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
52 lines
1.9 KiB
Text
52 lines
1.9 KiB
Text
// CHANNEL OFFSET — red and blue split away from green along one axis,
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// the axis itself rotatable and the split reach riding the beat, so the
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// tear reads as a controlled RGB fringe rather than a fixed glitch.
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{
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name: "Channel Offset"
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engine: "screen"
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seed: 206
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input0: "test"
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speed: 1.0
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beat_pulse: 0.5
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beat_rate: 1.0
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bar_beats: 4
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glow: 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: "ANGLE", bind: "p0", default: 0.5},
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{name: "DEPTH", bind: "p1", default: 0.5},
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{name: "PUMP", bind: "p2", default: 0.5}
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]
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color_bg: #x03040a
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color_a: #x30ffd0
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color_b: #xff3a86
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color_c: #xfff0d0
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stages: [
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{kind: "bloom", threshold: 0.6, strength: 1.0, levels: 2}
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]
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// THE LOOK LIVES HERE: the whole frame is this function. The split
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// axis is a full rotation of ANGLE; DEPTH sets its reach; PUMP gates
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// how much the eased beat pulse adds on top of the base split.
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// Inputs: uv, content = input0 at uv, cmix = pre-gated content
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// strength. Signals: self.time_beat (time, beat, phase, pulse),
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// self.sig (bar, bpm, energy, dt), self.user (p0..p3),
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// self.col_a/b/c/bg, self.fog (density, glow, content, -).
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shader: draw.DrawVjFxScreen {
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fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 {
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let angle = self.user.x * 6.2831853
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let depth = 0.002 + 0.05 * self.user.y
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let pump = 1.0 + 1.4 * self.time_beat.w * clamp(self.user.z, 0.0, 1.0)
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let dir = vec2(cos(angle), sin(angle)) * depth * pump
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let ruv = clamp(uv + dir, vec2(0.0, 0.0), vec2(1.0, 1.0))
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let buv = clamp(uv - dir, vec2(0.0, 0.0), vec2(1.0, 1.0))
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let r = self.tex0.sample_as_bgra(ruv)
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let b = self.tex0.sample_as_bgra(buv)
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return vec4(r.x, content.y, b.z, 1.0)
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}
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}
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}
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