agentvfx 0.0.0-stage → 0.3.5

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Files changed (483) hide show
  1. package/AGENTS.md +8 -0
  2. package/GEMINI.md +1 -0
  3. package/LICENSE +202 -0
  4. package/README.md +228 -2
  5. package/package.json +35 -4
  6. package/skills/agentvfx/LICENSE +202 -0
  7. package/skills/agentvfx/NOTICE +50 -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 +25 -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 +157 -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 +1,94 @@
1
+ // halftone-field: footage as one-tone dot matrix (dot screen, ordered dither or ASCII cells) on a full solid
2
+ // field, framed by a hairline with pink / cyan micro bars on the image edges and a tall thin headline.
3
+ //@include lib.glsl
4
+
5
+ vec2 gC;
6
+ vec2 gH;
7
+
8
+ // beat tears: rows of the image slide sideways for a couple of frames after a beat
9
+ vec2 tearP(vec2 p) {
10
+ float on = step(0.3, beatPulse(8.0)) * tearAmount;
11
+ if (on <= 0.0) return p;
12
+ float row = floor(p.y / 18.0);
13
+ float f = float(FRAMEINDEX / 2);
14
+ p.x += (hash12(vec2(row, f)) - 0.5) * 2.0 * on * 120.0 * step(0.6, hash12(vec2(row, f + 2.3)));
15
+ return p;
16
+ }
17
+ float lumAt(vec2 p) {
18
+ vec2 uv = coverUV(tearP(p), gC, gH * 2.0);
19
+ float L = pow(clamp(luma(mediaRaw(uv)), 0.0, 1.0), 0.4545);
20
+ L = clamp((L - 0.5) * imgContrast + 0.5 + imgBias, 0.0, 1.0);
21
+ return invert ? 1.0 - L : L;
22
+ }
23
+ //@include screen.glsl
24
+
25
+ // edge bars: short horizontal ticks hung inward from the left / right image edges, lengths ride the bands
26
+ float edgeBars(vec2 p, vec2 lo, vec2 hi, out vec3 tint) {
27
+ tint = vec3(0.0);
28
+ float m = 0.0;
29
+ float slotH = 7.0;
30
+ float y = p.y - lo.y;
31
+ if (y < 0.0 || p.y > hi.y) return 0.0;
32
+ float slot = floor(y / slotH);
33
+ float fy = fract(y / slotH);
34
+ for (int side = 0; side < 2; side++) {
35
+ float sid = slot * 2.0 + float(side);
36
+ float h1 = hash12(vec2(sid, 4.0));
37
+ float h2 = hash12(vec2(sid, 9.0));
38
+ float band = AUDIO_BANDS[int(mod(slot * 3.0 + float(side) * 7.0, 28.0))];
39
+ float len = (6.0 + 70.0 * h2 * h2) * (0.45 + 1.1 * band * reactivity);
40
+ float edge = side == 0 ? p.x - lo.x : hi.x - p.x;
41
+ float on = step(0.0, edge) * step(edge, len) * step(0.1, fy) * step(fy, 0.62) * step(1.0 - barDensity, h1);
42
+ if (on > m) tint = h2 > 0.5 ? barA.rgb : barB.rgb;
43
+ m = max(m, on);
44
+ }
45
+ return m;
46
+ }
47
+
48
+ void main() {
49
+ initDesign();
50
+ float W = designWidth();
51
+ gC = vec2(imgX * W, imgY * 1080.0);
52
+ gH = vec2(imgW * W, imgH * 1080.0) * 0.5;
53
+ float kick = clamp((AUDIO_BASS - 1.0) / 3.0, 0.0, 1.0);
54
+ vec3 col = fieldColor.rgb;
55
+ vec2 lo = gC - gH;
56
+ vec2 hi = gC + gH;
57
+ float inRect = step(lo.x, D.x) * step(D.x, hi.x) * step(lo.y, D.y) * step(D.y, hi.y);
58
+
59
+ vec4 tm = HAS_TEXT ? texture(TEXTMASK, vUv) : vec4(0.0);
60
+ float halo = 0.0;
61
+ if (HAS_TEXT && inRect > 0.0) {
62
+ for (int i = 0; i < 8; i++) {
63
+ float a = float(i) * 0.7854;
64
+ halo = max(halo, texture(TEXTMASK, vUv + vec2(cos(a), sin(a)) * 4.0 / RENDERSIZE).r);
65
+ }
66
+ }
67
+
68
+ float dots = 0.0;
69
+ if (inRect > 0.0) {
70
+ float gain = dotGain * (1.0 + kickGain * kick * 0.3);
71
+ if (screenMode == 0) dots = dotScreen(D, cell, dotAngle, gain, 1.0);
72
+ else if (screenMode == 1) dots = orderedDither(D, max(2.0, cell * 0.36));
73
+ else dots = asciiScreen(D, cell * 1.5);
74
+ dots *= 1.0 - halo * textKnock;
75
+ }
76
+ col = mix(col, dotColor.rgb, dots);
77
+
78
+ vec2 fc = 0.5 * (lo + hi);
79
+ float ink = strokeAA(sdBox(D - fc, gH + 10.0), 1.5) * frameAmount;
80
+ ink = max(ink, strokeAA(sdBox(D - fc, gH), 1.0) * frameAmount * 0.5);
81
+ if (marks) {
82
+ for (int i = 0; i < 4; i++) {
83
+ vec2 corner = vec2(i % 2 == 0 ? lo.x : hi.x, i < 2 ? lo.y : hi.y);
84
+ ink = max(ink, plusMark(D - (corner + (corner - fc) / gH * 28.0), 9.0));
85
+ }
86
+ }
87
+ vec3 tint;
88
+ float bars = edgeBars(D, lo, hi, tint) * clamp((TIME * 1000.0 - introMs * 0.4) / 160.0, 0.0, 1.0) * barAmount;
89
+ col = mix(col, tint, bars);
90
+ col = mix(col, inkColor.rgb, clamp(ink, 0.0, 1.0));
91
+ float t = tm.r * clamp((TIME * 1000.0 - introMs * 0.1) / 120.0, 0.0, 1.0);
92
+ col = mix(col, textColor.rgb, clamp(t, 0.0, 1.0));
93
+ fragColor = vec4(col, 1.0);
94
+ }
@@ -0,0 +1,100 @@
1
+ // Night deck, bottom desk (design units): desk rules, label rules, waveform strip and a hatched spectrum area.
2
+ float boxLine(vec2 p, vec2 lo, vec2 hi, float r) { return strokeAA(sdRound(p - 0.5 * (lo + hi), 0.5 * (hi - lo), r), 1.5); }
3
+
4
+ // Seeded point cloud that drifts as an elongated blob; density follows the music.
5
+ float dkCloud(vec2 p, vec2 size, float drive) {
6
+ float t = TIME * driftSpeed;
7
+ vec2 c = size * 0.5 + vec2(sin(t * 0.37) * size.x * 0.1, sin(t * 0.23 + 1.0) * size.y * 0.07);
8
+ float ang = 0.8 + 0.6 * sin(t * 0.17);
9
+ mat2 R = rot(ang);
10
+ vec2 axes = vec2(size.x * (0.22 + 0.1 * drive), size.y * (0.09 + 0.13 * drive));
11
+ float cell = 6.0;
12
+ vec2 g = floor(p / cell);
13
+ float m = 0.0;
14
+ for (int j = -1; j <= 1; j++) {
15
+ for (int i = -1; i <= 1; i++) {
16
+ vec2 id = g + vec2(float(i), float(j));
17
+ vec2 h = hash22(id);
18
+ vec2 pt = (id + 0.1 + 0.8 * h) * cell;
19
+ pt += vec2(sin(t * (0.7 + h.x) + h.y * TAU), cos(t * (0.6 + h.y) + h.x * TAU)) * (1.2 + 2.5 * drive);
20
+ vec2 q = R * (pt - c) / axes;
21
+ float w = exp(-dot(q, q) * 1.15) * (0.7 + 1.6 * drive) * particleDensity;
22
+ float keep = step(hash12(id + 7.7), w);
23
+ m = max(m, keep * fillAA(length(p - pt) - 1.15));
24
+ }
25
+ }
26
+ return m;
27
+ }
28
+
29
+ // vertical hairlines min..max of the waveform per pixel column (trigger-aligned wave texture, row 0)
30
+ float dkWave(vec2 p, float w, float amp) {
31
+ float x0 = clamp((p.x - 0.5) / w, 0.0, 1.0);
32
+ float x1 = clamp((p.x + 0.5) / w, 0.0, 1.0);
33
+ float lo = 1e3;
34
+ float hi = -1e3;
35
+ for (int k = 0; k < 3; k++) {
36
+ float s = (texture(audio, vec2(mix(x0, x1, float(k) * 0.5), 0.25)).r - 0.5) * 2.0 * amp * waveGain;
37
+ lo = min(lo, s);
38
+ hi = max(hi, s);
39
+ }
40
+ lo = min(lo, -0.4);
41
+ hi = max(hi, 0.4);
42
+ return clamp(min(p.y - lo + 0.5, hi - p.y + 0.5) * U, 0.0, 1.0);
43
+ }
44
+
45
+ float dkSpecValue(float xd, vec2 lo, float w) {
46
+ float u = clamp((xd - lo.x) / w, 0.0, 1.0);
47
+ return texture(specState, vec2(u * 256.0 / RENDERSIZE.x, 0.5 / RENDERSIZE.y)).r;
48
+ }
49
+
50
+ // spectrum as an area: a solid top edge over a vertical hatch down to the floor
51
+ vec2 dkSpecArea(vec2 p, vec2 lo, vec2 hi) {
52
+ float w = hi.x - lo.x;
53
+ float y0 = hi.y - 2.0;
54
+ float span = (hi.y - lo.y - 8.0) * spectrumGain;
55
+ float a = y0 - dkSpecValue(p.x - 0.5, lo, w) * span;
56
+ float b = y0 - dkSpecValue(p.x + 0.5, lo, w) * span;
57
+ float c = y0 - dkSpecValue(p.x, lo, w) * span;
58
+ float top = min(c, min(a, b)) - 0.8;
59
+ float bot = max(c, max(a, b)) + 0.8;
60
+ float inX = step(lo.x + 1.0, p.x) * step(p.x, hi.x - 1.0);
61
+ float edge = clamp(min(p.y - top, bot - p.y) * U + 0.5, 0.0, 1.0);
62
+ float hatch = step(c, p.y) * step(p.y, y0) * step(fract(p.x / 4.0), 0.4);
63
+ return vec2(max(edge * step(p.y, y0 + 0.6), hatch) * inX, 0.0);
64
+ }
65
+
66
+ vec2 deckLeft(vec2 p, float drive) {
67
+ float ink = 0.0;
68
+ float dim = 0.0;
69
+ if (p.y < 776.0 || p.x > 1352.0) return vec2(0.0);
70
+ float k = rev(0.3);
71
+ // desk rule, label rules, column dividers
72
+ ink = max(ink, k * strokeAA(p.y - 780.0, 1.2) * step(30.0, p.x));
73
+ ink = max(ink, k * strokeAA(p.y - 890.0, 1.2) * step(30.0, p.x) * step(p.x, 520.0));
74
+ dim = max(dim, k * strokeAA(p.x - 540.0, 1.2) * step(796.0, p.y) * step(p.y, 1046.0));
75
+ dim = max(dim, k * strokeAA(p.x - 1350.0, 1.2) * step(796.0, p.y) * step(p.y, 1046.0));
76
+ ink = max(ink, k * fillAA(sdBox(p - vec2(512.0, 798.0), vec2(8.0, 4.0))));
77
+ ink = max(ink, k * fillAA(sdBox(p - vec2(512.0, 900.0), vec2(8.0, 4.0))));
78
+ // waveform strip with a dotted baseline
79
+ if (p.y > 994.0 && p.x < 530.0) {
80
+ float k2 = rev(0.7);
81
+ float x0 = 30.0;
82
+ float w = 490.0;
83
+ ink = max(ink, k2 * dkWave(vec2(p.x - x0, p.y - 1022.0), w, 20.0) * step(x0, p.x) * step(p.x, x0 + w));
84
+ dim = max(dim, k2 * strokeAA(p.y - 1046.0, 1.2) * step(0.5, fract(p.x / 6.0)) * step(x0, p.x) * step(p.x, x0 + w));
85
+ }
86
+ // hatched spectrum area with dashed guides at the label columns
87
+ vec2 sLo = vec2(560.0, 800.0);
88
+ vec2 sHi = vec2(1330.0, 1000.0);
89
+ if (p.x > 550.0 && p.y < 1004.0) {
90
+ float k2 = rev(0.45);
91
+ vec2 s = dkSpecArea(p, sLo, sHi);
92
+ ink = max(ink, k2 * s.x);
93
+ ink = max(ink, k2 * strokeAA(p.y - (sHi.y - 2.0), 1.4) * step(sLo.x, p.x) * step(p.x, sHi.x));
94
+ for (int i = 0; i < 5; i++) {
95
+ float xi = sLo.x + float(i) * (sHi.x - sLo.x) / 4.0;
96
+ dim = max(dim, k2 * strokeAA(p.x - xi, 1.2) * step(0.5, fract(p.y / 8.0)) * step(sLo.y, p.y) * step(p.y, sHi.y));
97
+ }
98
+ }
99
+ return vec2(ink, dim);
100
+ }
@@ -0,0 +1,61 @@
1
+ // Night deck, right rail: contour map with readouts, chamfered particle box, 16-step beat sequencer.
2
+ // iso-lines of fbm: a line wherever the field crosses a level, anti-aliased with the screen derivative
3
+ float dkField(vec2 p, vec2 lo, float drive) {
4
+ float t = TIME * driftSpeed * 0.035;
5
+ return fbm((p - lo) / 150.0 * contourScale + vec2(t, -t * 0.6) + drive * 0.12, 4) * contourLevels;
6
+ }
7
+ float dkContour(vec2 p, vec2 lo, float drive) {
8
+ float s = dkField(p, lo, drive);
9
+ float gx = dkField(p + vec2(1.0, 0.0), lo, drive) - s;
10
+ float gy = dkField(p + vec2(0.0, 1.0), lo, drive) - s;
11
+ float fw = max(length(vec2(gx, gy)) / U, 0.006);
12
+ float dist = (0.5 - abs(fract(s) - 0.5)) / fw;
13
+ return clamp(1.15 - dist, 0.0, 1.0);
14
+ }
15
+
16
+ vec2 deckRight(vec2 p, float drive) {
17
+ float ink = 0.0;
18
+ float dim = 0.0;
19
+ if (p.x < 1360.0) return vec2(0.0);
20
+ // contour map: frame, corner ticks, a dashed mid line, readouts beneath
21
+ vec2 cLo = vec2(1370.0, 30.0);
22
+ vec2 cHi = vec2(1890.0, 330.0);
23
+ if (p.y < 370.0) {
24
+ float k = rev(0.2);
25
+ ink = max(ink, k * boxLine(p, cLo, cHi, 0.0));
26
+ float inside = step(cLo.x + 1.0, p.x) * step(p.x, cHi.x - 1.0) * step(cLo.y + 1.0, p.y) * step(p.y, cHi.y - 1.0);
27
+ ink = max(ink, k * inside * dkContour(p, cLo, drive));
28
+ dim = max(dim, k * inside * strokeAA(p.y - 0.5 * (cLo.y + cHi.y), 1.2) * step(0.5, fract(p.x / 10.0)));
29
+ vec2 q = abs(p - 0.5 * (cLo + cHi)) - (0.5 * (cHi - cLo) - 14.0);
30
+ ink = max(ink, k * step(0.0, q.x) * step(0.0, q.y) * max(strokeAA(q.x, 3.0), strokeAA(q.y, 3.0)) * inside);
31
+ float cell = cellPx(2.8);
32
+ float va = 212.4 + 90.0 * sin(TIME * 0.9) + 60.0 * drive;
33
+ float vb = 3.71 + 2.0 * sin(TIME * 1.7 + 1.0) + 4.0 * AUDIO_PEAK;
34
+ ink = max(ink, k * printNum(p - snapPx(vec2(1366.0, 344.0)), va, 3, 1, cell));
35
+ ink = max(ink, k * printNum(p - snapPx(vec2(1890.0 - numWidth(1, 3, cell), 344.0)), vb, 1, 3, cell));
36
+ }
37
+ // particle box with cut corners
38
+ vec2 bLo = vec2(1370.0, 400.0);
39
+ vec2 bHi = vec2(1890.0, 750.0);
40
+ if (p.y > 394.0 && p.y < 756.0) {
41
+ float k = rev(0.5);
42
+ float sd = sdChamfer(p - 0.5 * (bLo + bHi), 0.5 * (bHi - bLo), 22.0, 0.0);
43
+ ink = max(ink, k * strokeAA(sd, 1.5));
44
+ ink = max(ink, k * dkCloud(p - bLo, bHi - bLo, drive) * step(sd, -4.0));
45
+ }
46
+ // beat sequencer: 16 cells, the current step filled, every fourth cell heavier
47
+ if (p.y > 796.0 && p.y < 834.0) {
48
+ float k = rev(0.65);
49
+ float cw = (1890.0 - 1370.0) / 16.0;
50
+ float i = floor((p.x - 1370.0) / cw);
51
+ if (i >= 0.0 && i < 16.0) {
52
+ vec2 cc = vec2(1370.0 + (i + 0.5) * cw, 815.0);
53
+ float box = sdBox(p - cc, vec2(cw * 0.5 - 4.0, 15.0));
54
+ float beats = AUDIO_BPM > 1.0 ? TIME * AUDIO_BPM / 60.0 : TIME * 2.0;
55
+ float cur = mod(floor(beats), 16.0);
56
+ float heavy = step(mod(i, 4.0), 0.5);
57
+ ink = max(ink, k * max(strokeAA(box, mix(1.2, 2.4, heavy)), fillAA(box + 3.0) * step(abs(i - cur), 0.5)));
58
+ }
59
+ }
60
+ return vec2(ink, dim);
61
+ }
@@ -0,0 +1,153 @@
1
+ // Tile layout (octagon window, off-centre): dial gauge, segment meter, readout column, pad matrix,
2
+ // bar meters, scan ruler, timeline with a barcode strip, nested rhombus target and crop brackets.
3
+ // four-point astroid star (also used by the night layout's icon rows)
4
+ float dkAstroid(vec2 p, float R) {
5
+ float f = sqrt(abs(p.x)) + sqrt(abs(p.y)) - sqrt(R);
6
+ return strokeAA(f * R * 0.22, 1.4);
7
+ }
8
+ float dkOutlineRect(vec2 p, vec2 lo, vec2 hi) { return strokeAA(sdRound(p - 0.5 * (lo + hi), 0.5 * (hi - lo), 2.0), 1.5); }
9
+ float dkBand(int i) { return clamp(AUDIO_BANDS[clamp(i, 0, 31)] * reactivity, 0.0, 1.0); }
10
+
11
+ // upper half dial: two arcs, 40 ticks (every 5th long), a lit level band and a needle at value v
12
+ vec2 dkDial(vec2 p, vec2 c, float R, float v) {
13
+ vec2 q = p - c;
14
+ if (q.y > 2.0 || length(q) > R + 4.0) return vec2(0.0);
15
+ float r = length(q);
16
+ float a = atan(-q.y, q.x);
17
+ float up = step(q.y, 0.0);
18
+ float ink = up * max(strokeAA(r - R, 1.5), strokeAA(r - R * 0.6, 1.2));
19
+ float sec = 3.14159265 / 40.0;
20
+ float idx = floor((a + 0.5 * sec) / sec);
21
+ float da = a - idx * sec;
22
+ bool major = mod(idx, 5.0) < 0.5;
23
+ float rin = R - (major ? 26.0 : 12.0);
24
+ ink = max(ink, up * strokeAA(r * sin(da), major ? 2.0 : 1.2) * step(rin, r) * step(r, R - 4.0));
25
+ float seg = up * step(R * 0.64, r) * step(r, R * 0.74) * step(abs(da), sec * 0.32);
26
+ float lit = step(1.0 - idx / 40.0, v);
27
+ float an = 3.14159265 * (1.0 - v);
28
+ vec2 tip = c + R * 0.9 * vec2(cos(an), -sin(an));
29
+ ink = max(ink, max(seg * lit, strokeAA(sdSeg(p, c, tip), 2.0)));
30
+ ink = max(ink, max(fillAA(r - 6.0), strokeAA(r - 14.0, 1.2) * up));
31
+ ink = max(ink, strokeAA(sdSeg(p, c - vec2(R, 0.0), c + vec2(R, 0.0)), 1.2));
32
+ return vec2(ink, seg * (1.0 - lit));
33
+ }
34
+
35
+ // L-shaped crop mark just outside a window corner; sx, sy = -1 or 1 point away from the window
36
+ float dkBracket(vec2 p, vec2 corner, float sx, float sy) {
37
+ vec2 a = corner + vec2(sx, sy) * 16.0;
38
+ return strokeAA(min(sdSeg(p, a, a - vec2(sx * 44.0, 0.0)), sdSeg(p, a, a - vec2(0.0, sy * 44.0))), 2.0);
39
+ }
40
+
41
+ vec2 deckTiles(vec2 p, float drive) {
42
+ float ink = 0.0;
43
+ float dim = 0.0;
44
+ float W = designWidth();
45
+ vec2 lo = gWC - gWH;
46
+ vec2 hi = gWC + gWH;
47
+ float lv = clamp(drive, 0.0, 1.0);
48
+
49
+ // top: header rule with tabs and a running time readout
50
+ float k = rev(0.15);
51
+ ink = max(ink, k * strokeAA(p.y - 96.0, 1.2) * step(lo.x, p.x) * step(p.x, hi.x));
52
+ ink = max(ink, k * dkOutlineRect(p, vec2(lo.x, 52.0), vec2(lo.x + 224.0, 84.0)));
53
+ ink = max(ink, k * dkOutlineRect(p, vec2(lo.x + 244.0, 52.0), vec2(lo.x + 304.0, 84.0)));
54
+ ink = max(ink, k * dkOutlineRect(p, vec2(hi.x - 100.0, 52.0), vec2(hi.x, 84.0)));
55
+ ink = max(ink, k * printNum(p - snapPx(vec2(lo.x + 14.0, 58.0)), mod(TIME, 1000.0), 3, 2, 4.0));
56
+ ink = max(ink, k * plusMark(p - vec2(lo.x - 30.0, 96.0), 8.0));
57
+ ink = max(ink, k * plusMark(p - vec2(hi.x + 30.0, 96.0), 8.0));
58
+ ink = max(ink, k * dkBracket(p, lo, -1.0, -1.0));
59
+ ink = max(ink, k * dkBracket(p, vec2(hi.x, lo.y), 1.0, -1.0));
60
+ ink = max(ink, k * dkBracket(p, vec2(lo.x, hi.y), -1.0, 1.0));
61
+ ink = max(ink, k * dkBracket(p, hi, 1.0, 1.0));
62
+
63
+ // left: dial, segment meter, readout column, pad matrix
64
+ k = rev(0.3);
65
+ if (p.x < 420.0 && p.y < 270.0) {
66
+ vec2 d = dkDial(p, vec2(214.0, 250.0), 180.0, lv);
67
+ ink = max(ink, k * d.x);
68
+ dim = max(dim, k * d.y);
69
+ }
70
+ if (p.y > 290.0 && p.y < 340.0 && p.x < 420.0) {
71
+ float i = floor((p.x - 28.0) / 16.0);
72
+ vec2 cc = vec2(28.0 + i * 16.0 + 6.5, 314.0);
73
+ float box = sdBox(p - cc, vec2(6.5, 18.0));
74
+ float inRow = step(0.0, i) * step(i, 23.0);
75
+ float lit = step(i / 24.0, lv - 0.02);
76
+ ink = max(ink, k * inRow * max(strokeAA(box, 1.2), fillAA(box) * lit));
77
+ dim = max(dim, k * inRow * fillAA(box) * (1.0 - lit));
78
+ }
79
+ k = rev(0.45);
80
+ if (p.x > 290.0 && p.x < 440.0 && p.y > 400.0 && p.y < 720.0) {
81
+ for (int i = 0; i < 5; i++) {
82
+ float y = 412.0 + float(i) * 62.0;
83
+ float v = dkBand(2 + i * 6);
84
+ ink = max(ink, k * printNum(p - snapPx(vec2(304.0, y)), v, 1, 2, 4.0));
85
+ ink = max(ink, k * strokeAA(p.y - (y + 30.0), 2.0) * step(304.0, p.x) * step(p.x, 304.0 + 120.0 * v));
86
+ dim = max(dim, k * strokeAA(p.y - (y + 30.0), 2.0) * step(304.0, p.x) * step(p.x, 424.0));
87
+ ink = max(ink, k * strokeAA(sdSeg(p, vec2(294.0, y), vec2(294.0, y + 30.0)), 1.2));
88
+ }
89
+ }
90
+ if (p.x < 320.0 && p.y > 766.0) {
91
+ vec2 g = floor((p - vec2(28.0, 776.0)) / 70.0);
92
+ if (g.x >= 0.0 && g.x < 4.0 && g.y >= 0.0 && g.y < 4.0) {
93
+ vec2 cc = vec2(28.0, 776.0) + g * 70.0 + 29.0;
94
+ float cell = sdRound(p - cc, vec2(29.0), 6.0);
95
+ float lit = step(0.5, dkBand(int(g.y * 4.0 + g.x) * 2));
96
+ ink = max(ink, k * max(strokeAA(cell, 1.4), fillAA(cell + 9.0) * lit));
97
+ dim = max(dim, k * fillAA(cell + 9.0) * (1.0 - lit));
98
+ }
99
+ }
100
+
101
+ // right: scan ruler beside the window, bar meters, BPM and frame readouts, rhombus target
102
+ k = rev(0.6);
103
+ float rx = hi.x + 16.0;
104
+ if (p.x > rx - 14.0 && p.x < rx + 18.0 && p.y > lo.y - 2.0 && p.y < hi.y + 2.0) {
105
+ float t = mod(p.y - lo.y, 12.0);
106
+ float major = step(mod(p.y - lo.y, 60.0), 1.0);
107
+ ink = max(ink, k * strokeAA(p.x - rx, 1.2));
108
+ ink = max(ink, k * step(min(t, 12.0 - t), 0.6) * step(rx, p.x) * step(p.x, rx + mix(6.0, 14.0, major)));
109
+ float sy = lo.y + fract(TIME * 0.125) * (hi.y - lo.y);
110
+ ink = max(ink, k * max(fillAA(sdRhomb(p - vec2(rx, sy), vec2(7.0, 9.0))), strokeAA(p.y - sy, 1.2) * step(rx - 14.0, p.x)));
111
+ }
112
+ if (p.x > W - 262.0 && p.y > 130.0 && p.y < 346.0) {
113
+ float i = floor((p.x - (W - 260.0)) / 29.0);
114
+ if (i >= 0.0 && i < 8.0) {
115
+ vec2 cc = vec2(W - 260.0 + i * 29.0 + 10.0, 240.0);
116
+ float box = sdBox(p - cc, vec2(10.0, 100.0));
117
+ float h = dkBand(2 + int(i) * 3);
118
+ ink = max(ink, k * max(strokeAA(box, 1.2), fillAA(box + 3.0) * step(340.0 - h * 200.0, p.y)));
119
+ }
120
+ }
121
+ k = rev(0.75);
122
+ ink = max(ink, k * printNum(p - snapPx(vec2(W - 268.0, 770.0)), AUDIO_BPM, 3, 0, 7.0));
123
+ ink = max(ink, k * printNum(p - snapPx(vec2(W - 268.0, 822.0)), float(FRAMEINDEX % 10000), 4, 0, 4.0));
124
+ ink = max(ink, k * strokeAA(sdSeg(p, vec2(W - 268.0, 812.0), vec2(W - 28.0, 812.0)), 1.2));
125
+ if (p.x > W - 250.0 && p.y > 890.0) {
126
+ vec2 q = p - vec2(W - 150.0, 975.0);
127
+ float an = TIME * 0.2 + drive * 0.4;
128
+ q = mat2(cos(an), -sin(an), sin(an), cos(an)) * q;
129
+ float rh = min(abs(sdRhomb(q, vec2(66.0))), min(abs(sdRhomb(q, vec2(44.0))), abs(sdRhomb(q, vec2(22.0)))));
130
+ ink = max(ink, k * max(strokeAA(rh, 1.4), fillAA(length(q) - 4.0)));
131
+ }
132
+
133
+ // bottom: timeline with ticks and a playhead over a barcode strip that follows the bands
134
+ k = rev(0.85);
135
+ if (p.y > 900.0 && p.x > lo.x - 2.0 && p.x < hi.x + 2.0) {
136
+ float span = hi.x - lo.x;
137
+ float step48 = span / 48.0;
138
+ float lx = p.x - lo.x;
139
+ float tk = mod(lx + 0.5 * step48, step48) - 0.5 * step48;
140
+ float major = step(mod(floor((lx + 0.5 * step48) / step48), 8.0), 0.5);
141
+ ink = max(ink, k * strokeAA(p.y - 930.0, 1.4));
142
+ ink = max(ink, k * strokeAA(tk, 1.2) * step(930.0 - mix(8.0, 18.0, major), p.y) * step(p.y, 930.0));
143
+ float ph = lo.x + fract(TIME / 8.0) * span;
144
+ ink = max(ink, k * max(fillAA(sdRhomb(p - vec2(ph, 914.0), vec2(7.0, 9.0))), strokeAA(p.x - ph, 1.2) * step(930.0, p.y) * step(p.y, 1048.0)));
145
+ float col = floor(lx / 7.0);
146
+ float on = step(fract(lx / 7.0), 0.58) * step(hash12(vec2(col, 31.0)), 0.82);
147
+ float h = 90.0 * clamp(0.12 + 0.85 * dkBand(int(mod(col, 32.0))), 0.0, 1.0);
148
+ float bar = on * step(1040.0 - h, p.y) * step(p.y, 1040.0) * step(946.0, p.y);
149
+ ink = max(ink, k * bar);
150
+ dim = max(dim, k * on * (1.0 - bar) * step(946.0, p.y) * step(p.y, 1040.0) * 0.5);
151
+ }
152
+ return vec2(ink, dim);
153
+ }
@@ -0,0 +1,82 @@
1
+ import { b, c, f, hex, l, microLines } from "../shared/defs.mjs";
2
+
3
+ const mono = (key, def, x, y, size, extra = {}) => ({ key, default: def, x, y, size, font: "mono", ...extra });
4
+ const freq = (key, def, x) => mono(key, def, x, 0.9361, 0.0098, { align: "center" });
5
+
6
+ const INPUTS = [
7
+ c("groundColor", [0.043, 0.043, 0.047, 1]), c("inkColor", [0.914, 0.914, 0.894, 1]), c("winBg", [0.02, 0.02, 0.022, 1]),
8
+ c("tone", [0.914, 0.914, 0.894, 1]), f("dimAmount", 0, 1, 0.5),
9
+ l("deckLayout", [0, 1], ["night-deck", "tiles"], 0), l("winShape", [0, 1, 2], ["rect", "rounded", "octagon"], 0),
10
+ f("winX", 0.2, 0.8, 0.3542), f("winY", 0.3, 0.7, 0.3657), f("winW", 0.3, 0.85, 0.6771), f("winH", 0.4, 0.98, 0.6759),
11
+ f("chamfer", 20, 300, 150), b("marks", true),
12
+ l("mediaMode", [0, 1, 2, 3], ["natural", "mono", "halftone", "duotone"], 0), f("mediaContrast", 0.5, 3, 1.25), f("mediaBias", -0.5, 0.5, 0),
13
+ f("dotSize", 3, 24, 8), f("dotAngle", 0, 1.5708, 0.7854),
14
+ f("flare", 0, 1, 0.85), f("flareX", 0, 1, 0.5), f("flareY", 0, 1, 0.5), f("flareW", 0.05, 0.6, 0.42), f("flareBeat", 0, 1, 0.8),
15
+ f("tearAmount", 0, 1, 0.4),
16
+ f("reactivity", 0, 2, 1), f("spectrumGain", 0.2, 1.5, 1), f("waveGain", 0.2, 4, 2.4), f("particleDensity", 0.3, 2.5, 1.1),
17
+ f("driftSpeed", 0, 3, 1), f("contourScale", 0.5, 4, 1.7), f("contourLevels", 2, 8, 3.6), f("introMs", 0, 3000, 600),
18
+ f("startFreq", 20, 400, 50), f("endFreq", 3000, 20000, 12800), f("floorLevel", 0, 0.6, 0.14), f("ceilLevel", 0.2, 1, 0.72),
19
+ f("specExp", 0.5, 3, 1.5), f("attackMs", 1, 300, 16), f("releaseMs", 20, 1500, 240),
20
+ ];
21
+
22
+ const TEXT = [
23
+ { key: "artist", default: "SIGMA7", x: 0.0156, y: 0.752, size: 0.066, font: "display", style: "fill" },
24
+ mono("artistTag", "ARTIST", 0.0156, 0.7333, 0.0098),
25
+ { key: "track", default: "RELAY", x: 0.0156, y: 0.8463, size: 0.066, font: "display", style: "fill" },
26
+ mono("trackTag", "TRACK", 0.0156, 0.8278, 0.0098),
27
+ { key: "title", default: "SIGNAL//04", x: 0.9844, y: 0.8852, size: 0.066, font: "tall", style: "fill", weight: 500, align: "right", tracking: 0.14 },
28
+ freq("f1", "50Hz", 0.2917), freq("f2", "200Hz", 0.3919), freq("f3", "800Hz", 0.4922), freq("f4", "3.2k", 0.5924), freq("f5", "12.8k", 0.6927),
29
+ mono("winTag", "LV-0417 *", 0.0156, 0.712, 0.0095),
30
+ mono("code", microLines(31, 3, 34), 0.7135, 0.7852, 0.0105, { lineHeight: 2.2, reveal: "type", revealStart: 0.6, revealDur: 1.4 }),
31
+ mono("microL", microLines(7, 15, 40), 0.0151, 0.372, 0.0085, { lineHeight: 1.25 }),
32
+ mono("microR", microLines(19, 15, 40), 0.8604, 0.372, 0.0085, { lineHeight: 1.25 }),
33
+ ];
34
+
35
+ const NIGHT = {};
36
+ const ULTRA = {
37
+ groundColor: hex("#1414ff"), inkColor: hex("#dcd3ff"), winBg: hex("#0a0a9e"), tone: hex("#c9b8ff"), mediaMode: 2, dotSize: 8,
38
+ mediaContrast: 1.45, flare: 0.55, dimAmount: 0.55,
39
+ };
40
+ const ACID = {
41
+ groundColor: hex("#c8ff00"), inkColor: hex("#0b0b0c"), winBg: hex("#0b0b0c"), tone: hex("#c8ff00"), mediaMode: 3, dimAmount: 0.6,
42
+ mediaContrast: 1.3, flare: 0.7,
43
+ };
44
+ const OCTAGON = {
45
+ winShape: 2, deckLayout: 1, winX: 0.55, winY: 0.47, winW: 0.58, winH: 0.7, chamfer: 96, flare: 0, marks: false, mediaContrast: 1.15,
46
+ inkColor: hex("#ffb21a"), dimAmount: 0.2,
47
+ };
48
+ const ORANGE = {
49
+ groundColor: hex("#ff3c00"), inkColor: hex("#0b0b0c"), winBg: hex("#0b0b0c"), tone: hex("#ff3c00"), mediaMode: 1, dimAmount: 0.6,
50
+ mediaContrast: 1.5, flare: 0.6,
51
+ };
52
+
53
+ const fx = {
54
+ DESCRIPTION: "Neo-brutalist control desk: a wide framed media window (rect, rounded or chamfered octagon) over a desk of artist and track labels, waveform strip and hatched spectrum, beside a rail with a contour map, particle box, beat sequencer and micro code, all following the music",
55
+ CREDIT: "agentvfx",
56
+ ISFVSN: "2",
57
+ CATEGORIES: ["brutal", "hud", "audio"],
58
+ INPUTS,
59
+ PASSES: [{ TARGET: "specState", PERSISTENT: true, FLOAT: true }, {}],
60
+ X_AGENTVFX: {
61
+ id: "hud-deck", family: "brutal", input: "either", spdx: "Apache-2.0", flash: "possible", fps: 30, palette: false,
62
+ presets: { night: NIGHT, ultramarine: ULTRA, acid: ACID, octagon: OCTAGON, "orange-mono": ORANGE },
63
+ audioBind: { spectrumGain: "bands", flare: "beat" },
64
+ safeSubstitute: { params: { flare: 0, tearAmount: 0 } },
65
+ text: TEXT,
66
+ credits: [
67
+ "Instrument-panel grammar (original drawing; no names, marks, fonts or footage from other works)",
68
+ "2D signed distance functions after Inigo Quilez, https://iquilezles.org/articles/distfunctions2d/ (circle, box, segment, ellipse, triangle); 3x5 digit font, dot screen, Bayer 8x8 index and glyph icons are original",
69
+ "Spectrum column mapping: log-spaced columns, peak-preserving neighbour smoothing, attack/release follower (same structure as the agentvfx spectrum family)",
70
+ ],
71
+ },
72
+ };
73
+
74
+ const MUSIC = "test-media/beat-132.mp3";
75
+ const demo = (video, seed, labels, startSec = 2) => ({ input: { video, audio: MUSIC, startSec }, durationSec: 4, seed, labels });
76
+ const demos = {
77
+ night: demo("test-media/clip-02.mp4", 41, { artist: "SIGMA7", track: "RELAY", title: "SIGNAL//04" }, 4),
78
+ ultramarine: demo("test-media/clip-01.mp4", 42, { artist: "VANTA", track: "HALO-9", title: "PLATE//77", winTag: "UM-3301 *" }),
79
+ acid: demo("test-media/clip-02.mp4", 43, { artist: "KRAIT", track: "DRIFT", title: "NODE//7G", winTag: "AC-0075 *" }, 4),
80
+ octagon: demo("test-media/clip-01.mp4", 44, {}),
81
+ };
82
+ export default { fx, demos };
@@ -0,0 +1,110 @@
1
+ // hud-deck: central media window (rect / rounded / chamfered octagon) with instrument columns drawn
2
+ // in GLSL hairlines, plus engine text for labels. Pass 0 (specState) holds the smoothed spectrum.
3
+ //@include lib.glsl
4
+ //@include icons.glsl
5
+
6
+ // staggered power-on: panel k (0..1) flickers in between k*introMs and k*introMs + 140 ms
7
+ float rev(float k) {
8
+ float a = (TIME * 1000.0 - introMs * k) / 140.0;
9
+ if (a >= 1.0) return 1.0;
10
+ if (a <= 0.0) return 0.0;
11
+ return step(0.45, hash12(vec2(k * 37.0, float(FRAMEINDEX))));
12
+ }
13
+
14
+ vec2 gWC;
15
+ vec2 gWH;
16
+
17
+ // beat tears: blocks of rows slide sideways for a couple of frames after each beat
18
+ vec2 tearP(vec2 p) {
19
+ float on = step(0.3, beatPulse(8.0)) * tearAmount;
20
+ if (on <= 0.0) return p;
21
+ float row = floor(p.y / 20.0);
22
+ float f = float(FRAMEINDEX / 2);
23
+ p.x += (hash12(vec2(row, f)) - 0.5) * 2.0 * on * 150.0 * step(0.55, hash12(vec2(row, f + 1.7)));
24
+ return p;
25
+ }
26
+ float lumAt(vec2 p) {
27
+ vec2 uv = coverUV(tearP(p), gWC, gWH * 2.0);
28
+ float L = pow(clamp(luma(mediaRaw(uv)), 0.0, 1.0), 0.4545);
29
+ return clamp((L - 0.5) * mediaContrast + 0.5 + mediaBias, 0.0, 1.0);
30
+ }
31
+ //@include screen.glsl
32
+
33
+ float winSD(vec2 p) {
34
+ vec2 q = p - gWC;
35
+ if (winShape == 0) return sdRound(q, gWH, 8.0);
36
+ if (winShape == 1) return sdRound(q, gWH, min(gWH.x, gWH.y) * 0.12);
37
+ return sdChamfer(q, gWH, chamfer, 14.0);
38
+ }
39
+
40
+ vec3 windowColor(vec2 p) {
41
+ if (mediaMode == 2) return mix(winBg.rgb, tone.rgb, dotScreen(p, dotSize, dotAngle, 1.18, 1.0));
42
+ if (mediaMode == 3) return mix(winBg.rgb, tone.rgb, smoothstep(0.06, 0.94, lumAt(p)));
43
+ vec3 c = mediaRaw(coverUV(tearP(p), gWC, gWH * 2.0));
44
+ c = max((c - 0.18) * mediaContrast + 0.18 + (mediaBias * 0.2), 0.0);
45
+ return mediaMode == 1 ? vec3(luma(c)) : c;
46
+ }
47
+
48
+ // white-hot horizontal light bar (eye flare) that breathes with the beat
49
+ vec3 flareAdd(vec2 p) {
50
+ float amt = flare * (0.5 + 0.5 * mix(1.0, beatPulse(5.0), flareBeat));
51
+ vec2 c = gWC + (vec2(flareX, flareY) - 0.5) * gWH * 2.0;
52
+ float len = flareW * gWH.x * 2.0;
53
+ float dx = (p.x - c.x) / len;
54
+ float dy = p.y - c.y;
55
+ float tap = clamp(1.0 - dx * dx, 0.0, 1.0);
56
+ float s1 = 4.5 * tap + 0.8;
57
+ float s2 = 28.0 * tap + 2.0;
58
+ float core = exp(-dy * dy / (2.0 * s1 * s1)) * tap;
59
+ float halo = exp(-dy * dy / (2.0 * s2 * s2)) * tap * 0.4;
60
+ return (core * vec3(2.4) + halo * vec3(1.0, 0.78, 0.45)) * amt;
61
+ }
62
+
63
+ //@include deck-tiles.src.glsl
64
+ //@include deck-left.src.glsl
65
+ //@include deck-right.src.glsl
66
+
67
+ void main() {
68
+ initDesign();
69
+ float W = designWidth();
70
+ gWC = vec2(winX * W, winY * 1080.0);
71
+ gWH = vec2(winW * W, winH * 1080.0) * 0.5;
72
+ float kick = clamp((AUDIO_BASS - 1.0) / 3.0, 0.0, 1.0);
73
+ float drive = clamp(0.5 * AUDIO_BANDS[1] + 0.4 * AUDIO_BANDS[3] + 0.4 * kick, 0.0, 1.3) * reactivity;
74
+
75
+ vec3 col = groundColor.rgb;
76
+ float wd = winSD(D);
77
+ float inside = fillAA(wd);
78
+ if (inside > 0.0) {
79
+ vec3 m = windowColor(D);
80
+ if (flare > 0.0) m += flareAdd(D);
81
+ col = mix(col, m, inside);
82
+ }
83
+ float ink = strokeAA(wd, 1.5 + 2.0 * beatPulse(10.0) * reactivity) * rev(0.1);
84
+ float dim = 0.0;
85
+
86
+ vec2 pan = vec2(0.0);
87
+ if (deckLayout == 0) {
88
+ pan = max(deckLeft(D, drive), deckRight(D, drive));
89
+ if (marks) {
90
+ vec2 o = gWH + 12.0;
91
+ pan.x = max(pan.x, plusMark(D - (gWC + o * vec2(-1.0, -1.0)), 6.0));
92
+ pan.x = max(pan.x, plusMark(D - (gWC + o * vec2(1.0, -1.0)), 6.0));
93
+ pan.x = max(pan.x, plusMark(D - (gWC + o * vec2(-1.0, 1.0)), 6.0));
94
+ pan.x = max(pan.x, plusMark(D - (gWC + o * vec2(1.0, 1.0)), 6.0));
95
+ }
96
+ } else {
97
+ pan = deckTiles(D, drive);
98
+ }
99
+ ink = max(ink, pan.x);
100
+ dim = max(dim, pan.y);
101
+
102
+ vec4 tm = HAS_TEXT ? texture(TEXTMASK, vUv) : vec4(0.0);
103
+ bool micro = D.y > 395.0 && D.y < 720.0 && (D.x < 276.0 || D.x > W - 276.0);
104
+ float gate = (deckLayout == 0) != micro ? 1.0 : 0.0;
105
+ ink = max(ink, tm.r * gate * rev(0.25));
106
+
107
+ col = mix(col, inkColor.rgb, clamp(dim, 0.0, 1.0) * dimAmount);
108
+ col = mix(col, inkColor.rgb, clamp(ink, 0.0, 1.0));
109
+ fragColor = vec4(col, 1.0);
110
+ }
@@ -0,0 +1,38 @@
1
+ // hud-deck pass 0: pro-smoothed spectrum columns, persistent in specState (row 0 of the buffer).
2
+ // 256 log-spaced columns startFreq..endFreq. Each column takes the maximum of four taps of the 512-bin
3
+ // audioFFT (bin s sits near 29.3 + 46.875 * s Hz), is windowed by floorLevel / ceilLevel and shaped by
4
+ // a power, lifts its neighbours by 0.78^distance (peak preserving), then follows with attack / release.
5
+ const int NCOL = 256;
6
+ float specAtHz(float hz) {
7
+ float s = (hz - 29.3) / 46.875;
8
+ return texture(audioFFT, vec2(clamp((s + 0.5) / 512.0, 0.0, 1.0), 0.5)).r;
9
+ }
10
+ float colRaw(int i) {
11
+ float ratio = endFreq / startFreq;
12
+ float f0 = startFreq * pow(ratio, float(i) / float(NCOL));
13
+ float f1 = startFreq * pow(ratio, float(i + 1) / float(NCOL));
14
+ float v = 0.0;
15
+ for (int k = 0; k < 4; k++) v = max(v, specAtHz(mix(f0, f1, (float(k) + 0.5) / 4.0)));
16
+ float x = clamp((v - floorLevel) / max(ceilLevel - floorLevel, 0.01), 0.0, 1.0);
17
+ return pow(x, specExp);
18
+ }
19
+ float colSmooth(int i) {
20
+ float v = colRaw(i);
21
+ for (int d = 1; d <= 3; d++) {
22
+ float w = pow(0.78, float(d));
23
+ if (i - d >= 0) v = max(v, colRaw(i - d) * w);
24
+ if (i + d < NCOL) v = max(v, colRaw(i + d) * w);
25
+ }
26
+ return v;
27
+ }
28
+ void main() {
29
+ ivec2 px = ivec2(gl_FragCoord.xy);
30
+ vec4 prev = texelFetch(specState, px, 0);
31
+ if (px.y == 0 && px.x < NCOL) {
32
+ float raw = colSmooth(px.x);
33
+ float k = 1.0 - exp(-TIMEDELTA / max((raw > prev.r ? attackMs : releaseMs) * 0.001, 0.0005));
34
+ fragColor = vec4(prev.r + (raw - prev.r) * k, 0.0, 0.0, 1.0);
35
+ return;
36
+ }
37
+ fragColor = vec4(0.0);
38
+ }
@@ -0,0 +1,28 @@
1
+ // Shared helpers for the brutal family definitions (parameter builders, invented micro-text, colours).
2
+ export const f = (NAME, MIN, MAX, DEFAULT) => ({ NAME, TYPE: "float", MIN, MAX, DEFAULT });
3
+ export const b = (NAME, DEFAULT) => ({ NAME, TYPE: "bool", DEFAULT });
4
+ export const c = (NAME, DEFAULT) => ({ NAME, TYPE: "color", DEFAULT });
5
+ export const l = (NAME, VALUES, LABELS, DEFAULT) => ({ NAME, TYPE: "long", MIN: Math.min(...VALUES), MAX: Math.max(...VALUES), VALUES, LABELS, DEFAULT });
6
+
7
+ /** "#rrggbb" -> [r, g, b, 1] in sRGB 0..1, rounded to 3 places. */
8
+ export const hex = (s) => {
9
+ const n = parseInt(s.slice(1), 16);
10
+ return [(n >> 16) & 255, (n >> 8) & 255, n & 255].map((v) => Math.round((v / 255) * 1000) / 1000).concat(1);
11
+ };
12
+
13
+ /** Seeded invented code lines ("7G75-0A4F 91C2 LV//09"): decoration only, never real data or marks. */
14
+ export function microLines(seed, rows, cols) {
15
+ let s = seed >>> 0;
16
+ const rnd = () => ((s = (Math.imul(s, 1664525) + 1013904223) >>> 0) / 4294967296);
17
+ const pick = (a) => a[Math.floor(rnd() * a.length)];
18
+ const hexd = "0123456789ABCDEF";
19
+ const word = (n) => Array.from({ length: n }, () => hexd[Math.floor(rnd() * 16)]).join("");
20
+ const tags = ["LV//", "NODE", "SIG", "RLY", "0x", "7G-", "AX", "KRN"];
21
+ const lines = [];
22
+ for (let r = 0; r < rows; r++) {
23
+ let line = "";
24
+ while (line.length < cols - 10) line += `${rnd() < 0.3 ? pick(tags) : ""}${word(2 + Math.floor(rnd() * 3))} `;
25
+ lines.push(line.slice(0, cols).trimEnd());
26
+ }
27
+ return lines.join("\n");
28
+ }