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
106 lines
4.3 KiB
Text
106 lines
4.3 KiB
Text
// CARD GRID — the picture is a rack of cards, and once a bar a wave of
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// flips runs across it: each card turns a half-turn on its vertical edge,
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// lifting off the wall as it goes and dropping back flush.
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//
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// Pattern taught here: A STAGGERED MOVE THAT ALWAYS FINISHES. The stagger
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// is a per-card delay taken out of the BAR PHASE, and the flip window is
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// what is left over, so the last card to start still lands before the bar
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// ends — the rack is guaranteed flat again on every downbeat, at any tempo.
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// A stagger scaled off wall time instead would slide out of the bar the
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// moment the BPM moved.
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{
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name: "Card Grid"
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engine: "tiles"
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mode: "hook"
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seed: 53
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grid: 10
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spread: 8.8
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aspect: 0.62
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gap: 0.10
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input0: "test"
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speed: 1.0
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beat_pulse: 0.7
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beat_rate: 1.0
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bar_beats: 4
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// PERFORMANCE DIALS — mid-knob = the stock look, exact.
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p0: 0.5 p1: 0.5
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p2: "0.05 + 0.16 * pulse"
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dials: [
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{name: "WAVE", bind: "p0", default: 0.5},
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{name: "LIFT", bind: "p1", default: 0.5},
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{name: "EDGE", bind: "p2", default: 0.5}
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]
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color_bg: #x0c0806
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color_a: #xffc25a
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color_b: #x8a3a12
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color_c: #xfff0d2
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fog: 0.0
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glow: 1.05
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stages: [
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{kind: "bloom", threshold: 0.68, strength: 1.0, levels: 3}
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]
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// THE LOOK LIVES HERE. This block is not a reference to the
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// engine's shader — it IS the pixel math this effect runs.
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// Rewrite it and the effect looks different; everything else
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// (geometry, motion, the content coupling, the beat) keeps
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// working, because the block SUBCLASSES the engine shader.
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// Inputs: t = the mode highlight drive, attr = (shade, edge, stagger, tumble).
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// Vertex hooks: fx_tile(id, grid, uv_window, t) -> (dx, dy, dz, scale),
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// fx_tile_spin(id, grid, uv_window, t) -> (axis.xyz, angle).
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// 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.shape.y = tiles per side, self.col_a/b/c/bg,
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// self.fog (density, glow, content, -).
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shader: draw.DrawVjFxTiles {
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// The card lifts toward the camera while it is edge-on and drops
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// back flush at both ends of its flip.
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fx_tile: fn(id: float, grid: vec2, uv_window: vec4, t: float) -> vec4 {
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let gw = max(self.shape.y, 1.0)
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// Delay ramps left-to-right and down the rack, plus a hash so
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// the wave frays instead of marching in ranks.
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let sweep = clamp(self.user.x, 0.0, 1.0)
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let lead = (grid.x / gw) * 0.38 + (1.0 - grid.y / gw) * 0.14
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+ self.hash1(id * 3.31 + 2.0) * 0.30
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let stag = clamp(lead * (0.25 + 1.1 * sweep), 0.0, 0.74)
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let span = max(1.0 - stag, 0.20)
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let f = clamp((clamp(self.sig.x, 0.0, 1.0) - stag) / span, 0.0, 1.0)
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let turn = smoothstep(0.0, 1.0, f)
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// sin(pi*turn): zero flush, one edge-on, zero flush again.
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let lift = sin(turn * 3.1415927)
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let amt = (0.2 + 1.6 * clamp(self.user.y, 0.0, 1.0))
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* self.shape.z * 0.09
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return vec4(0.0, 0.0, lift * amt, 1.0)
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}
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// Half a turn per bar about the card's own vertical edge.
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fx_tile_spin: fn(id: float, grid: vec2, uv_window: vec4, t: float) -> vec4 {
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let gw = max(self.shape.y, 1.0)
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let sweep = clamp(self.user.x, 0.0, 1.0)
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let lead = (grid.x / gw) * 0.38 + (1.0 - grid.y / gw) * 0.14
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+ self.hash1(id * 3.31 + 2.0) * 0.30
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let stag = clamp(lead * (0.25 + 1.1 * sweep), 0.0, 0.74)
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let span = max(1.0 - stag, 0.20)
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let f = clamp((clamp(self.sig.x, 0.0, 1.0) - stag) / span, 0.0, 1.0)
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let turn = smoothstep(0.0, 1.0, f)
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return vec4(0.0, 1.0, 0.0, turn * 3.1415927)
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}
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fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 {
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let border = attr.y
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let lit = content.xyz * (attr.x * (0.40 + 0.60 * border))
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// Warm card edge, hot while the wave is passing.
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let edge = 1.0 - border
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let glowline = self.col_c.xyz.mix(self.col_a.xyz, self.time_beat.w)
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* edge * (t + clamp(self.user.z, 0.0, 4.0) + 0.10)
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return vec4((lit + glowline) * self.fog.y, 1.0)
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}
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}
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}
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