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
104 lines
4.1 KiB
Text
104 lines
4.1 KiB
Text
// TILE JITTER — the picture holds together but will not sit still: every
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// tile jumps to a new hashed offset ON THE BEAT and settles back before the
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// next one, spinning a little as it goes.
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//
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// Pattern taught here: BEAT-QUANTISED HASHES. The jump seed is
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// `floor(bar * 4)` — which beat of the bar we are on — so it steps four
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// times a bar and repeats forever; nothing accumulates, and cueing the deck
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// anywhere lands mid-pattern instead of mid-drift. The settle is
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// `1 - beat phase`, a plain 1..0 saw, so every jump decays exactly on time
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// whatever the tempo.
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{
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name: "Tile Jitter"
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engine: "tiles"
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mode: "hook"
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seed: 23
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grid: 26
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spread: 8.6
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aspect: 0.66
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gap: 0.05
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input0: "test"
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speed: 1.0
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beat_pulse: 0.8
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beat_rate: 1.0
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bar_beats: 4
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// PERFORMANCE DIALS — mid-knob = the stock look, exact.
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p0: 0.5 p1: 0.5
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p2: "0.06 + 0.22 * pulse"
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dials: [
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{name: "THROW", bind: "p0", default: 0.5},
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{name: "SPIN", bind: "p1", default: 0.5},
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{name: "GROUT", bind: "p2", default: 0.5}
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]
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color_bg: #x0a0610
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color_a: #xff5fa8
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color_b: #x40206a
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color_c: #xffd9f0
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fog: 0.0
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glow: 1.05
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stages: [
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{kind: "chroma", p1: "(0.05 + 0.12 * pulse)", p2: 0.25},
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{kind: "bloom", threshold: 0.66, strength: 0.95, levels: 3}
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]
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// THE LOOK LIVES HERE. This block is not a reference to the
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// engine's shader — it IS the pixel math this effect runs.
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// Rewrite it and the effect looks different; everything else
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// (geometry, motion, the content coupling, the beat) keeps
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// working, because the block SUBCLASSES the engine shader.
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// Inputs: t = the mode highlight drive, attr = (shade, edge, stagger, tumble).
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// Vertex hooks: fx_tile(id, grid, uv_window, t) -> (dx, dy, dz, scale),
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// fx_tile_spin(id, grid, uv_window, t) -> (axis.xyz, angle).
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// Signals: self.time_beat (time, beat, phase, pulse),
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// self.sig (bar, bpm, energy, dt), self.user (p0..p3),
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// self.col_a/b/c/bg, self.fog (density, glow, content, -).
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shader: draw.DrawVjFxTiles {
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fx_tile: fn(id: float, grid: vec2, uv_window: vec4, t: float) -> vec4 {
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// Which beat of the bar: 0..3, stepping, bounded forever.
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let slot = floor(clamp(self.sig.x, 0.0, 0.9999) * 4.0)
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let seed = id * 1.371 + slot * 37.19
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let jx = self.hash1(seed + 1.0) - 0.5
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let jy = self.hash1(seed + 2.0) - 0.5
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let jz = self.hash1(seed + 3.0) - 0.5
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// Snap on the beat, settle across it.
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let settle = 1.0 - clamp(self.time_beat.z, 0.0, 1.0)
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let ease = settle * settle
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let throw = (0.25 + 1.5 * clamp(self.user.x, 0.0, 1.0))
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* self.shape.w * 0.85
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let pop = 1.0 + 0.18 * ease
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return vec4(jx * throw, jy * throw, jz * throw * 0.5, pop)
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}
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fx_tile_spin: fn(id: float, grid: vec2, uv_window: vec4, t: float) -> vec4 {
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let slot = floor(clamp(self.sig.x, 0.0, 0.9999) * 4.0)
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let seed = id * 2.113 + slot * 53.71
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let ax = self.hash1(seed + 5.0) - 0.5
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let ay = self.hash1(seed + 6.0) - 0.5
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let az = self.hash1(seed + 7.0) - 0.5 + 0.05
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let a = vec3(ax, ay, az)
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let al = max(length(a), 0.05)
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let settle = 1.0 - clamp(self.time_beat.z, 0.0, 1.0)
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let ease = settle * settle
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let spin = (0.2 + 1.6 * clamp(self.user.y, 0.0, 1.0)) * 0.32
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return vec4(a.x / al, a.y / al, a.z / al, ease * spin)
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}
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fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 {
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let border = attr.y
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let lit = content.xyz * (attr.x * (0.35 + 0.65 * border))
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// The grout flares while the tiles are still moving.
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let heat = 1.0 - clamp(self.time_beat.z, 0.0, 1.0)
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let glowline = self.col_c.xyz.mix(self.col_a.xyz, heat)
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* (1.0 - border)
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* (t + clamp(self.user.z, 0.0, 4.0) + heat * 0.35)
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return vec4((lit + glowline) * self.fog.y, 1.0)
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}
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}
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}
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