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
57 lines
1.8 KiB
Text
57 lines
1.8 KiB
Text
// SPHERE RELIEF — the clip EXTRUDED off a revolving globe: every vertex of
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// a dense sphere is pushed out along its normal by the video's brightness
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// there, so bright passages grow spiky mountain ranges that roll around the
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// ball while dark passages stay smooth sea. PUMP (p1) gains the relief —
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// bind it to the music and the globe breathes terrain. Pattern taught here:
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// the engine's `relief:` key, a vertex-stage luma displacement.
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{
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name: "Sphere Relief"
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engine: "videomesh"
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shape: "sphere"
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seed: 10
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detail: 48
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size: 3.2
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relief: 0.4
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fly: 0.6
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beat_pulse: 0.45
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p1: "0.2 + 1.4*energy"
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input0: "test"
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dials: [
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{name: "SPIN", bind: "p0", default: 0.0},
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{name: "PUMP", bind: "p1", default: 0.3},
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{name: "EDGE", bind: "p2", default: 0.2}
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]
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color_bg: #x040810
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color_a: #x40e8c0
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color_b: #x1a4a7a
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color_c: #xe0fff4
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fog: 0.02
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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 terrain fragment: the clip shaded by its
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// own luma, valleys sunk dark, peaks lifted toward color_c.
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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(0.1, 1.0, 0.05)
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}
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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, t * 0.4 * (1.0 + clamp(self.user.x, 0.0, 4.0)))
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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 l = dot(content.xyz, vec3(0.299, 0.587, 0.114))
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let lit = content.xyz * (t * (0.35 + 0.95 * l))
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let peak = self.col_c.xyz * smoothstep(0.72, 1.0, l)
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* (0.25 + self.time_beat.w * 0.9)
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return vec4((lit + peak) * self.fog.y, 1.0)
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}
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}
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}
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