1.0)
|
|
let an = vec3(0.0 - e * 0.16, e * swing * dir, e * 0.10 * dir)
|
|
// …and it drifts back while it turns, so it leaves the frame
|
|
// instead of just going thin.
|
|
let d = 1.0 + e * 1.15
|
|
let p = self.plane_uv(uv, an, vec2(0.0, 0.0), d, 1.12)
|
|
// Guarantee the far end: the last of the card is gone by t = 1.
|
|
let vis = p.z * (1.0 - smoothstep(0.86, 1.0, tc))
|
|
let ca = self.deck_a(vec2(p.x, p.y))
|
|
// Back of the card: already mirrored by the intersection, so
|
|
// only dimmed.
|
|
let card = ca.xyz * mix(0.34, 1.0, p.w)
|
|
// A hairline rim so the edge reads against deck B.
|
|
let ed = min(min(p.x, 1.0 - p.x), min(p.y, 1.0 - p.y))
|
|
let rim = (1.0 - smoothstep(0.0, 0.006, ed)) * vis
|
|
let mut c = mix(self.deck_b(uv).xyz, card, vis)
|
|
c = c + vec3(1.0, 1.0, 1.0) * (rim * 0.35)
|
|
// DIP: duck through black mid-turn (0 = off, the stock look).
|
|
let dim = 1.0 - 4.0 * tc * (1.0 - tc) * self.user.z * 0.9
|
|
return vec4(c * dim, 1.0)
|
|
}
|
|
}
|
|
}
|