The VJ's EFFECT surface is a small renderer of its own. An effect is a
`.splash` DOCUMENT — engine choice, stages, fields, parameters and now the
SHADERS THEMSELVES live in the document rather than in Rust. That is the
shape this commit introduces (dev has never seen an intermediate one): a
document is the whole effect, and the Rust side is the engine families that
documents draw with.
The engine families: particles and emitters, GPU sim swarms and fluid, static
meshes (firefly synchrony, harmonograph loom, domino liturgy), tiles, flock,
clouds, city, pipes, stock charts, an SDF raymarcher with a subclassable
`scene_sdf`, and a mountain-jet endless range with a beat-pulsed fighter.
Three things make them a system rather than a demo reel:
- SIM FIELDS — a float simulation-texture primitive, so an engine can carry
GPU state across frames (wind, particles, fluid) instead of being a pure
function of the clock.
- CONTENT COUPLING — `content:` in a document and `input0` on every engine's
tex0, so an effect can consume the program video: drapes, backdrops,
mirrors, billboards, chrome, frescoes, canopy, glass, silk, wall, swarm,
pen and mosaic families all take the picture playing behind them.
- MUSIC BINDING — shaders read the beat, so the whole library moves with the
track rather than on its own clock.
Roughly a hundred seeded preset documents ship with it, each with a lazily
rendered animated thumbnail (rendered 4x and box-downscaled, 16-tap SSAA);
the thumbnail pass went from four minutes to eleven seconds. CONTRACT.md is
the document contract and its verify recipe; IDEAS.md is the campaign tracker.
68 lines
2.4 KiB
Text
68 lines
2.4 KiB
Text
// INK LOOM — a Victorian harmonograph drawing pale ink in the dark: one
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// ribbon traces the damped pendulum sum, redrawn pen-first every 16 beats
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// (grow: "loop"), and the FIGURE ITSELF morphs to a fresh coefficient set
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// on the same 16-beat clock — it never draws the same rosette twice.
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// Pattern taught: grow_beats aligned with morph_beats = each figure gets
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// exactly one complete drawing before the loom re-threads.
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{
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name: "Ink Loom"
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engine: "harmonograph"
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seed: 24
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segments: 1800
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strands: 1
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freq_x: 2.0
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freq_y: 3.0 // 2:3 — the classic rosette family
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freq_z: 1.0
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damping: 0.6
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detune: 0.05
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turns: 6.0
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width: 0.05
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morph_beats: 16
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grow: "loop"
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grow_beats: 16
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beat_pulse: 0.4
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p1: "0.35 * pulse" // the nib presses harder on the beat
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// PERFORMANCE DIALS — all three are the engine's own p-levers:
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// DETUNE splays the pendulum ratios, WIDTH overrides the nib-press
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// binding above when touched, DEPTH pulls the figure into z.
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dials: [
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{name: "DETUNE", bind: "p0", default: 0.0},
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{name: "WIDTH", bind: "p1", default: 0.5},
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{name: "DEPTH", bind: "p2", default: 0.0}
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]
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color_bg: #x05060d
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color_a: #xd8d0c0
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color_b: #x8090b8
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color_c: #xffffff
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cam_orbit: 0.06
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cam_dist: 5.2
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fog: 0.02
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glow: 1.1
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stages: [
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{kind: "feedback", amount: 0.55, zoom: 1.0, rotate: 0.0, dim: 0.955},
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{kind: "bloom", threshold: 0.45, strength: 1.1, 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 pixel math this effect runs.
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// Rewrite it and the effect looks different; everything else
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// (geometry, motion, the content coupling, the beat) keeps
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// working, because the block SUBCLASSES the engine shader.
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// Inputs: t = curve position 0..1, attr = (strand, t, rnd, side).
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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.DrawVjFxHarmono {
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fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
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let strand01 = self.geom.geom_uv.y
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let hue = fract(t * 0.85 + strand01 * 0.34 + self.user.w)
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return self.col_a.mix(self.col_b, hue)
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}
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}
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}
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