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
102 lines
4 KiB
Text
102 lines
4 KiB
Text
// VIDEO TUNNEL — the clip is the wall. A wide, slow bore papered end to
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// end with the channel video, mirrored around the seam so the wrap is
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// invisible, with the beat rings sweeping over it as light rather than as
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// colour.
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//
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// Pattern taught here: the tunnel family has TWO hooks now, and they do
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// different jobs. `fx_wall(uv, content, cmix, ring)` is the DRAPE — what
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// the video looks like on the bore — and at `content: 1` it owns every wall
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// pixel. `fx_color` is the tube's own colour, and it now gets the wall
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// texel too, so the rings and rails can pick their tint out of the picture
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// they are sweeping across instead of being a fixed neon on top of it.
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{
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name: "Video Tunnel"
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engine: "tunnel"
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seed: 7
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knot_p: 2.0
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knot_q: 3.0
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major: 7.0
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tube: 1.9
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rings: 800
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sides: 26
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fly: 2.1
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bands: 70.0
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input0: "test"
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// The wall IS the clip here — not a tint over neon.
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content: 1.0
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speed: 1.0
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beat_pulse: 0.6
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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 p2: 0.5
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dials: [
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{name: "RINGS", bind: "p0", default: 0.5},
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{name: "GAIN", bind: "p1", default: 0.5},
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{name: "TRAIL", bind: "p2", default: 0.5}
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]
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color_bg: #x02040a
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color_a: #x7fd8ff
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color_b: #x2050a0
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color_c: #xc8e6ff
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fog: 0.055
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glow: 1.0
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stages: [
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{kind: "bloom", threshold: 0.84, strength: 0.65, levels: 3},
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{
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kind: "feedback"
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amount: "min(0.20 + (p2 - 0.5) * 0.7, 0.9)"
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zoom: 1.006
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rotate: 0.0
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dim: 0.93
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}
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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 = along the bore 0..1, attr = (around, along, ring hash,
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// radius), content = the wall texel, cmix = the pre-gated content
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// strength. `fx_color` runs in the VERTEX stage, `fx_wall` in the pixel
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// stage — a fn called from one may never be called from the other.
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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.col_a/b/c/bg, self.fog (density, glow, content, -).
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shader: draw.DrawVjFxTunnel {
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// THE DRAPE. Mirrored around the seam (`1 - |2u - 1|`) so the wrap
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// has no visible join, graded a little cold in the troughs and
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// brightened where a ring is passing — the ring reads as light
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// falling on the picture instead of a stripe drawn over it.
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fx_wall: fn(uv: vec2, content: vec4, cmix: float, ring: float) -> vec3 {
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let mu = vec2(1.0 - abs(uv.x * 2.0 - 1.0), uv.y)
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let texel = self.tex0.sample_as_bgra(mu)
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let lum = clamp(dot(texel.xyz, vec3(0.299, 0.587, 0.114)), 0.0, 1.0)
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let gain = (0.2 + 1.6 * clamp(self.user.y, 0.0, 1.0))
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* (1.0 + 0.24 * self.time_beat.w)
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let lifted = texel.xyz * gain
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// Ring light: a warm-white wash that follows the sweep.
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let lit = lifted + self.col_c.xyz * ring * (0.08 + 0.26 * lum)
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* (0.3 + 1.4 * clamp(self.user.x, 0.0, 1.0))
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// Deep shade in the darkest parts keeps the bore reading as a
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// tube; a flat-lit wall looks like wallpaper, not depth.
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return lit.mix(self.col_b.xyz * 0.25, (1.0 - lum) * 0.35)
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}
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// The rings/rails take their tint from the picture they cross.
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fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3,
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content: vec4, cmix: float) -> vec4 {
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let base = self.col_a.mix(self.col_b, t)
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let tint = vec4(content.x, content.y, content.z, 1.0)
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return base.mix(tint, clamp(cmix, 0.0, 1.0) * 0.55)
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}
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}
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}
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