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
62 lines
2.1 KiB
Text
62 lines
2.1 KiB
Text
// PIXEL BURST — every particle carries one texel of input0 and explodes
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// outward from the plane's centre on a saw-phase clock: each cycle snaps
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// open fast, drags to a stop, then resets and fires again.
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{
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name: "Pixel Burst"
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engine: "particles"
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mode: "image"
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seed: 157
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input0: "test"
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count: 12000
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spread: 6.0
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size: 0.09
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rate: 0.35
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beat_pulse: "0.4 * (0.2 + 1.6*p0)"
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beat_rate: 1.0
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// PERFORMANCE DIALS — mid-knob = the stock look, exact.
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p0: 0.5 p1: 0.5 p2: 0.5
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dials: [
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{name: "SPEED", bind: "p0", default: 0.5},
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{name: "SPIN", bind: "p1", default: 0.5},
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{name: "HANG", bind: "p2", default: 0.5}
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]
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color_bg: #x050508
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color_a: #xffffff
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color_b: #xffffff
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color_c: #xffffff
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cam_dist: 7.5
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cam_height: 0.0
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cam_orbit: 0.0
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fog: 0.0
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stages: [
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{kind: "feedback", amount: "0.35 + 0.3*p2", zoom: 1.01, rotate: 0.0, dim: 0.94},
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{kind: "bloom", threshold: 0.55, strength: "1.1 * (0.25 + 1.5*p0)", levels: 2}
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]
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// THE LOOK LIVES HERE: fx_center is the whole motion program — a
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// fresh saw-phase explosion every respawn cycle (the doc's `rate`
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// field paces the cycle), drag-eased outward from the plane's centre
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// along each particle's own random direction seed.
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// Params: mode/id/dir/t01/cyc/r0/r1 — see CONTRACT.md "particles".
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shader: draw.DrawVjFxParticles {
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fx_center: fn(mode: float, id: float, dir: vec3, t01: float, cyc: float, r0: float, r1: float) -> vec3 {
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let spread = self.shape.y
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let speed = spread * (0.6 + 1.4 * self.user.x)
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let k = 1.0 + 4.0 * (1.0 - clamp(self.user.z, 0.0, 1.0))
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let drag = (1.0 - exp(0.0 - k * t01)) / k
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let pos = dir * speed * drag * (0.6 + 0.6 * r1)
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let spin = self.user.y * 5.0
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let ang = spin * t01
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let cs = cos(ang)
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let sn = sin(ang)
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let x = pos.x * cs - pos.y * sn
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let y = pos.x * sn + pos.y * cs
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return vec3(x, y, pos.z)
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}
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}
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}
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