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
56 lines
2 KiB
Text
56 lines
2 KiB
Text
// SPIN CUBE — the live video wrapped onto one big, slowly tumbling cube:
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// every face plays the clip, the silhouette drifts on a tilted axis and the
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// face edges flash on the beat. Pattern taught here: the videomesh engine's
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// placement hooks — fx_axis pins the tumble axis, fx_place composes a steady
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// spin with a slow breathing wobble (both pure functions of time), and the
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// engine's orbit camera does the rest.
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{
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name: "Spin Cube"
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engine: "videomesh"
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shape: "box"
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seed: 3
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size: 2.6
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fly: 0.9
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spin: 1.0
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beat_pulse: 0.45
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input0: "test"
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color_bg: #x05070f
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color_a: #x40c8f0
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color_b: #x9040f0
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color_c: #xd8ecff
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fog: 0.0
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glow: 1.0
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stages: [
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{kind: "bloom", threshold: 0.72, strength: 0.7, levels: 2}
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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 choreography and pixel math this
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// effect runs. Rewrite it and the effect looks different; the
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// geometry, the beat and the content coupling keep working,
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// because the block SUBCLASSES the engine shader.
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// Inputs: fx_color t = light drive, attr = (hash, face, edge, id).
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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.DrawVjFxVideomesh {
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fx_axis: fn(id: float, hash: float) -> vec3 {
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return vec3(0.45, 1.0, 0.3)
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}
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fx_place: fn(id: float, hash: float, t: float) -> vec4 {
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let rate = 0.5 * (1.0 + clamp(self.user.x, 0.0, 4.0))
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return vec4(0.0, 0.0, 0.0, t * rate + 0.6 * sin(t * 0.23))
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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 lit = content.xyz * (t * (0.5 + 0.5 * attr.z))
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let rim = self.col_c.xyz * (1.0 - attr.z)
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* (0.3 + self.time_beat.w * 1.2 + clamp(self.user.z, 0.0, 4.0))
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return vec4((lit + rim) * self.fog.y, 1.0)
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}
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}
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}
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