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
86 lines
3.7 KiB
Text
86 lines
3.7 KiB
Text
// WAVEFORM TUNNEL — the scope wrapped around the viewer. Radius is TIME:
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// the ring at the centre is the sound of a second ago and it is flying
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// out past you, its wall dented by the waveform of that instant.
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//
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// Pattern taught: mapping a texture ring to DEPTH. Nothing moves because
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// something integrated a position — the ring at radius r simply reads the
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// window at age r, so the whole tunnel is a pure function of the texture.
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{
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name: "Waveform Tunnel"
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engine: "screen"
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seed: 8
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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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p0: 0.5 p1: 0.5 p2: 0.5
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dials: [
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{name: "DENT", bind: "p0", default: 0.5},
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{name: "RINGS", bind: "p1", default: 0.5},
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{name: "SPIN", bind: "p2", default: 0.5}
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]
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color_bg: #x04030a
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color_a: #x2ad4ff
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color_b: #xff6a2a
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color_c: #xfff4d8
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stages: [
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{kind: "bloom", threshold: 0.5, strength: 1.15, levels: 3},
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{kind: "chroma", p1: 0.35, p2: 0.5}
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]
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shader: draw.DrawVjFxScreen {
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fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 {
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let aspect = 16.0 / 9.0
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let p = vec2((uv.x - 0.5) * aspect, uv.y - 0.5)
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let r = max(length(p), 0.0015)
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let spin = (clamp(self.user.z, 0.0, 1.0) - 0.5) * 1.6
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let ang = atan2(p.y, p.x) / 6.2831853 + 0.5
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+ modf(self.time_beat.x * spin, 1.0)
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// Tunnel coordinate: 1/r puts the far end at the centre. The
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// scroll is the tunnel flying past.
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let rings = 4.0 + 16.0 * clamp(self.user.y, 0.0, 1.0)
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// BOUNDED SCROLL. The ring INDEX only ever seeds hashes, so it
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// keeps counting; the position INSIDE the ring comes off the
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// wrapped scroll, or an hours-old clock swallows the 1/r
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// perspective term and the rings band.
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let scroll = self.time_beat.x * 0.5 * rings * 0.25
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let dz = 0.16 / r * rings * 0.25 + fract(scroll)
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let band = fract(dz)
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let ringid = floor(dz) + floor(scroll)
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// Age of THIS ring: the further down the tunnel, the older the
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// audio it is made of. Wrapped so the tunnel never runs out.
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let age = clamp(fract(ringid * 0.081 + 0.5) * 0.9, 0.0, 1.0)
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// The wall dent: the waveform of that moment, read around the
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// ring so the dent has an angular shape.
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let t = clamp(1.0 - age * 0.85 - fract(ang) * 0.08, 0.0, 1.0)
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let dent = self.audio_wave(t) * (0.35 + 1.1 * clamp(self.user.x, 0.0, 1.0))
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// Idle figure so a silent tunnel still has a wall texture.
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let idle = 0.10 * sin(fract(ang) * 25.1327 + ringid * 1.7)
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// The ring wall: a soft shell at band position, pushed by dent.
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let wall = exp(0.0 - abs(band - 0.5 - (dent + idle) * 0.22) * 12.0)
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// Perspective fade: the far end goes dark, the mouth is bright.
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let near = clamp(r * 2.4, 0.0, 1.0)
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let hue = fract(ringid * 0.137 + self.audio_env.y * 0.4)
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let tint = self.col_a.xyz.mix(self.col_b.xyz, hue)
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let mut rgb = self.col_bg.xyz
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rgb = rgb + tint * (wall * near * 0.9)
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// Spokes: the frequency content painted around the bore.
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let spoke = self.audio_fft(1.0 - abs(fract(ang) * 2.0 - 1.0), age)
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rgb = rgb + self.col_c.xyz * (spoke * wall * near * 0.8)
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// The far mouth: a lamp on the broadband level so the vanishing
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// point never becomes a dead black dot.
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rgb = rgb + self.col_a.xyz
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* (exp(0.0 - r * 22.0) * (0.25 + 0.9 * self.audio_env.w))
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return vec4(rgb * self.fog.y, 1.0)
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}
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}
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}
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