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
97 lines
3.2 KiB
Text
97 lines
3.2 KiB
Text
// HUE CYCLE — the whole frame's hue slides continuously (or steps through
|
|
// a fixed-size palette) while saturation and brightness stay untouched,
|
|
// so the picture keeps its shape and only repaints its colour.
|
|
{
|
|
name: "Hue Cycle"
|
|
engine: "screen"
|
|
seed: 201
|
|
input0: "test"
|
|
|
|
speed: 1.0
|
|
beat_pulse: 0.5
|
|
beat_rate: 1.0
|
|
bar_beats: 4
|
|
glow: 1.0
|
|
// PERFORMANCE DIALS — mid-knob = the stock look, exact.
|
|
p0: 0.5 p1: 0.5 p2: 0.5
|
|
dials: [
|
|
{name: "MODE", bind: "p0", default: 0.5},
|
|
{name: "SHIFT", bind: "p1", default: 0.5},
|
|
{name: "COUNT", bind: "p2", default: 0.5}
|
|
]
|
|
|
|
color_bg: #x03040a
|
|
color_a: #x30ffd0
|
|
color_b: #xff3a86
|
|
color_c: #xfff0d0
|
|
|
|
stages: [
|
|
{kind: "bloom", threshold: 0.6, strength: 1.0, levels: 2}
|
|
]
|
|
|
|
// THE LOOK LIVES HERE: the whole frame is this function. MODE blends
|
|
// between a continuous hue rotation and a stepped N-colour palette;
|
|
// SHIFT is the rotation speed, COUNT the palette size in stepped mode.
|
|
// Inputs: uv, content = input0 at uv, cmix = pre-gated content
|
|
// strength. Signals: self.time_beat (time, beat, phase, pulse),
|
|
// self.sig (bar, bpm, energy, dt), self.user (p0..p3),
|
|
// self.col_a/b/c/bg, self.fog (density, glow, content, -).
|
|
shader: draw.DrawVjFxScreen {
|
|
rgb2hsv: fn(c: vec3) -> vec3 {
|
|
let hi = max(c.x, max(c.y, c.z))
|
|
let lo = min(c.x, min(c.y, c.z))
|
|
let d = hi - lo
|
|
let mut h = 0.0
|
|
if d < 0.0001 {
|
|
h = 0.0
|
|
} else if hi == c.x {
|
|
h = modf((c.y - c.z) / d + 6.0, 6.0) / 6.0
|
|
} else if hi == c.y {
|
|
h = ((c.z - c.x) / d + 2.0) / 6.0
|
|
} else {
|
|
h = ((c.x - c.y) / d + 4.0) / 6.0
|
|
}
|
|
let mut s = 0.0
|
|
if hi > 0.0001 {
|
|
s = d / hi
|
|
}
|
|
return vec3(h, s, hi)
|
|
}
|
|
hsv2rgb: fn(h: float, s: float, v: float) -> vec3 {
|
|
let hh = fract(h) * 6.0
|
|
let i = floor(hh)
|
|
let f = hh - i
|
|
let p = v * (1.0 - s)
|
|
let q = v * (1.0 - s * f)
|
|
let t = v * (1.0 - s * (1.0 - f))
|
|
if i < 0.5 {
|
|
return vec3(v, t, p)
|
|
}
|
|
if i < 1.5 {
|
|
return vec3(q, v, p)
|
|
}
|
|
if i < 2.5 {
|
|
return vec3(p, v, t)
|
|
}
|
|
if i < 3.5 {
|
|
return vec3(p, q, v)
|
|
}
|
|
if i < 4.5 {
|
|
return vec3(t, p, v)
|
|
}
|
|
return vec3(v, p, q)
|
|
}
|
|
fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 {
|
|
let hsv = self.rgb2hsv(content.xyz)
|
|
let speed = 0.06 + 0.5 * self.user.y
|
|
let flow = fract(self.time_beat.x * speed)
|
|
let steps = floor(2.0 + 10.0 * clamp(self.user.z, 0.0, 1.0))
|
|
let stepped = floor(hsv.x * steps) / steps
|
|
let mode = clamp(self.user.x, 0.0, 1.0)
|
|
let base_h = mix(stepped, hsv.x, mode)
|
|
let h = fract(base_h + flow)
|
|
let rgb = self.hsv2rgb(h, hsv.y, hsv.z)
|
|
return vec4(rgb * self.fog.y, 1.0)
|
|
}
|
|
}
|
|
}
|