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
45 lines
1.4 KiB
Text
45 lines
1.4 KiB
Text
// INSIDE CUBE — the camera stands INSIDE a huge box whose six walls all
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// play the live video: a video room, panned around by the engine's interior
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// rig while the wall seams glow in tempo. Pattern taught here: `cam:
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// "inside"` puts the eye at the shape's centre; fx_place returns identity
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// so the room holds still and only the gaze moves.
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{
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name: "Inside Cube"
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engine: "videomesh"
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shape: "box"
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seed: 5
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size: 10.0
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cam: "inside"
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fly: 0.8
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beat_pulse: 0.4
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input0: "test"
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color_bg: #x04060c
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color_a: #x38b6e8
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color_b: #xe84f9a
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color_c: #xbfe8ff
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fog: 0.0
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glow: 1.0
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stages: [
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{kind: "bloom", threshold: 0.7, strength: 0.8, levels: 2}
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]
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// THE LOOK LIVES HERE — the wall fragment. attr = (hash, face,
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// edge, id): edge is 0 on the wall seams, 1 mid-wall, so the seams
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// become beat-lit neon joints between six copies of the clip.
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shader: draw.DrawVjFxVideomesh {
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fx_place: fn(id: float, hash: float, t: float) -> vec4 {
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return vec4(0.0, 0.0, 0.0, 0.0)
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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 lit = content.xyz * (0.55 + 0.45 * attr.z)
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let seam = self.col_a.xyz * (1.0 - attr.z)
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* (0.5 + self.time_beat.w * 1.6 + clamp(self.user.z, 0.0, 4.0))
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return vec4((lit + seam) * self.fog.y, 1.0)
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}
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}
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}
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