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
53 lines
1.7 KiB
Text
53 lines
1.7 KiB
Text
// MAZE RUN — the corridor flight through a twisting funhouse: every
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// segment is rolled a hashed quarter-turn about the flight axis, so floor
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// becomes wall becomes ceiling as you rush through, each junction swaying
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// gently. The square cross-section makes every quarter-turn land flush.
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// Pattern taught here: per-segment STATIC rotation from the stream hash —
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// the maze pattern is fixed per seed, only the sway breathes.
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{
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name: "Maze Run"
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engine: "videomesh"
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shape: "corridor"
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seed: 21
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instances: 20
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size: 2.1
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spread: 2.8
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aspect: 1.0
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fly: 1.4
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beat_pulse: 0.4
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input0: "test"
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color_bg: #x070409
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color_a: #xf0a040
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color_b: #x8a2a5a
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color_c: #xffe2c0
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fog: 0.12
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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 — quarter-turn placement + a wall fragment
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// tinted per segment (attr.x = the segment's hash).
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shader: draw.DrawVjFxVideomesh {
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fx_axis: fn(id: float, hash: float) -> vec3 {
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return vec3(0.0, 0.0, 1.0)
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}
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fx_place: fn(id: float, hash: float, t: float) -> vec4 {
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let q = floor(hash * 4.0) * 1.5707963
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let sway = 0.16 * sin(t * 0.4 + id * 1.7)
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return vec4(0.0, 0.0, 0.0, q + sway)
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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 tint = self.col_a.xyz.mix(self.col_b.xyz, attr.x)
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let lit = content.xyz * (t * (0.55 + 0.45 * attr.z)) + tint * 0.10
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let seam = self.col_c.xyz * (1.0 - attr.z)
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* (0.25 + self.time_beat.w * 0.9 + 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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