The VJ's EFFECT surface is a small renderer of its own. An effect is a
`.splash` DOCUMENT — engine choice, stages, fields, parameters and now the
SHADERS THEMSELVES live in the document rather than in Rust. That is the
shape this commit introduces (dev has never seen an intermediate one): a
document is the whole effect, and the Rust side is the engine families that
documents draw with.
The engine families: particles and emitters, GPU sim swarms and fluid, static
meshes (firefly synchrony, harmonograph loom, domino liturgy), tiles, flock,
clouds, city, pipes, stock charts, an SDF raymarcher with a subclassable
`scene_sdf`, and a mountain-jet endless range with a beat-pulsed fighter.
Three things make them a system rather than a demo reel:
- SIM FIELDS — a float simulation-texture primitive, so an engine can carry
GPU state across frames (wind, particles, fluid) instead of being a pure
function of the clock.
- CONTENT COUPLING — `content:` in a document and `input0` on every engine's
tex0, so an effect can consume the program video: drapes, backdrops,
mirrors, billboards, chrome, frescoes, canopy, glass, silk, wall, swarm,
pen and mosaic families all take the picture playing behind them.
- MUSIC BINDING — shaders read the beat, so the whole library moves with the
track rather than on its own clock.
Roughly a hundred seeded preset documents ship with it, each with a lazily
rendered animated thumbnail (rendered 4x and box-downscaled, 16-tap SSAA);
the thumbnail pass went from four minutes to eleven seconds. CONTRACT.md is
the document contract and its verify recipe; IDEAS.md is the campaign tracker.
63 lines
2.2 KiB
Text
63 lines
2.2 KiB
Text
// MONASTERY SPIRAL — seven hundred ivory dominoes on an Archimedean
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// spiral, toppling at exactly four per beat (sixteenths in 4/4), candle
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// light flaring at each impact. When the run completes it rests four
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// beats, then the whole liturgy RESURRECTS in reverse (the front is a
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// triangle wave of the beat — pure shader math). Pattern taught: the
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// domino engine's musical clock is `per_beat`; anticipation glow (`p2`)
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// makes the pins ahead of the line breathe on the pulse.
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{
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name: "Monastery Spiral"
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engine: "domino"
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seed: 47
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layout: "spiral"
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count: 700
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per_beat: 4
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spacing: 0.30
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resurrect: 1
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pause_beats: 4
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flash: 1.0
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jitter: 0.10
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beat_pulse: 0.4
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p2: 0.4 // soft anticipation ahead of the front
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// PERFORMANCE DIALS — the engine's own p-levers: NUDGE scratches the
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// topple front forward (in beats), FLASH gains the impact light,
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// ANTIC breathes the pins ahead of the line.
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dials: [
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{name: "NUDGE", bind: "p0", default: 0.0},
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{name: "FLASH", bind: "p1", default: 0.0},
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{name: "ANTIC", bind: "p2", default: 0.4}
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]
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color_bg: #x120a04
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color_a: #xf2e8d0
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color_b: #x8a6a3a
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color_c: #xffd890
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cam_orbit: 0.07
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fog: 0.018
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glow: 1.3
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stages: [
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{kind: "bloom", threshold: 0.5, strength: 1.1, levels: 2},
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{kind: "tiltshift", focus: 0.5, width: 0.35, levels: 2}
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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 = topple ease 0..1, attr = (branch, arc index, tile hash, yaw).
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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.DrawVjFxDomino {
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fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
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let mix_t = clamp(attr.x * 0.23 + attr.z * 0.12, 0.0, 1.0)
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return self.col_a.mix(self.col_b, mix_t)
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}
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}
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}
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