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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  483. package/skills/agentvfx/test-media/clip-02.mp4 +0 -0
@@ -0,0 +1,10 @@
1
+ // kaleido-fold main: saturate the feedback buffer and blend over source.
2
+ // (No builtin mix() calls: `blend` is an input name.)
3
+ void main() {
4
+ vec3 f = texture(fold, vUv).rgb;
5
+ float fl = luma(f);
6
+ f = vec3(fl) + (f - vec3(fl)) * clamp(saturation, 0.0, 3.0);
7
+ vec3 src = texture(inputImage, vUv).rgb;
8
+ float m = clamp(blend, 0.0, 1.0);
9
+ fragColor = vec4(src + (f - src) * m, 1.0);
10
+ }
@@ -0,0 +1,34 @@
1
+ // kaleido-fold pass0: mirror-folded kaleidoscope image max-blended over the
2
+ // previous frame sampled with a zoom + spin + hue shift (feedback trails).
3
+ // Generative marble pattern when there is no input.
4
+ void main() {
5
+ float aspect = RENDERSIZE.x / max(RENDERSIZE.y, 1.0);
6
+ vec2 p = (vUv - 0.5) * vec2(aspect, 1.0);
7
+ p = vec2(abs(p.x), p.y);
8
+ float r = length(p);
9
+ float seg = 6.2831853 / float(segments);
10
+ float ang = atan(p.y, p.x);
11
+ float sec = floor(ang / seg);
12
+ float a = mod(ang, seg);
13
+ if (mod(sec, 2.0) > 0.5) {
14
+ a = seg - a;
15
+ }
16
+ vec2 k = vec2(cos(a), sin(a)) * r;
17
+ vec2 suv = k / vec2(aspect, 1.0) + 0.5;
18
+ vec3 fresh;
19
+ float inView = step(0.0, suv.x) * step(suv.x, 1.0) * step(0.0, suv.y) * step(suv.y, 1.0);
20
+ if (HAS_INPUT) {
21
+ fresh = texture(inputImage, clamp(suv, 0.0, 1.0)).rgb * inView;
22
+ } else {
23
+ float m = fbm(vec2(r * 4.0 - TIME * 0.25, a * 2.0), 3);
24
+ fresh = paletteCycle(fract(m + TIME * 0.03)) * (0.35 + 0.65 * m);
25
+ }
26
+ float sr = spin * 0.0174533;
27
+ vec2 d = vUv - 0.5;
28
+ vec2 fuv = vec2(d.x * cos(sr) - d.y * sin(sr), d.x * sin(sr) + d.y * cos(sr)) / zoom + 0.5;
29
+ vec3 prevImg = texture(fold, fuv).rgb;
30
+ vec3 hsv = rgb2hsv(prevImg);
31
+ hsv.x = fract(hsv.x + hueSpin / 360.0);
32
+ vec3 prevShift = hsv2rgb(hsv) * feedback;
33
+ fragColor = vec4(max(prevShift, fresh), 1.0);
34
+ }
@@ -0,0 +1 @@
1
+ {"version":1,"template":"mosh-melt","preset":"mosh-classic","input":{"video":"test-media/clip-01.mp4"},"durationSec":4,"seed":11,"out":"mosh-classic"}
@@ -0,0 +1,38 @@
1
+ {
2
+ "DESCRIPTION": "Mosh melt: flow-advected accumulating feedback with refresh hits, luma-threshold pixel-sort streaks and hard posterize",
3
+ "CREDIT": "agentvfx",
4
+ "ISFVSN": "2",
5
+ "CATEGORIES": ["psychedelic"],
6
+ "INPUTS": [
7
+ { "NAME": "refreshN", "TYPE": "long", "MIN": 2, "MAX": 120, "DEFAULT": 12 },
8
+ { "NAME": "streakLen", "TYPE": "float", "MIN": 0, "MAX": 64, "DEFAULT": 24 },
9
+ { "NAME": "threshold", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.55 },
10
+ { "NAME": "levels", "TYPE": "long", "MIN": 2, "MAX": 10, "DEFAULT": 5 },
11
+ { "NAME": "decay", "TYPE": "float", "MIN": 0.5, "MAX": 1, "DEFAULT": 0.97 },
12
+ { "NAME": "audioRefresh", "TYPE": "bool", "DEFAULT": false },
13
+ { "NAME": "saturation", "TYPE": "float", "MIN": 0, "MAX": 3, "DEFAULT": 1.8 },
14
+ { "NAME": "blend", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 1 }
15
+ ],
16
+ "PASSES": [
17
+ { "TARGET": "state", "PERSISTENT": true, "FLOAT": true },
18
+ {}
19
+ ],
20
+ "X_AGENTVFX": {
21
+ "id": "mosh-melt",
22
+ "family": "psychedelic",
23
+ "input": "footage",
24
+ "spdx": "LicenseRef-agentvfx",
25
+ "flash": "possible",
26
+ "fps": 30,
27
+ "palette": true,
28
+ "presets": {
29
+ "mosh-classic": { "refreshN": 12, "streakLen": 24, "threshold": 0.55, "levels": 5 },
30
+ "mosh-sludge": { "refreshN": 30, "streakLen": 48, "threshold": 0.4, "levels": 4, "decay": 0.985, "saturation": 2 },
31
+ "mosh-fracture": { "refreshN": 6, "streakLen": 16, "threshold": 0.7, "levels": 3, "decay": 0.94 }
32
+ },
33
+ "safeSubstitute": { "params": { "refreshN": 48, "streakLen": 8 } },
34
+ "credits": [
35
+ "Horn-Schunck optical flow (Jacobi iteration), https://en.wikipedia.org/wiki/Horn%E2%80%93Schunck_method"
36
+ ]
37
+ }
38
+ }
@@ -0,0 +1,20 @@
1
+ // mosh-melt main: luma-threshold horizontal pixel-sort streaks over the
2
+ // accumulation buffer, hard posterize, saturate, blend.
3
+ // (No builtin mix() calls: `blend` is an input name.)
4
+ void main() {
5
+ vec2 texel = vec2(1.0) / vec2(textureSize(state, 0));
6
+ vec3 m = texture(state, vUv).rgb;
7
+ float px = max(streakLen / 16.0, 0.0) * texel.x;
8
+ for (int k = 1; k <= 16; k++) {
9
+ vec3 s = texture(state, vUv - vec2(float(k) * px, 0.0)).rgb;
10
+ float w = step(threshold, luma(s));
11
+ m = max(m, s * w);
12
+ }
13
+ float lv = float(levels);
14
+ m = floor(m * lv + 0.5) / lv;
15
+ float cl = luma(m);
16
+ m = vec3(cl) + (m - vec3(cl)) * clamp(saturation, 0.0, 3.0);
17
+ vec3 src = texture(inputImage, vUv).rgb;
18
+ float b = clamp(blend, 0.0, 1.0);
19
+ fragColor = vec4(src + (m - src) * b, 1.0);
20
+ }
@@ -0,0 +1,22 @@
1
+ // mosh-melt state: flow-advected accumulation with refresh hits.
2
+ // Flow comes from frame difference along the local Sobel gradient.
3
+ // Refresh every refreshN frames (or on an audio beat when audioRefresh
4
+ // is on); otherwise max-blend the advected old state with the current
5
+ // frame. RGB = accumulation, A = this frame's luma for next frame.
6
+ void main() {
7
+ vec2 texel = vec2(1.0) / vec2(textureSize(inputImage, 0));
8
+ float lC = luma(texture(inputImage, vUv).rgb);
9
+ float lx1 = luma(texture(inputImage, vUv - vec2(texel.x, 0.0)).rgb);
10
+ float lx2 = luma(texture(inputImage, vUv + vec2(texel.x, 0.0)).rgb);
11
+ float ly1 = luma(texture(inputImage, vUv - vec2(0.0, texel.y)).rgb);
12
+ float ly2 = luma(texture(inputImage, vUv + vec2(0.0, texel.y)).rgb);
13
+ vec2 grad = vec2(lx2 - lx1, ly2 - ly1);
14
+ float it = lC - texture(state, vUv).a;
15
+ float gm = length(grad) + 1e-4;
16
+ vec2 shift = (grad / gm) * clamp(-it * 24.0, -6.0, 6.0) * texel;
17
+ vec3 old = texture(state, vUv - shift).rgb;
18
+ vec3 cur = texture(inputImage, vUv).rgb;
19
+ bool hit = (FRAMEINDEX % refreshN == 0) || (audioRefresh && AUDIO_BEAT > 0.5);
20
+ vec3 acc = hit ? cur : max(old * decay, cur * 0.9);
21
+ fragColor = vec4(acc, lC);
22
+ }
@@ -0,0 +1,13 @@
1
+ # Sacred — algorithm and parameters
2
+
3
+ 1. pass0 blurs footage luma (3x3, radius lumaBlur) into smoothLuma; with no input it renders a slow fbm field instead, so the template stays generative.
4
+ 2. main maps contrasted luma to a colour phase: phase = luma * bandDensity, giving N saturated bands across dark-to-bright.
5
+ 3. A tide of 1-3 travelling sine waves along tideAngle plus fbm drift shifts the phase over space and time, so bands sweep like a tide.
6
+ 4. The phase looks up a cyclic palette: rainbow cosine, a thermal blue-to-cyan ramp, or the score palette. Palette 3 (`print`) is a clamped 4-step ink / acid / orange / paper lookup used by sacred-thermal and sacred-halo; `baseDim` darkens the base and `stroke`/`strokeWidth` draw a solid acid line on luma edges (sacred-halo).
7
+ 5. Sobel gradients of the smooth luma drive an optional white edge halo (haloAmount) and R/B channel phase split (fringe).
8
+ 6. AUDIO_BASS scales the tide speed and AUDIO_BEAT adds a phase kick, both gated by audioKick (0 = off).
9
+ 7. Saturation is pushed around the output luma; the result blends over the source by blend (default full effect).
10
+ 8. tideSpeed: how fast bands travel. tideScale: spatial frequency of the tide. tideAngle: travel direction in radians.
11
+ 9. tideWaves (1-3): wave count, richer motion at 3. bandDensity: band count across the luma range. paletteShift: offset into the palette.
12
+ 10. saturation/contrast: stage-grade punch. lumaBlur: smoothness of the luma drive. haloAmount/fringe: edge glow and chroma split, off by default. blend: effect blend over the source.
13
+ 11. Print palette flash bounds: tide speed stops at 1, the tide and audio swing stop at +-0.26 of the phase, and pass1 keeps a clock in smoothLuma's g and b so a speed change alters the rate without jumping the bands (with `TIME * speed`, any change moves the phase by `TIME * change`, which flipped the whole frame between ink and paper). sacred-thermal and sacred-halo sit inside both limits; rainbow, thermal and score palettes keep the direct clock.
@@ -0,0 +1 @@
1
+ {"version":1,"template":"sacred","preset":"sacred-classic","input":{"video":"test-media/clip-01.mp4"},"durationSec":4,"seed":11,"out":"sacred-classic"}
@@ -0,0 +1 @@
1
+ {"version":1,"template":"sacred","preset":"sacred-halo","input":{"video":"test-media/clip-01.mp4"},"durationSec":4,"seed":11,"out":"sacred-halo"}
@@ -0,0 +1 @@
1
+ {"version":1,"template":"sacred","preset":"sacred-slow-tide","input":{"video":"test-media/clip-01.mp4"},"durationSec":4,"seed":11,"out":"sacred-slow-tide"}
@@ -0,0 +1 @@
1
+ {"version":1,"template":"sacred","preset":"sacred-thermal","input":{"video":"test-media/clip-01.mp4"},"durationSec":4,"seed":11,"out":"sacred-thermal"}
@@ -0,0 +1,263 @@
1
+ {
2
+ "DESCRIPTION": "Sacred hero: luminance-driven colour tide sweeping rainbow, thermal or hard screenprint bands over footage, with an optional contour stroke",
3
+ "CREDIT": "agentvfx",
4
+ "ISFVSN": "2",
5
+ "CATEGORIES": [
6
+ "psychedelic"
7
+ ],
8
+ "INPUTS": [
9
+ {
10
+ "NAME": "tideSpeed",
11
+ "TYPE": "float",
12
+ "MIN": 0,
13
+ "MAX": 3,
14
+ "DEFAULT": 0.6
15
+ },
16
+ {
17
+ "NAME": "tideScale",
18
+ "TYPE": "float",
19
+ "MIN": 0.1,
20
+ "MAX": 4,
21
+ "DEFAULT": 1
22
+ },
23
+ {
24
+ "NAME": "tideAngle",
25
+ "TYPE": "float",
26
+ "MIN": -3.1416,
27
+ "MAX": 3.1416,
28
+ "DEFAULT": 0.6
29
+ },
30
+ {
31
+ "NAME": "tideWaves",
32
+ "TYPE": "long",
33
+ "MIN": 1,
34
+ "MAX": 3,
35
+ "DEFAULT": 2
36
+ },
37
+ {
38
+ "NAME": "tideAmount",
39
+ "TYPE": "float",
40
+ "MIN": 0,
41
+ "MAX": 3,
42
+ "DEFAULT": 0.6
43
+ },
44
+ {
45
+ "NAME": "ripple",
46
+ "TYPE": "float",
47
+ "MIN": 0,
48
+ "MAX": 0.06,
49
+ "DEFAULT": 0.012
50
+ },
51
+ {
52
+ "NAME": "bandDensity",
53
+ "TYPE": "float",
54
+ "MIN": 0.5,
55
+ "MAX": 12,
56
+ "DEFAULT": 1.6
57
+ },
58
+ {
59
+ "NAME": "palette",
60
+ "TYPE": "long",
61
+ "MIN": 0,
62
+ "MAX": 3,
63
+ "VALUES": [
64
+ 0,
65
+ 1,
66
+ 2,
67
+ 3
68
+ ],
69
+ "LABELS": [
70
+ "rainbow",
71
+ "thermal",
72
+ "score",
73
+ "print"
74
+ ],
75
+ "DEFAULT": 1
76
+ },
77
+ {
78
+ "NAME": "paletteShift",
79
+ "TYPE": "float",
80
+ "MIN": 0,
81
+ "MAX": 1,
82
+ "DEFAULT": 0
83
+ },
84
+ {
85
+ "NAME": "saturation",
86
+ "TYPE": "float",
87
+ "MIN": 0,
88
+ "MAX": 3,
89
+ "DEFAULT": 1.05
90
+ },
91
+ {
92
+ "NAME": "contrast",
93
+ "TYPE": "float",
94
+ "MIN": 0.5,
95
+ "MAX": 3,
96
+ "DEFAULT": 1.2
97
+ },
98
+ {
99
+ "NAME": "lumaBlur",
100
+ "TYPE": "float",
101
+ "MIN": 0,
102
+ "MAX": 8,
103
+ "DEFAULT": 1.2
104
+ },
105
+ {
106
+ "NAME": "settle",
107
+ "TYPE": "float",
108
+ "MIN": 0.05,
109
+ "MAX": 1,
110
+ "DEFAULT": 0.5
111
+ },
112
+ {
113
+ "NAME": "keepLuma",
114
+ "TYPE": "float",
115
+ "MIN": 0,
116
+ "MAX": 1,
117
+ "DEFAULT": 0.55
118
+ },
119
+ {
120
+ "NAME": "detail",
121
+ "TYPE": "float",
122
+ "MIN": 0,
123
+ "MAX": 2,
124
+ "DEFAULT": 0.7
125
+ },
126
+ {
127
+ "NAME": "haloAmount",
128
+ "TYPE": "float",
129
+ "MIN": 0,
130
+ "MAX": 2,
131
+ "DEFAULT": 0
132
+ },
133
+ {
134
+ "NAME": "fringe",
135
+ "TYPE": "float",
136
+ "MIN": 0,
137
+ "MAX": 1,
138
+ "DEFAULT": 0
139
+ },
140
+ {
141
+ "NAME": "audioKick",
142
+ "TYPE": "float",
143
+ "MIN": 0,
144
+ "MAX": 2,
145
+ "DEFAULT": 0
146
+ },
147
+ {
148
+ "NAME": "baseDim",
149
+ "TYPE": "float",
150
+ "MIN": 0,
151
+ "MAX": 1,
152
+ "DEFAULT": 0
153
+ },
154
+ {
155
+ "NAME": "stroke",
156
+ "TYPE": "float",
157
+ "MIN": 0,
158
+ "MAX": 1,
159
+ "DEFAULT": 0
160
+ },
161
+ {
162
+ "NAME": "strokeWidth",
163
+ "TYPE": "float",
164
+ "MIN": 0.5,
165
+ "MAX": 8,
166
+ "DEFAULT": 3
167
+ },
168
+ {
169
+ "NAME": "blend",
170
+ "TYPE": "float",
171
+ "MIN": 0,
172
+ "MAX": 1,
173
+ "DEFAULT": 1
174
+ }
175
+ ],
176
+ "PASSES": [
177
+ {
178
+ "TARGET": "lumaNow",
179
+ "FLOAT": true
180
+ },
181
+ {
182
+ "TARGET": "smoothLuma",
183
+ "PERSISTENT": true,
184
+ "FLOAT": true
185
+ },
186
+ {}
187
+ ],
188
+ "X_AGENTVFX": {
189
+ "id": "sacred",
190
+ "family": "psychedelic",
191
+ "input": "either",
192
+ "spdx": "LicenseRef-agentvfx",
193
+ "flash": "none",
194
+ "fps": 30,
195
+ "palette": true,
196
+ "presets": {
197
+ "sacred-classic": {
198
+ "palette": 0,
199
+ "bandDensity": 1.8,
200
+ "tideAmount": 0.8,
201
+ "tideSpeed": 0.9,
202
+ "tideWaves": 2,
203
+ "saturation": 0.8,
204
+ "contrast": 1.2,
205
+ "keepLuma": 0.55,
206
+ "detail": 0.7,
207
+ "tideScale": 1.8,
208
+ "ripple": 0.012
209
+ },
210
+ "sacred-thermal": {
211
+ "palette": 3,
212
+ "bandDensity": 1.0,
213
+ "tideAmount": 0.4,
214
+ "tideSpeed": 0.7,
215
+ "tideScale": 1.6,
216
+ "tideWaves": 2,
217
+ "tideAngle": 1.25,
218
+ "paletteShift": 0.02,
219
+ "saturation": 1,
220
+ "contrast": 1.35,
221
+ "keepLuma": 0,
222
+ "detail": 0,
223
+ "ripple": 0.008
224
+ },
225
+ "sacred-slow-tide": {
226
+ "palette": 0,
227
+ "bandDensity": 1.2,
228
+ "tideAmount": 1,
229
+ "tideSpeed": 0.35,
230
+ "tideScale": 1.2,
231
+ "tideWaves": 3,
232
+ "saturation": 0.8,
233
+ "contrast": 1.15,
234
+ "settle": 0.3,
235
+ "keepLuma": 0.6,
236
+ "detail": 0.7,
237
+ "ripple": 0.018
238
+ },
239
+ "sacred-halo": {
240
+ "palette": 3,
241
+ "bandDensity": 1.0,
242
+ "tideAmount": 0.5,
243
+ "tideSpeed": 0.6,
244
+ "tideScale": 1.4,
245
+ "tideWaves": 1,
246
+ "tideAngle": 1.3,
247
+ "saturation": 0.3,
248
+ "contrast": 1.3,
249
+ "keepLuma": 0,
250
+ "detail": 0.3,
251
+ "baseDim": 0.55,
252
+ "stroke": 1,
253
+ "strokeWidth": 3,
254
+ "ripple": 0.006
255
+ }
256
+ },
257
+ "credits": [
258
+ "iq cosine palette, https://iquilezles.org/articles/palettes/",
259
+ "Sobel-style gradient for the halo, https://en.wikipedia.org/wiki/Sobel_operator",
260
+ "fbm, The Book of Shaders ch.13, https://thebookofshaders.com/13/"
261
+ ]
262
+ }
263
+ }
@@ -0,0 +1,109 @@
1
+ // Sacred main pass: luminance -> colour phase, shifted by a travelling tide.
2
+ // phase = contrasted luma * bandDensity + tide + paletteShift (+ audio kick).
3
+ // tide = 1-3 travelling sine waves along tideAngle plus fbm drift.
4
+ // Hard print bands flip whole areas between ink and paper, so palette 3 bounds the tide: its clock comes from pass1
5
+ // (a speed change moves the rate, never the bands) and its swing spans about two band steps. Both limits sit above
6
+ // what sacred-thermal and sacred-halo reach, and the other palettes never touch them.
7
+ const float PRINT_SWING_MAX = 0.26;
8
+
9
+ vec3 sacredThermal(float t) {
10
+ t = fract(t);
11
+ vec3 c = vec3(0.02, 0.05, 1.0) + (vec3(0.55, 0.0, 1.0) - vec3(0.02, 0.05, 1.0)) * smoothstep(0.0, 0.15, t);
12
+ c = c + (vec3(1.0, 0.0, 1.0) - c) * smoothstep(0.15, 0.30, t);
13
+ c = c + (vec3(1.0, 0.02, 0.08) - c) * smoothstep(0.30, 0.45, t);
14
+ c = c + (vec3(1.0, 0.45, 0.0) - c) * smoothstep(0.45, 0.60, t);
15
+ c = c + (vec3(1.0, 0.92, 0.08) - c) * smoothstep(0.60, 0.75, t);
16
+ c = c + (vec3(0.05, 1.0, 0.85) - c) * smoothstep(0.75, 0.90, t);
17
+ c = c + (vec3(0.02, 0.05, 1.0) - c) * smoothstep(0.90, 1.0, t);
18
+ return c;
19
+ }
20
+
21
+ // Print palette (mode 3): four hard screenprint steps, ink -> acid -> signal -> paper. Not cyclic:
22
+ // the phase is clamped, so low luma stays ink instead of wrapping to a coloured field.
23
+ vec3 sacredPrint(float t) {
24
+ int i = int(floor(clamp(t, 0.0, 0.9999) * 4.0));
25
+ if (i == 0) return vec3(0.01, 0.009, 0.008);
26
+ if (i == 1) return vec3(0.42, 1.0, 0.0);
27
+ if (i == 2) return vec3(1.0, 0.55, 0.0);
28
+ return vec3(0.9, 0.86, 0.74);
29
+ }
30
+
31
+ vec3 sacredPal(float t, int mode) {
32
+ if (mode == 3) {
33
+ return sacredPrint(t);
34
+ }
35
+ if (mode == 1) {
36
+ return sacredThermal(t);
37
+ }
38
+ if (mode == 2) {
39
+ return paletteCycle(fract(t));
40
+ }
41
+ return cosPalette(fract(t), vec3(0.5), vec3(0.5), vec3(1.0), vec3(0.0, 0.33, 0.67));
42
+ }
43
+
44
+ void main() {
45
+ float aspect = RENDERSIZE.x / max(RENDERSIZE.y, 1.0);
46
+ vec2 p = vec2(vUv.x * aspect, vUv.y);
47
+ bool print = palette == 3;
48
+ float spd = tideSpeed * (1.0 + audioKick * AUDIO_BASS * 1.5);
49
+ vec2 printClock = texelFetch(smoothLuma, ivec2(0), 0).gb;
50
+ float clock = print ? TIME * printClock.x + printClock.y : TIME;
51
+ float rate = print ? 1.0 : spd;
52
+ // Ripple: the luminance is read through a slowly travelling water-surface displacement, so the
53
+ // colour shapes undulate like waves instead of sitting still on the footage.
54
+ float rt = print ? TIME * 0.6 + clock : TIME * (0.6 + tideSpeed);
55
+ vec2 wob = vec2(sin(p.y * 9.0 + rt * 2.1) + 0.5 * sin(p.y * 17.0 - rt * 1.3 + p.x * 3.0),
56
+ cos(p.x * 7.0 - rt * 1.7) + 0.5 * cos(p.x * 13.0 + rt * 1.1 - p.y * 2.0));
57
+ float L = texture(smoothLuma, vUv + ripple * wob).r;
58
+ float Lc = clamp((L - 0.5) * contrast + 0.5, 0.0, 1.0);
59
+
60
+ vec2 dir = vec2(cos(tideAngle), sin(tideAngle));
61
+ float s = dot(p, dir) * tideScale;
62
+ float wsum = 0.0;
63
+ for (int k = 1; k <= 3; k++) {
64
+ if (k <= tideWaves) {
65
+ float fk = float(k);
66
+ wsum += sin(s * (1.3 + 0.7 * fk) + clock * rate * (1.0 + 0.35 * fk) + fk * 1.7);
67
+ }
68
+ }
69
+ float drift = fbm(p * 0.9 + vec2(clock * rate * 0.12, -clock * rate * 0.07), 3) - 0.5;
70
+ float tide = wsum / 3.0 * 0.5 + drift * 0.6;
71
+ float kick = audioKick * AUDIO_BEAT * 0.6;
72
+ float phase = Lc * bandDensity + tide * tideAmount + paletteShift + kick;
73
+ if (print) phase = Lc * bandDensity + clamp(tide * tideAmount + kick, -PRINT_SWING_MAX, PRINT_SWING_MAX) + paletteShift;
74
+
75
+ vec2 texel = vec2(1.0) / vec2(textureSize(smoothLuma, 0));
76
+ float gx = texture(smoothLuma, vUv + vec2(texel.x, 0.0)).r - texture(smoothLuma, vUv - vec2(texel.x, 0.0)).r;
77
+ float gy = texture(smoothLuma, vUv + vec2(0.0, texel.y)).r - texture(smoothLuma, vUv - vec2(0.0, texel.y)).r;
78
+ float e = clamp(length(vec2(gx, gy)) * 4.0, 0.0, 1.0);
79
+
80
+ vec3 col;
81
+ if (fringe > 0.0001) {
82
+ float fe = e * fringe;
83
+ col = vec3(sacredPal(phase + fe, palette).r, sacredPal(phase, palette).g, sacredPal(phase - fe, palette).b);
84
+ } else {
85
+ col = sacredPal(phase, palette);
86
+ }
87
+ col = col + vec3(1.0) * (e * haloAmount * 0.35);
88
+ float cl = luma(col);
89
+ col = vec3(cl) + (col - vec3(cl)) * clamp(saturation, 0.0, 3.0);
90
+ vec3 src = texture(inputImage, vUv).rgb;
91
+ // Readability: take part of the brightness from the source itself (faces, folds, text stay legible)
92
+ // and add back the high-frequency detail the luminance blur removed.
93
+ float Ls = HAS_INPUT ? luma(src) : L;
94
+ float target = clamp(Ls * 1.15 + 0.04, 0.0, 1.0);
95
+ col *= mix(1.0, target / max(luma(col), 0.02), clamp(keepLuma, 0.0, 1.0));
96
+ col += vec3((Ls - L) * detail * 1.5);
97
+ col = max(col, vec3(0.0));
98
+ col *= 1.0 - clamp(baseDim, 0.0, 1.0);
99
+ // Stroke: a thick, hard, single-colour (acid) line on luma edges. The gradient is taken across
100
+ // +-strokeWidth px (540p-relative), so the line width follows strokeWidth and holds at any size.
101
+ if (stroke > 0.0001) {
102
+ vec2 sr = texel * max(strokeWidth, 0.5) * RENDERSIZE.y / 540.0;
103
+ float sx = texture(smoothLuma, vUv + vec2(sr.x, 0.0)).r - texture(smoothLuma, vUv - vec2(sr.x, 0.0)).r;
104
+ float sy = texture(smoothLuma, vUv + vec2(0.0, sr.y)).r - texture(smoothLuma, vUv - vec2(0.0, sr.y)).r;
105
+ float m = smoothstep(0.07, 0.09, length(vec2(sx, sy)));
106
+ col = mix(col, vec3(0.42, 1.0, 0.0), m * clamp(stroke, 0.0, 1.0));
107
+ }
108
+ fragColor = vec4(mix(src, col, clamp(blend, 0.0, 1.0)), 1.0);
109
+ }
@@ -0,0 +1,25 @@
1
+ // Sacred pass0: spatially smoothed luminance of the current frame into lumaNow.
2
+ // With footage: 5x5 tent-weighted blur of input luma; the radius scales with the frame height so the
3
+ // look holds at any resolution, and it removes film grain that would otherwise shimmer as fine bands.
4
+ // Generative fallback (!HAS_INPUT): a slow fbm luminance field.
5
+ void main() {
6
+ if (!HAS_INPUT) {
7
+ vec2 q = vUv * vec2(RENDERSIZE.x / max(RENDERSIZE.y, 1.0), 1.0);
8
+ float f = fbm(q * 1.6 + vec2(TIME * 0.03, -TIME * 0.021), 4);
9
+ f = 0.65 * f + 0.35 * fbm(q * 3.1 - vec2(0.0, TIME * 0.017), 3);
10
+ fragColor = vec4(vec3(clamp(f, 0.0, 1.0)), 1.0);
11
+ return;
12
+ }
13
+ vec2 px = vec2(1.0) / vec2(textureSize(inputImage, 0));
14
+ float r = max(lumaBlur, 0.0) * RENDERSIZE.y / 540.0;
15
+ float acc = 0.0;
16
+ float wsum = 0.0;
17
+ for (int i = -2; i <= 2; i++) {
18
+ for (int j = -2; j <= 2; j++) {
19
+ float w = (3.0 - abs(float(i))) * (3.0 - abs(float(j)));
20
+ acc += w * luma(texture(inputImage, vUv + vec2(float(i), float(j)) * r * px).rgb);
21
+ wsum += w;
22
+ }
23
+ }
24
+ fragColor = vec4(vec3(acc / wsum), 1.0);
25
+ }
@@ -0,0 +1,23 @@
1
+ // Sacred pass1: temporal smoothing. smoothLuma is persistent; each frame moves toward the new
2
+ // luminance by `settle` (1 = no smoothing), which keeps the colour bands flowing instead of flickering.
3
+ // g and b hold the print palette's tide clock (main reads clock = TIME * g + b): when the speed changes, b takes
4
+ // up the difference, so the tide keeps its position and only its rate changes. The clock is a speed and an offset
5
+ // because a running total would stall in these half-float buffers.
6
+ const float PRINT_SPEED_MAX = 1.0;
7
+
8
+ void main() {
9
+ float now = texture(lumaNow, vUv).r;
10
+ vec4 last = texture(smoothLuma, vUv);
11
+ float k = FRAMEINDEX == 0 ? 1.0 : clamp(settle, 0.05, 1.0);
12
+ float speed = min(tideSpeed * (1.0 + audioKick * AUDIO_BASS * 1.5), PRINT_SPEED_MAX);
13
+ float held = last.g;
14
+ float offset = last.b;
15
+ if (FRAMEINDEX == 0) {
16
+ held = speed;
17
+ offset = 0.0;
18
+ } else if (abs(speed - held) > 0.001) {
19
+ offset += TIME * (held - speed);
20
+ held = speed;
21
+ }
22
+ fragColor = vec4(mix(last.r, now, k), held, offset, 1.0);
23
+ }
@@ -0,0 +1 @@
1
+ {"version":1,"template":"tidal-bands","preset":"tidal-classic","input":{"video":"test-media/clip-01.mp4"},"durationSec":4,"seed":11,"out":"tidal-classic"}
@@ -0,0 +1,37 @@
1
+ {
2
+ "DESCRIPTION": "Tidal bands: fbm-warped luma posterized into sweeping saturated colour bands",
3
+ "CREDIT": "agentvfx",
4
+ "ISFVSN": "2",
5
+ "CATEGORIES": ["psychedelic"],
6
+ "INPUTS": [
7
+ { "NAME": "flowSpeed", "TYPE": "float", "MIN": 0, "MAX": 3, "DEFAULT": 0.7 },
8
+ { "NAME": "flowScale", "TYPE": "float", "MIN": 0.2, "MAX": 5, "DEFAULT": 1.4 },
9
+ { "NAME": "bandCount", "TYPE": "long", "MIN": 2, "MAX": 14, "DEFAULT": 8 },
10
+ { "NAME": "edgeSharp", "TYPE": "float", "MIN": 0.05, "MAX": 1, "DEFAULT": 0.7 },
11
+ { "NAME": "ramp", "TYPE": "long", "MIN": 0, "MAX": 2, "VALUES": [0, 1, 2], "LABELS": ["rainbow", "thermal", "score"], "DEFAULT": 0 },
12
+ { "NAME": "paletteShift", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0 },
13
+ { "NAME": "saturation", "TYPE": "float", "MIN": 0, "MAX": 3, "DEFAULT": 1.7 },
14
+ { "NAME": "contrast", "TYPE": "float", "MIN": 0.5, "MAX": 3, "DEFAULT": 1.6 },
15
+ { "NAME": "audioPush", "TYPE": "float", "MIN": 0, "MAX": 2, "DEFAULT": 0 },
16
+ { "NAME": "blend", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 1 }
17
+ ],
18
+ "X_AGENTVFX": {
19
+ "id": "tidal-bands",
20
+ "family": "psychedelic",
21
+ "input": "either",
22
+ "spdx": "LicenseRef-agentvfx",
23
+ "flash": "possible",
24
+ "fps": 30,
25
+ "palette": true,
26
+ "presets": {
27
+ "tidal-classic": { "ramp": 0, "bandCount": 8, "flowSpeed": 0.7, "flowScale": 1.4, "saturation": 1.8, "contrast": 1.7 },
28
+ "tidal-abyss": { "ramp": 1, "bandCount": 12, "flowSpeed": 0.9, "flowScale": 1.8, "edgeSharp": 0.85, "saturation": 1.9, "contrast": 1.9 },
29
+ "tidal-slow": { "ramp": 2, "bandCount": 5, "flowSpeed": 0.22, "flowScale": 0.9, "edgeSharp": 0.45, "saturation": 1.6, "contrast": 1.5 }
30
+ },
31
+ "safeSubstitute": { "params": { "flowSpeed": 0.15, "saturation": 1.0 } },
32
+ "credits": [
33
+ "iq cosine palette, https://iquilezles.org/articles/palettes/",
34
+ "fbm, The Book of Shaders ch.13, https://thebookofshaders.com/13/"
35
+ ]
36
+ }
37
+ }