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 +1,64 @@
1
+ // impact-1bit: a hit layer. For hitFrames after its start the layer below becomes two flat colours
2
+ // (ink and paper, default black and white) by a luminance threshold against a local mean, with an
3
+ // optional ordered dither, then dissolves back by hashed chunky blocks (no grey mix frames).
4
+ float hitEnv(float n, float total, float hold, float curve) {
5
+ if (n >= total) return 0.0;
6
+ if (n < hold) return 1.0;
7
+ float k = (n - hold + 1.0) / (total - hold + 1.0);
8
+ return pow(clamp(1.0 - k, 0.0, 1.0), curve);
9
+ }
10
+
11
+ float bayer8(vec2 p) {
12
+ ivec2 q = ivec2(mod(p, 8.0));
13
+ int v = 0;
14
+ for (int k = 0; k < 3; k++) {
15
+ int xb = (q.x >> k) & 1;
16
+ int yb = (q.y >> k) & 1;
17
+ v = v * 4 + 2 * (xb ^ yb) + yb;
18
+ }
19
+ return (float(v) + 0.5) / 64.0;
20
+ }
21
+
22
+ float sLuma(vec2 uv) {
23
+ return luma(linearToSrgb(clamp(texture(inputImage, uv).rgb, 0.0, 1.0)));
24
+ }
25
+
26
+ void main() {
27
+ vec3 src = texture(inputImage, vUv).rgb;
28
+ float n = floor(TIME / TIMEDELTA + 0.5);
29
+ float env = hitEnv(n, float(hitFrames), float(holdFrames), decayCurve);
30
+ if (env <= 0.0) {
31
+ fragColor = vec4(src, 1.0);
32
+ return;
33
+ }
34
+ float L = (sLuma(vUv) - 0.5) * preContrast + 0.5;
35
+ vec2 px = vec2(adaptRadius * RENDERSIZE.y / 1080.0) / RENDERSIZE;
36
+ float m = 0.0;
37
+ for (int i = 0; i < 8; i++) {
38
+ float a = 0.785398 * float(i);
39
+ m += sLuma(vUv + vec2(cos(a), sin(a)) * px);
40
+ }
41
+ m = (m / 8.0 - 0.5) * preContrast + 0.5;
42
+ float t = mix(threshold, clamp(m + (threshold - 0.5) * 0.5, 0.05, 0.95), adapt);
43
+ float d = 0.0;
44
+ vec2 pp = floor(vUv * RENDERSIZE / max(ditherPx * RENDERSIZE.y / 1080.0, 1.0));
45
+ if (dither == 1) {
46
+ d = (bayer8(pp) - 0.5) * ditherAmount;
47
+ } else if (dither == 2) {
48
+ d = (hash12(pp + n * 3.1) - 0.5) * ditherAmount;
49
+ }
50
+ bool bright = (L + d) > t;
51
+ if (flip) {
52
+ bright = !bright;
53
+ }
54
+ vec3 ink = inkColor.rgb;
55
+ vec3 paper = paperColor.rgb;
56
+ if (useScorePalette) {
57
+ ink = PALETTE[0];
58
+ paper = PALETTE[PALETTE_COUNT - 1];
59
+ }
60
+ vec3 o = bright ? paper : ink;
61
+ vec2 cell = floor(vUv * RENDERSIZE / max(blockPx * RENDERSIZE.y / 1080.0, 1.0));
62
+ bool hit = hash12(cell + vec2(n * 17.31, 3.7)) < env;
63
+ fragColor = vec4(hit ? o : src, 1.0);
64
+ }
@@ -0,0 +1 @@
1
+ {"version":1,"template":"sacred","preset":"sacred-classic","params":{"blend":0},"palette":"brutal-acid","input":{"video":"test-media/clip-01.mp4","audio":"test-media/beat-132.mp3"},"durationSec":4,"seed":11,"hits":[{"beat":0,"template":"impact-invert","preset":"invert-snap","durationFrames":2},{"beat":1,"template":"impact-invert","preset":"invert-bars","durationFrames":5},{"beat":2,"template":"impact-invert","preset":"invert-acid","durationFrames":4},{"beat":3,"template":"impact-invert","preset":"invert-hue-keep","durationFrames":4},{"beat":4,"template":"impact-invert","preset":"invert-false-neg","durationFrames":3}],"out":"impact-invert-snap"}
@@ -0,0 +1,37 @@
1
+ {
2
+ "DESCRIPTION": "Impact frame: the layer below snaps to a hard negative for 1-3 frames, then dissolves back in chunky blocks (never a milky fade)",
3
+ "CREDIT": "agentvfx",
4
+ "ISFVSN": "2",
5
+ "CATEGORIES": ["impact"],
6
+ "INPUTS": [
7
+ { "NAME": "hitFrames", "TYPE": "long", "MIN": 1, "MAX": 12, "DEFAULT": 3 },
8
+ { "NAME": "holdFrames", "TYPE": "long", "MIN": 0, "MAX": 6, "DEFAULT": 2 },
9
+ { "NAME": "decayCurve", "TYPE": "float", "MIN": 0.3, "MAX": 4, "DEFAULT": 1 },
10
+ { "NAME": "mode", "TYPE": "long", "MIN": 0, "MAX": 3, "VALUES": [0, 1, 2, 3], "LABELS": ["negative", "value flip (hue kept)", "false negative", "palette negative"], "DEFAULT": 0 },
11
+ { "NAME": "contrast", "TYPE": "float", "MIN": 0.5, "MAX": 3, "DEFAULT": 1.45 },
12
+ { "NAME": "bands", "TYPE": "long", "MIN": 0, "MAX": 32, "DEFAULT": 0 },
13
+ { "NAME": "bandCoverage", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.65 },
14
+ { "NAME": "blockPx", "TYPE": "float", "MIN": 2, "MAX": 160, "DEFAULT": 40 }
15
+ ],
16
+ "X_AGENTVFX": {
17
+ "id": "impact-invert",
18
+ "family": "impact",
19
+ "input": "either",
20
+ "spdx": "Apache-2.0",
21
+ "flash": "possible",
22
+ "fps": 30,
23
+ "palette": true,
24
+ "presets": {
25
+ "invert-snap": { "hitFrames": 2, "holdFrames": 2, "mode": 0, "contrast": 1.45 },
26
+ "invert-bars": { "hitFrames": 5, "holdFrames": 2, "mode": 0, "bands": 11, "bandCoverage": 0.7, "contrast": 1.6 },
27
+ "invert-hue-keep": { "hitFrames": 4, "holdFrames": 2, "mode": 1, "contrast": 1.7 },
28
+ "invert-acid": { "hitFrames": 4, "holdFrames": 2, "mode": 3, "contrast": 1.3, "blockPx": 24 },
29
+ "invert-false-neg": { "hitFrames": 3, "holdFrames": 2, "mode": 2, "contrast": 1.5 }
30
+ },
31
+ "safeSubstitute": { "template": "punch-shake" },
32
+ "credits": [
33
+ "Impact-frame grammar (1-2 frame inversion on contact), sakugabooru wiki, https://www.sakugabooru.com/wiki/show?title=impact_frame",
34
+ "Dissolve by hashed block threshold instead of alpha blend, to avoid the stacked-exposure milky failure"
35
+ ]
36
+ }
37
+ }
@@ -0,0 +1,44 @@
1
+ // impact-invert: a hit layer. For hitFrames after its start it replaces the layer below with a hard
2
+ // negative (in display/sRGB space), full strength for holdFrames, then it dissolves back by hashed
3
+ // chunky blocks: each block is either fully negative or fully the original, so no frame is a grey mix.
4
+ float hitEnv(float n, float total, float hold, float curve) {
5
+ if (n >= total) return 0.0;
6
+ if (n < hold) return 1.0;
7
+ float k = (n - hold + 1.0) / (total - hold + 1.0);
8
+ return pow(clamp(1.0 - k, 0.0, 1.0), curve);
9
+ }
10
+
11
+ vec3 negativeOf(vec3 s, int m) {
12
+ if (m == 1) {
13
+ vec3 h = rgb2hsv(s);
14
+ h.z = 1.0 - h.z;
15
+ return hsv2rgb(h);
16
+ }
17
+ if (m == 2) {
18
+ return (vec3(1.0) - s).gbr;
19
+ }
20
+ if (m == 3) {
21
+ return linearToSrgb(paletteRamp(1.0 - luma(srgbToLinear(s))));
22
+ }
23
+ return vec3(1.0) - s;
24
+ }
25
+
26
+ void main() {
27
+ vec3 src = texture(inputImage, vUv).rgb;
28
+ float n = floor(TIME / TIMEDELTA + 0.5);
29
+ float env = hitEnv(n, float(hitFrames), float(holdFrames), decayCurve);
30
+ if (env <= 0.0) {
31
+ fragColor = vec4(src, 1.0);
32
+ return;
33
+ }
34
+ vec3 s = linearToSrgb(clamp(src, 0.0, 1.0));
35
+ vec3 o = negativeOf(s, mode);
36
+ o = clamp((o - 0.5) * contrast + 0.5, 0.0, 1.0);
37
+ vec2 cell = floor(vUv * RENDERSIZE / max(blockPx * RENDERSIZE.y / 1080.0, 1.0));
38
+ bool hit = hash12(cell + vec2(n * 17.31, 3.7)) < env;
39
+ if (bands > 0) {
40
+ float b = floor(vUv.y * float(bands));
41
+ hit = hit && hash12(vec2(b, floor(n * 0.5) + 7.0)) < bandCoverage;
42
+ }
43
+ fragColor = vec4(srgbToLinear(hit ? o : s), 1.0);
44
+ }
@@ -0,0 +1 @@
1
+ {"version":1,"template":"sacred","preset":"sacred-thermal","input":{"video":"test-media/clip-01.mp4","audio":"test-media/beat-132.mp3"},"durationSec":4,"seed":11,"hits":[{"beat":0,"template":"punch-shake","preset":"punch-hard","durationFrames":6},{"beat":1,"template":"punch-shake","preset":"punch-heavy","durationFrames":9},{"beat":2,"template":"punch-shake","preset":"punch-micro","durationFrames":4},{"beat":3,"template":"punch-shake","preset":"punch-roll","durationFrames":8},{"beat":4,"template":"punch-shake","preset":"punch-hard","durationFrames":6}],"out":"punch-shake-hard"}
@@ -0,0 +1,36 @@
1
+ {
2
+ "DESCRIPTION": "Camera punch: the layer below snaps in 5-15% and shakes with a decaying random kick, with shutter smear along the motion and a little chroma split",
3
+ "CREDIT": "agentvfx",
4
+ "ISFVSN": "2",
5
+ "CATEGORIES": ["impact"],
6
+ "INPUTS": [
7
+ { "NAME": "hitFrames", "TYPE": "long", "MIN": 1, "MAX": 12, "DEFAULT": 6 },
8
+ { "NAME": "holdFrames", "TYPE": "long", "MIN": 0, "MAX": 6, "DEFAULT": 1 },
9
+ { "NAME": "decayCurve", "TYPE": "float", "MIN": 0.3, "MAX": 4, "DEFAULT": 1.8 },
10
+ { "NAME": "punch", "TYPE": "float", "MIN": 0, "MAX": 0.4, "DEFAULT": 0.12 },
11
+ { "NAME": "shake", "TYPE": "float", "MIN": 0, "MAX": 0.15, "DEFAULT": 0.035 },
12
+ { "NAME": "roll", "TYPE": "float", "MIN": 0, "MAX": 0.3, "DEFAULT": 0.025 },
13
+ { "NAME": "shutter", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.8 },
14
+ { "NAME": "split", "TYPE": "float", "MIN": 0, "MAX": 0.05, "DEFAULT": 0.012 },
15
+ { "NAME": "edge", "TYPE": "long", "MIN": 0, "MAX": 2, "VALUES": [0, 1, 2], "LABELS": ["mirror", "clamp", "black"], "DEFAULT": 0 }
16
+ ],
17
+ "X_AGENTVFX": {
18
+ "id": "punch-shake",
19
+ "family": "impact",
20
+ "input": "either",
21
+ "spdx": "Apache-2.0",
22
+ "flash": "none",
23
+ "fps": 30,
24
+ "presets": {
25
+ "punch-hard": { "punch": 0.12, "shake": 0.035, "roll": 0.025, "hitFrames": 6 },
26
+ "punch-heavy": { "punch": 0.22, "shake": 0.07, "roll": 0.06, "hitFrames": 9, "decayCurve": 1.4, "split": 0.02 },
27
+ "punch-micro": { "punch": 0.06, "shake": 0.015, "roll": 0.008, "hitFrames": 4, "split": 0.006 },
28
+ "punch-roll": { "punch": 0.1, "shake": 0.02, "roll": 0.16, "hitFrames": 8, "decayCurve": 1.3 },
29
+ "punch-dutch": { "punch": 0.15, "shake": 0.05, "roll": 0.1, "hitFrames": 7, "edge": 2, "shutter": 1 }
30
+ },
31
+ "credits": [
32
+ "Zoom/shake punch grammar (2-6 frames), impact-frame notes in the L5 research",
33
+ "Shutter integration over the frame interval (analytic motion blur), https://en.wikipedia.org/wiki/Motion_blur"
34
+ ]
35
+ }
36
+ }
@@ -0,0 +1,62 @@
1
+ // punch-shake: a hit layer. The frame is scaled about its centre by 1 + punch*env, rolled and shifted
2
+ // by a decaying random kick that flips sign every frame. The kick is integrated over the shutter
3
+ // interval (previous frame's pose to this frame's pose) so a fast punch smears along its motion.
4
+ float hitEnv(float n, float total, float hold, float curve) {
5
+ if (n < 0.0 || n >= total) return 0.0;
6
+ if (n < hold) return 1.0;
7
+ float k = (n - hold + 1.0) / (total - hold + 1.0);
8
+ return pow(clamp(1.0 - k, 0.0, 1.0), curve);
9
+ }
10
+
11
+ // pose: x = zoom, y = roll, zw = offset (uv units)
12
+ vec4 poseAt(float n, float aspect) {
13
+ float env = hitEnv(n, float(hitFrames), float(holdFrames), decayCurve);
14
+ float a = hash12(vec2(n, 11.0)) * 6.28318;
15
+ float sgn = mod(n, 2.0) < 1.0 ? 1.0 : -0.8;
16
+ vec2 off = vec2(cos(a) / aspect, sin(a)) * shake * env * sgn;
17
+ float rl = roll * env * sgn * (hash12(vec2(n, 5.0)) > 0.5 ? 1.0 : -1.0);
18
+ return vec4(1.0 + punch * env, rl, off);
19
+ }
20
+
21
+ vec2 edgeUv(vec2 uv) {
22
+ if (edge == 0) {
23
+ return 1.0 - abs(1.0 - mod(uv, 2.0));
24
+ }
25
+ return clamp(uv, 0.0, 1.0);
26
+ }
27
+
28
+ vec3 tap(vec4 pose, float aspect, float zk) {
29
+ vec2 c = vUv - 0.5;
30
+ c.x *= aspect;
31
+ c = rot(pose.y) * c;
32
+ c /= pose.x * zk;
33
+ c.x /= aspect;
34
+ vec2 uv = c + 0.5 + pose.zw;
35
+ vec3 col = texture(inputImage, edgeUv(uv)).rgb;
36
+ if (edge == 2 && (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0)) {
37
+ col = vec3(0.0);
38
+ }
39
+ return col;
40
+ }
41
+
42
+ void main() {
43
+ float aspect = RENDERSIZE.x / max(RENDERSIZE.y, 1.0);
44
+ float n = floor(TIME / TIMEDELTA + 0.5);
45
+ float env = hitEnv(n, float(hitFrames), float(holdFrames), decayCurve);
46
+ if (env <= 0.0) {
47
+ fragColor = vec4(texture(inputImage, vUv).rgb, 1.0);
48
+ return;
49
+ }
50
+ vec4 now = poseAt(n, aspect);
51
+ vec4 prev = poseAt(n - 1.0, aspect);
52
+ vec3 acc = vec3(0.0);
53
+ const int TAPS = 14;
54
+ for (int k = 0; k < TAPS; k++) {
55
+ float u = float(k) / float(TAPS - 1) * shutter;
56
+ vec4 pose = mix(now, prev, u);
57
+ float zr = 1.0 + split * env;
58
+ float zb = 1.0 - split * env;
59
+ acc += vec3(tap(pose, aspect, zr).r, tap(pose, aspect, 1.0).g, tap(pose, aspect, zb).b);
60
+ }
61
+ fragColor = vec4(acc / float(TAPS), 1.0);
62
+ }
@@ -0,0 +1 @@
1
+ {"version":1,"template":"sacred","preset":"sacred-classic","params":{"blend":0},"input":{"video":"test-media/clip-01.mp4","audio":"test-media/beat-132.mp3"},"durationSec":4,"seed":11,"hits":[{"beat":0,"template":"rgb-hit","preset":"rgb-slam","durationFrames":6},{"beat":1,"template":"rgb-hit","preset":"rgb-radial","durationFrames":7},{"beat":2,"template":"rgb-hit","preset":"rgb-tear","durationFrames":5},{"beat":3,"template":"rgb-hit","preset":"rgb-spin","durationFrames":8},{"beat":4,"template":"rgb-hit","preset":"rgb-diagonal-hard","durationFrames":4}],"out":"rgb-hit-slam"}
@@ -0,0 +1,39 @@
1
+ {
2
+ "DESCRIPTION": "RGB hit: red and blue channels slam apart (linear, radial or spinning) with row tears, then snap back with a decay",
3
+ "CREDIT": "agentvfx",
4
+ "ISFVSN": "2",
5
+ "CATEGORIES": ["impact"],
6
+ "INPUTS": [
7
+ { "NAME": "hitFrames", "TYPE": "long", "MIN": 1, "MAX": 12, "DEFAULT": 6 },
8
+ { "NAME": "holdFrames", "TYPE": "long", "MIN": 0, "MAX": 6, "DEFAULT": 1 },
9
+ { "NAME": "decayCurve", "TYPE": "float", "MIN": 0.3, "MAX": 4, "DEFAULT": 1.5 },
10
+ { "NAME": "amount", "TYPE": "float", "MIN": 0, "MAX": 0.2, "DEFAULT": 0.045 },
11
+ { "NAME": "angle", "TYPE": "float", "MIN": -3.1416, "MAX": 3.1416, "DEFAULT": 0 },
12
+ { "NAME": "style", "TYPE": "long", "MIN": 0, "MAX": 2, "VALUES": [0, 1, 2], "LABELS": ["linear", "radial", "spin"], "DEFAULT": 0 },
13
+ { "NAME": "center", "TYPE": "point2D", "DEFAULT": [0.5, 0.5] },
14
+ { "NAME": "tearRows", "TYPE": "long", "MIN": 0, "MAX": 64, "DEFAULT": 14 },
15
+ { "NAME": "tearAmount", "TYPE": "float", "MIN": 0, "MAX": 0.3, "DEFAULT": 0.05 },
16
+ { "NAME": "jitter", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.5 },
17
+ { "NAME": "pop", "TYPE": "float", "MIN": 1, "MAX": 2.5, "DEFAULT": 1.5 },
18
+ { "NAME": "taps", "TYPE": "long", "MIN": 1, "MAX": 16, "DEFAULT": 8 }
19
+ ],
20
+ "X_AGENTVFX": {
21
+ "id": "rgb-hit",
22
+ "family": "impact",
23
+ "input": "either",
24
+ "spdx": "Apache-2.0",
25
+ "flash": "none",
26
+ "fps": 30,
27
+ "presets": {
28
+ "rgb-slam": { "amount": 0.045, "style": 0, "tearRows": 14, "hitFrames": 6 },
29
+ "rgb-radial": { "amount": 0.07, "style": 1, "tearRows": 0, "hitFrames": 7, "pop": 1.7 },
30
+ "rgb-spin": { "amount": 0.09, "style": 2, "tearRows": 0, "hitFrames": 8, "decayCurve": 1.2 },
31
+ "rgb-tear": { "amount": 0.03, "style": 0, "tearRows": 32, "tearAmount": 0.14, "angle": 0.5, "hitFrames": 5, "jitter": 1 },
32
+ "rgb-diagonal-hard": { "amount": 0.11, "style": 0, "angle": 0.7854, "tearRows": 6, "tearAmount": 0.08, "hitFrames": 4, "holdFrames": 2 }
33
+ },
34
+ "credits": [
35
+ "Chromatic aberration as per-channel sampling offsets, https://en.wikipedia.org/wiki/Chromatic_aberration",
36
+ "Decay grammar (2-6 frame RGB split) from the L5 impact research"
37
+ ]
38
+ }
39
+ }
@@ -0,0 +1,62 @@
1
+ // rgb-hit: a hit layer. Red is sampled at +offset, blue at -offset, green stays; each channel is
2
+ // integrated along its offset (taps) so the split smears into a prism instead of three ghosts.
3
+ // Rows can tear sideways, and chroma pops while the hit is live. Offsets decay to zero by hitFrames.
4
+ float hitEnv(float n, float total, float hold, float curve) {
5
+ if (n >= total) return 0.0;
6
+ if (n < hold) return 1.0;
7
+ float k = (n - hold + 1.0) / (total - hold + 1.0);
8
+ return pow(clamp(1.0 - k, 0.0, 1.0), curve);
9
+ }
10
+
11
+ // Split direction in aspect-corrected (isotropic) space; the caller scales x back to uv.
12
+ vec2 splitDir(float aspect) {
13
+ if (style == 1 || style == 2) {
14
+ vec2 d = vUv - center;
15
+ d.x *= aspect;
16
+ float l = length(d);
17
+ vec2 u = l > 1e-5 ? d / l : vec2(1.0, 0.0);
18
+ if (style == 2) {
19
+ u = vec2(-u.y, u.x);
20
+ }
21
+ return u * (0.35 + l * 1.4);
22
+ }
23
+ return vec2(cos(angle), sin(angle));
24
+ }
25
+
26
+ float chan(int c, vec2 uv, vec2 o) {
27
+ float acc = 0.0;
28
+ for (int k = 0; k < 16; k++) {
29
+ if (k < taps) {
30
+ float u = taps > 1 ? float(k) / float(taps - 1) : 1.0;
31
+ vec2 q = clamp(uv + o * u, 0.0, 1.0);
32
+ vec3 s = texture(inputImage, q).rgb;
33
+ acc += c == 0 ? s.r : (c == 1 ? s.g : s.b);
34
+ }
35
+ }
36
+ return acc / float(taps);
37
+ }
38
+
39
+ void main() {
40
+ float aspect = RENDERSIZE.x / max(RENDERSIZE.y, 1.0);
41
+ float n = floor(TIME / TIMEDELTA + 0.5);
42
+ float env = hitEnv(n, float(hitFrames), float(holdFrames), decayCurve);
43
+ if (env <= 0.0) {
44
+ fragColor = vec4(texture(inputImage, vUv).rgb, 1.0);
45
+ return;
46
+ }
47
+ float jit = 1.0 + jitter * (hash12(vec2(n, 29.0)) - 0.5) * 1.2;
48
+ vec2 o = splitDir(aspect) * amount * env * jit * vec2(1.0 / aspect, 1.0);
49
+ vec2 uv = vUv;
50
+ if (tearRows > 0) {
51
+ float row = floor(vUv.y * float(tearRows));
52
+ float r = hash12(vec2(row, n * 1.37 + 5.0));
53
+ if (r > 0.55) {
54
+ float sgn = hash12(vec2(row, n + 71.0)) > 0.5 ? 1.0 : -1.0;
55
+ uv.x += sgn * (r - 0.55) / 0.45 * tearAmount * env;
56
+ }
57
+ }
58
+ vec3 col = vec3(chan(0, uv, o), chan(1, uv, vec2(0.0)), chan(2, uv, -o));
59
+ float l = luma(col);
60
+ col = vec3(l) + (col - vec3(l)) * mix(1.0, pop, env);
61
+ fragColor = vec4(max(col, 0.0), 1.0);
62
+ }
@@ -0,0 +1 @@
1
+ {"version":1,"template":"signal-cut","preset":"lime-hold","input":{"video":"test-media/clip-01.mp4","audio":"test-media/beat-132.mp3"},"durationSec":4,"seed":11,"labels":{"stamp":"90"},"out":"concept-signal-cut-lime-hold"}
@@ -0,0 +1 @@
1
+ {"version":1,"template":"signal-cut","preset":"lime","input":{"video":"test-media/clip-01.mp4","audio":"test-media/beat-132.mp3"},"durationSec":4,"seed":11,"labels":{"stamp":"90"},"out":"concept-signal-cut-lime"}
@@ -0,0 +1 @@
1
+ {"version":1,"template":"signal-cut","preset":"orange","input":{"video":"test-media/clip-01.mp4","audio":"test-media/beat-132.mp3"},"durationSec":4,"seed":5,"labels":{"stamp":"90"},"out":"concept-signal-cut-orange"}
@@ -0,0 +1 @@
1
+ {"version":1,"template":"signal-cut","preset":"ultramarine","input":{"video":"test-media/clip-01.mp4","audio":"test-media/beat-132.mp3"},"durationSec":4,"seed":23,"labels":{"stamp":"90"},"out":"concept-signal-cut-ultramarine"}
@@ -0,0 +1,83 @@
1
+ {
2
+ "DESCRIPTION": "Signal-cut: the frame is the instrument. Spectrum bands are full-height vertical slabs whose widths follow their energy and that slide, invert or turn field-colour inside the footage; on every beat the frame hard-cuts to one solid acid, ultramarine or orange field with the loud slabs as holes, and a giant cropped numeral stamps in",
3
+ "CREDIT": "agentvfx",
4
+ "ISFVSN": "2",
5
+ "CATEGORIES": ["impact", "audio", "brutal"],
6
+ "INPUTS": [
7
+ { "NAME": "fieldColor", "TYPE": "color", "DEFAULT": [0.784, 1, 0, 1] },
8
+ { "NAME": "inkColor", "TYPE": "color", "DEFAULT": [0.043, 0.043, 0.047, 1] },
9
+ { "NAME": "paperColor", "TYPE": "color", "DEFAULT": [0.914, 0.914, 0.894, 1] },
10
+ { "NAME": "slabs", "TYPE": "long", "MIN": 4, "MAX": 32, "DEFAULT": 16 },
11
+ { "NAME": "startFreq", "TYPE": "float", "MIN": 30, "MAX": 400, "DEFAULT": 55 },
12
+ { "NAME": "endFreq", "TYPE": "float", "MIN": 2000, "MAX": 16000, "DEFAULT": 9000 },
13
+ { "NAME": "release", "TYPE": "float", "MIN": 0.01, "MAX": 1, "DEFAULT": 0.06 },
14
+ { "NAME": "floorLevel", "TYPE": "float", "MIN": 0, "MAX": 0.6, "DEFAULT": 0.2 },
15
+ { "NAME": "ceilLevel", "TYPE": "float", "MIN": 0.2, "MAX": 1, "DEFAULT": 0.7 },
16
+ { "NAME": "levelGain", "TYPE": "float", "MIN": 0, "MAX": 1.5, "DEFAULT": 0.4 },
17
+ { "NAME": "riseGain", "TYPE": "float", "MIN": 0, "MAX": 12, "DEFAULT": 6 },
18
+ { "NAME": "minWidth", "TYPE": "float", "MIN": 0.05, "MAX": 3, "DEFAULT": 0.5 },
19
+ { "NAME": "widthGain", "TYPE": "float", "MIN": 0, "MAX": 12, "DEFAULT": 3.5 },
20
+ { "NAME": "shiftY", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.45 },
21
+ { "NAME": "shiftX", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.18 },
22
+ { "NAME": "slabContrast", "TYPE": "float", "MIN": 0.5, "MAX": 3, "DEFAULT": 1.35 },
23
+ { "NAME": "idleDim", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.5 },
24
+ { "NAME": "actAt", "TYPE": "float", "MIN": 0.01, "MAX": 1, "DEFAULT": 0.05 },
25
+ { "NAME": "invAt", "TYPE": "float", "MIN": 0.05, "MAX": 1.5, "DEFAULT": 0.5 },
26
+ { "NAME": "duoAt", "TYPE": "float", "MIN": 0.05, "MAX": 1.5, "DEFAULT": 0.85 },
27
+ { "NAME": "slitPx", "TYPE": "float", "MIN": 0, "MAX": 16, "DEFAULT": 3 },
28
+ { "NAME": "fieldCut", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 1 },
29
+ { "NAME": "cutFrames", "TYPE": "long", "MIN": 1, "MAX": 4, "DEFAULT": 2 },
30
+ { "NAME": "cutKeep", "TYPE": "float", "MIN": 0, "MAX": 0.95, "DEFAULT": 0.35 },
31
+ { "NAME": "stampFrames", "TYPE": "long", "MIN": 0, "MAX": 30, "DEFAULT": 6 },
32
+ { "NAME": "stampZoom", "TYPE": "float", "MIN": 1, "MAX": 3, "DEFAULT": 1.35 },
33
+ { "NAME": "stampPivotX", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.1 },
34
+ { "NAME": "stampPivotY", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.1 }
35
+ ],
36
+ "PASSES": [
37
+ { "TARGET": "sigState", "PERSISTENT": true, "FLOAT": true },
38
+ {}
39
+ ],
40
+ "X_AGENTVFX": {
41
+ "id": "signal-cut",
42
+ "family": "impact",
43
+ "input": "footage",
44
+ "spdx": "Apache-2.0",
45
+ "flash": "strobe",
46
+ "fps": 30,
47
+ "palette": false,
48
+ "presets": {
49
+ "lime": {},
50
+ "lime-hold": { "release": 0.12 },
51
+ "ultramarine": {
52
+ "fieldColor": [0.078, 0.078, 1, 1],
53
+ "slabs": 24,
54
+ "widthGain": 5,
55
+ "slitPx": 2,
56
+ "stampPivotX": 0.9
57
+ },
58
+ "orange": {
59
+ "fieldColor": [1, 0.55, 0, 1],
60
+ "slabs": 10,
61
+ "minWidth": 0.3,
62
+ "widthGain": 3,
63
+ "slitPx": 6,
64
+ "cutFrames": 1,
65
+ "stampFrames": 10,
66
+ "stampZoom": 1.7
67
+ }
68
+ },
69
+ "audioBind": {
70
+ "widthGain": "bands",
71
+ "fieldCut": "beat"
72
+ },
73
+ "safeSubstitute": {
74
+ "params": { "fieldCut": 0, "invAt": 1.5, "duoAt": 1.5, "stampFrames": 0, "idleDim": 1, "shiftY": 0, "shiftX": 0.06 }
75
+ },
76
+ "text": [
77
+ { "key": "stamp", "default": "90", "x": -0.03, "y": 0.3, "size": 0.85, "font": "grotesk", "align": "left" }
78
+ ],
79
+ "credits": [
80
+ "Original composition; band-to-slab mapping, instant-attack follower with exponential release and the beat clock are written fresh for this template"
81
+ ]
82
+ }
83
+ }
@@ -0,0 +1,101 @@
1
+ // signal-cut: the whole frame is the instrument. Frequency bands are full-height vertical slabs whose
2
+ // widths come from their energy; each slab slides, inverts or turns into a field-colour duotone by its own
3
+ // level. On a beat the frame hard-cuts to one solid field colour for cutFrames frames with the loud slabs
4
+ // left as holes (negative space), and a giant engine-text numeral stamps in for stampFrames frames.
5
+ // Original design; no algorithm is borrowed beyond the stock helpers of the prelude.
6
+ const int MAXS = 32;
7
+ const int STATE_BEAT_X = 40;
8
+
9
+ float edgeAt(int k) { return texelFetch(sigState, ivec2(k, 1), 0).r; }
10
+
11
+ // The contrast curve below works per channel, so on warm footage it crushes green and blue to zero and invents a
12
+ // saturated red (R / (R + G + B) >= 0.8, colours here are linear) that a scene cut turns into a red flash. Pixels the
13
+ // curve pushes that far keep the footage's own colour at the graded brightness; the rest take the curve unchanged.
14
+ const vec2 RED_SHARE = vec2(0.7, 0.78);
15
+ vec3 gradeFootage(vec3 c) {
16
+ vec3 graded = max((c - 0.12) * slabContrast + 0.12, 0.0);
17
+ float share = graded.r / max(graded.r + graded.g + graded.b, 1e-4);
18
+ vec3 o = mix(graded, c * luma(graded) / max(luma(c), 1e-4), smoothstep(RED_SHARE.x, RED_SHARE.y, share));
19
+ // Footage that is itself deep red (a lit red dress) still reads as saturated red, and the cut shows it for only a
20
+ // frame or two between field states, so it flashes red. Lift green and blue just enough to cap the red share.
21
+ float lift = max(o.r * (1.0 / RED_SHARE.y - 1.0) - o.g - o.b, 0.0) * 0.5;
22
+ return o + vec3(0.0, lift, lift);
23
+ }
24
+
25
+ // footage frame (any aspect) cover-fitted into the output frame; vertical wrap, mirrored horizontal wrap
26
+ vec3 footAt(vec2 uv) {
27
+ uv.y = fract(uv.y);
28
+ uv.x = 1.0 - abs(1.0 - mod(uv.x, 2.0));
29
+ vec2 tex = IMG_SIZE(inputImage);
30
+ float ta = tex.x / tex.y;
31
+ float fa = RENDERSIZE.x / RENDERSIZE.y;
32
+ vec2 vis = fa > ta ? vec2(1.0, ta / fa) : vec2(fa / ta, 1.0);
33
+ return gradeFootage(texture(inputImage, 0.5 + (uv - 0.5) * vis).rgb);
34
+ }
35
+
36
+ void main() {
37
+ float U = RENDERSIZE.y / 1080.0;
38
+ float xf = gl_FragCoord.x / RENDERSIZE.x;
39
+ vec4 beatSt = texelFetch(sigState, ivec2(STATE_BEAT_X, 0), 0);
40
+ float since = beatSt.r;
41
+ float cnt = beatSt.g;
42
+
43
+ int idx = slabs - 1;
44
+ float eL = 0.0;
45
+ float eR = 1.0;
46
+ float prevEdge = 0.0;
47
+ for (int i = 0; i < MAXS; i++) {
48
+ if (i >= slabs) break;
49
+ float r = edgeAt(i + 1);
50
+ if (xf < r) { idx = i; eL = prevEdge; eR = r; break; }
51
+ prevEdge = r;
52
+ eL = r;
53
+ }
54
+ float e = texelFetch(sigState, ivec2(idx, 0), 0).r;
55
+
56
+ // slab content: slides vertically and jumps sideways by its own quantised energy; directions reshuffle per beat
57
+ float qe = floor(e * 10.0 + 0.5) / 10.0;
58
+ float dirY = hash12(vec2(float(idx), cnt)) > 0.5 ? 1.0 : -1.0;
59
+ float jx = hash12(vec2(float(idx) + 11.0, cnt + 3.0)) - 0.5;
60
+ vec2 uv = vUv;
61
+ bool live = e >= actAt;
62
+ if (live) {
63
+ float amt = pow(qe, 0.6);
64
+ uv.y += dirY * amt * shiftY;
65
+ uv.x += jx * amt * shiftX;
66
+ }
67
+ vec3 foot = HAS_INPUT ? footAt(uv) : vec3(0.0);
68
+ float sL = sqrt(clamp(luma(foot), 0.0, 1.0));
69
+
70
+ // tiers: dim idle, bright sliding, negative, field-colour duotone
71
+ vec3 col = foot * (live ? 1.0 : idleDim);
72
+ if (e >= invAt) col = max(vec3(1.0) - col, 0.0);
73
+ float onField = 0.0;
74
+ if (e >= duoAt) { col = mix(inkColor.rgb, fieldColor.rgb, sL); onField = 1.0; }
75
+
76
+ // hairline slits between slabs, never at the frame edge
77
+ float dpx = min(idx > 0 ? (xf - eL) : 1e3, idx < slabs - 1 ? (eR - xf) : 1e3) * RENDERSIZE.x;
78
+ if (dpx < slitPx * U * 0.5) col = inkColor.rgb;
79
+
80
+ // beat cut: solid field colour, loud slabs are the holes; second frame inverts the roles
81
+ if (fieldCut > 0.001 && since < float(cutFrames) - 0.5) {
82
+ bool second = since > 0.5;
83
+ float u = (xf - eL) / max(eR - eL, 1e-4);
84
+ float open = clamp((e - cutKeep) / max(1.0 - cutKeep, 0.01), 0.0, 1.0);
85
+ bool hole = abs(u - 0.5) <= 0.5 * open;
86
+ vec3 holeCol = second ? mix(inkColor.rgb, fieldColor.rgb, sL) : mix(inkColor.rgb, paperColor.rgb, sL);
87
+ vec3 cutCol = hole ? holeCol : (second ? inkColor.rgb : fieldColor.rgb);
88
+ col = mix(col, cutCol, fieldCut);
89
+ onField = (hole ? (second ? 1.0 : 0.0) : (second ? 0.0 : 1.0));
90
+ }
91
+
92
+ // stamp: a giant numeral from the engine text layer, hard cut in on the beat, alternate beats punch in
93
+ if (HAS_TEXT && since < float(stampFrames) - 0.5) {
94
+ float zoom = mod(cnt, 2.0) < 0.5 ? 1.0 : stampZoom;
95
+ vec2 piv = vec2(stampPivotX, stampPivotY);
96
+ float m = smoothstep(0.35, 0.65, texture(TEXTMASK, piv + (vUv - piv) / zoom).r);
97
+ vec3 sc = onField > 0.5 ? inkColor.rgb : fieldColor.rgb;
98
+ col = mix(col, sc, m);
99
+ }
100
+ fragColor = vec4(col, 1.0);
101
+ }
@@ -0,0 +1,68 @@
1
+ // signal-cut pass 0: slab energies, slab edges and the beat clock, all persistent in sigState.
2
+ // Texel map (row 0 is the bottom row):
3
+ // (i, 0) i < 32 : r = slab energy (instant attack, exponential release), g = previous raw spectrum value
4
+ // (i, 1) i <= 32: r = right-hand edge fraction of slab i-1 (edge 0 = 0.0, edge n = 1.0), widths follow energy
5
+ // (40, 0) : r = frames since the last beat (255 = none yet), g = beat counter
6
+ // Energy per slab = max(level, rise): the raw per-frame spectrum (audioFFT, no attack filter) of the slab's
7
+ // log-spaced band. Rise is the frame-to-frame jump, so an onset lands on the frame it happens.
8
+ const int MAXS = 32;
9
+
10
+ float specAtHz(float hz) {
11
+ float s = (hz - 29.3) / 46.875;
12
+ return texture(audioFFT, vec2(clamp((s + 0.5) / 512.0, 0.0, 1.0), 0.5)).r;
13
+ }
14
+ float bandRaw(int i) {
15
+ float ratio = endFreq / startFreq;
16
+ float f0 = startFreq * pow(ratio, float(i) / float(slabs));
17
+ float f1 = startFreq * pow(ratio, float(i + 1) / float(slabs));
18
+ float v = 0.0;
19
+ for (int k = 0; k < 3; k++) v = max(v, specAtHz(mix(f0, f1, (float(k) + 0.5) / 3.0)));
20
+ return v;
21
+ }
22
+ // follower: instant attack, release in seconds
23
+ float follow(int i, out float raw) {
24
+ raw = bandRaw(i);
25
+ vec4 prev = texelFetch(sigState, ivec2(i, 0), 0);
26
+ float lvl = clamp((raw - floorLevel) / max(ceilLevel - floorLevel, 0.01), 0.0, 1.0) * levelGain;
27
+ float rise = clamp((raw - prev.g) * riseGain, 0.0, 1.0);
28
+ float target = max(lvl, rise);
29
+ float held = prev.r * exp(-TIMEDELTA / max(release, 0.001));
30
+ return max(target, held);
31
+ }
32
+ float weight(int i) {
33
+ float raw;
34
+ return minWidth + widthGain * follow(i, raw);
35
+ }
36
+
37
+ void main() {
38
+ ivec2 px = ivec2(gl_FragCoord.xy);
39
+ vec4 prev = texelFetch(sigState, px, 0);
40
+ if (px.y == 0 && px.x < MAXS) {
41
+ if (px.x >= slabs) { fragColor = vec4(0.0, 0.0, 0.0, 1.0); return; }
42
+ float raw;
43
+ float e = follow(px.x, raw);
44
+ fragColor = vec4(e, raw, 0.0, 1.0);
45
+ return;
46
+ }
47
+ if (px.y == 1 && px.x <= MAXS) {
48
+ float total = 0.0;
49
+ float upto = 0.0;
50
+ for (int i = 0; i < MAXS; i++) {
51
+ if (i >= slabs) break;
52
+ float w = weight(i);
53
+ total += w;
54
+ if (i < px.x) upto += w;
55
+ }
56
+ fragColor = vec4(px.x >= slabs ? 1.0 : upto / max(total, 1e-4), 0.0, 0.0, 1.0);
57
+ return;
58
+ }
59
+ if (px.y == 0 && px.x == 40) {
60
+ bool beat = AUDIO_BEAT > 0.5;
61
+ float since = FRAMEINDEX == 0 ? 255.0 : min(prev.r + 1.0, 255.0);
62
+ float cnt = prev.g;
63
+ if (beat) { since = 0.0; cnt = mod(cnt + 1.0, 1024.0); }
64
+ fragColor = vec4(since, cnt, 0.0, 1.0);
65
+ return;
66
+ }
67
+ fragColor = vec4(0.0, 0.0, 0.0, 1.0);
68
+ }
@@ -0,0 +1 @@
1
+ {"version":1,"template":"sacred","preset":"sacred-classic","params":{"blend":0},"palette":"brutal-acid","input":{"video":"test-media/clip-01.mp4","audio":"test-media/beat-132.mp3"},"durationSec":4,"seed":11,"hits":[{"beat":0,"template":"speedline-burst","preset":"speed-white","durationFrames":5},{"beat":1,"template":"speedline-burst","preset":"speed-manga","durationFrames":5},{"beat":2,"template":"speedline-burst","preset":"speed-accent","durationFrames":5},{"beat":3,"template":"speedline-burst","preset":"speed-negative","durationFrames":5},{"beat":4,"template":"speedline-burst","preset":"speed-tunnel","durationFrames":6}],"out":"speedline-burst-white"}