agentvfx 0.0.0-stage → 0.3.4

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Files changed (483) hide show
  1. package/AGENTS.md +8 -0
  2. package/GEMINI.md +1 -0
  3. package/LICENSE +172 -0
  4. package/README.md +236 -2
  5. package/package.json +35 -4
  6. package/skills/agentvfx/LICENSE +172 -0
  7. package/skills/agentvfx/NOTICE +44 -0
  8. package/skills/agentvfx/SKILL.md +90 -0
  9. package/skills/agentvfx/engine/core/constants.mjs +84 -0
  10. package/skills/agentvfx/engine/core/flash-constants.mjs +23 -0
  11. package/skills/agentvfx/engine/core/flash.mjs +240 -0
  12. package/skills/agentvfx/engine/core/mark.mjs +28 -0
  13. package/skills/agentvfx/engine/core/palettes.mjs +36 -0
  14. package/skills/agentvfx/engine/core/schedule.mjs +85 -0
  15. package/skills/agentvfx/engine/core/templates.mjs +43 -0
  16. package/skills/agentvfx/engine/core/util.mjs +167 -0
  17. package/skills/agentvfx/engine/core/validate.mjs +334 -0
  18. package/skills/agentvfx/engine/node/analysis.mjs +172 -0
  19. package/skills/agentvfx/engine/node/audio.mjs +621 -0
  20. package/skills/agentvfx/engine/node/board.mjs +24 -0
  21. package/skills/agentvfx/engine/node/chrome.mjs +349 -0
  22. package/skills/agentvfx/engine/node/encode.mjs +110 -0
  23. package/skills/agentvfx/engine/node/eye.mjs +77 -0
  24. package/skills/agentvfx/engine/node/footage.mjs +129 -0
  25. package/skills/agentvfx/engine/node/frame-worker.mjs +39 -0
  26. package/skills/agentvfx/engine/node/host.mjs +31 -0
  27. package/skills/agentvfx/engine/node/job.mjs +181 -0
  28. package/skills/agentvfx/engine/node/png.mjs +112 -0
  29. package/skills/agentvfx/engine/node/render.mjs +161 -0
  30. package/skills/agentvfx/engine/node/stage-capture.mjs +187 -0
  31. package/skills/agentvfx/engine/node/stage-serve.mjs +72 -0
  32. package/skills/agentvfx/engine/node/stills.mjs +100 -0
  33. package/skills/agentvfx/engine/node/ws-server.mjs +132 -0
  34. package/skills/agentvfx/engine/web/gl.mjs +319 -0
  35. package/skills/agentvfx/engine/web/glsl-common.mjs +78 -0
  36. package/skills/agentvfx/engine/web/init.js +23 -0
  37. package/skills/agentvfx/engine/web/prelude.mjs +150 -0
  38. package/skills/agentvfx/engine/web/render.html +11 -0
  39. package/skills/agentvfx/engine/web/render.mjs +388 -0
  40. package/skills/agentvfx/engine/web/scale.mjs +15 -0
  41. package/skills/agentvfx/engine/web/text.mjs +158 -0
  42. package/skills/agentvfx/plates/terminalcore/README.md +61 -0
  43. package/skills/agentvfx/plates/terminalcore/__pycache__/crt.cpython-313.pyc +0 -0
  44. package/skills/agentvfx/plates/terminalcore/__pycache__/font.cpython-313.pyc +0 -0
  45. package/skills/agentvfx/plates/terminalcore/__pycache__/gallery.cpython-313.pyc +0 -0
  46. package/skills/agentvfx/plates/terminalcore/__pycache__/gallery_mats.cpython-313.pyc +0 -0
  47. package/skills/agentvfx/plates/terminalcore/__pycache__/gallery_room.cpython-313.pyc +0 -0
  48. package/skills/agentvfx/plates/terminalcore/__pycache__/materials.cpython-313.pyc +0 -0
  49. package/skills/agentvfx/plates/terminalcore/__pycache__/nodekit.cpython-313.pyc +0 -0
  50. package/skills/agentvfx/plates/terminalcore/__pycache__/room.cpython-313.pyc +0 -0
  51. package/skills/agentvfx/plates/terminalcore/__pycache__/shots.cpython-313.pyc +0 -0
  52. package/skills/agentvfx/plates/terminalcore/__pycache__/textures.cpython-313.pyc +0 -0
  53. package/skills/agentvfx/plates/terminalcore/__pycache__/wall.cpython-313.pyc +0 -0
  54. package/skills/agentvfx/plates/terminalcore/crt.py +143 -0
  55. package/skills/agentvfx/plates/terminalcore/font.py +80 -0
  56. package/skills/agentvfx/plates/terminalcore/gallery.py +61 -0
  57. package/skills/agentvfx/plates/terminalcore/gallery_mats.py +144 -0
  58. package/skills/agentvfx/plates/terminalcore/gallery_room.py +126 -0
  59. package/skills/agentvfx/plates/terminalcore/materials.py +170 -0
  60. package/skills/agentvfx/plates/terminalcore/nodekit.py +87 -0
  61. package/skills/agentvfx/plates/terminalcore/room.py +82 -0
  62. package/skills/agentvfx/plates/terminalcore/scene.py +219 -0
  63. package/skills/agentvfx/plates/terminalcore/shots.py +48 -0
  64. package/skills/agentvfx/plates/terminalcore/textures.py +79 -0
  65. package/skills/agentvfx/plates/terminalcore/wall.py +103 -0
  66. package/skills/agentvfx/references/plates.md +22 -0
  67. package/skills/agentvfx/references/template-format.md +149 -0
  68. package/skills/agentvfx/references/web.md +63 -0
  69. package/skills/agentvfx/runtime/agentvfx.js +708 -0
  70. package/skills/agentvfx/schemas/fx-score.schema.json +98 -0
  71. package/skills/agentvfx/scripts/export-web.mjs +155 -0
  72. package/skills/agentvfx/scripts/loop.mjs +129 -0
  73. package/skills/agentvfx/scripts/make-beat.mjs +133 -0
  74. package/skills/agentvfx/scripts/plate.mjs +82 -0
  75. package/skills/agentvfx/scripts/vfx.mjs +173 -0
  76. package/skills/agentvfx/templates/_test/feedback-counter/fx.json +11 -0
  77. package/skills/agentvfx/templates/_test/feedback-counter/main.frag +4 -0
  78. package/skills/agentvfx/templates/_test/feedback-counter/pass0.frag +4 -0
  79. package/skills/agentvfx/templates/_test/gradient/fx.json +23 -0
  80. package/skills/agentvfx/templates/_test/gradient/main.frag +5 -0
  81. package/skills/agentvfx/templates/_test/identity/fx.json +10 -0
  82. package/skills/agentvfx/templates/_test/identity/main.frag +4 -0
  83. package/skills/agentvfx/templates/_test/strobe/fx.json +14 -0
  84. package/skills/agentvfx/templates/_test/strobe/main.frag +6 -0
  85. package/skills/agentvfx/templates/_test/text-probe/fx.json +15 -0
  86. package/skills/agentvfx/templates/_test/text-probe/main.frag +6 -0
  87. package/skills/agentvfx/templates/brutal/NOTES.md +14 -0
  88. package/skills/agentvfx/templates/brutal/_src/boot-log/def.mjs +57 -0
  89. package/skills/agentvfx/templates/brutal/_src/boot-log/main.src.frag +129 -0
  90. package/skills/agentvfx/templates/brutal/_src/build.mjs +33 -0
  91. package/skills/agentvfx/templates/brutal/_src/halftone-field/def.mjs +72 -0
  92. package/skills/agentvfx/templates/brutal/_src/halftone-field/main.src.frag +94 -0
  93. package/skills/agentvfx/templates/brutal/_src/hud-deck/deck-left.src.glsl +100 -0
  94. package/skills/agentvfx/templates/brutal/_src/hud-deck/deck-right.src.glsl +61 -0
  95. package/skills/agentvfx/templates/brutal/_src/hud-deck/deck-tiles.src.glsl +153 -0
  96. package/skills/agentvfx/templates/brutal/_src/hud-deck/def.mjs +82 -0
  97. package/skills/agentvfx/templates/brutal/_src/hud-deck/main.src.frag +110 -0
  98. package/skills/agentvfx/templates/brutal/_src/hud-deck/pass0.src.frag +38 -0
  99. package/skills/agentvfx/templates/brutal/_src/shared/defs.mjs +28 -0
  100. package/skills/agentvfx/templates/brutal/_src/shared/icons.glsl +72 -0
  101. package/skills/agentvfx/templates/brutal/_src/shared/lib.glsl +115 -0
  102. package/skills/agentvfx/templates/brutal/_src/shared/screen.glsl +43 -0
  103. package/skills/agentvfx/templates/brutal/boot-log/demo-acid.json +1 -0
  104. package/skills/agentvfx/templates/brutal/boot-log/demo-phosphor.json +1 -0
  105. package/skills/agentvfx/templates/brutal/boot-log/demo-ultramarine.json +1 -0
  106. package/skills/agentvfx/templates/brutal/boot-log/fx.json +257 -0
  107. package/skills/agentvfx/templates/brutal/boot-log/main.frag +242 -0
  108. package/skills/agentvfx/templates/brutal/collage/_src/00-lib.glsl +73 -0
  109. package/skills/agentvfx/templates/brutal/collage/_src/10-spectrum-scope.glsl +73 -0
  110. package/skills/agentvfx/templates/brutal/collage/_src/20-meter-readout-cross.glsl +87 -0
  111. package/skills/agentvfx/templates/brutal/collage/_src/30-footage-fillers.glsl +92 -0
  112. package/skills/agentvfx/templates/brutal/collage/_src/40-editorial.glsl +232 -0
  113. package/skills/agentvfx/templates/brutal/collage/_src/50-typefx.glsl +163 -0
  114. package/skills/agentvfx/templates/brutal/collage/_src/60-scene-lib.glsl +104 -0
  115. package/skills/agentvfx/templates/brutal/collage/_src/61-scene-specimen.glsl +71 -0
  116. package/skills/agentvfx/templates/brutal/collage/_src/62-scene-wiring.glsl +96 -0
  117. package/skills/agentvfx/templates/brutal/collage/_src/63-scene-fieldcut.glsl +119 -0
  118. package/skills/agentvfx/templates/brutal/collage/_src/64-scene-pattern.glsl +64 -0
  119. package/skills/agentvfx/templates/brutal/collage/_src/641-scene-anatomy.glsl +49 -0
  120. package/skills/agentvfx/templates/brutal/collage/_src/642-scene-deck.glsl +78 -0
  121. package/skills/agentvfx/templates/brutal/collage/_src/643-scene-bootlog.glsl +60 -0
  122. package/skills/agentvfx/templates/brutal/collage/_src/644-scene-tunnel.glsl +48 -0
  123. package/skills/agentvfx/templates/brutal/collage/_src/645-scene-runner.glsl +42 -0
  124. package/skills/agentvfx/templates/brutal/collage/_src/646-scene-ascii.glsl +66 -0
  125. package/skills/agentvfx/templates/brutal/collage/_src/647-scene-cubewall.glsl +80 -0
  126. package/skills/agentvfx/templates/brutal/collage/_src/648-scene-vortex.glsl +46 -0
  127. package/skills/agentvfx/templates/brutal/collage/_src/649-scene-sticker.glsl +72 -0
  128. package/skills/agentvfx/templates/brutal/collage/_src/65-scene-main.glsl +1 -0
  129. package/skills/agentvfx/templates/brutal/collage/_src/650-scene-ribbon.glsl +55 -0
  130. package/skills/agentvfx/templates/brutal/collage/_src/651-scene-slab.glsl +38 -0
  131. package/skills/agentvfx/templates/brutal/collage/_src/652-scene-framedial.glsl +79 -0
  132. package/skills/agentvfx/templates/brutal/collage/_src/653-scene-tilt.glsl +40 -0
  133. package/skills/agentvfx/templates/brutal/collage/_src/654-scene-marquee.glsl +45 -0
  134. package/skills/agentvfx/templates/brutal/collage/_src/655-scene-lens.glsl +57 -0
  135. package/skills/agentvfx/templates/brutal/collage/_src/656-scene-liquid.glsl +35 -0
  136. package/skills/agentvfx/templates/brutal/collage/_src/657-scene-panelgrid.glsl +75 -0
  137. package/skills/agentvfx/templates/brutal/collage/_src/658-scene-mirror.glsl +49 -0
  138. package/skills/agentvfx/templates/brutal/collage/_src/66-scene-main.glsl +27 -0
  139. package/skills/agentvfx/templates/brutal/collage/_src/90-main.glsl +120 -0
  140. package/skills/agentvfx/templates/brutal/collage/_src/build.mjs +24 -0
  141. package/skills/agentvfx/templates/brutal/collage/_src/sync-presets.mjs +16 -0
  142. package/skills/agentvfx/templates/brutal/collage/demo-bone-lime.json +1 -0
  143. package/skills/agentvfx/templates/brutal/collage/demo-lime-sparse.json +1 -0
  144. package/skills/agentvfx/templates/brutal/collage/demo-orange-dense.json +1 -0
  145. package/skills/agentvfx/templates/brutal/collage/demo-ultra-slow.json +1 -0
  146. package/skills/agentvfx/templates/brutal/collage/fx.json +4882 -0
  147. package/skills/agentvfx/templates/brutal/collage/layout.mjs +97 -0
  148. package/skills/agentvfx/templates/brutal/collage/layouts.json +366 -0
  149. package/skills/agentvfx/templates/brutal/collage/main.frag +2367 -0
  150. package/skills/agentvfx/templates/brutal/collage/pass0.frag +265 -0
  151. package/skills/agentvfx/templates/brutal/halftone-field/demo-acid.json +1 -0
  152. package/skills/agentvfx/templates/brutal/halftone-field/demo-ascii.json +1 -0
  153. package/skills/agentvfx/templates/brutal/halftone-field/demo-dither.json +1 -0
  154. package/skills/agentvfx/templates/brutal/halftone-field/demo-orange.json +1 -0
  155. package/skills/agentvfx/templates/brutal/halftone-field/demo-phosphor.json +1 -0
  156. package/skills/agentvfx/templates/brutal/halftone-field/demo-ultramarine.json +1 -0
  157. package/skills/agentvfx/templates/brutal/halftone-field/fx.json +474 -0
  158. package/skills/agentvfx/templates/brutal/halftone-field/main.frag +248 -0
  159. package/skills/agentvfx/templates/brutal/hud-deck/demo-acid.json +1 -0
  160. package/skills/agentvfx/templates/brutal/hud-deck/demo-night.json +1 -0
  161. package/skills/agentvfx/templates/brutal/hud-deck/demo-octagon.json +1 -0
  162. package/skills/agentvfx/templates/brutal/hud-deck/demo-ultramarine.json +1 -0
  163. package/skills/agentvfx/templates/brutal/hud-deck/fx.json +601 -0
  164. package/skills/agentvfx/templates/brutal/hud-deck/main.frag +645 -0
  165. package/skills/agentvfx/templates/brutal/hud-deck/pass0.frag +38 -0
  166. package/skills/agentvfx/templates/brutal/lattice/demo-cobalt-fine.json +1 -0
  167. package/skills/agentvfx/templates/brutal/lattice/demo-ink-yellow.json +1 -0
  168. package/skills/agentvfx/templates/brutal/lattice/demo-vermilion.json +1 -0
  169. package/skills/agentvfx/templates/brutal/lattice/demo-violet-slow.json +1 -0
  170. package/skills/agentvfx/templates/brutal/lattice/fx.json +130 -0
  171. package/skills/agentvfx/templates/brutal/lattice/main.frag +175 -0
  172. package/skills/agentvfx/templates/brutal/lattice/pass0.frag +29 -0
  173. package/skills/agentvfx/templates/glitch/block-glitch/demo-mosaic.json +1 -0
  174. package/skills/agentvfx/templates/glitch/block-glitch/demo-onset.json +1 -0
  175. package/skills/agentvfx/templates/glitch/block-glitch/demo-static.json +1 -0
  176. package/skills/agentvfx/templates/glitch/block-glitch/demo-tear.json +1 -0
  177. package/skills/agentvfx/templates/glitch/block-glitch/fx.json +54 -0
  178. package/skills/agentvfx/templates/glitch/block-glitch/main.frag +132 -0
  179. package/skills/agentvfx/templates/glitch/block-glitch/pass0.frag +12 -0
  180. package/skills/agentvfx/templates/glitch/pixel-sort/NOTES.md +13 -0
  181. package/skills/agentvfx/templates/glitch/pixel-sort/build-passes.mjs +162 -0
  182. package/skills/agentvfx/templates/glitch/pixel-sort/demo-chunk.json +1 -0
  183. package/skills/agentvfx/templates/glitch/pixel-sort/demo-hue.json +1 -0
  184. package/skills/agentvfx/templates/glitch/pixel-sort/demo-kick.json +1 -0
  185. package/skills/agentvfx/templates/glitch/pixel-sort/demo-streak.json +1 -0
  186. package/skills/agentvfx/templates/glitch/pixel-sort/demo-vertical.json +1 -0
  187. package/skills/agentvfx/templates/glitch/pixel-sort/fx.json +60 -0
  188. package/skills/agentvfx/templates/glitch/pixel-sort/main.frag +83 -0
  189. package/skills/agentvfx/templates/glitch/pixel-sort/pass0.frag +64 -0
  190. package/skills/agentvfx/templates/glitch/pixel-sort/pass1.frag +66 -0
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  198. package/skills/agentvfx/templates/glitch/rgb-split/demo-diagonal-stutter.json +1 -0
  199. package/skills/agentvfx/templates/glitch/rgb-split/demo-hard.json +1 -0
  200. package/skills/agentvfx/templates/glitch/rgb-split/demo-kick.json +1 -0
  201. package/skills/agentvfx/templates/glitch/rgb-split/demo-radial.json +1 -0
  202. package/skills/agentvfx/templates/glitch/rgb-split/fx.json +46 -0
  203. package/skills/agentvfx/templates/glitch/rgb-split/main.frag +76 -0
  204. package/skills/agentvfx/templates/glitch/vhs/demo-clean.json +1 -0
  205. package/skills/agentvfx/templates/glitch/vhs/demo-crash.json +1 -0
  206. package/skills/agentvfx/templates/glitch/vhs/demo-tape.json +1 -0
  207. package/skills/agentvfx/templates/glitch/vhs/demo-worn.json +1 -0
  208. package/skills/agentvfx/templates/glitch/vhs/fx.json +46 -0
  209. package/skills/agentvfx/templates/glitch/vhs/main.frag +96 -0
  210. package/skills/agentvfx/templates/impact/impact-1bit/demo-onebit-bayer.json +1 -0
  211. package/skills/agentvfx/templates/impact/impact-1bit/fx.json +45 -0
  212. package/skills/agentvfx/templates/impact/impact-1bit/main.frag +64 -0
  213. package/skills/agentvfx/templates/impact/impact-invert/demo-invert-snap.json +1 -0
  214. package/skills/agentvfx/templates/impact/impact-invert/fx.json +37 -0
  215. package/skills/agentvfx/templates/impact/impact-invert/main.frag +44 -0
  216. package/skills/agentvfx/templates/impact/punch-shake/demo-punch-hard.json +1 -0
  217. package/skills/agentvfx/templates/impact/punch-shake/fx.json +36 -0
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  219. package/skills/agentvfx/templates/impact/rgb-hit/demo-rgb-slam.json +1 -0
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  222. package/skills/agentvfx/templates/impact/signal-cut/demo-lime-hold.json +1 -0
  223. package/skills/agentvfx/templates/impact/signal-cut/demo-lime.json +1 -0
  224. package/skills/agentvfx/templates/impact/signal-cut/demo-orange.json +1 -0
  225. package/skills/agentvfx/templates/impact/signal-cut/demo-ultramarine.json +1 -0
  226. package/skills/agentvfx/templates/impact/signal-cut/fx.json +83 -0
  227. package/skills/agentvfx/templates/impact/signal-cut/main.frag +101 -0
  228. package/skills/agentvfx/templates/impact/signal-cut/pass0.frag +68 -0
  229. package/skills/agentvfx/templates/impact/speedline-burst/demo-speed-white.json +1 -0
  230. package/skills/agentvfx/templates/impact/speedline-burst/fx.json +44 -0
  231. package/skills/agentvfx/templates/impact/speedline-burst/main.frag +68 -0
  232. package/skills/agentvfx/templates/impact/strobe-burst/demo-strobe-white-16.json +1 -0
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  234. package/skills/agentvfx/templates/impact/strobe-burst/main.frag +43 -0
  235. package/skills/agentvfx/templates/light/anamorphic-streak/demo-anamorphic-cinema.json +10 -0
  236. package/skills/agentvfx/templates/light/anamorphic-streak/demo-data.json +10 -0
  237. package/skills/agentvfx/templates/light/anamorphic-streak/fx.json +47 -0
  238. package/skills/agentvfx/templates/light/anamorphic-streak/main.frag +45 -0
  239. package/skills/agentvfx/templates/light/anamorphic-streak/pass0.frag +22 -0
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  242. package/skills/agentvfx/templates/light/anamorphic-streak/pass3.frag +16 -0
  243. package/skills/agentvfx/templates/light/bloom-glow/demo-clip01-low.json +11 -0
  244. package/skills/agentvfx/templates/light/bloom-glow/demo-neon-night.json +10 -0
  245. package/skills/agentvfx/templates/light/bloom-glow/demo-phosphor.json +11 -0
  246. package/skills/agentvfx/templates/light/bloom-glow/fx.json +53 -0
  247. package/skills/agentvfx/templates/light/bloom-glow/main.frag +85 -0
  248. package/skills/agentvfx/templates/light/bloom-glow/pass0.frag +21 -0
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  254. package/skills/agentvfx/templates/light/god-rays/demo-golden-hour.json +10 -0
  255. package/skills/agentvfx/templates/light/god-rays/demo-point-lamp.json +10 -0
  256. package/skills/agentvfx/templates/light/god-rays/fx.json +39 -0
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@@ -0,0 +1 @@
1
+ {"version":1,"template":"lattice","preset":"vermilion","input":{"video":"test-media/clip-01.mp4","audio":"test-media/beat-132.mp3","startSec":0},"durationSec":4,"seed":11,"out":"lattice-vermilion"}
@@ -0,0 +1 @@
1
+ {"version":1,"template":"lattice","preset":"violet-slow","input":{"video":"test-media/clip-01.mp4","audio":"test-media/beat-132.mp3","startSec":0},"durationSec":4,"seed":23,"out":"lattice-violet-slow"}
@@ -0,0 +1,130 @@
1
+ {
2
+ "DESCRIPTION": "A full-frame dot lattice that sound physically deforms: kicks send radial shockwaves from a jumping origin, onsets tear rows apart sideways, highs jitter and sparkle single points, silence snaps back to a perfect grid; footage only sizes the dots",
3
+ "CREDIT": "agentvfx",
4
+ "ISFVSN": "2",
5
+ "CATEGORIES": ["brutal", "lattice", "audio"],
6
+ "INPUTS": [
7
+ { "NAME": "groundColor", "TYPE": "color", "DEFAULT": [0.035, 0.03, 0.03, 1] },
8
+ { "NAME": "dotColor", "TYPE": "color", "DEFAULT": [1, 0.2, 0.04, 1] },
9
+ { "NAME": "hotColor", "TYPE": "color", "DEFAULT": [1, 0.93, 0.8, 1] },
10
+ { "NAME": "pitch", "TYPE": "float", "MIN": 8, "MAX": 80, "DEFAULT": 22 },
11
+ { "NAME": "stagger", "TYPE": "float", "MIN": 0, "MAX": 0.5, "DEFAULT": 0 },
12
+ { "NAME": "dotBase", "TYPE": "float", "MIN": 0.02, "MAX": 0.4, "DEFAULT": 0.17 },
13
+ { "NAME": "dotLuma", "TYPE": "float", "MIN": 0, "MAX": 0.6, "DEFAULT": 0.27 },
14
+ { "NAME": "mediaAmount", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 1 },
15
+ { "NAME": "imgContrast", "TYPE": "float", "MIN": 0.5, "MAX": 3, "DEFAULT": 1.6 },
16
+ { "NAME": "imgBias", "TYPE": "float", "MIN": -0.5, "MAX": 0.5, "DEFAULT": -0.04 },
17
+ { "NAME": "invert", "TYPE": "bool", "DEFAULT": false },
18
+ { "NAME": "headline", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 1 },
19
+ { "NAME": "textKnock", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.9 },
20
+ { "NAME": "release", "TYPE": "float", "MIN": 0.02, "MAX": 0.4, "DEFAULT": 0.06 },
21
+ { "NAME": "kickBass", "TYPE": "float", "MIN": 1, "MAX": 6, "DEFAULT": 1.6 },
22
+ { "NAME": "kickPush", "TYPE": "float", "MIN": 0, "MAX": 2.2, "DEFAULT": 1.8 },
23
+ { "NAME": "waveSpeed", "TYPE": "float", "MIN": 200, "MAX": 8000, "DEFAULT": 3200 },
24
+ { "NAME": "waveWidth", "TYPE": "float", "MIN": 0.05, "MAX": 0.6, "DEFAULT": 0.2 },
25
+ { "NAME": "kickSwell", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.55 },
26
+ { "NAME": "tearShear", "TYPE": "float", "MIN": 0, "MAX": 16, "DEFAULT": 6 },
27
+ { "NAME": "tearSpread", "TYPE": "float", "MIN": 0.05, "MAX": 1, "DEFAULT": 0.22 },
28
+ { "NAME": "jitter", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.3 },
29
+ { "NAME": "sparkle", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.8 },
30
+ { "NAME": "stretch", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.8 },
31
+ { "NAME": "ghost", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.35 },
32
+ { "NAME": "links", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.8 }
33
+ ],
34
+ "PASSES": [
35
+ { "TARGET": "lat", "PERSISTENT": true, "FLOAT": true },
36
+ {}
37
+ ],
38
+ "X_AGENTVFX": {
39
+ "id": "lattice",
40
+ "family": "brutal",
41
+ "input": "either",
42
+ "spdx": "LicenseRef-agentvfx",
43
+ "flash": "possible",
44
+ "fps": 30,
45
+ "palette": false,
46
+ "presets": {
47
+ "vermilion": {},
48
+ "vermilion-fine": { "pitch": 12 },
49
+ "ink-yellow": {
50
+ "groundColor": [1, 0.82, 0, 1],
51
+ "dotColor": [0.03, 0.03, 0.03, 1],
52
+ "hotColor": [0.9, 0.08, 0, 1],
53
+ "pitch": 26,
54
+ "invert": true,
55
+ "imgContrast": 1.8,
56
+ "ghost": 0.5
57
+ },
58
+ "violet-slow": {
59
+ "groundColor": [0.03, 0.02, 0.05, 1],
60
+ "dotColor": [0.62, 0.3, 1, 1],
61
+ "hotColor": [1, 0.8, 1, 1],
62
+ "pitch": 19,
63
+ "stagger": 0.5,
64
+ "release": 0.12,
65
+ "waveWidth": 0.28
66
+ },
67
+ "cobalt-fine": {
68
+ "groundColor": [0.02, 0.025, 0.04, 1],
69
+ "dotColor": [0.1, 0.5, 1, 1],
70
+ "hotColor": [0.85, 0.97, 1, 1],
71
+ "pitch": 12,
72
+ "dotBase": 0.1,
73
+ "dotLuma": 0.4,
74
+ "tearShear": 14,
75
+ "kickPush": 2
76
+ },
77
+ "graphite-ice": {
78
+ "groundColor": [0.075, 0.08, 0.09, 1],
79
+ "dotColor": [0.88, 0.92, 0.96, 1],
80
+ "hotColor": [0.4, 0.85, 1, 1],
81
+ "pitch": 20,
82
+ "ghost": 0.3
83
+ },
84
+ "phosphor": {
85
+ "groundColor": [0.008, 0.02, 0.012, 1],
86
+ "dotColor": [0.15, 1, 0.35, 1],
87
+ "hotColor": [0.88, 1, 0.82, 1],
88
+ "pitch": 18,
89
+ "dotBase": 0.14,
90
+ "jitter": 0.4
91
+ },
92
+ "bone-ink": {
93
+ "groundColor": [0.92, 0.89, 0.8, 1],
94
+ "dotColor": [0.04, 0.04, 0.04, 1],
95
+ "hotColor": [0.95, 0.14, 0.02, 1],
96
+ "pitch": 24,
97
+ "invert": true,
98
+ "imgContrast": 1.8,
99
+ "ghost": 0.5
100
+ }
101
+ },
102
+ "audioBind": {
103
+ "kickPush": "bass",
104
+ "tearShear": "onset",
105
+ "jitter": "treble"
106
+ },
107
+ "safeSubstitute": {
108
+ "params": {
109
+ "kickSwell": 0,
110
+ "sparkle": 0
111
+ }
112
+ },
113
+ "text": [
114
+ {
115
+ "key": "headline",
116
+ "default": "LATTICE",
117
+ "x": 0.05,
118
+ "y": 0.66,
119
+ "size": 0.2,
120
+ "font": "grotesk",
121
+ "style": "fill",
122
+ "tracking": 0.1
123
+ }
124
+ ],
125
+ "credits": [
126
+ "Closed-form event motion: amplitude = strength * exp(-age / release) for a kick shockwave (travelling Gaussian front), a row shear (per-row x slide, exactly invertible so each row finds its own columns) and per-point hashed jitter",
127
+ "Rendering by neighbourhood search over displaced rest cells, capsule distance after the standard analytic form (Inigo Quilez, https://iquilezles.org/articles/distfunctions2d/)"
128
+ ]
129
+ }
130
+ }
@@ -0,0 +1,175 @@
1
+ // lattice: a full-frame dot lattice that sound physically deforms. Written fresh.
2
+ // kick -> a radial shockwave: points are pushed away from an origin that jumps to a new place on every kick
3
+ // onset -> a horizontal tear: rows shear apart either side of a line (rows slide in x by their own amount)
4
+ // highs -> per-point jitter and sparkle, new random numbers every frame
5
+ // quiet -> no ambient motion at all: the lattice is a perfect square (or hex) grid again the same frame
6
+ // Footage only modulates dot radius, so the subject shows up inside the grid while the grid motion leads.
7
+ // Every motion is a closed form of (age of the event, release): amplitude = strength * exp(-age / release),
8
+ // so the attack is the frame of the onset and the release is the `release` parameter in seconds.
9
+ // Rendering: for a fragment, the 5x5 rest cells around it are displaced by the same function the dots use
10
+ // (tears are an exact per-row x shift, so each row looks up its own columns) and the nearest dot or
11
+ // stretched dot wins; rest positions are drawn as faint ghost points so the deformation reads against order.
12
+ const float TAU = 6.28318530718;
13
+ float U;
14
+ vec2 D;
15
+ float W;
16
+
17
+ vec2 coverUV(vec2 p) {
18
+ vec2 tex = IMG_SIZE(inputImage);
19
+ float ta = tex.x / tex.y;
20
+ float wa = W / 1080.0;
21
+ vec2 q = (p - vec2(0.5 * W, 540.0)) / vec2(W, 1080.0);
22
+ q.y = -q.y;
23
+ vec2 vis = wa > ta ? vec2(1.0, ta / wa) : vec2(wa / ta, 1.0);
24
+ return clamp(0.5 + q * vis, 0.0, 1.0);
25
+ }
26
+ float toneAt(vec2 p) {
27
+ if (mediaAmount <= 0.0) return 0.5;
28
+ float L;
29
+ if (HAS_INPUT) {
30
+ vec2 o = vec2(0.28 * pitch, 0.0);
31
+ L = 0.25 * (luma(texture(inputImage, coverUV(p + o)).rgb) + luma(texture(inputImage, coverUV(p - o)).rgb)
32
+ + luma(texture(inputImage, coverUV(p + o.yx)).rgb) + luma(texture(inputImage, coverUV(p - o.yx)).rgb));
33
+ } else {
34
+ vec2 uv = p / vec2(W, 1080.0);
35
+ L = smoothstep(0.3, 0.75, fbm(uv * 3.2 + vec2(TIME * 0.05, 0.0), 4));
36
+ }
37
+ L = clamp((pow(clamp(L, 0.0, 1.0), 0.4545) - 0.5) * imgContrast + 0.5 + imgBias, 0.0, 1.0);
38
+ L = invert ? 1.0 - L : L;
39
+ return mix(0.5, L, mediaAmount);
40
+ }
41
+ float inkAt(vec2 p) {
42
+ if (!HAS_TEXT) return 0.0;
43
+ vec2 o = vec2(0.3 * pitch, 0.0);
44
+ vec2 s = vec2(1.0, -1.0) / vec2(W, 1080.0);
45
+ vec2 uv = vec2(p.x, 1080.0 - p.y) / vec2(W, 1080.0);
46
+ return (texture(TEXTMASK, uv).r + 0.5 * (texture(TEXTMASK, uv + o * s).r + texture(TEXTMASK, uv - o * s).r)) * 0.5;
47
+ }
48
+
49
+ // horizontal slide of a lattice row (design units); rowY is the row's rest y, rowId decorrelates rows
50
+ float tearX(float rowY, float rowId) {
51
+ float s = 0.0;
52
+ for (int k = 0; k < 3; k++) {
53
+ vec4 ev = texelFetch(lat, ivec2(6 + k, 0), 0);
54
+ if (ev.z <= 0.0) continue;
55
+ float env = exp(-max(TIME - ev.x, 0.0) / max(release, 0.004));
56
+ if (env < 0.004) continue;
57
+ float dy = rowY - ev.y * 1080.0;
58
+ float side = dy >= 0.0 ? 1.0 : -1.0;
59
+ float rh = hash12(vec2(rowId, ev.x * 13.7));
60
+ s += ev.w * ev.z * env * tearShear * pitch * exp(-abs(dy) / (tearSpread * 1080.0)) * (0.6 * side + (rh - 0.5) * 1.1);
61
+ }
62
+ return s;
63
+ }
64
+ // radial push from every live kick; swell is the local shock strength (dot radius boost)
65
+ vec2 shockAt(vec2 p0, out float swell) {
66
+ vec2 disp = vec2(0.0);
67
+ swell = 0.0;
68
+ for (int k = 0; k < 4; k++) {
69
+ vec4 ev = texelFetch(lat, ivec2(2 + k, 0), 0);
70
+ if (ev.w <= 0.0) continue;
71
+ float age = max(TIME - ev.x, 0.0);
72
+ float env = exp(-age / max(release, 0.004));
73
+ if (env < 0.004) continue;
74
+ vec2 v = p0 - vec2(ev.y * W, ev.z * 1080.0);
75
+ float d = length(v);
76
+ float x = (d - 97.0 - waveSpeed * age) / (waveWidth * 1080.0);
77
+ float prof = x > 0.0 ? exp(-x * x * 5.0) : exp(x * 0.9);
78
+ float a = ev.w * env * prof;
79
+ disp += (d > 1e-3 ? v / d : vec2(0.0)) * a * kickPush * pitch * smoothstep(0.0, pitch, d);
80
+ swell += a;
81
+ }
82
+ float len = length(disp);
83
+ if (len > 2.2 * pitch) disp *= 2.2 * pitch / len;
84
+ return disp;
85
+ }
86
+
87
+ // spring between two neighbouring points: invisible at rest length, brighter the more it is stretched or
88
+ // squeezed, and cut when the points have been torn further than 2.8 pitches apart
89
+ float linkCov(vec2 a, vec2 b) {
90
+ float l = length(b - a);
91
+ float tens = clamp(abs(l - pitch) / pitch * 1.6, 0.0, 1.0);
92
+ if (tens < 0.04 || l > 2.8 * pitch) return 0.0;
93
+ vec2 pa = D - a;
94
+ vec2 ba = b - a;
95
+ float d = length(pa - ba * clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0));
96
+ return links * tens * clamp(0.5 - (d * U - 0.9), 0.0, 1.0);
97
+ }
98
+
99
+ void main() {
100
+ U = RENDERSIZE.y / 1080.0;
101
+ W = RENDERSIZE.x / U;
102
+ D = vec2(gl_FragCoord.x, RENDERSIZE.y - gl_FragCoord.y) / U;
103
+ float hi = texelFetch(lat, ivec2(0, 0), 0).x;
104
+ float fsalt = float(FRAMEINDEX) * 1.37;
105
+ float rowH = pitch * mix(1.0, 0.866, clamp(stagger * 2.0, 0.0, 1.0));
106
+ float rmax = pitch * 0.75 * (1.0 + kickSwell);
107
+ float bestCov = 0.0;
108
+ float bestHeat = 0.0;
109
+ float bestLink = 0.0;
110
+ int j0 = int(floor(D.y / rowH));
111
+ int ib = int(floor(D.x / pitch)) - 4;
112
+ vec2 above[9];
113
+ int aboveRow[9];
114
+ for (int k = 0; k < 9; k++) aboveRow[k] = -100000;
115
+ for (int dj = -2; dj <= 2; dj++) {
116
+ int j = j0 + dj;
117
+ float restY = (float(j) + 0.5) * rowH;
118
+ float off = stagger * pitch * float(j & 1);
119
+ float tx = tearX(restY, float(j));
120
+ int i0 = int(floor((D.x - tx - off) / pitch));
121
+ vec2 left = vec2(0.0);
122
+ bool leftOk = false;
123
+ for (int di = -2; di <= 2; di++) {
124
+ int i = i0 + di;
125
+ vec2 p0 = vec2((float(i) + 0.5) * pitch + off, restY);
126
+ float swell;
127
+ vec2 disp = shockAt(p0, swell);
128
+ vec2 id = vec2(float(i), float(j));
129
+ vec2 jit = (hash22(id + fsalt) - 0.5) * 2.0 * hi * jitter * pitch;
130
+ vec2 pl = p0 + disp + vec2(tx, 0.0);
131
+ int slot = i - ib;
132
+ if (links > 0.0) {
133
+ if (leftOk) bestLink = max(bestLink, linkCov(left, pl));
134
+ if (slot >= 0 && slot < 9) {
135
+ if (aboveRow[slot] == j - 1 && stagger == 0.0) bestLink = max(bestLink, linkCov(above[slot], pl));
136
+ above[slot] = pl;
137
+ aboveRow[slot] = j;
138
+ }
139
+ left = pl;
140
+ leftOk = true;
141
+ }
142
+ vec2 pos = pl + jit;
143
+ vec2 trail = disp + vec2(tx, 0.0);
144
+ float tl = length(trail);
145
+ trail *= tl > 1e-4 ? min(tl, 1.4 * pitch) / tl * stretch * 0.5 : 0.0;
146
+ vec2 ba = -trail;
147
+ vec2 pa = D - pos;
148
+ float dist = length(pa - ba * clamp(dot(pa, ba) / max(dot(ba, ba), 1e-6), 0.0, 1.0));
149
+ if (dist > rmax) continue;
150
+ float spark = step(1.0 - sparkle * hi * 0.16, hash12(id * 1.7 + fsalt + 9.0));
151
+ float t = inkAt(p0) * headline;
152
+ float r = pitch * (dotBase + dotLuma * toneAt(p0)) * (1.0 + kickSwell * min(swell, 1.0)) * (1.0 + 0.5 * spark);
153
+ if (t < 0.5 && textKnock > 0.0 && headline > 0.0) {
154
+ float halo = max(max(inkAt(p0 + vec2(pitch, 0.0)), inkAt(p0 - vec2(pitch, 0.0))), max(inkAt(p0 + vec2(0.0, pitch)), inkAt(p0 - vec2(0.0, pitch))));
155
+ r *= 1.0 - 0.7 * textKnock * halo;
156
+ }
157
+ r = max(r, pitch * 0.47 * t);
158
+ float cov = clamp(0.5 - (dist - r) * U, 0.0, 1.0);
159
+ if (cov > bestCov) {
160
+ bestCov = cov;
161
+ bestHeat = clamp(length(disp + vec2(tx, 0.0)) / pitch * 0.12 + spark + t * 0.8, 0.0, 1.0);
162
+ }
163
+ }
164
+ }
165
+ vec3 col = groundColor.rgb;
166
+ if (ghost > 0.0) {
167
+ float gj = floor(D.y / rowH);
168
+ float goff = stagger * pitch * float(int(gj) & 1);
169
+ vec2 g = vec2((floor((D.x - goff) / pitch) + 0.5) * pitch + goff, (gj + 0.5) * rowH);
170
+ col = mix(col, mix(groundColor.rgb, dotColor.rgb, 0.45), ghost * clamp(0.5 - (length(D - g) - pitch * 0.05) * U, 0.0, 1.0));
171
+ }
172
+ col = mix(col, mix(dotColor.rgb, hotColor.rgb, 0.35), bestLink);
173
+ col = mix(col, mix(dotColor.rgb, hotColor.rgb, bestHeat), bestCov);
174
+ fragColor = vec4(col, 1.0);
175
+ }
@@ -0,0 +1,29 @@
1
+ // lattice pass 0: sound events, persistent in `lat` (row 0). Written fresh.
2
+ // Attack is the frame of the onset: an event is stamped with this frame's TIME and full strength, and the
3
+ // only thing that ever fades is the release applied in main.frag (exp(-age / release)). The one running
4
+ // envelope here (highs) is max(raw, previous * exp(-dt / release)), so it also rises with no smoothing.
5
+ // texel (0,0): x highs envelope, y bass of the previous frame, z kick count, w tear count
6
+ // texels (2..5,0): kick slots (birth time, origin x, origin y as frame fractions, strength)
7
+ // texels (6..8,0): tear slots (birth time, line y as a frame fraction, strength, side sign)
8
+ void main() {
9
+ ivec2 px = ivec2(gl_FragCoord.xy);
10
+ vec4 st = texelFetch(lat, ivec2(0, 0), 0);
11
+ vec4 out0 = texelFetch(lat, px, 0);
12
+ float fall = exp(-TIMEDELTA / max(release, 0.004));
13
+ bool kick = AUDIO_BASS >= kickBass && AUDIO_BASS > 1.5 * st.y;
14
+ bool tear = AUDIO_ONSET > 0.5 && !kick;
15
+ float kn = st.z;
16
+ float tn = st.w;
17
+ if (px == ivec2(0, 0)) {
18
+ float hi = max(clamp((AUDIO_TREB - 0.8) * 0.2, 0.0, 1.0), st.x * fall);
19
+ out0 = vec4(hi, AUDIO_BASS, kn + (kick ? 1.0 : 0.0), tn + (tear ? 1.0 : 0.0));
20
+ } else if (px.y == 0 && kick && px.x == 2 + int(mod(kn, 4.0))) {
21
+ float ox = fract(0.31 + kn * 0.6180339 + SEED) * 0.78 + 0.11;
22
+ float oy = fract(0.67 + kn * 0.7548776 + SEED * 1.7) * 0.62 + 0.19;
23
+ out0 = vec4(TIME, ox, oy, clamp((AUDIO_BASS - 1.0) * 0.25, 0.35, 1.0));
24
+ } else if (px.y == 0 && tear && px.x == 6 + int(mod(tn, 3.0))) {
25
+ float yc = fract(0.13 + tn * 0.4142136 + SEED * 3.1) * 0.8 + 0.1;
26
+ out0 = vec4(TIME, yc, clamp(0.5 + AUDIO_FLUX * 0.6, 0.5, 1.0), mod(tn, 2.0) < 1.0 ? 1.0 : -1.0);
27
+ }
28
+ fragColor = out0;
29
+ }
@@ -0,0 +1 @@
1
+ {"version":1,"template":"block-glitch","preset":"block-glitch-mosaic","input":{"video":"test-media/clip-02.mp4"},"palette":"lilac-terminal","durationSec":4,"seed":32,"out":"block-glitch-mosaic"}
@@ -0,0 +1 @@
1
+ {"version":1,"template":"block-glitch","preset":"block-glitch-onset","input":{"video":"test-media/clip-01.mp4","audio":"test-media/beat-132.mp3"},"palette":"blood-red","durationSec":4,"seed":34,"out":"block-glitch-onset"}
@@ -0,0 +1 @@
1
+ {"version":1,"template":"block-glitch","preset":"block-glitch-static","input":{"video":"test-media/clip-01.mp4"},"palette":"hazard-orange","durationSec":4,"seed":33,"out":"block-glitch-static"}
@@ -0,0 +1 @@
1
+ {"version":1,"template":"block-glitch","preset":"block-glitch-tear","input":{"video":"test-media/clip-01.mp4"},"palette":"brutal-acid","durationSec":4,"seed":31,"out":"block-glitch-tear"}
@@ -0,0 +1,54 @@
1
+ {
2
+ "DESCRIPTION": "Seeded pixel-block tears over footage: displaced, channel-swapped, inverted, palette-solid, mosaic, static and streak blocks in bursts",
3
+ "CREDIT": "agentvfx",
4
+ "ISFVSN": "2",
5
+ "CATEGORIES": ["glitch"],
6
+ "INPUTS": [
7
+ { "NAME": "blockSize", "TYPE": "float", "MIN": 8, "MAX": 240, "DEFAULT": 56 },
8
+ { "NAME": "density", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.42 },
9
+ { "NAME": "idleDensity", "TYPE": "float", "MIN": 0, "MAX": 0.4, "DEFAULT": 0.05 },
10
+ { "NAME": "shiftAmt", "TYPE": "float", "MIN": 0, "MAX": 2, "DEFAULT": 1 },
11
+ { "NAME": "swapAmt", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.7 },
12
+ { "NAME": "invertAmt", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.3 },
13
+ { "NAME": "solidAmt", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.35 },
14
+ { "NAME": "mosaicAmt", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.5 },
15
+ { "NAME": "staticAmt", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.45 },
16
+ { "NAME": "stretchAmt", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.5 },
17
+ { "NAME": "fringe", "TYPE": "float", "MIN": 0, "MAX": 40, "DEFAULT": 8 },
18
+ { "NAME": "joltAmt", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.5 },
19
+ { "NAME": "lockMode", "TYPE": "long", "MIN": 0, "MAX": 2, "VALUES": [0, 1, 2], "LABELS": ["rate", "onset", "beat"], "DEFAULT": 0 },
20
+ { "NAME": "burstRate", "TYPE": "float", "MIN": 0.25, "MAX": 12, "DEFAULT": 2.6 },
21
+ { "NAME": "burstProb", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.85 },
22
+ { "NAME": "burstFrames", "TYPE": "long", "MIN": 1, "MAX": 60, "DEFAULT": 8 },
23
+ { "NAME": "holdFrames", "TYPE": "long", "MIN": 1, "MAX": 8, "DEFAULT": 2 },
24
+ { "NAME": "audioKick", "TYPE": "float", "MIN": 0, "MAX": 2, "DEFAULT": 0 },
25
+ { "NAME": "saturation", "TYPE": "float", "MIN": 0, "MAX": 3, "DEFAULT": 1.25 },
26
+ { "NAME": "punch", "TYPE": "float", "MIN": 0.5, "MAX": 3, "DEFAULT": 1.2 },
27
+ { "NAME": "grain", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.1 }
28
+ ],
29
+ "PASSES": [
30
+ { "TARGET": "counter", "PERSISTENT": true, "FLOAT": true },
31
+ {}
32
+ ],
33
+ "X_AGENTVFX": {
34
+ "id": "block-glitch",
35
+ "family": "glitch",
36
+ "input": "footage",
37
+ "spdx": "LicenseRef-agentvfx",
38
+ "flash": "strobe",
39
+ "fps": 30,
40
+ "palette": true,
41
+ "presets": {
42
+ "block-glitch-tear": {},
43
+ "block-glitch-mosaic": { "blockSize": 36, "density": 0.55, "mosaicAmt": 1, "shiftAmt": 0.3, "swapAmt": 0.2, "invertAmt": 0, "solidAmt": 0.6, "staticAmt": 0.3, "stretchAmt": 0.2, "burstRate": 3.4, "burstFrames": 9, "joltAmt": 0.1 },
44
+ "block-glitch-static": { "blockSize": 72, "density": 0.5, "staticAmt": 1, "solidAmt": 0.5, "shiftAmt": 0.5, "swapAmt": 0.2, "invertAmt": 0.1, "mosaicAmt": 0.2, "stretchAmt": 0.2, "burstRate": 2, "burstFrames": 10, "fringe": 4 },
45
+ "block-glitch-onset": { "lockMode": 1, "burstProb": 1, "burstFrames": 7, "density": 0.5, "idleDensity": 0.03, "solidAmt": 0.5, "invertAmt": 0.5 }
46
+ },
47
+ "audioBind": { "audioKick": "onset" },
48
+ "safeSubstitute": { "params": { "burstRate": 0.8, "burstFrames": 4, "holdFrames": 6, "invertAmt": 0, "solidAmt": 0, "staticAmt": 0, "joltAmt": 0, "density": 0.2, "grain": 0.04 } },
49
+ "credits": [
50
+ "PCG integer hash, M. E. O'Neill, https://www.pcg-random.org/",
51
+ "Datamosh / block-corruption look as in showreel glitch graphics (grammar only, no code)"
52
+ ]
53
+ }
54
+ }
@@ -0,0 +1,132 @@
1
+ // block-glitch: seeded pixel-block tears. Three grid scales (blockSize, x2, x4) of random-aspect blocks;
2
+ // each live block is displaced, channel-swapped, inverted, filled with a palette colour, mosaiced,
3
+ // replaced by static cells or smeared into a streak. The pattern re-seeds every holdFrames frames inside
4
+ // a burst and every burst gets its own seed, so no two bursts look alike. Bursts run on a rate, or
5
+ // lock to audio onsets / beats through the persistent trigger counter of pass0.
6
+ // Grammar reference: pixel-block tears and static in showreel graphics. Written fresh for agentvfx.
7
+ uint pcg(uint v) {
8
+ uint s = v * 747796405u + 2891336453u;
9
+ uint w = ((s >> ((s >> 28u) + 4u)) ^ s) * 277803737u;
10
+ return (w >> 22u) ^ w;
11
+ }
12
+ float h1(uint a) { return float(pcg(a)) / 4294967295.0; }
13
+ float h2(uint a, uint b) { return h1(a * 2654435761u + pcg(b + 1013904223u)); }
14
+ // SEED is the score seed / 2^32, so small integer seeds are tiny floats; recover the integer.
15
+ uint seedU() { return uint(min(SEED * 4294967296.0 + 0.5, 4294967040.0)); }
16
+
17
+ struct Blk { bool on; vec4 r; vec2 lo; vec2 sz; };
18
+
19
+ Blk blockAt(vec2 px, int lvl, uint seed, float dens, float u) {
20
+ uint ls = pcg(seed + uint(lvl) * 7919u + 17u);
21
+ float c = blockSize * u * exp2(float(lvl));
22
+ int shape = int(h1(ls + 1u) * 4.0);
23
+ vec2 sz = shape == 0 ? vec2(c) : (shape == 1 ? vec2(c * 2.0, c) : (shape == 2 ? vec2(c * 5.0, c * 0.5) : vec2(c * 10.0, c * 0.25)));
24
+ sz = max(sz, vec2(2.0 * u));
25
+ vec2 off = vec2(h1(ls + 2u), h1(ls + 3u)) * sz;
26
+ vec2 id = floor((px - off) / sz);
27
+ uint idh = pcg(uint(int(id.x) + 4096) + pcg(uint(int(id.y) + 4096) + ls));
28
+ Blk b;
29
+ b.r = vec4(h1(idh), h1(idh + 1u), h1(idh + 2u), h1(idh + 3u));
30
+ b.on = b.r.x < dens;
31
+ b.lo = id * sz + off;
32
+ b.sz = sz;
33
+ return b;
34
+ }
35
+
36
+ // footage sample at a pixel position (wraps like a corrupted scan line), with an R/B split of f pixels
37
+ vec3 samp(vec2 pos, float f) {
38
+ vec2 uv0 = fract(pos / RENDERSIZE);
39
+ vec2 d = vec2(f, 0.0) / RENDERSIZE;
40
+ return vec3(texture(inputImage, fract(uv0 + d)).r, texture(inputImage, uv0).g, texture(inputImage, fract(uv0 - d)).b);
41
+ }
42
+
43
+ vec3 perm(vec3 c, int p) {
44
+ if (p == 0) return c.rbg;
45
+ if (p == 1) return c.grb;
46
+ if (p == 2) return c.gbr;
47
+ if (p == 3) return c.brg;
48
+ if (p == 4) return c.bgr;
49
+ return c.ggr;
50
+ }
51
+
52
+ void main() {
53
+ float u = RENDERSIZE.y / 1080.0;
54
+ float fps = 1.0 / TIMEDELTA;
55
+ uint sd = seedU();
56
+ vec2 px = vUv * RENDERSIZE;
57
+ vec4 cnt = texelFetch(counter, ivec2(0), 0);
58
+
59
+ // burst clock: free-running rate, or the trigger counter when locked to audio
60
+ float idx;
61
+ float age;
62
+ if (lockMode == 0) {
63
+ float ph = TIME * burstRate;
64
+ idx = floor(ph);
65
+ age = fract(ph) / max(burstRate, 0.001) * fps;
66
+ } else {
67
+ idx = lockMode == 1 ? cnt.r : cnt.g;
68
+ age = cnt.b;
69
+ }
70
+ bool seen = lockMode == 0 || idx > 0.5;
71
+ bool burst = seen && h2(uint(idx), sd) < burstProb && age < float(burstFrames);
72
+ float k = (burst ? 1.0 : 0.0) + audioKick;
73
+ bool live = k > 0.05;
74
+ uint stp = uint(floor(age / float(holdFrames)));
75
+ uint seed = live ? pcg(uint(idx) * 2246822519u + sd) + stp * 3266489917u : pcg(sd + 99u) + uint(floor(TIME * 8.0)) * 1597334677u;
76
+ float dens = live ? clamp(density * (0.5 + 0.5 * k), 0.0, 1.0) : idleDensity;
77
+
78
+ // whole-frame vertical jolt on some bursts
79
+ vec2 pos0 = px;
80
+ if (live && h2(seed, 5u) < joltAmt * 0.5) pos0.y += (h2(seed, 6u) - 0.5) * 0.3 * RENDERSIZE.y;
81
+
82
+ float fr = fringe * u;
83
+ Blk hit;
84
+ hit.on = false;
85
+ for (int l = 2; l >= 0; l--) {
86
+ Blk b = blockAt(px, l, seed, dens * (l == 0 ? 1.0 : (l == 1 ? 0.55 : 0.3)), u);
87
+ if (b.on) {
88
+ hit = b;
89
+ break;
90
+ }
91
+ }
92
+
93
+ vec3 col;
94
+ if (!hit.on) {
95
+ col = samp(pos0, live ? fr * 0.25 : 0.0);
96
+ } else {
97
+ float wTotal = shiftAmt + swapAmt + invertAmt + solidAmt + mosaicAmt + staticAmt + stretchAmt;
98
+ float pick = hit.r.y * max(wTotal, 1e-4);
99
+ float msz = min(hit.sz.x, hit.sz.y);
100
+ if (pick < shiftAmt || wTotal <= 0.0) {
101
+ float dx = (hit.r.z * 2.0 - 1.0) * (0.05 * RENDERSIZE.x + hit.sz.x * 1.2) * min(shiftAmt, 2.0);
102
+ float dy = (hit.r.w * 2.0 - 1.0) * hit.sz.y * 0.6 * step(0.55, fract(hit.r.z * 13.7));
103
+ col = samp(pos0 + vec2(dx, dy), fr);
104
+ } else if ((pick -= shiftAmt) < swapAmt) {
105
+ col = perm(samp(pos0 + vec2((hit.r.z - 0.5) * hit.sz.x, 0.0), fr * 0.5), int(hit.r.w * 6.0));
106
+ } else if ((pick -= swapAmt) < invertAmt) {
107
+ col = vec3(1.0) - min(samp(pos0, fr * 0.5), vec3(1.0));
108
+ } else if ((pick -= invertAmt) < solidAmt) {
109
+ int pi = int(floor(hit.r.z * float(max(PALETTE_COUNT, 1))));
110
+ col = PALETTE[pi] * (0.85 + 0.6 * luma(samp(pos0, 0.0)));
111
+ } else if ((pick -= solidAmt) < mosaicAmt) {
112
+ float mz = max(4.0 * u, msz / (3.0 + 5.0 * hit.r.w));
113
+ col = samp((floor(pos0 / mz) + 0.5) * mz, 0.0);
114
+ } else if ((pick -= mosaicAmt) < staticAmt) {
115
+ float sn = max(3.0 * u, msz / 5.0);
116
+ vec2 cid = floor(pos0 / sn);
117
+ float n = h2(uint(int(cid.x) + 4096) + uint(int(cid.y) + 4096) * 8209u, stp + seed);
118
+ col = n < 0.5 ? vec3(0.012) : vec3(0.8);
119
+ if (n > 0.9) col = PALETTE[int(floor(hit.r.z * float(max(PALETTE_COUNT, 1))))] * 1.3;
120
+ } else {
121
+ vec2 q = hit.r.w > 0.5 ? vec2(hit.lo.x + hit.r.z * 0.5 * hit.sz.x, pos0.y) : vec2(pos0.x, hit.lo.y + hit.r.z * 0.5 * hit.sz.y);
122
+ col = samp(q, fr);
123
+ }
124
+ }
125
+
126
+ float lm = luma(col);
127
+ col = mix(vec3(lm), col, saturation);
128
+ col = max((col - 0.18) * punch + 0.18, 0.0);
129
+ float g = h2(uint(px.x) + uint(px.y) * 4099u, uint(FRAMEINDEX) + sd);
130
+ col += grain * (g - 0.5) * (live ? 1.0 : 0.4);
131
+ fragColor = vec4(max(col, 0.0), 1.0);
132
+ }
@@ -0,0 +1,12 @@
1
+ // block-glitch pass0: persistent trigger counter (one value everywhere, read with texelFetch at 0,0).
2
+ // r = onsets seen so far, g = beats seen so far,
3
+ // b = frames since the last trigger of the locked kind (lock 1 = onset, lock 2 = beat), saturating.
4
+ // Frames are rendered strictly in order, so the counter is deterministic.
5
+ void main() {
6
+ vec4 prev = FRAMEINDEX == 0 ? vec4(0.0, 0.0, 255.0, 0.0) : texelFetch(counter, ivec2(0), 0);
7
+ float onset = AUDIO_ONSET > 0.5 ? 1.0 : 0.0;
8
+ float beat = AUDIO_BEAT > 0.5 ? 1.0 : 0.0;
9
+ float trig = lockMode == 1 ? onset : (lockMode == 2 ? beat : 0.0);
10
+ float age = trig > 0.5 ? 0.0 : min(prev.b + 1.0, 255.0);
11
+ fragColor = vec4(prev.r + onset, prev.g + beat, age, 1.0);
12
+ }
@@ -0,0 +1,13 @@
1
+ # pixel-sort notes
2
+
3
+ The pass files (`pass0.frag` .. `pass8.frag`, `main.frag`) are generated: edit `build-passes.mjs`, then run
4
+ `node build-passes.mjs` in this folder. The engine wants one file per pass, so the shared GLSL is pasted into each.
5
+
6
+ - Idea credit: pixel sorting as in ASDFPixelSort by Kim Asendorf. No code from it is used.
7
+ - Approach: a GPU cannot run a per-row sort loop, so spans are found by run-length doubling (pass1..pass8, each
8
+ pass doubles the known run, spans are at most 256 cells) and the last pass ranks up to 32 strided samples of
9
+ its own span. A span of 32 cells or fewer is sorted exactly; longer spans get a quantile approximation
10
+ (monotonic in the sort key, `softness` interpolates between ranks).
11
+ - Cells: `cellSize` groups pixels into square cells, which is what gives the chunky look at larger values.
12
+ - Span cuts sit at multiples of 256 cells, shifted per row by `cutJitter` so the cuts never line up in a column.
13
+ - Reading order: horizontal sorts left to right, vertical sorts top to bottom; `descend` flips it.