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
78 lines
3.1 KiB
Text
78 lines
3.1 KiB
Text
// BAND LATTICE — a wall of little meters. Each cell owns one slice of the
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// spectrum and one moment in time, so the grid reads across as frequency
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// and down as history: a rack of level lamps that plays the last few
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// seconds back at you.
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//
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// Pattern taught: cell coordinates. Quantising uv into a lattice and using
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// the CELL index (not the pixel) to address the audio texture is what
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// turns a smooth reading into hardware — and it costs one sample.
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{
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name: "Band Lattice"
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engine: "screen"
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seed: 41
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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: "CELLS", bind: "p0", default: 0.5},
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{name: "DEPTH", bind: "p1", default: 0.5},
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{name: "BLEED", bind: "p2", default: 0.5}
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]
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color_bg: #x05060d
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color_a: #x2bff9e
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color_b: #xffc21f
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color_c: #xff3b3b
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stages: [
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{kind: "bloom", threshold: 0.55, strength: 1.1, levels: 3}
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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 cols = floor(10.0 + 34.0 * clamp(self.user.x, 0.0, 1.0))
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let rows = floor(6.0 + 20.0 * clamp(self.user.x, 0.0, 1.0))
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let cx = floor(uv.x * cols)
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let cy = floor(uv.y * rows)
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let ix = fract(uv.x * cols)
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let iy = fract(uv.y * rows)
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let f = (cx + 0.5) / cols
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let depth = 0.10 + 0.80 * clamp(self.user.y, 0.0, 1.0)
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let age = ((cy + 0.5) / rows) * depth
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let v = self.audio_fft(f, age)
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// Idle: a lamp test pattern that crawls, so an unfed wall still
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// looks like working hardware.
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let idle = 0.06 + 0.07 * (0.5 + 0.5
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* sin(cx * 0.9 + cy * 0.6 - self.time_beat.x * 2.0))
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let m = clamp(max(v, idle), 0.0, 1.0)
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// The lamp: a rounded pad inside its cell, lit by level.
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let pad = smoothstep(0.0, 0.14, ix) * smoothstep(0.0, 0.14, 1.0 - ix)
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* smoothstep(0.0, 0.18, iy) * smoothstep(0.0, 0.18, 1.0 - iy)
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// Meter colour law: green, amber, red as it climbs.
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let mut lamp = self.col_a.xyz.mix(self.col_b.xyz, smoothstep(0.30, 0.70, m))
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lamp = lamp.mix(self.col_c.xyz, smoothstep(0.68, 0.95, m))
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let mut rgb = self.col_bg.xyz
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rgb = rgb + lamp * (pad * (0.10 + 1.35 * m * m))
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// BLEED: neighbouring cells glow into each other, so a loud
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// band lights its whole column instead of one pixel row.
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let bleed = clamp(self.user.z, 0.0, 1.0)
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let colhot = self.audio_fft(f, 0.0)
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rgb = rgb + lamp * (bleed * colhot * colhot * 0.28 * (1.0 - age))
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// Rack furniture: a dark grid so the lamps sit in something.
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let grille = (1.0 - pad) * 0.10
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rgb = rgb.mix(vec3(0.0, 0.0, 0.0), grille)
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// The newest row across the top gets a highlight rail.
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rgb = rgb + self.col_b.xyz
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* (exp(0.0 - uv.y * 26.0) * (0.05 + 0.5 * 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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