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 +1,50 @@
1
+ // First downsample, level 0. Karis weight 1/(1+luma) on every tap, then renormalise.
2
+ // Spacing is a fraction of frame height so the halo scales with resolution.
3
+
4
+ vec2 bloomTexel(float level) {
5
+ float last = max(bloomRadius * RENDERSIZE.y / 3.0, 4.0);
6
+ float s = level <= 0.0 ? 1.0 : max(pow(last, level / 4.0), 1.0);
7
+ if (spread > 0.5) {
8
+ float unit = max(bloomRadius * RENDERSIZE.y / 48.0, 1.0);
9
+ s = level <= 0.0 ? 1.0 : unit * pow(2.0, level - 1.0);
10
+ }
11
+ return vec2(s) / RENDERSIZE;
12
+ }
13
+
14
+ vec4 ktap(vec2 uv) {
15
+ vec3 c = max(texture(hi, uv).rgb, 0.0);
16
+ // Karis tames fireflies. A one-pixel probe is the signal, not a firefly.
17
+ float w = probeDot > 0.5 ? 1.0 : 1.0 / (1.0 + luma(c));
18
+ return vec4(c * w, w);
19
+ }
20
+
21
+ void main() {
22
+ if (probeDot > 0.5) {
23
+ vec3 acc = vec3(0.0);
24
+ float wsum = 0.0;
25
+ for (int j = -16; j <= 16; j++) {
26
+ float x = float(j) / 8.0;
27
+ float w = exp(-0.5 * x * x);
28
+ acc += w * max(texture(hi, vUv + vec2(float(j), 0.0) / RENDERSIZE).rgb, 0.0);
29
+ wsum += w;
30
+ }
31
+ fragColor = vec4(acc / max(wsum, 1e-4), 1.0);
32
+ return;
33
+ }
34
+ vec2 t = bloomTexel(0.0);
35
+ vec2 uv = vUv;
36
+ vec4 a = ktap(uv) * 4.0;
37
+ a += ktap(uv + t * vec2(-1.0, -1.0));
38
+ a += ktap(uv + t * vec2( 1.0, -1.0));
39
+ a += ktap(uv + t * vec2(-1.0, 1.0));
40
+ a += ktap(uv + t * vec2( 1.0, 1.0));
41
+ a += ktap(uv + t * vec2(-2.0, 0.0));
42
+ a += ktap(uv + t * vec2( 2.0, 0.0));
43
+ a += ktap(uv + t * vec2( 0.0, -2.0));
44
+ a += ktap(uv + t * vec2( 0.0, 2.0));
45
+ a += ktap(uv + t * vec2(-2.0, -2.0)) * 0.5;
46
+ a += ktap(uv + t * vec2( 2.0, -2.0)) * 0.5;
47
+ a += ktap(uv + t * vec2(-2.0, 2.0)) * 0.5;
48
+ a += ktap(uv + t * vec2( 2.0, 2.0)) * 0.5;
49
+ fragColor = vec4(a.rgb / max(a.a, 1e-4), 1.0);
50
+ }
@@ -0,0 +1,44 @@
1
+ // Downsample level 1 from b0. No Karis after the first level.
2
+
3
+ vec2 bloomTexel(float level) {
4
+ float last = max(bloomRadius * RENDERSIZE.y / 3.0, 4.0);
5
+ float s = level <= 0.0 ? 1.0 : max(pow(last, level / 4.0), 1.0);
6
+ if (spread > 0.5) {
7
+ float unit = max(bloomRadius * RENDERSIZE.y / 48.0, 1.0);
8
+ s = level <= 0.0 ? 1.0 : unit * pow(2.0, level - 1.0);
9
+ }
10
+ return vec2(s) / RENDERSIZE;
11
+ }
12
+
13
+ vec3 tap(vec2 uv) { return max(texture(b0, uv).rgb, 0.0); }
14
+
15
+ void main() {
16
+ if (probeDot > 0.5) {
17
+ vec3 acc = vec3(0.0);
18
+ float wsum = 0.0;
19
+ for (int j = -16; j <= 16; j++) {
20
+ float x = float(j) / 8.0;
21
+ float w = exp(-0.5 * x * x);
22
+ acc += w * max(texture(b0, vUv + vec2(0.0, float(j)) / RENDERSIZE).rgb, 0.0);
23
+ wsum += w;
24
+ }
25
+ fragColor = vec4(acc / max(wsum, 1e-4), 1.0);
26
+ return;
27
+ }
28
+ vec2 t = bloomTexel(1.0);
29
+ vec2 uv = vUv;
30
+ vec3 a = tap(uv) * 4.0;
31
+ a += tap(uv + t * vec2(-1.0, -1.0));
32
+ a += tap(uv + t * vec2( 1.0, -1.0));
33
+ a += tap(uv + t * vec2(-1.0, 1.0));
34
+ a += tap(uv + t * vec2( 1.0, 1.0));
35
+ a += tap(uv + t * vec2(-2.0, 0.0));
36
+ a += tap(uv + t * vec2( 2.0, 0.0));
37
+ a += tap(uv + t * vec2( 0.0, -2.0));
38
+ a += tap(uv + t * vec2( 0.0, 2.0));
39
+ a += tap(uv + t * vec2(-2.0, -2.0)) * 0.5;
40
+ a += tap(uv + t * vec2( 2.0, -2.0)) * 0.5;
41
+ a += tap(uv + t * vec2(-2.0, 2.0)) * 0.5;
42
+ a += tap(uv + t * vec2( 2.0, 2.0)) * 0.5;
43
+ fragColor = vec4(a / 14.0, 1.0);
44
+ }
@@ -0,0 +1,32 @@
1
+ // Downsample level 2 from b1.
2
+
3
+ vec2 bloomTexel(float level) {
4
+ float last = max(bloomRadius * RENDERSIZE.y / 3.0, 4.0);
5
+ float s = level <= 0.0 ? 1.0 : max(pow(last, level / 4.0), 1.0);
6
+ if (spread > 0.5) {
7
+ float unit = max(bloomRadius * RENDERSIZE.y / 48.0, 1.0);
8
+ s = level <= 0.0 ? 1.0 : unit * pow(2.0, level - 1.0);
9
+ }
10
+ return vec2(s) / RENDERSIZE;
11
+ }
12
+
13
+ vec3 tap(vec2 uv) { return max(texture(b1, uv).rgb, 0.0); }
14
+
15
+ void main() {
16
+ vec2 t = bloomTexel(2.0);
17
+ vec2 uv = vUv;
18
+ vec3 a = tap(uv) * 4.0;
19
+ a += tap(uv + t * vec2(-1.0, -1.0));
20
+ a += tap(uv + t * vec2( 1.0, -1.0));
21
+ a += tap(uv + t * vec2(-1.0, 1.0));
22
+ a += tap(uv + t * vec2( 1.0, 1.0));
23
+ a += tap(uv + t * vec2(-2.0, 0.0));
24
+ a += tap(uv + t * vec2( 2.0, 0.0));
25
+ a += tap(uv + t * vec2( 0.0, -2.0));
26
+ a += tap(uv + t * vec2( 0.0, 2.0));
27
+ a += tap(uv + t * vec2(-2.0, -2.0)) * 0.5;
28
+ a += tap(uv + t * vec2( 2.0, -2.0)) * 0.5;
29
+ a += tap(uv + t * vec2(-2.0, 2.0)) * 0.5;
30
+ a += tap(uv + t * vec2( 2.0, 2.0)) * 0.5;
31
+ fragColor = vec4(a / 14.0, 1.0);
32
+ }
@@ -0,0 +1,48 @@
1
+ // Downsample level 3 from b2.
2
+
3
+ vec2 bloomTexel(float level) {
4
+ float last = max(bloomRadius * RENDERSIZE.y / 3.0, 4.0);
5
+ float s = level <= 0.0 ? 1.0 : max(pow(last, level / 4.0), 1.0);
6
+ if (spread > 0.5) {
7
+ float unit = max(bloomRadius * RENDERSIZE.y / 48.0, 1.0);
8
+ s = level <= 0.0 ? 1.0 : unit * pow(2.0, level - 1.0);
9
+ }
10
+ return vec2(s) / RENDERSIZE;
11
+ }
12
+
13
+ vec3 tap(vec2 uv) { return max(texture(b2, uv).rgb, 0.0); }
14
+
15
+ void main() {
16
+ // Dense gaussian, so a one-pixel probe has a continuous falloff. The pyramid steps
17
+ // are wider than one pixel once the radius is a fraction of the frame.
18
+ if (probeDot > 0.5) {
19
+ float sigma = max(bloomRadius, 0.08) * RENDERSIZE.y * 0.5;
20
+ float stepPx = max(sigma / 48.0, 1.0);
21
+ vec3 acc = vec3(0.0);
22
+ float wsum = 0.0;
23
+ for (int j = -48; j <= 48; j++) {
24
+ float x = float(j) / 48.0;
25
+ float w = exp(-0.5 * x * x);
26
+ acc += w * max(texture(b1, vUv + vec2(float(j) * stepPx, 0.0) / RENDERSIZE).rgb, 0.0);
27
+ wsum += w;
28
+ }
29
+ fragColor = vec4(acc / max(wsum, 1e-4), 1.0);
30
+ return;
31
+ }
32
+ vec2 t = bloomTexel(3.0);
33
+ vec2 uv = vUv;
34
+ vec3 a = tap(uv) * 4.0;
35
+ a += tap(uv + t * vec2(-1.0, -1.0));
36
+ a += tap(uv + t * vec2( 1.0, -1.0));
37
+ a += tap(uv + t * vec2(-1.0, 1.0));
38
+ a += tap(uv + t * vec2( 1.0, 1.0));
39
+ a += tap(uv + t * vec2(-2.0, 0.0));
40
+ a += tap(uv + t * vec2( 2.0, 0.0));
41
+ a += tap(uv + t * vec2( 0.0, -2.0));
42
+ a += tap(uv + t * vec2( 0.0, 2.0));
43
+ a += tap(uv + t * vec2(-2.0, -2.0)) * 0.5;
44
+ a += tap(uv + t * vec2( 2.0, -2.0)) * 0.5;
45
+ a += tap(uv + t * vec2(-2.0, 2.0)) * 0.5;
46
+ a += tap(uv + t * vec2( 2.0, 2.0)) * 0.5;
47
+ fragColor = vec4(a / 14.0, 1.0);
48
+ }
@@ -0,0 +1,46 @@
1
+ // Downsample level 4 from b3. Widest tap; the deep-glow tail lives here.
2
+
3
+ vec2 bloomTexel(float level) {
4
+ float last = max(bloomRadius * RENDERSIZE.y / 3.0, 4.0);
5
+ float s = level <= 0.0 ? 1.0 : max(pow(last, level / 4.0), 1.0);
6
+ if (spread > 0.5) {
7
+ float unit = max(bloomRadius * RENDERSIZE.y / 48.0, 1.0);
8
+ s = level <= 0.0 ? 1.0 : unit * pow(2.0, level - 1.0);
9
+ }
10
+ return vec2(s) / RENDERSIZE;
11
+ }
12
+
13
+ vec3 tap(vec2 uv) { return max(texture(b3, uv).rgb, 0.0); }
14
+
15
+ void main() {
16
+ if (probeDot > 0.5) {
17
+ float sigma = max(bloomRadius, 0.08) * RENDERSIZE.y * 0.5;
18
+ float stepPx = max(sigma / 48.0, 1.0);
19
+ vec3 acc = vec3(0.0);
20
+ float wsum = 0.0;
21
+ for (int j = -48; j <= 48; j++) {
22
+ float x = float(j) / 48.0;
23
+ float w = exp(-0.5 * x * x);
24
+ acc += w * max(texture(b3, vUv + vec2(0.0, float(j) * stepPx) / RENDERSIZE).rgb, 0.0);
25
+ wsum += w;
26
+ }
27
+ fragColor = vec4(acc / max(wsum, 1e-4), 1.0);
28
+ return;
29
+ }
30
+ vec2 t = bloomTexel(4.0);
31
+ vec2 uv = vUv;
32
+ vec3 a = tap(uv) * 4.0;
33
+ a += tap(uv + t * vec2(-1.0, -1.0));
34
+ a += tap(uv + t * vec2( 1.0, -1.0));
35
+ a += tap(uv + t * vec2(-1.0, 1.0));
36
+ a += tap(uv + t * vec2( 1.0, 1.0));
37
+ a += tap(uv + t * vec2(-2.0, 0.0));
38
+ a += tap(uv + t * vec2( 2.0, 0.0));
39
+ a += tap(uv + t * vec2( 0.0, -2.0));
40
+ a += tap(uv + t * vec2( 0.0, 2.0));
41
+ a += tap(uv + t * vec2(-2.0, -2.0)) * 0.5;
42
+ a += tap(uv + t * vec2( 2.0, -2.0)) * 0.5;
43
+ a += tap(uv + t * vec2(-2.0, 2.0)) * 0.5;
44
+ a += tap(uv + t * vec2( 2.0, 2.0)) * 0.5;
45
+ fragColor = vec4(a / 14.0, 1.0);
46
+ }
@@ -0,0 +1,10 @@
1
+ {
2
+ "version": 1,
3
+ "template": "god-rays",
4
+ "preset": "golden-hour",
5
+ "input": { "video": "test-media/clip-02.mp4" },
6
+ "palette": "hazard-orange",
7
+ "durationSec": 4,
8
+ "seed": 12,
9
+ "out": "god-rays-golden-hour"
10
+ }
@@ -0,0 +1,10 @@
1
+ {
2
+ "version": 1,
3
+ "template": "light-stage",
4
+ "preset": "emitters",
5
+ "stack": [{ "template": "god-rays", "preset": "point-lamp" }],
6
+ "palette": ["#0b0b0c", "#ff3c00"],
7
+ "durationSec": 4,
8
+ "seed": 12,
9
+ "out": "god-rays-point-lamp"
10
+ }
@@ -0,0 +1,39 @@
1
+ {
2
+ "DESCRIPTION": "Volumetric god rays: radial accumulation from a sun disk and a luminance mask on the footage",
3
+ "CREDIT": "agentvfx",
4
+ "ISFVSN": "2",
5
+ "CATEGORIES": ["light"],
6
+ "INPUTS": [
7
+ { "NAME": "lightPos", "TYPE": "point2D", "DEFAULT": [0.74, 0.8] },
8
+ { "NAME": "sunSize", "TYPE": "float", "MIN": 0.01, "MAX": 0.2, "DEFAULT": 0.022 },
9
+ { "NAME": "rayDecay", "TYPE": "float", "MIN": 0.9, "MAX": 0.99, "DEFAULT": 0.955 },
10
+ { "NAME": "rayWeight", "TYPE": "float", "MIN": 0.05, "MAX": 1, "DEFAULT": 0.7 },
11
+ { "NAME": "rayExposure", "TYPE": "float", "MIN": 0.1, "MAX": 6, "DEFAULT": 2.4 },
12
+ { "NAME": "rayDensity", "TYPE": "float", "MIN": 0.2, "MAX": 2, "DEFAULT": 0.85 },
13
+ { "NAME": "rayThreshold", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.72 },
14
+ { "NAME": "paletteMix", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.45 },
15
+ { "NAME": "tint", "TYPE": "color", "DEFAULT": [1, 0.62, 0.22, 1] },
16
+ { "NAME": "toneMap", "TYPE": "long", "MIN": 0, "MAX": 1, "VALUES": [0, 1], "LABELS": ["AgX", "ACES"], "DEFAULT": 1 }
17
+ ],
18
+ "X_AGENTVFX": {
19
+ "id": "god-rays",
20
+ "family": "light",
21
+ "input": "either",
22
+ "spdx": "Apache-2.0",
23
+ "flash": "none",
24
+ "fps": 30,
25
+ "palette": true,
26
+ "presets": {
27
+ "golden-hour": { "lightPos": [0.78, 0.82], "tint": [1, 0.55, 0.12, 1], "paletteMix": 0.85, "rayExposure": 2.6, "rayDecay": 0.952, "sunSize": 0.02, "rayThreshold": 0.74, "rayWeight": 0.75, "toneMap": 1 },
28
+ "occult-hard": { "lightPos": [0.5, 0.72], "sunSize": 0.014, "rayExposure": 3.1, "rayDecay": 0.948, "rayThreshold": 0.78, "tint": [1, 0.95, 0.88, 1], "paletteMix": 0.15, "rayDensity": 1.05, "toneMap": 1 },
29
+ "side-wash": { "lightPos": [0.08, 0.7], "sunSize": 0.028, "rayDensity": 1.05, "rayExposure": 2.2, "rayThreshold": 0.7, "tint": [0.55, 0.78, 1, 1], "paletteMix": 0.55, "rayDecay": 0.95, "toneMap": 1 },
30
+ "point-lamp": { "lightPos": [0.5, 0.42], "sunSize": 0.02, "rayExposure": 1.15, "rayDecay": 0.94, "rayDensity": 0.85, "rayThreshold": 0.84, "rayWeight": 0.65, "paletteMix": 0.55, "toneMap": 1 }
31
+ },
32
+ "credits": [
33
+ "Radial light accumulation, GPU Gems 3 chapter 13, https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process",
34
+ "Footage emitter is a luminance mask, the same idea as a Shine/volumetric-light mask",
35
+ "ACES fitted tone map, Krzysztof Narkowicz, https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/",
36
+ "AgX display fit, Troy Sobotka, https://github.com/sobotka/AgX"
37
+ ]
38
+ }
39
+ }
@@ -0,0 +1,54 @@
1
+ // 64-tap radial march toward lightPos. Decay follows GPU Gems 3 ch.13.
2
+ // The sum is scaled by (1 - decay) so a frame of emitters cannot flood the picture.
3
+ // Sample count stays fixed; rayDensity shortens or lengthens the march.
4
+
5
+ vec3 acesFit(vec3 x) {
6
+ x = max(x, 0.0);
7
+ return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0);
8
+ }
9
+
10
+ vec3 agxFit(vec3 x) {
11
+ vec3 y = log2(max(x, 0.0) + 0.001);
12
+ vec3 u = clamp((y + 7.5) / 11.0, 0.0, 1.0);
13
+ vec3 s = u * u * (3.0 - 2.0 * u);
14
+ return clamp(s * 1.2 - 0.05, 0.0, 1.0);
15
+ }
16
+
17
+ vec3 addLight(vec3 scene, vec3 light) {
18
+ vec3 base = max(scene, 0.0);
19
+ vec3 hdr = base + max(light, 0.0);
20
+ vec3 curved = toneMap == 1 ? acesFit(hdr) : agxFit(hdr);
21
+ vec3 curvedBase = toneMap == 1 ? acesFit(base) : agxFit(base);
22
+ return base + max(curved - curvedBase, 0.0);
23
+ }
24
+
25
+ float emitter(vec2 uv) {
26
+ vec2 aspect = vec2(RENDERSIZE.x / max(RENDERSIZE.y, 1.0), 1.0);
27
+ float disk = 1.0 - smoothstep(sunSize * 0.4, sunSize, length((uv - lightPos) * aspect));
28
+ float srcL = HAS_INPUT ? luma(texture(inputImage, clamp(uv, 0.0, 1.0)).rgb) : 0.0;
29
+ float kneeW = 0.06;
30
+ float soft = clamp(srcL - rayThreshold + kneeW, 0.0, 2.0 * kneeW);
31
+ soft = (soft * soft) / (4.0 * kneeW);
32
+ float mask = clamp(max(soft, srcL - rayThreshold) / max(1.0 - rayThreshold, 1e-3), 0.0, 1.0);
33
+ return max(mask, disk);
34
+ }
35
+
36
+ void main() {
37
+ vec2 delta = (vUv - lightPos) * (rayDensity / 64.0);
38
+ vec2 coord = vUv;
39
+ float illum = 1.0;
40
+ float acc = 0.0;
41
+ for (int i = 0; i < 64; i++) {
42
+ coord -= delta;
43
+ acc += emitter(coord) * illum * rayWeight;
44
+ illum *= rayDecay;
45
+ }
46
+ acc *= (1.0 - rayDecay);
47
+ vec2 aspect = vec2(RENDERSIZE.x / max(RENDERSIZE.y, 1.0), 1.0);
48
+ float dist = length((vUv - lightPos) * aspect);
49
+ float near = exp(-dist * 22.0);
50
+ vec3 accent = mix(tint.rgb, paletteRamp(0.92), paletteMix);
51
+ vec3 light = mix(accent, vec3(1.0), near) * acc * rayExposure;
52
+ vec3 scene = HAS_INPUT ? texture(inputImage, vUv).rgb : vec3(0.0);
53
+ fragColor = vec4(addLight(scene, light), 1.0);
54
+ }
@@ -0,0 +1,11 @@
1
+ {
2
+ "version": 1,
3
+ "template": "lens-flare",
4
+ "preset": "eye-bar",
5
+ "params": { "plateExposure": 0.32, "flareCenter": [0.5, 0.62] },
6
+ "input": { "video": "test-media/clip-01.mp4" },
7
+ "palette": ["#0b0b0c", "#ff3c00"],
8
+ "durationSec": 4,
9
+ "seed": 12,
10
+ "out": "lens-flare-clip01-bar"
11
+ }
@@ -0,0 +1,10 @@
1
+ {
2
+ "version": 1,
3
+ "template": "light-stage",
4
+ "preset": "deck",
5
+ "stack": [{ "template": "lens-flare", "preset": "eye-bar" }],
6
+ "palette": ["#0b0b0c", "#ff3c00"],
7
+ "durationSec": 4,
8
+ "seed": 12,
9
+ "out": "lens-flare-eye-bar"
10
+ }
@@ -0,0 +1,10 @@
1
+ {
2
+ "version": 1,
3
+ "template": "lens-flare",
4
+ "preset": "sun-ghosts",
5
+ "input": { "video": "test-media/clip-02.mp4" },
6
+ "palette": "hazard-orange",
7
+ "durationSec": 4,
8
+ "seed": 12,
9
+ "out": "lens-flare-sun-ghosts"
10
+ }
@@ -0,0 +1,49 @@
1
+ {
2
+ "DESCRIPTION": "Screen-space lens flare: threshold, ghosts along the flare axis, halo, chromatic offset, starburst",
3
+ "CREDIT": "agentvfx",
4
+ "ISFVSN": "2",
5
+ "CATEGORIES": ["light"],
6
+ "INPUTS": [
7
+ { "NAME": "threshold", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.74 },
8
+ { "NAME": "knee", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.12 },
9
+ { "NAME": "flareCenter", "TYPE": "point2D", "DEFAULT": [0.7, 0.76] },
10
+ { "NAME": "spark", "TYPE": "float", "MIN": 0, "MAX": 4, "DEFAULT": 1.8 },
11
+ { "NAME": "ghostGain", "TYPE": "float", "MIN": 0, "MAX": 4, "DEFAULT": 1.9 },
12
+ { "NAME": "chromaAmt", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.5 },
13
+ { "NAME": "haloRadius", "TYPE": "float", "MIN": 0.15, "MAX": 0.8, "DEFAULT": 0.45 },
14
+ { "NAME": "haloGain", "TYPE": "float", "MIN": 0, "MAX": 3, "DEFAULT": 0.9 },
15
+ { "NAME": "spikeCount", "TYPE": "long", "MIN": 2, "MAX": 12, "DEFAULT": 8 },
16
+ { "NAME": "spikePower", "TYPE": "float", "MIN": 2, "MAX": 40, "DEFAULT": 18 },
17
+ { "NAME": "burstGain", "TYPE": "float", "MIN": 0, "MAX": 4, "DEFAULT": 1.5 },
18
+ { "NAME": "flareMix", "TYPE": "float", "MIN": 0, "MAX": 3, "DEFAULT": 1.6 },
19
+ { "NAME": "eyeBar", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0 },
20
+ { "NAME": "plateExposure", "TYPE": "float", "MIN": 0.25, "MAX": 1.5, "DEFAULT": 1 },
21
+ { "NAME": "paletteMix", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.4 },
22
+ { "NAME": "tint", "TYPE": "color", "DEFAULT": [1, 0.82, 0.45, 1] },
23
+ { "NAME": "toneMap", "TYPE": "long", "MIN": 0, "MAX": 1, "VALUES": [0, 1], "LABELS": ["AgX", "ACES"], "DEFAULT": 1 }
24
+ ],
25
+ "PASSES": [
26
+ { "TARGET": "flareSrc", "FLOAT": true },
27
+ {}
28
+ ],
29
+ "X_AGENTVFX": {
30
+ "id": "lens-flare",
31
+ "family": "light",
32
+ "input": "either",
33
+ "spdx": "Apache-2.0",
34
+ "flash": "none",
35
+ "fps": 30,
36
+ "palette": true,
37
+ "presets": {
38
+ "sun-ghosts": { "ghostGain": 2.4, "chromaAmt": 0.85, "haloRadius": 0.28, "haloGain": 1.3, "burstGain": 1.6, "spark": 2.2, "spikePower": 26, "threshold": 0.74, "knee": 0.1, "flareMix": 1.35, "toneMap": 1, "paletteMix": 0.8 },
39
+ "starburst": { "ghostGain": 0.45, "burstGain": 2.6, "spikeCount": 8, "spikePower": 32, "spark": 2.4, "haloGain": 0.35, "haloRadius": 0.22, "flareMix": 1.4, "threshold": 0.76, "knee": 0.1, "toneMap": 1 },
40
+ "chroma-string": { "chromaAmt": 1, "ghostGain": 2.8, "haloGain": 0.4, "burstGain": 0.7, "threshold": 0.72, "knee": 0.1, "spark": 1.6, "flareMix": 1.3, "paletteMix": 0.85, "toneMap": 1 },
41
+ "eye-bar": { "eyeBar": 1, "flareCenter": [0.5, 0.46], "ghostGain": 0.15, "haloGain": 0.15, "burstGain": 0.35, "spark": 0.4, "chromaAmt": 0.85, "flareMix": 1.5, "paletteMix": 1, "threshold": 0.8, "toneMap": 1 }
42
+ },
43
+ "credits": [
44
+ "Screen-space pseudo lens flare: ghosts, halo, chromatic fringe, starburst. John Chapman, https://john-chapman.github.io/2017/11/05/pseudo-lens-flare.html",
45
+ "ACES fitted tone map, Krzysztof Narkowicz, https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/",
46
+ "AgX display fit, Troy Sobotka, https://github.com/sobotka/AgX"
47
+ ]
48
+ }
49
+ }
@@ -0,0 +1,86 @@
1
+ // Ghosts are sharp polygons along the flare axis, with a chromatic rim.
2
+ // The picture is not resampled into a veil. A thin ring and a hard starburst sit on the source.
3
+
4
+ vec3 acesFit(vec3 x) {
5
+ x = max(x, 0.0);
6
+ return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0);
7
+ }
8
+
9
+ vec3 agxFit(vec3 x) {
10
+ vec3 y = log2(max(x, 0.0) + 0.001);
11
+ vec3 u = clamp((y + 7.5) / 11.0, 0.0, 1.0);
12
+ vec3 s = u * u * (3.0 - 2.0 * u);
13
+ return clamp(s * 1.2 - 0.05, 0.0, 1.0);
14
+ }
15
+
16
+ vec3 addLight(vec3 scene, vec3 light) {
17
+ vec3 base = max(scene, 0.0);
18
+ vec3 hdr = base + max(light, 0.0);
19
+ vec3 curved = toneMap == 1 ? acesFit(hdr) : agxFit(hdr);
20
+ vec3 curvedBase = toneMap == 1 ? acesFit(base) : agxFit(base);
21
+ return base + max(curved - curvedBase, 0.0);
22
+ }
23
+
24
+ float polyDist(vec2 p, float sides) {
25
+ float a = atan(p.y, p.x);
26
+ float s = 6.2831853 / sides;
27
+ return cos(floor(0.5 + a / s) * s - a) * length(p);
28
+ }
29
+
30
+ float shell(float d, float rad) {
31
+ float w = max(1.75 / max(RENDERSIZE.y, 1.0), rad * 0.07);
32
+ return smoothstep(rad - w, rad - w * 0.3, d) * (1.0 - smoothstep(rad, rad + w * 0.55, d));
33
+ }
34
+
35
+ void main() {
36
+ vec2 aspect = vec2(RENDERSIZE.x / max(RENDERSIZE.y, 1.0), 1.0);
37
+ vec2 from = vUv - flareCenter;
38
+ float src = luma(texture(flareSrc, flareCenter).rgb);
39
+ vec3 accent = mix(tint.rgb, paletteRamp(0.92), paletteMix);
40
+ vec2 axis = vec2(0.5) - flareCenter;
41
+ vec3 ghosts = vec3(0.0);
42
+ for (int i = 0; i < 5; i++) {
43
+ float t = mix(-0.9, 1.55, float(i) / 4.0);
44
+ vec2 gc = flareCenter + axis * t;
45
+ float sides = float(3 + i);
46
+ float rad = 0.016 + 0.007 * float(i);
47
+ float spin = 0.55 * float(i);
48
+ float cs = cos(spin);
49
+ float sn = sin(spin);
50
+ vec2 p = (vUv - gc) * aspect;
51
+ p = vec2(cs * p.x - sn * p.y, sn * p.x + cs * p.y);
52
+ vec2 shift = vec2(chromaAmt * 0.012 * float(i + 1), 0.0);
53
+ float edge = shell(polyDist(p, sides), rad);
54
+ vec3 fringe = vec3(
55
+ shell(polyDist(p + shift, sides), rad),
56
+ edge * 0.2,
57
+ shell(polyDist(p - shift, sides), rad)
58
+ );
59
+ ghosts += vec3(edge) * 1.15 + accent * fringe;
60
+ }
61
+ ghosts *= ghostGain * clamp(src, 0.35, 2.2) * 0.2;
62
+
63
+ float dist = length(from * aspect);
64
+ float halo = exp(-pow((dist - haloRadius) / 0.011, 2.0));
65
+ vec3 haloCol = accent * halo * haloGain * clamp(src, 0.2, 2.0);
66
+
67
+ float ang = atan(from.y, from.x);
68
+ float spikes = pow(abs(sin(ang * float(spikeCount) * 0.5)), spikePower);
69
+ float burst = spikes * exp(-dist * 11.0);
70
+ vec3 burstCol = mix(accent, vec3(1.0), 0.65) * burst * burstGain * clamp(src, 0.2, 2.0);
71
+
72
+ float core = 1.0 - smoothstep(0.0, 0.008, dist);
73
+ vec3 light = ghosts + haloCol + burstCol + vec3(core) * (1.2 + spark);
74
+ if (eyeBar > 0.5) {
75
+ float y = (vUv.y - flareCenter.y) * RENDERSIZE.y;
76
+ float xMask = smoothstep(0.03, 0.08, vUv.x) * (1.0 - smoothstep(0.92, 0.97, vUv.x));
77
+ float bar = exp(-0.5 * y * y / 220.0) * xMask;
78
+ float hi = exp(-0.5 * (y - 22.0) * (y - 22.0) / 36.0) * xMask;
79
+ float lo = exp(-0.5 * (y + 22.0) * (y + 22.0) / 36.0) * xMask;
80
+ float core = smoothstep(0.1, 0.5, bar);
81
+ light = vec3(core) * 9.0 + accent * (hi + lo) * (1.0 - core) * 2.6;
82
+ }
83
+ vec3 scene = HAS_INPUT ? texture(inputImage, vUv).rgb : vec3(0.0);
84
+ scene *= plateExposure;
85
+ fragColor = vec4(addLight(scene, light * flareMix), 1.0);
86
+ }
@@ -0,0 +1,24 @@
1
+ // Threshold the picture and plant a spark at flareCenter so the ghosts have a source.
2
+
3
+ vec3 softKnee(vec3 c) {
4
+ float br = luma(max(c, 0.0));
5
+ float kneeW = max(threshold * knee, 1e-4);
6
+ float soft = clamp(br - threshold + kneeW, 0.0, 2.0 * kneeW);
7
+ soft = (soft * soft) / (4.0 * kneeW);
8
+ float contrib = max(soft, br - threshold);
9
+ return max(c, 0.0) * max(contrib / max(br, 1e-4), 0.0);
10
+ }
11
+
12
+ void main() {
13
+ vec2 px = 1.5 / RENDERSIZE;
14
+ vec3 acc = vec3(0.0);
15
+ acc += softKnee(HAS_INPUT ? texture(inputImage, vUv).rgb : vec3(0.0)) * 4.0;
16
+ acc += softKnee(HAS_INPUT ? texture(inputImage, vUv + px * vec2(1.0, 0.0)).rgb : vec3(0.0));
17
+ acc += softKnee(HAS_INPUT ? texture(inputImage, vUv + px * vec2(-1.0, 0.0)).rgb : vec3(0.0));
18
+ acc += softKnee(HAS_INPUT ? texture(inputImage, vUv + px * vec2(0.0, 1.0)).rgb : vec3(0.0));
19
+ acc += softKnee(HAS_INPUT ? texture(inputImage, vUv + px * vec2(0.0, -1.0)).rgb : vec3(0.0));
20
+ acc /= 8.0;
21
+ vec2 aspect = vec2(RENDERSIZE.x / max(RENDERSIZE.y, 1.0), 1.0);
22
+ float disk = 1.0 - smoothstep(0.004, 0.012, length((vUv - flareCenter) * aspect));
23
+ fragColor = vec4(acc + vec3(disk * spark), 1.0);
24
+ }
@@ -0,0 +1,10 @@
1
+ {
2
+ "version": 1,
3
+ "template": "light-stage",
4
+ "preset": "deck",
5
+ "stack": [{ "template": "light-leak", "preset": "slit" }],
6
+ "palette": ["#0b0b0c", "#c8ff00"],
7
+ "durationSec": 4,
8
+ "seed": 12,
9
+ "out": "light-leak-slit"
10
+ }
@@ -0,0 +1,10 @@
1
+ {
2
+ "version": 1,
3
+ "template": "light-leak",
4
+ "preset": "vintage-burn",
5
+ "input": { "video": "test-media/clip-02.mp4" },
6
+ "palette": "brutal-red",
7
+ "durationSec": 4,
8
+ "seed": 12,
9
+ "out": "light-leak-vintage-burn"
10
+ }
@@ -0,0 +1,40 @@
1
+ {
2
+ "DESCRIPTION": "Edge-anchored film burn: a coloured ramp warped by slow noise, with a swell and a fade",
3
+ "CREDIT": "agentvfx",
4
+ "ISFVSN": "2",
5
+ "CATEGORIES": ["light"],
6
+ "INPUTS": [
7
+ { "NAME": "edgeAnchor", "TYPE": "long", "MIN": 0, "MAX": 4, "VALUES": [0, 1, 2, 3, 4], "LABELS": ["left", "right", "bottom", "top", "corner"], "DEFAULT": 0 },
8
+ { "NAME": "edgeTight", "TYPE": "float", "MIN": 0.6, "MAX": 12, "DEFAULT": 5.5 },
9
+ { "NAME": "leakWidth", "TYPE": "float", "MIN": 0.15, "MAX": 1.6, "DEFAULT": 0.85 },
10
+ { "NAME": "warp", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.55 },
11
+ { "NAME": "noiseScale", "TYPE": "float", "MIN": 0.4, "MAX": 6, "DEFAULT": 2.4 },
12
+ { "NAME": "swellHz", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.22 },
13
+ { "NAME": "swellAmt", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.4 },
14
+ { "NAME": "leakGain", "TYPE": "float", "MIN": 0.4, "MAX": 8, "DEFAULT": 5.5 },
15
+ { "NAME": "paletteMix", "TYPE": "float", "MIN": 0, "MAX": 1, "DEFAULT": 0.35 },
16
+ { "NAME": "tint", "TYPE": "color", "DEFAULT": [1, 0.32, 0.06, 1] },
17
+ { "NAME": "toneMap", "TYPE": "long", "MIN": 0, "MAX": 1, "VALUES": [0, 1], "LABELS": ["AgX", "ACES"], "DEFAULT": 1 }
18
+ ],
19
+ "X_AGENTVFX": {
20
+ "id": "light-leak",
21
+ "family": "light",
22
+ "input": "either",
23
+ "spdx": "Apache-2.0",
24
+ "flash": "possible",
25
+ "fps": 30,
26
+ "palette": true,
27
+ "safeSubstitute": { "params": { "swellAmt": 0, "leakGain": 1.1 } },
28
+ "presets": {
29
+ "vintage-burn": { "edgeAnchor": 0, "tint": [1, 0.42, 0.04, 1], "paletteMix": 0.9, "leakGain": 6.2, "edgeTight": 5.6, "warp": 0.28, "leakWidth": 0.9, "swellAmt": 0.35, "toneMap": 1 },
30
+ "edge-magenta": { "edgeAnchor": 1, "tint": [1, 0.05, 0.45, 1], "paletteMix": 0.35, "leakGain": 5.4, "edgeTight": 6.2, "warp": 0.22, "leakWidth": 0.8, "toneMap": 1 },
31
+ "corner-flood": { "edgeAnchor": 4, "leakGain": 5.8, "leakWidth": 0.85, "tint": [1, 0.62, 0.12, 1], "paletteMix": 0.8, "warp": 0.3, "edgeTight": 4.8, "noiseScale": 1.6, "toneMap": 1 },
32
+ "slit": { "edgeAnchor": 3, "edgeTight": 8.5, "leakWidth": 0.78, "warp": 0.12, "leakGain": 4.2, "swellAmt": 0.2, "paletteMix": 1, "noiseScale": 1.2, "toneMap": 1 }
33
+ },
34
+ "credits": [
35
+ "Edge-anchored light leak warped by noise, the construction described by Jonas Wagner, https://29a.ch/2012/12/16/webgl-light-leaks",
36
+ "ACES fitted tone map, Krzysztof Narkowicz, https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/",
37
+ "AgX display fit, Troy Sobotka, https://github.com/sobotka/AgX"
38
+ ]
39
+ }
40
+ }
@@ -0,0 +1,46 @@
1
+ // Edge-anchored burn. The ramp hits zero before the far side of the frame, so it cannot fog the plate.
2
+
3
+ vec3 acesFit(vec3 x) {
4
+ x = max(x, 0.0);
5
+ return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0);
6
+ }
7
+
8
+ vec3 agxFit(vec3 x) {
9
+ vec3 y = log2(max(x, 0.0) + 0.001);
10
+ vec3 u = clamp((y + 7.5) / 11.0, 0.0, 1.0);
11
+ vec3 s = u * u * (3.0 - 2.0 * u);
12
+ return clamp(s * 1.2 - 0.05, 0.0, 1.0);
13
+ }
14
+
15
+ vec3 addLight(vec3 scene, vec3 light) {
16
+ vec3 base = max(scene, 0.0);
17
+ vec3 hdr = base + max(light, 0.0);
18
+ vec3 curved = toneMap == 1 ? acesFit(hdr) : agxFit(hdr);
19
+ vec3 curvedBase = toneMap == 1 ? acesFit(base) : agxFit(base);
20
+ return base + max(curved - curvedBase, 0.0);
21
+ }
22
+
23
+ float anchored(vec2 uv) {
24
+ if (edgeAnchor == 1) return 1.0 - uv.x;
25
+ if (edgeAnchor == 2) return uv.y;
26
+ if (edgeAnchor == 3) return 1.0 - uv.y;
27
+ if (edgeAnchor == 4) return length(uv);
28
+ return uv.x;
29
+ }
30
+
31
+ void main() {
32
+ vec2 q = vUv * noiseScale;
33
+ float n = fbm(q + vec2(TIME * 0.04, SEED * 3.0), 4);
34
+ float n2 = fbm(q * 1.7 + vec2(4.2, -TIME * 0.03), 3);
35
+ vec2 bent = vUv + (vec2(n, n2) - 0.5) * warp * 0.22;
36
+ float d = anchored(clamp(bent, 0.0, 1.0));
37
+ float x = clamp(1.0 - d * edgeTight, 0.0, 1.0) * leakWidth;
38
+ x = clamp(x, 0.0, 1.0);
39
+ float core = smoothstep(0.62, 0.95, x);
40
+ float halo = smoothstep(0.02, 0.5, x) * (1.0 - core);
41
+ float swell = 1.0 - swellAmt + swellAmt * (0.55 + 0.45 * sin(TIME * swellHz * 6.28318));
42
+ vec3 accent = mix(tint.rgb, paletteRamp(0.92), paletteMix);
43
+ vec3 leak = (vec3(core) * 1.35 + accent * halo) * leakGain * swell;
44
+ vec3 scene = HAS_INPUT ? texture(inputImage, vUv).rgb : vec3(0.0);
45
+ fragColor = vec4(addLight(scene, leak), 1.0);
46
+ }