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
51 lines
1.6 KiB
Text
51 lines
1.6 KiB
Text
// BLIMP — a fat video airship cruising a slow bounded figure through the
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// frame: a horizontal capsule whose hull wraps the clip end to end, drifting
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// on three detuned sines with a gentle nose wobble, the beat breathing a
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// little extra light along the belly. Pattern taught here: a fixed axis
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// spin (quarter-turn about z lays the capsule flat) composed with a wobble,
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// and a drift path that is three sines — bounded forever.
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{
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name: "Blimp"
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engine: "videomesh"
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shape: "capsule"
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seed: 15
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detail: 32
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size: 2.3
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aspect: 1.9
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fly: 0.6
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beat_pulse: 0.35
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input0: "test"
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color_bg: #x05070f
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color_a: #x88b0e0
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color_b: #x304a80
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color_c: #xf0f6ff
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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: 0.75, strength: 0.6, levels: 2}
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]
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// THE LOOK LIVES HERE — the drifting hull, clip wrapped around it.
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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(0.0, 0.0, 1.0)
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}
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fx_place: fn(id: float, hash: float, t: float) -> vec4 {
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let x = 2.3 * sin(t * 0.19)
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let y = 0.55 * sin(t * 0.31)
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let z = 0.8 * sin(t * 0.11)
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return vec4(x, y, z, 1.5707963 + 0.08 * sin(t * 0.45))
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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
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let belly = self.col_c.xyz * (1.0 - attr.z)
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* (0.2 + self.time_beat.w * 0.7 + clamp(self.user.z, 0.0, 4.0))
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return vec4((lit + belly) * self.fog.y, 1.0)
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}
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}
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}
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