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
57 lines
2.1 KiB
Text
57 lines
2.1 KiB
Text
// CHANNEL CONTRAST — the classic contrast/gain/lift ladder, but each of
|
|
// red, green and blue carries its own fixed weighting, so pushing the
|
|
// dials bends the picture's colour balance instead of just its punch.
|
|
{
|
|
name: "Channel Contrast"
|
|
engine: "screen"
|
|
seed: 202
|
|
input0: "test"
|
|
|
|
speed: 1.0
|
|
beat_pulse: 0.4
|
|
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: "CONTRAST", bind: "p0", default: 0.5},
|
|
{name: "GAIN", bind: "p1", default: 0.5},
|
|
{name: "ADD", bind: "p2", default: 0.5}
|
|
]
|
|
|
|
color_bg: #x03040a
|
|
color_a: #x30ffd0
|
|
color_b: #xff3a86
|
|
color_c: #xfff0d0
|
|
|
|
stages: [
|
|
{kind: "bloom", threshold: 0.62, strength: 1.0, levels: 2}
|
|
]
|
|
|
|
// THE LOOK LIVES HERE: the whole frame is this function. A fixed
|
|
// per-channel weight vector makes CONTRAST/GAIN/ADD bend red, green
|
|
// and blue by different amounts instead of moving them together.
|
|
// 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 {
|
|
fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 {
|
|
let wc = vec3(1.15, 1.0, 0.82)
|
|
let wg = vec3(1.05, 1.0, 0.92)
|
|
let wa = vec3(1.0, 0.55, -0.4)
|
|
let contrast = 1.0 + (self.user.x - 0.5) * 2.0
|
|
let gain = 0.25 + 1.5 * self.user.y
|
|
let add = (self.user.z - 0.5) * 0.5
|
|
let half = vec3(0.5, 0.5, 0.5)
|
|
let one = vec3(1.0, 1.0, 1.0)
|
|
let cmul = one + (contrast - 1.0) * wc
|
|
let gmul = one + (gain - 1.0) * wg
|
|
let stretched = (content.xyz - half) * cmul + half
|
|
let gained = stretched * gmul
|
|
let out = gained + add * wa
|
|
return vec4(clamp(out, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0)), 1.0)
|
|
}
|
|
}
|
|
}
|