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 +1,240 @@
1
+ // spectrum-particles main: the particle-cloud box. A framed panel with corner brackets and a 0..5 ruler
2
+ // down the left edge; along its floor a hairline spectrum (one tick per bar, tip dot, peak dot). On every
3
+ // hit (an onset at or above hitFlux) a burst of dots launches from the bar tips of that instant with
4
+ // speed scaled by the hit's spectral flux; dots are clipped to the panel. Each of the last 8 hits owns a
5
+ // slot in partState and its particles are evaluated in closed form:
6
+ // position = tip + v (1 - exp(-drag t)) / drag + (0, -gravity t^2 / 2)
7
+ // with hashed launch angle, speed and size, so a frame needs no simulation. Shapes: 0 square, 1 circle,
8
+ // 2 cross. Dots are ink-coloured (one tone), accent for the freshest ones; optional glow halo.
9
+ // ---- stage (shared by the spectrum family) ----
10
+ // Camera: bass onsets (bass ratio >= kickBass) zoom the frame by kickZoom and shake it by up to `shake`
11
+ // pixels at 1080p, both decaying over kickDecayMs (both 0 by default: the HUD look is locked down).
12
+ // Background: the flat groundColor; with an input, bgMode 1 = blurred and dimmed footage, 2 = single-tone
13
+ // halftone dots of the footage in the ink colour (dot radius follows luminance). Optional field of
14
+ // drifting flecks (fieldAmount), vignette and film grain. The clock texel is (hit count, last hit frame,
15
+ // kick count, last kick frame), written by the template's state pass.
16
+ float stageSince(float count, float last) { return count > 0.5 ? (float(FRAMEINDEX) - last) * TIMEDELTA : 99.0; }
17
+ float kickEnv(vec4 clk) { return exp(-stageSince(clk.z, clk.w) / max(kickDecayMs * 0.001, 0.001)); }
18
+ float hitEnv(vec4 clk, float seconds) { return exp(-stageSince(clk.x, clk.y) / seconds); }
19
+
20
+ vec2 stageUv(vec4 clk, vec2 uv) {
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+ float ke = kickEnv(clk);
22
+ vec2 sh = (hash22(vec2(clk.z, 3.7)) - 0.5) * 2.0 * shake * ke * (RENDERSIZE.y / 1080.0) / RENDERSIZE;
23
+ return (uv - 0.5) / (1.0 + kickZoom * ke) + 0.5 + sh;
24
+ }
25
+
26
+ float introK() { return introMs > 0.5 ? smoothstep(introMs * 0.0005, introMs * 0.0012, TIME) : 1.0; }
27
+ float introSpan() { return introMs > 0.5 ? smoothstep(0.0, introMs * 0.0006, TIME) : 1.0; }
28
+
29
+ float stageField(vec2 uv, float lift) {
30
+ float aspect = RENDERSIZE.x / RENDERSIZE.y;
31
+ float acc = 0.0;
32
+ for (int l = 0; l < 2; l++) {
33
+ float fl = float(l);
34
+ float sc = l == 0 ? 11.0 : 34.0;
35
+ vec2 p = vec2(uv.x * aspect, uv.y) * sc - vec2(TIME * fieldSpeed * (0.35 + 0.3 * fl), -TIME * fieldSpeed * (0.05 + 0.04 * fl));
36
+ vec2 c = floor(p);
37
+ vec2 fr = fract(p);
38
+ vec2 h = hash22(c + fl * 17.0);
39
+ float h2 = hash12(c + 31.0 + fl * 5.0);
40
+ float r = (l == 0 ? 0.05 : 0.035) * (0.5 + 0.7 * h2);
41
+ float tw = 0.55 + 0.45 * sin(TIME * (1.0 + 3.0 * h2) + h.x * 6.2832);
42
+ acc += step(length(fr - (0.3 + 0.4 * h)), r) * tw * step(0.45, h2);
43
+ }
44
+ return acc * (0.7 + 0.6 * lift);
45
+ }
46
+
47
+ float stageHalftone(vec2 uv) {
48
+ float u = RENDERSIZE.y / 1080.0;
49
+ float cell = max(halftoneSize * u, 2.0);
50
+ mat2 m = mat2(0.9659, 0.2588, -0.2588, 0.9659);
51
+ vec2 g = m * (uv * RENDERSIZE) / cell;
52
+ vec2 f = fract(g) - 0.5;
53
+ vec2 centre = (transpose(m) * ((floor(g) + 0.5) * cell)) / RENDERSIZE;
54
+ float L = luma(texture(inputImage, centre).rgb);
55
+ float rad = 0.62 * sqrt(clamp(L * 1.25, 0.0, 1.0));
56
+ return clamp((rad - length(f)) * cell + 0.5, 0.0, 1.0);
57
+ }
58
+
59
+ vec3 stageBackground(vec2 uv, vec3 tint, float lift) {
60
+ float aspect = RENDERSIZE.x / RENDERSIZE.y;
61
+ vec3 g = groundColor.rgb;
62
+ if (HAS_INPUT && bgMode == 1) {
63
+ vec3 s = texture(inputImage, uv).rgb;
64
+ float rad = 0.018;
65
+ for (int k = 0; k < 12; k++) {
66
+ float a = float(k) * 0.5236;
67
+ s += texture(inputImage, uv + vec2(cos(a) / aspect, sin(a)) * rad * (k % 2 == 0 ? 1.0 : 0.5)).rgb;
68
+ }
69
+ g = mix(g, s / 13.0, bgDim);
70
+ } else if (HAS_INPUT && bgMode == 2) {
71
+ g = mix(g, inkColor.rgb, stageHalftone(uv) * bgDim);
72
+ }
73
+ return g + tint * stageField(uv, lift) * fieldAmount;
74
+ }
75
+
76
+ vec3 stageFinish(vec3 col, vec2 uv) {
77
+ float aspect = RENDERSIZE.x / RENDERSIZE.y;
78
+ float v = length((uv - 0.5) * vec2(aspect, 1.0)) / (0.5 * sqrt(aspect * aspect + 1.0));
79
+ col *= 1.0 - vignette * smoothstep(0.35, 1.0, v);
80
+ float n = hash12(gl_FragCoord.xy + float(FRAMEINDEX) * 13.37) - 0.5;
81
+ return max(col + n * grain, vec3(0.0));
82
+ }
83
+ // ---- HUD line language (shared by the spectrum family) ----
84
+ // Ground and ink: near-black ground with off-white hairlines by default, or one full colour field with
85
+ // black / white ink (groundColor, inkColor, accentColor). Everything is drawn as 1-2 px hairlines
86
+ // (lineWidth, in pixels at 1080p): framed panels, dashed grids, corner brackets, + crosshairs, tick
87
+ // rulers. Labels come from the engine text layer (TEXTMASK: R = ink, G = box fill).
88
+ float hudU() { return RENDERSIZE.y / 1080.0; }
89
+ float hudW() { return max(lineWidth * hudU(), 1.0); }
90
+ float hair(float d) { return clamp(hudW() * 0.5 - abs(d) + 0.5, 0.0, 1.0); }
91
+ float cov(float d) { return clamp(0.5 - d, 0.0, 1.0); }
92
+ float dashes(float x, float period, float duty) { return step(fract(x / (period * hudU())), duty); }
93
+
94
+ // outline of the rectangle lo..hi (pixels)
95
+ float boxLine(vec2 p, vec2 lo, vec2 hi) {
96
+ vec2 q = abs(p - (lo + hi) * 0.5) - (hi - lo) * 0.5;
97
+ return hair(max(q.x, q.y));
98
+ }
99
+ float inRect(vec2 p, vec2 lo, vec2 hi) { return step(lo.x, p.x) * step(p.x, hi.x) * step(lo.y, p.y) * step(p.y, hi.y); }
100
+
101
+ // + crosshair centred on c with arm length len
102
+ float plusAt(vec2 p, vec2 c, float len) {
103
+ vec2 q = abs(p - c);
104
+ return max(hair(q.y) * step(q.x, len), hair(q.x) * step(q.y, len));
105
+ }
106
+
107
+ // four L-shaped corner brackets of the rectangle lo..hi, arm length len
108
+ float brackets(vec2 p, vec2 lo, vec2 hi, float len) {
109
+ vec2 c = (lo + hi) * 0.5;
110
+ vec2 q = abs(p - c);
111
+ vec2 h = (hi - lo) * 0.5;
112
+ float onV = hair(q.x - h.x) * step(h.y - len, q.y) * step(q.y, h.y + 0.5);
113
+ float onH = hair(q.y - h.y) * step(h.x - len, q.x) * step(q.x, h.x + 0.5);
114
+ return max(onV, onH);
115
+ }
116
+
117
+ vec3 accentAt(float u) { return colorMode == 1 ? paletteCycle(u + paletteShift) : accentColor.rgb; }
118
+
119
+ float textInk() { return HAS_TEXT ? texture(TEXTMASK, vUv).r : 0.0; }
120
+ float textFill() { return HAS_TEXT ? texture(TEXTMASK, vUv).g : 0.0; }
121
+
122
+ // frame chrome common to every instrument: corner + marks and an inset hairline frame
123
+ float hudChrome(vec2 sp) {
124
+ vec2 res = RENDERSIZE;
125
+ float u = hudU();
126
+ float a = 0.0;
127
+ for (int c = 0; c < 4; c++) {
128
+ vec2 centre = vec2((c & 1) == 0 ? 22.0 * u : res.x - 22.0 * u, (c & 2) == 0 ? 22.0 * u : res.y - 22.0 * u);
129
+ a = max(a, plusAt(sp, centre, 7.0 * u));
130
+ }
131
+ return a;
132
+ }
133
+ float shapeCover(vec2 d, float s) {
134
+ if (sparkShape == 1) { return cov(length(d) - s); }
135
+ if (sparkShape == 2) {
136
+ vec2 a = abs(d);
137
+ return max(cov(a.x - s * 0.18) * step(a.y, s), cov(a.y - s * 0.18) * step(a.x, s));
138
+ }
139
+ return cov(max(abs(d.x), abs(d.y)) - s);
140
+ }
141
+
142
+ void main() {
143
+ vec2 res = RENDERSIZE;
144
+ float U = hudU();
145
+ vec4 clk = texelFetch(partState, ivec2(0, 9), 0);
146
+ vec2 sp = vUv * res;
147
+ vec2 px = stageUv(clk, vUv) * res;
148
+ vec2 lo = vec2(0.14 * res.x, 0.12 * res.y);
149
+ vec2 hi = vec2(0.94 * res.x, 0.84 * res.y);
150
+ float W = hi.x - lo.x;
151
+ float H = hi.y - lo.y;
152
+ float n = float(bandCount);
153
+ float span = introSpan();
154
+ float grow = introK();
155
+ float baseY = lo.y + 0.08 * H;
156
+ float extent = 0.5 * H * grow;
157
+ float pitch = W * 0.94 / n;
158
+ float x0 = lo.x + W * 0.03;
159
+ float inP = inRect(px, lo, hi);
160
+
161
+ float fb = floor((px.x - x0) / pitch);
162
+ float spec = 0.0;
163
+ float tipD = 0.0;
164
+ float capD = 0.0;
165
+ if (fb >= 0.0 && fb < n && abs(px.x / res.x - 0.5) * 2.0 < span * 0.9 + 0.001) {
166
+ vec4 st = texelFetch(partState, ivec2(int(fb), 8), 0);
167
+ float bc = x0 + (fb + 0.5) * pitch;
168
+ float hP = st.r * extent;
169
+ spec = hair(px.x - bc) * step(baseY, px.y) * step(px.y, baseY + hP * 0.45) * barDim;
170
+ tipD = cov(length(vec2(px.x - bc, px.y - baseY - hP * 0.45 - 3.0 * U)) - 1.4 * U) * step(0.012, st.r) * barDim;
171
+ capD = cov(length(vec2(px.x - bc, px.y - baseY - st.g * extent * 0.45 - 6.0 * U)) - 1.2 * U) * step(0.03, st.g);
172
+ }
173
+ float floorLine = hair(px.y - baseY) * step(x0, px.x) * step(px.x, x0 + pitch * n) * span;
174
+
175
+ float aspect = res.x / res.y;
176
+ vec2 pp = vec2((px.x - lo.x) / H * 1.0, (px.y - lo.y) / H);
177
+ float cloud = 0.0;
178
+ float fresh = 0.0;
179
+ float glowSum = 0.0;
180
+ for (int j = 0; j < 8; j++) {
181
+ vec4 meta = texelFetch(partState, ivec2(96, j), 0);
182
+ float age = (float(FRAMEINDEX) - meta.x) * TIMEDELTA;
183
+ if (meta.z < 0.5 || age < 0.0 || age > lifeSec) { continue; }
184
+ float life01 = age / lifeSec;
185
+ for (int p = 0; p < 64; p++) {
186
+ if (p >= particleCount) { break; }
187
+ vec2 h = hash22(vec2(float(p) * 1.618 + 3.0, meta.x * 0.731 + float(j)));
188
+ vec2 h2 = hash22(vec2(meta.x * 1.31 + 7.0, float(p) * 2.17 + 1.0));
189
+ int b = int(floor(h.x * n));
190
+ float hb = texelFetch(partState, ivec2(b, j), 0).r;
191
+ if (hb < 0.1) { continue; }
192
+ vec2 o = vec2((x0 - lo.x + pitch * (float(b) + h.y)) / H, (baseY - lo.y + hb * extent * 0.45) / H);
193
+ float ang = 1.5707963 + (h2.x - 0.5) * spread;
194
+ float spd = speed * meta.y * (0.35 + 0.65 * h2.y) * (0.5 + hb);
195
+ vec2 v = spd * vec2(cos(ang), sin(ang));
196
+ vec2 pos = o + v * (1.0 - exp(-drag * age)) / drag + vec2(0.0, -0.5 * gravity * age * age);
197
+ float s = particleSize * U * (0.4 + 0.6 * h.y) * (1.0 - life01 * 0.6) / H;
198
+ vec2 d = (pp - pos) * H;
199
+ float cv = shapeCover(d, s * H) * (1.0 - life01 * life01);
200
+ cloud = max(cloud, cv);
201
+ fresh = max(fresh, cv * step(age, 0.12));
202
+ float hd = length(d) / max(s * H, 1.0);
203
+ glowSum += (1.0 - life01) / (1.0 + hd * hd * hd * hd);
204
+ }
205
+ }
206
+ cloud *= inP;
207
+ fresh *= inP;
208
+
209
+ float rows = 0.0;
210
+ for (int r = 0; r <= 5; r++) {
211
+ float yr = hi.y - float(r) * H / 5.0;
212
+ float tk = hair(sp.y - yr) * step(lo.x - 14.0 * U, sp.x) * step(sp.x, lo.x - 4.0 * U);
213
+ rows = max(rows, tk);
214
+ }
215
+ float ticksMinor = 0.0;
216
+ for (int r = 0; r < 25; r++) {
217
+ float yr = hi.y - float(r) * H / 25.0;
218
+ ticksMinor = max(ticksMinor, hair(sp.y - yr) * step(lo.x - 8.0 * U, sp.x) * step(sp.x, lo.x - 4.0 * U));
219
+ }
220
+ float frame = boxLine(sp, lo, hi) * gridAmount;
221
+ float brk = brackets(sp, lo - 10.0 * U, hi + 10.0 * U, 26.0 * U) * gridAmount;
222
+ float dgrid = (hair(sp.y - (baseY + 0.25 * H)) + hair(sp.y - (baseY + 0.5 * H))) * dashes(sp.x, 8.0, 0.25) * inRect(sp, lo, hi) * 0.4 * gridAmount;
223
+ float plus = 0.0;
224
+ for (int c = 0; c < 4; c++) {
225
+ vec2 centre = vec2((c & 1) == 0 ? 0.03 * res.x : 0.97 * res.x, (c & 2) == 0 ? 0.04 * res.y : 0.96 * res.y);
226
+ plus = max(plus, plusAt(sp, centre, 8.0 * U));
227
+ }
228
+
229
+ vec3 ink = inkColor.rgb;
230
+ vec3 acc = accentAt(0.5);
231
+ vec3 col = stageBackground(vUv, ink, kickEnv(clk));
232
+ col += acc * glowSum * glow * 0.05 * inP;
233
+ col = mix(col, ink, max(max(rows, ticksMinor * 0.7), max(dgrid, floorLine * 0.8)) * span);
234
+ col = mix(col, ink, max(spec, cloud));
235
+ col = mix(col, acc, max(max(fresh, tipD), capD));
236
+ col = mix(col, ink, max(frame, brk));
237
+ if (marks) { col = mix(col, ink, plus); }
238
+ col = mix(col, ink, textInk());
239
+ fragColor = vec4(stageFinish(col, vUv), 1.0);
240
+ }
@@ -0,0 +1,101 @@
1
+ // spectrum-particles pass 0: persistent state in `partState` (one texel per value, read with texelFetch).
2
+ // rows 0..7, x 0..bandCount-1 : spectrum snapshot (pro-motion bar values) taken at each hit, ring of 8 slots
3
+ // rows 0..7, x 96 : (birth frame, strength = spectral flux, 1, 1) of the hit stored in that slot
4
+ // row 8, x 0..bandCount-1 : live bars, r = smoothed height, g = cap, b = cap speed, a = cap hold
5
+ // texel (0, 9) : clock (hit count, last hit frame, kick count, last kick frame); the next
6
+ // slot is hit count mod 8
7
+ // A hit is an onset whose spectral flux reaches hitFlux. Particles are then evaluated analytically in
8
+ // main from the slot data, so they are exactly reproducible and never smear like advected sprites.
9
+ // ---- pro motion stage: spectrum -> bar values (shared by the spectrum family) ----
10
+ // Bin mapping: bar i covers startFreq + (endFreq - startFreq) * (i / n)^freqCurve, a power curve that
11
+ // gives the lows more bars (common bar visualisers use exponent 2.5). Each bar takes the
12
+ // maximum of four taps of the 512-bin audioFFT texture (bin s is centred near 29.3 + 46.875 * s Hz).
13
+ // The dB tilt (+tilt per octave above 200 Hz) offsets the 1/f slope of music. The value is windowed
14
+ // by floorLevel / ceilLevel, raised to a per-bar exponent (expLow for the lows ramping to expHigh for
15
+ // the highs, so quiet bars collapse and loud peaks pop), and the first headBars of the bars are weighted
16
+ // down to headMin so the sub-bass edge does not dominate. Peak-preserving neighbour smoothing keeps
17
+ // local maxima and lets each bar lift its neighbours by value / monsterSmooth^distance.
18
+ float specAt(float hz) {
19
+ float s = (hz - 29.3) / 46.875;
20
+ return texture(audioFFT, vec2(clamp((s + 0.5) / 512.0, 0.0, 1.0), 0.5)).r;
21
+ }
22
+
23
+ float binValue(int i, int n) {
24
+ float t0 = float(i) / float(n);
25
+ float f0 = startFreq + (endFreq - startFreq) * pow(t0, freqCurve);
26
+ float f1 = startFreq + (endFreq - startFreq) * pow(float(i + 1) / float(n), freqCurve);
27
+ float v = 0.0;
28
+ for (int k = 0; k < 4; k++) {
29
+ float fq = mix(f0, f1, (float(k) + 0.5) / 4.0);
30
+ float a = specAt(fq);
31
+ v = max(v, a > 0.001 ? a + tilt * log2(max(fq, 20.0) / 200.0) : 0.0);
32
+ }
33
+ float x = clamp((v - floorLevel) / max(ceilLevel - floorLevel, 0.01), 0.0, 1.0);
34
+ x = pow(x, mix(expHigh, expLow, 1.0 - t0 * t0));
35
+ float hb = headBars * float(n);
36
+ return hb > 0.5 && float(i) < hb ? x * mix(headMin, 1.0, float(i) / hb) : x;
37
+ }
38
+
39
+ float smoothedBar(int i, int n) {
40
+ float v = binValue(i, n);
41
+ for (int d = 1; d <= 6; d++) {
42
+ float w = 1.0 / pow(monsterSmooth, float(d));
43
+ if (i - d >= 0) { v = max(v, binValue(i - d, n) * w); }
44
+ if (i + d < n) { v = max(v, binValue(i + d, n) * w); }
45
+ }
46
+ return v;
47
+ }
48
+
49
+ // state texel of bar i: r = height, g = cap, b = cap fall speed, a = cap hold timer
50
+ vec4 barStep(vec4 prev, int i, int n) {
51
+ float t0 = float(i) / float(n);
52
+ float raw = smoothedBar(i, n);
53
+ float rel = releaseMs * (1.0 + bassHold * (1.0 - t0));
54
+ float k = 1.0 - exp(-TIMEDELTA / max((raw > prev.r ? attackMs : rel) * 0.001, 0.0005));
55
+ float h = prev.r + (raw - prev.r) * k;
56
+ float cap = prev.g;
57
+ float vel = prev.b;
58
+ float hold = prev.a;
59
+ if (h >= cap) {
60
+ cap = h;
61
+ vel = 0.0;
62
+ hold = capHoldMs * 0.001;
63
+ } else if (hold > 0.0) {
64
+ hold -= TIMEDELTA;
65
+ } else {
66
+ vel += capGravity * TIMEDELTA;
67
+ cap = max(h, cap - vel * TIMEDELTA);
68
+ }
69
+ return vec4(h, cap, vel, hold);
70
+ }
71
+
72
+ // clock texel: (hit count, last hit frame, kick count, last kick frame). A hit is an onset whose spectral
73
+ // flux reaches hitFlux; a kick is an onset whose bass ratio reaches kickBass.
74
+ vec4 clockStep(vec4 ev) {
75
+ if (AUDIO_ONSET > 0.5 && AUDIO_FLUX >= hitFlux) { ev.x += 1.0; ev.y = float(FRAMEINDEX); }
76
+ if (AUDIO_ONSET > 0.5 && AUDIO_BASS >= kickBass) { ev.z += 1.0; ev.w = float(FRAMEINDEX); }
77
+ return ev;
78
+ }
79
+ void main() {
80
+ ivec2 px = ivec2(gl_FragCoord.xy);
81
+ vec4 prev = texelFetch(partState, px, 0);
82
+ vec4 clk = texelFetch(partState, ivec2(0, 9), 0);
83
+ bool hit = AUDIO_ONSET > 0.5 && AUDIO_FLUX >= hitFlux;
84
+ if (px.y == 8 && px.x < bandCount) {
85
+ fragColor = barStep(prev, px.x, bandCount);
86
+ return;
87
+ }
88
+ if (px.y < 8 && px.x <= 96) {
89
+ if (hit && px.y == int(mod(clk.x, 8.0))) {
90
+ fragColor = px.x < 96 ? vec4(px.x < bandCount ? smoothedBar(px.x, bandCount) : 0.0, 0.0, 0.0, 1.0) : vec4(float(FRAMEINDEX), clamp(AUDIO_FLUX, 0.4, 1.6), 1.0, 1.0);
91
+ } else {
92
+ fragColor = prev;
93
+ }
94
+ return;
95
+ }
96
+ if (px.x == 0 && px.y == 9) {
97
+ fragColor = clockStep(prev);
98
+ return;
99
+ }
100
+ fragColor = vec4(0.0);
101
+ }
@@ -0,0 +1 @@
1
+ {"version":1,"template":"spectrum-radial","preset":"starburst-black","input":{"audio":"test-media/beat-132.mp3"},"durationSec":4,"seed":23,"out":"spectrum-radial-starburst-black"}
@@ -0,0 +1 @@
1
+ {"version":1,"template":"spectrum-radial","preset":"starburst-ultramarine","input":{"audio":"test-media/beat-132.mp3","startSec":3},"durationSec":4,"seed":23,"out":"spectrum-radial-starburst-ultramarine"}