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
1.6 KiB
Text
48 lines
1.6 KiB
Text
// VIDEO BOX — five video-faced boxes riding a slow carousel, each tumbling
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// at its own hashed rate while bobbing on detuned sines. The whole ring
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// drifts past the orbiting camera so there is always a face arriving and a
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// face leaving. Pattern taught here: a multi-instance fx_place — carousel
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// angle from the instance id plus per-instance spin from the stream hash.
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{
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name: "Video Box"
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engine: "videomesh"
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shape: "box"
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seed: 8
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instances: 5
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size: 1.5
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spread: 3.4
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fly: 0.7
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beat_pulse: 0.4
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input0: "test"
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color_bg: #x070510
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color_a: #xf0a840
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color_b: #x40c8f0
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color_c: #xffe9c8
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fog: 0.02
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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 — carousel placement + the lit face.
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shader: draw.DrawVjFxVideomesh {
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fx_place: fn(id: float, hash: float, t: float) -> vec4 {
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let a = (id / 5.0 + t * 0.03) * 6.2831853
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let r = self.shape.w
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let y = 0.55 * sin(t * 0.6 + id * 2.3)
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let spin = t * (0.35 + hash * 0.5) * (1.0 + clamp(self.user.x, 0.0, 4.0))
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return vec4(sin(a) * r, y, cos(a) * r, 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 lit = content.xyz * (t * (0.5 + 0.5 * attr.z))
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let rim = self.col_a.xyz.mix(self.col_b.xyz, attr.x) * (1.0 - attr.z)
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* (0.35 + self.time_beat.w * 1.0 + 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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