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
50 lines
1.7 KiB
Text
50 lines
1.7 KiB
Text
// BUG EYE — the frame reads through a hex lens array, an insect's compound
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// eye: every cell bulges its own patch, JITTER varying the magnification
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// per cell off a stable hash.
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{
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name: "Bug Eye"
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engine: "screen"
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input0: "test"
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p0: 0.5 p1: 0.5 p2: 0.5
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dials: [
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{name: "SIZE", bind: "p0", default: 0.5},
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{name: "BULGE", bind: "p1", default: 0.5},
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{name: "JITTER", bind: "p2", default: 0.5}
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]
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stages: [
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{kind: "bloom", threshold: 0.6, strength: 1.05, levels: 2}
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]
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shader: draw.DrawVjFxScreen {
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hash2: fn(p: vec2) -> float {
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return fract(sin(p.x * 127.1 + p.y * 311.7 + 43.13) * 43758.5453)
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}
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fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 {
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let cell = 0.035 + 0.11 * self.user.x
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let r = vec2(1.0, 1.7320508) * cell
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let h = r * 0.5
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let pa = modf(uv, r) - h
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let pb = modf(uv - h, r) - h
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let da = length(pa)
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let db = length(pb)
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let mut off = pa
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let mut ctr = uv - pa
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if db < da {
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off = pb
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ctr = uv - h - pb
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}
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let hsh = self.hash2(ctr)
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let jitter = clamp(1.0 + self.user.z * (hsh - 0.5) * 1.6, 0.3, 1.8)
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let mag = (1.3 + 2.6 * self.user.y) * jitter * (0.85 + 0.15 * self.time_beat.w)
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let lensoff = off / max(mag, 0.05)
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let w = clamp(ctr + lensoff, vec2(0.0, 0.0), vec2(1.0, 1.0))
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let tex = self.tex0.sample_as_bgra(w)
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let rimt = length(off) / max(length(h), 0.0001)
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let rim = smoothstep(0.82, 1.05, rimt)
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let out = tex.xyz * (1.0 - rim * 0.35)
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return vec4(out, 1.0)
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}
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}
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}
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