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
1.9 KiB
Text
57 lines
1.9 KiB
Text
// HYPERDRIVE — a (5,2) knot flown FAST, ice-blue, radial blur hammering
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// on the beat. The hard-techno tunnel.
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{
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name: "Hyperdrive"
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engine: "tunnel"
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knot_p: 5.0
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knot_q: 2.0
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major: 7.5
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tube: 1.3
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rings: 1100
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sides: 20
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fly: 9.0
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bands: 150.0
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beat_pulse: "0.85 * (0.2 + 1.6*p2)"
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glow: "(0.9 + env(phase) * 1.2) * (0.2 + 1.6*p1)"
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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: "WARP", bind: "p0", default: 0.5},
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{name: "STROBE", bind: "p1", default: 0.5},
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{name: "PUMP", bind: "p2", default: 0.5}
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]
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color_bg: #x020410
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color_a: #x66ccff
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color_b: #x2244cc
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color_c: #xffffff
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fog: 0.11
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stages: [
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{kind: "radial_blur", p1: "(0.15 + pulse * 0.6) * (0.2 + 1.6*p0)", p2: 0.5},
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{kind: "bloom", threshold: 0.4, strength: 1.5, 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 = along the bore 0..1, attr = (around, along, ring hash,
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// radius), content = the wall texel at this vertex, cmix = the
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// pre-gated content strength (0 without real channel video). The
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// wall DRAPE has its own pixel hook, `fx_wall` — this tunnel keeps
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// the stock one.
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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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fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3,
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content: vec4, cmix: float) -> vec4 {
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return self.col_a.mix(self.col_b, t)
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}
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}
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}
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