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
134 lines
6.6 KiB
Text
134 lines
6.6 KiB
Text
// BUTTERFLY — the frame is split down the middle and the two halves are
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// WINGS, hinged on the centre line and flapping on the beat: they swing
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// back through the glass and forward again, foreshortening and dimming as
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// they go, with a hairline of the flat picture left standing between them
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// as the body.
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//
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// Pattern taught: the plane-in-3D helper (`plane_uv` below, the family's
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// shared block — the reference copy lives in the Perspective doc) called
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// TWICE with a shared hinge and opposite angles. Camera at the origin
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// looking down -z; the RAY and the EYE are pushed into each wing's own
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// frame by the transposed rotation, where the wing is z = 0 and one divide
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// gives the hit. At zero flap both wings lie flat and the pair returns the
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// frame EXACTLY, so a parked butterfly is the untouched picture.
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//
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// The flap is a sine of BAR PHASE — a 0..1 signal, so it is locked to the
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// music and bounded however long the deck has been running, never the raw
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// beat count. RATE picks a WHOLE number of flaps per bar, which is what
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// keeps the wing continuous across the bar line.
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{
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name: "Butterfly"
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engine: "screen"
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seed: 17
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input0: "test"
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speed: 1.0
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beat_pulse: 0.6
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beat_rate: 1.0
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bar_beats: 4
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glow: 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: "FLAP", bind: "p0", default: 0.5},
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{name: "RATE", 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: #x05060e
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color_a: #xffb040
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color_b: #x4030a0
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color_c: #xfff0d8
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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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// ---- THE SHARED HELPER: one ray, one rotated video plane --------
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// The plane is the rectangle of half-extents (aspect, 1) * 0.5/f
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// whose HINGE sits at world (piv.x, piv.y, -d), spun about that
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// hinge by the Euler angles `ang` (Rz then Ry then Rx, radians).
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// Returns (plane u, plane v, on-quad 0/1, front-facing 0/1).
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plane_uv: fn(uv: vec2, ang: vec3, piv: vec2, d: float, f: float) -> vec4 {
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// The `screen` family's shader carries no aspect uniform (only
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// the duo and marcher families do), so the plane takes the VJ
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// canvas aspect. Keep it in step with the output if that ever
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// stops being 16:9.
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let a = 1.7777
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let c0 = cos(ang.x)
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let s0 = sin(ang.x)
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let c1 = cos(ang.y)
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let s1 = sin(ang.y)
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let c2 = cos(ang.z)
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let s2 = sin(ang.z)
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// The ray through this fragment (y up) and the eye, both
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// measured from the hinge.
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let rd = vec3((uv.x - 0.5) * a, 0.5 - uv.y, 0.0 - f)
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let ro = vec3(0.0 - piv.x, 0.0 - piv.y, d)
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let r1 = vec3(rd.x * c2 + rd.y * s2, rd.y * c2 - rd.x * s2, rd.z)
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let o1 = vec3(ro.x * c2 + ro.y * s2, ro.y * c2 - ro.x * s2, ro.z)
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let r2 = vec3(r1.x * c1 - r1.z * s1, r1.y, r1.x * s1 + r1.z * c1)
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let o2 = vec3(o1.x * c1 - o1.z * s1, o1.y, o1.x * s1 + o1.z * c1)
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let r3 = vec3(r2.x, r2.y * c0 + r2.z * s0, r2.z * c0 - r2.y * s0)
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let o3 = vec3(o2.x, o2.y * c0 + o2.z * s0, o2.z * c0 - o2.y * s0)
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// Intersect z = 0. A ray running parallel to the plane is
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// NUDGED, never divided by zero — it lands far off the quad.
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let den = r3.z + (1.0 - step(0.0001, abs(r3.z))) * 0.001
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let k = 0.0 - o3.z / den
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let hx = o3.x + k * r3.x + piv.x
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let hy = o3.y + k * r3.y + piv.y
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let pu = hx * f / a + 0.5
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let pv = 0.5 - hy * f
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let onq = step(0.0, pu) * step(pu, 1.0) * step(0.0, pv) * step(pv, 1.0)
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* step(0.001, k)
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return vec4(pu, pv, onq, step(0.0, o3.z))
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}
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fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 {
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let fl = 1.12
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// THE FLAP: a sine of BAR PHASE (0..1, bounded by construction
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// — never the raw beat count), at a WHOLE number of flaps per
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// bar so the wing is continuous across the bar line. RATE = 1
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// to 8 flaps per bar (mid-knob = 4, i.e. one per beat at the
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// stock 4/4), FLAP = 0.25..1.25 rad of swing.
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let rate = floor(1.0 + clamp(self.user.y, 0.0, 1.0) * 7.0)
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let amp = 0.25 + clamp(self.user.x, 0.0, 1.0)
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let ph = self.sig.x * 6.2831853 * rate
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let fp = amp * sin(ph)
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// The body pitches with TILT and drifts on two slow detuned
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// sines, so it never sits perfectly still and never wanders.
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let tm = self.time_beat.x
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let pitch = (self.user.z - 0.5) * 1.1 + 0.06 * sin(tm * 0.27)
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let roll = 0.05 * sin(tm * 0.19 + 2.2)
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// Both wings hinge on the centre line and swing in opposite
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// senses, which is what makes the pair read as one creature.
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let pl = self.plane_uv(uv, vec3(pitch, 0.0 - fp, roll), vec2(0.0, 0.0), 1.0, fl)
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let pr = self.plane_uv(uv, vec3(pitch, fp, roll), vec2(0.0, 0.0), 1.0, fl)
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let hitl = pl.z * step(pl.x, 0.5)
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let hitr = pr.z * step(0.5, pr.x)
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let cl = self.tex0.sample_as_bgra(clamp(vec2(pl.x, pl.y), vec2(0.0, 0.0), vec2(1.0, 1.0)))
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let cr = self.tex0.sample_as_bgra(clamp(vec2(pr.x, pr.y), vec2(0.0, 0.0), vec2(1.0, 1.0)))
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// A wing dims as it turns off-axis (exactly 1 at full spread)
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// and the leading edge catches col_a as it comes forward.
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let sh = 0.5 + 0.5 * abs(cos(fp))
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let lead = clamp(0.0 - fp, 0.0, 1.5)
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let wing = mix(cl.xyz, cr.xyz, step(0.5, hitr)) * sh
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+ self.col_a.xyz * (lead * 0.10)
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// The void the butterfly flies in.
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let vg = clamp(1.0 - length(vec2((uv.x - 0.5) * 1.7777, uv.y - 0.5)) * 1.2, 0.0, 1.0)
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let bg = self.col_bg.xyz + self.col_b.xyz * (0.10 * vg * vg)
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let mut rgb = mix(bg, wing, clamp(hitl + hitr, 0.0, 1.0))
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// THE BODY: a hairline of the untouched frame standing on the
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// hinge line, so the two wings read as joined.
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let body = 1.0 - smoothstep(0.004, 0.011, abs(uv.x - 0.5))
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rgb = mix(rgb, content.xyz + self.col_c.xyz * 0.12, body)
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// Without real content (cmix 0) the fallback pattern is all
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// there is, so lift it a little to keep the frame alive.
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let lift = 1.0 + (1.0 - clamp(cmix, 0.0, 1.0)) * 0.18
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return vec4(rgb * (self.fog.y * lift), 1.0)
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}
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}
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}
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