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
66 lines
2.4 KiB
Text
66 lines
2.4 KiB
Text
// PIXEL JITTER — every particle carries one texel of input0 and snaps to
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// a freshly hashed offset from its home cell once per beat (or faster),
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// holding steady between snaps — a nervous quantised shuffle, not a
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// continuous shake.
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{
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name: "Pixel Jitter"
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engine: "particles"
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mode: "image"
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seed: 162
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input0: "test"
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count: 14400
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spread: 6.0
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size: 0.085
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rate: 0.0
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beat_pulse: "0.5 * (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: "AMOUNT", bind: "p0", default: 0.5},
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{name: "RATE", bind: "p1", default: 0.5},
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{name: "SNAP", 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: "bloom", threshold: 0.55, strength: 1.1, levels: 2}
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]
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// THE LOOK LIVES HERE: fx_center is the whole motion program. The
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// hash seed is QUANTISED on floor(beat) (times a subdivision count)
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// — never the raw clock — so every particle holds one jittered
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// offset for a whole beat (or fraction) before snapping to the next.
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// Params: mode/id/dir/t01/cyc/r0/r1.
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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 w = self.shape.w
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let gx = modf(id, w)
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let gy = floor(id / w)
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let home = vec3((gx / w - 0.5) * spread * 1.2, (0.5 - gy / w) * spread * 1.2, 0.0)
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let div = 1.0 + floor(3.0 * clamp(self.user.y, 0.0, 1.0))
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let step_i = floor(self.time_beat.y * div)
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let hx = fract(sin(id * 12.9898 + step_i * 78.233) * 43758.5453)
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let hy = fract(sin(id * 39.346 + step_i * 11.135) * 24634.6345)
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let hz = fract(sin(id * 71.324 + step_i * 96.321) * 51749.2691)
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let amount = spread * (0.03 + 0.35 * self.user.x)
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let jitter = (vec3(hx, hy, hz) - vec3(0.5, 0.5, 0.5)) * 2.0 * amount
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let snapphase = fract(self.time_beat.y * div)
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let ease = 1.0 + 3.0 * clamp(self.user.z, 0.0, 1.0)
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let settle = clamp(pow(snapphase, 1.0 / ease) * 4.0, 0.0, 1.0)
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return home + jitter * settle
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}
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}
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}
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