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 +1,258 @@
1
+ // bass-circle main: a thin-line bracketed bass instrument. Only the bass band (startFreq..endFreq, 30..300
2
+ // Hz by default) is analysed, so the shape moves on real kicks only. Up to eight nested hairline outlines
3
+ // are drawn: outline s shows the bass spectrum delayed by s * layerDelay frames, raised to its own exponent
4
+ // [1, 1.12, 1.14, 1.30, 1.33, 1.36, 1.50, 1.52] and smoothed with a triangular kernel of its own width
5
+ // [0, 2, 2, 3, 3, 3, 5, 5]; radii are kept nested (bandGap) and older outlines are dimmer. The shape is
6
+ // mirrored left / right about an axis that snaps on every kick. Between the inner disc and the newest
7
+ // outline a radial dash hatch (hatchAmount) fills the shape. The centre disc is a hairline circle holding
8
+ // the input as a one-tone halftone (or, without footage, a ring + cross mark) that bounces and shakes with
9
+ // the bass. Around it: a square bracket frame that breathes with the kick, + marks at the cardinal points,
10
+ // a tick ring and a ring of fine dots (the particle cone as one-pixel dots streaming outward).
11
+ // ---- stage (shared by the spectrum family) ----
12
+ // Camera: bass onsets (bass ratio >= kickBass) zoom the frame by kickZoom and shake it by up to `shake`
13
+ // pixels at 1080p, both decaying over kickDecayMs (both 0 by default: the HUD look is locked down).
14
+ // Background: the flat groundColor; with an input, bgMode 1 = blurred and dimmed footage, 2 = single-tone
15
+ // halftone dots of the footage in the ink colour (dot radius follows luminance). Optional field of
16
+ // drifting flecks (fieldAmount), vignette and film grain. The clock texel is (hit count, last hit frame,
17
+ // kick count, last kick frame), written by the template's state pass.
18
+ float stageSince(float count, float last) { return count > 0.5 ? (float(FRAMEINDEX) - last) * TIMEDELTA : 99.0; }
19
+ float kickEnv(vec4 clk) { return exp(-stageSince(clk.z, clk.w) / max(kickDecayMs * 0.001, 0.001)); }
20
+ float hitEnv(vec4 clk, float seconds) { return exp(-stageSince(clk.x, clk.y) / seconds); }
21
+
22
+ vec2 stageUv(vec4 clk, vec2 uv) {
23
+ float ke = kickEnv(clk);
24
+ vec2 sh = (hash22(vec2(clk.z, 3.7)) - 0.5) * 2.0 * shake * ke * (RENDERSIZE.y / 1080.0) / RENDERSIZE;
25
+ return (uv - 0.5) / (1.0 + kickZoom * ke) + 0.5 + sh;
26
+ }
27
+
28
+ float introK() { return introMs > 0.5 ? smoothstep(introMs * 0.0005, introMs * 0.0012, TIME) : 1.0; }
29
+ float introSpan() { return introMs > 0.5 ? smoothstep(0.0, introMs * 0.0006, TIME) : 1.0; }
30
+
31
+ float stageField(vec2 uv, float lift) {
32
+ float aspect = RENDERSIZE.x / RENDERSIZE.y;
33
+ float acc = 0.0;
34
+ for (int l = 0; l < 2; l++) {
35
+ float fl = float(l);
36
+ float sc = l == 0 ? 11.0 : 34.0;
37
+ vec2 p = vec2(uv.x * aspect, uv.y) * sc - vec2(TIME * fieldSpeed * (0.35 + 0.3 * fl), -TIME * fieldSpeed * (0.05 + 0.04 * fl));
38
+ vec2 c = floor(p);
39
+ vec2 fr = fract(p);
40
+ vec2 h = hash22(c + fl * 17.0);
41
+ float h2 = hash12(c + 31.0 + fl * 5.0);
42
+ float r = (l == 0 ? 0.05 : 0.035) * (0.5 + 0.7 * h2);
43
+ float tw = 0.55 + 0.45 * sin(TIME * (1.0 + 3.0 * h2) + h.x * 6.2832);
44
+ acc += step(length(fr - (0.3 + 0.4 * h)), r) * tw * step(0.45, h2);
45
+ }
46
+ return acc * (0.7 + 0.6 * lift);
47
+ }
48
+
49
+ float stageHalftone(vec2 uv) {
50
+ float u = RENDERSIZE.y / 1080.0;
51
+ float cell = max(halftoneSize * u, 2.0);
52
+ mat2 m = mat2(0.9659, 0.2588, -0.2588, 0.9659);
53
+ vec2 g = m * (uv * RENDERSIZE) / cell;
54
+ vec2 f = fract(g) - 0.5;
55
+ vec2 centre = (transpose(m) * ((floor(g) + 0.5) * cell)) / RENDERSIZE;
56
+ float L = luma(texture(inputImage, centre).rgb);
57
+ float rad = 0.62 * sqrt(clamp(L * 1.25, 0.0, 1.0));
58
+ return clamp((rad - length(f)) * cell + 0.5, 0.0, 1.0);
59
+ }
60
+
61
+ vec3 stageBackground(vec2 uv, vec3 tint, float lift) {
62
+ float aspect = RENDERSIZE.x / RENDERSIZE.y;
63
+ vec3 g = groundColor.rgb;
64
+ if (HAS_INPUT && bgMode == 1) {
65
+ vec3 s = texture(inputImage, uv).rgb;
66
+ float rad = 0.018;
67
+ for (int k = 0; k < 12; k++) {
68
+ float a = float(k) * 0.5236;
69
+ s += texture(inputImage, uv + vec2(cos(a) / aspect, sin(a)) * rad * (k % 2 == 0 ? 1.0 : 0.5)).rgb;
70
+ }
71
+ g = mix(g, s / 13.0, bgDim);
72
+ } else if (HAS_INPUT && bgMode == 2) {
73
+ g = mix(g, inkColor.rgb, stageHalftone(uv) * bgDim);
74
+ }
75
+ return g + tint * stageField(uv, lift) * fieldAmount;
76
+ }
77
+
78
+ vec3 stageFinish(vec3 col, vec2 uv) {
79
+ float aspect = RENDERSIZE.x / RENDERSIZE.y;
80
+ float v = length((uv - 0.5) * vec2(aspect, 1.0)) / (0.5 * sqrt(aspect * aspect + 1.0));
81
+ col *= 1.0 - vignette * smoothstep(0.35, 1.0, v);
82
+ float n = hash12(gl_FragCoord.xy + float(FRAMEINDEX) * 13.37) - 0.5;
83
+ return max(col + n * grain, vec3(0.0));
84
+ }
85
+ // ---- HUD line language (shared by the spectrum family) ----
86
+ // Ground and ink: near-black ground with off-white hairlines by default, or one full colour field with
87
+ // black / white ink (groundColor, inkColor, accentColor). Everything is drawn as 1-2 px hairlines
88
+ // (lineWidth, in pixels at 1080p): framed panels, dashed grids, corner brackets, + crosshairs, tick
89
+ // rulers. Labels come from the engine text layer (TEXTMASK: R = ink, G = box fill).
90
+ float hudU() { return RENDERSIZE.y / 1080.0; }
91
+ float hudW() { return max(lineWidth * hudU(), 1.0); }
92
+ float hair(float d) { return clamp(hudW() * 0.5 - abs(d) + 0.5, 0.0, 1.0); }
93
+ float cov(float d) { return clamp(0.5 - d, 0.0, 1.0); }
94
+ float dashes(float x, float period, float duty) { return step(fract(x / (period * hudU())), duty); }
95
+
96
+ // outline of the rectangle lo..hi (pixels)
97
+ float boxLine(vec2 p, vec2 lo, vec2 hi) {
98
+ vec2 q = abs(p - (lo + hi) * 0.5) - (hi - lo) * 0.5;
99
+ return hair(max(q.x, q.y));
100
+ }
101
+ float inRect(vec2 p, vec2 lo, vec2 hi) { return step(lo.x, p.x) * step(p.x, hi.x) * step(lo.y, p.y) * step(p.y, hi.y); }
102
+
103
+ // + crosshair centred on c with arm length len
104
+ float plusAt(vec2 p, vec2 c, float len) {
105
+ vec2 q = abs(p - c);
106
+ return max(hair(q.y) * step(q.x, len), hair(q.x) * step(q.y, len));
107
+ }
108
+
109
+ // four L-shaped corner brackets of the rectangle lo..hi, arm length len
110
+ float brackets(vec2 p, vec2 lo, vec2 hi, float len) {
111
+ vec2 c = (lo + hi) * 0.5;
112
+ vec2 q = abs(p - c);
113
+ vec2 h = (hi - lo) * 0.5;
114
+ float onV = hair(q.x - h.x) * step(h.y - len, q.y) * step(q.y, h.y + 0.5);
115
+ float onH = hair(q.y - h.y) * step(h.x - len, q.x) * step(q.x, h.x + 0.5);
116
+ return max(onV, onH);
117
+ }
118
+
119
+ vec3 accentAt(float u) { return colorMode == 1 ? paletteCycle(u + paletteShift) : accentColor.rgb; }
120
+
121
+ float textInk() { return HAS_TEXT ? texture(TEXTMASK, vUv).r : 0.0; }
122
+ float textFill() { return HAS_TEXT ? texture(TEXTMASK, vUv).g : 0.0; }
123
+
124
+ // frame chrome common to every instrument: corner + marks and an inset hairline frame
125
+ float hudChrome(vec2 sp) {
126
+ vec2 res = RENDERSIZE;
127
+ float u = hudU();
128
+ float a = 0.0;
129
+ for (int c = 0; c < 4; c++) {
130
+ vec2 centre = vec2((c & 1) == 0 ? 22.0 * u : res.x - 22.0 * u, (c & 2) == 0 ? 22.0 * u : res.y - 22.0 * u);
131
+ a = max(a, plusAt(sp, centre, 7.0 * u));
132
+ }
133
+ return a;
134
+ }
135
+ const float TAU = 6.28318530718;
136
+ const float EXP[8] = float[8](1.0, 1.12, 1.14, 1.30, 1.33, 1.36, 1.50, 1.52);
137
+
138
+ float histAt(int i, int d) { return texelFetch(barState, ivec2(clamp(i, 0, bandCount - 1), d == 0 ? 0 : 3 + d), 0).r; }
139
+
140
+ float sampleAt(float fx, int d) {
141
+ float x = clamp(fx, 0.0, float(bandCount - 1));
142
+ int i0 = int(floor(x));
143
+ float t = x - float(i0);
144
+ return mix(histAt(i0, d), histAt(i0 + 1, d), t * t * (3.0 - 2.0 * t));
145
+ }
146
+
147
+ float layerHeight(float fx, int d, int mg) {
148
+ float s = 0.0;
149
+ float ws = 0.0;
150
+ for (int k = -5; k <= 5; k++) {
151
+ if (abs(k) > mg) { continue; }
152
+ float w = float(mg + 1 - abs(k));
153
+ s += w * sampleAt(fx + float(k), d);
154
+ ws += w;
155
+ }
156
+ return s / ws;
157
+ }
158
+
159
+ void main() {
160
+ vec2 res = RENDERSIZE;
161
+ float U = hudU();
162
+ float px1 = 1.0 / res.y;
163
+ float u1 = 1.0 / 1080.0;
164
+ vec4 clk = texelFetch(barState, ivec2(0, 1), 0);
165
+ vec2 sp = vUv * res;
166
+ vec2 uv = stageUv(clk, vUv);
167
+ float ke = kickEnv(clk);
168
+ float since = stageSince(clk.z, clk.w);
169
+ vec2 p = (uv * res - res * 0.5) * px1;
170
+ vec2 sh = (hash22(vec2(clk.z, 9.1)) - 0.5) * 2.0 * emblemShake * ke * u1;
171
+ vec2 pe = p - sh;
172
+ float r = length(p);
173
+ float rot = TIME * spin + (clk.z > 0.5 ? radians(snapDeg) * (clk.z - exp(-since / 0.07)) : 0.0);
174
+ float a = atan(p.x, p.y) - rot;
175
+ a = mod(a + 3.14159265, TAU) - 3.14159265;
176
+ float fm = abs(a) / 3.14159265 * float(bandCount - 1);
177
+ float grow = introK();
178
+ float Re = emblemRadius * (1.0 + emblemBounce * ke) * (0.3 + 0.7 * introSpan());
179
+ float R0 = Re * 1.06 + 0.006;
180
+ float wU = hudW() * px1;
181
+
182
+ float radii[8];
183
+ float prevR = R0;
184
+ for (int s = 0; s < 8; s++) {
185
+ if (s >= layerCount) { break; }
186
+ int mg = s == 0 ? 0 : (s < 3 ? 2 : (s < 6 ? 3 : 5));
187
+ float A = layerHeight(fm, s * layerDelay, mg);
188
+ float rs = R0 + max(maxRadius * pow(A, EXP[s]), 0.0) * grow;
189
+ rs = max(rs, prevR + (s == 0 ? 0.0 : bandGap * grow));
190
+ radii[s] = rs;
191
+ prevR = rs;
192
+ }
193
+ float outlines = 0.0;
194
+ for (int s = 7; s >= 0; s--) {
195
+ if (s >= layerCount) { continue; }
196
+ float al = s == 0 ? 1.0 : max(0.62 - 0.08 * float(s), 0.18);
197
+ outlines = max(outlines, hair((r - radii[s]) / px1) * al);
198
+ }
199
+ float newest = radii[0];
200
+ float hatch = step(R0, r) * step(r, newest) * step(0.5, fract(a / TAU * 180.0 * (1.0 + 0.0))) * step(0.5, fract(r / (7.0 * u1))) * hatchAmount;
201
+
202
+ float de = length(pe) - Re;
203
+ float disc = hair(de / px1);
204
+ float emblem;
205
+ if (HAS_INPUT) {
206
+ float c = cos(rot * 0.5);
207
+ float sn = sin(rot * 0.5);
208
+ vec2 q = vec2(0.5) + (mat2(c, -sn, sn, c) * pe / Re) * 0.275 * vec2(res.y / res.x, 1.0);
209
+ float cell = max(halftoneSize * 0.7 * U, 2.0);
210
+ vec2 g = (q * res) / cell;
211
+ vec2 fr = fract(g) - 0.5;
212
+ float L = luma(texture(inputImage, (floor(g) + 0.5) * cell / res).rgb);
213
+ emblem = cov((length(fr) - 0.6 * sqrt(clamp(L * 1.2, 0.0, 1.0))) * cell) * step(de, 0.0);
214
+ } else {
215
+ float lr = length(pe) / Re;
216
+ float ca = cos(rot);
217
+ float sa = sin(rot);
218
+ vec2 qq = mat2(ca, -sa, sa, ca) * pe / Re;
219
+ float crossA = max(hair(qq.y * Re / px1) * step(abs(qq.x), 0.5), hair(qq.x * Re / px1) * step(abs(qq.y), 0.5));
220
+ emblem = max(hair((lr - 0.6) * Re / px1) * 0.8, crossA) * step(de, 0.0);
221
+ }
222
+
223
+ float half0 = 0.44 * (1.0 + 0.03 * ke);
224
+ vec2 flo = res * 0.5 - half0 * res.y;
225
+ vec2 fhi = res * 0.5 + half0 * res.y;
226
+ float brk = brackets(sp, flo, fhi, 34.0 * U) * gridAmount;
227
+ float plus = 0.0;
228
+ for (int c = 0; c < 4; c++) {
229
+ vec2 dir = c == 0 ? vec2(1.0, 0.0) : (c == 1 ? vec2(-1.0, 0.0) : (c == 2 ? vec2(0.0, 1.0) : vec2(0.0, -1.0)));
230
+ plus = max(plus, plusAt(sp, res * 0.5 + dir * (half0 + 0.025) * res.y, 7.0 * U));
231
+ }
232
+ float tickCnt = 90.0;
233
+ float tkd = abs(fract(a / TAU * tickCnt) - 0.5) * (TAU * 0.46 / tickCnt);
234
+ float ticks = step(abs(r - 0.46), 0.007 * (mod(floor(a / TAU * tickCnt), 5.0) < 0.5 ? 1.5 : 1.0)) * cov((tkd - wU * 0.5) / px1) * gridAmount;
235
+ float outerDash = hair((r - 0.43) / px1) * dashes(a * 0.43 / px1, 8.0, 0.4) * gridAmount;
236
+
237
+ float cone = 0.0;
238
+ for (int k = 0; k < 160; k++) {
239
+ if (k >= coneCount) { break; }
240
+ vec3 h = vec3(hash12(vec2(float(k), 1.7)), hash12(vec2(float(k), 4.3)), hash12(vec2(float(k), 8.9)));
241
+ float z = fract(TIME * coneSpeed * (1.0 + 0.8 * ke) * (0.5 + h.y) + h.z);
242
+ vec2 pos = vec2(cos(h.x * TAU), sin(h.x * TAU)) * (prevR + 0.02 + z * z * 0.5);
243
+ cone = max(cone, cov((length(p - pos) - (0.7 + 1.6 * z) * u1) / px1) * smoothstep(0.0, 0.1, z) * smoothstep(1.0, 0.7, z));
244
+ }
245
+
246
+ float mk = max(max(outlines, hatch), max(disc, emblem));
247
+ mk = max(mk, max(brk, max(plus * float(marks), max(ticks * 0.8, outerDash * 0.6))));
248
+ mk = max(mk, cone * coneAmount);
249
+ mk = max(mk, textInk());
250
+ vec3 ink = inkColor.rgb;
251
+ vec3 gnd = stageBackground(vUv, ink, ke);
252
+ vec3 col = mix(gnd, ink, mk);
253
+ float hot = hair((r - radii[0]) / px1);
254
+ vec3 acc = colorMode == 1 ? paletteCycle(clamp(a / TAU + 0.5, 0.0, 1.0) + paletteShift) : accentColor.rgb;
255
+ col = mix(col, acc, hot * 0.9);
256
+ col += acc * exp(-max(r - prevR, 0.0) / max(glowRadius, px1)) * glow * 0.3 * step(R0, r);
257
+ fragColor = vec4(stageFinish(col, vUv), 1.0);
258
+ }
@@ -0,0 +1,91 @@
1
+ // bass-circle pass 0: bass-band pro-motion bars plus a shift register of past bar rows (one delayed copy per layer).
2
+ // ---- pro motion stage: spectrum -> bar values (shared by the spectrum family) ----
3
+ // Bin mapping: bar i covers startFreq + (endFreq - startFreq) * (i / n)^freqCurve, a power curve that
4
+ // gives the lows more bars (common bar visualisers use exponent 2.5). Each bar takes the
5
+ // maximum of four taps of the 512-bin audioFFT texture (bin s is centred near 29.3 + 46.875 * s Hz).
6
+ // The dB tilt (+tilt per octave above 200 Hz) offsets the 1/f slope of music. The value is windowed
7
+ // by floorLevel / ceilLevel, raised to a per-bar exponent (expLow for the lows ramping to expHigh for
8
+ // the highs, so quiet bars collapse and loud peaks pop), and the first headBars of the bars are weighted
9
+ // down to headMin so the sub-bass edge does not dominate. Peak-preserving neighbour smoothing keeps
10
+ // local maxima and lets each bar lift its neighbours by value / monsterSmooth^distance.
11
+ float specAt(float hz) {
12
+ float s = (hz - 29.3) / 46.875;
13
+ return texture(audioFFT, vec2(clamp((s + 0.5) / 512.0, 0.0, 1.0), 0.5)).r;
14
+ }
15
+
16
+ float binValue(int i, int n) {
17
+ float t0 = float(i) / float(n);
18
+ float f0 = startFreq + (endFreq - startFreq) * pow(t0, freqCurve);
19
+ float f1 = startFreq + (endFreq - startFreq) * pow(float(i + 1) / float(n), freqCurve);
20
+ float v = 0.0;
21
+ for (int k = 0; k < 4; k++) {
22
+ float fq = mix(f0, f1, (float(k) + 0.5) / 4.0);
23
+ float a = specAt(fq);
24
+ v = max(v, a > 0.001 ? a + tilt * log2(max(fq, 20.0) / 200.0) : 0.0);
25
+ }
26
+ float x = clamp((v - floorLevel) / max(ceilLevel - floorLevel, 0.01), 0.0, 1.0);
27
+ x = pow(x, mix(expHigh, expLow, 1.0 - t0 * t0));
28
+ float hb = headBars * float(n);
29
+ return hb > 0.5 && float(i) < hb ? x * mix(headMin, 1.0, float(i) / hb) : x;
30
+ }
31
+
32
+ float smoothedBar(int i, int n) {
33
+ float v = binValue(i, n);
34
+ for (int d = 1; d <= 6; d++) {
35
+ float w = 1.0 / pow(monsterSmooth, float(d));
36
+ if (i - d >= 0) { v = max(v, binValue(i - d, n) * w); }
37
+ if (i + d < n) { v = max(v, binValue(i + d, n) * w); }
38
+ }
39
+ return v;
40
+ }
41
+
42
+ // state texel of bar i: r = height, g = cap, b = cap fall speed, a = cap hold timer
43
+ vec4 barStep(vec4 prev, int i, int n) {
44
+ float t0 = float(i) / float(n);
45
+ float raw = smoothedBar(i, n);
46
+ float rel = releaseMs * (1.0 + bassHold * (1.0 - t0));
47
+ float k = 1.0 - exp(-TIMEDELTA / max((raw > prev.r ? attackMs : rel) * 0.001, 0.0005));
48
+ float h = prev.r + (raw - prev.r) * k;
49
+ float cap = prev.g;
50
+ float vel = prev.b;
51
+ float hold = prev.a;
52
+ if (h >= cap) {
53
+ cap = h;
54
+ vel = 0.0;
55
+ hold = capHoldMs * 0.001;
56
+ } else if (hold > 0.0) {
57
+ hold -= TIMEDELTA;
58
+ } else {
59
+ vel += capGravity * TIMEDELTA;
60
+ cap = max(h, cap - vel * TIMEDELTA);
61
+ }
62
+ return vec4(h, cap, vel, hold);
63
+ }
64
+
65
+ // clock texel: (hit count, last hit frame, kick count, last kick frame). A hit is an onset whose spectral
66
+ // flux reaches hitFlux; a kick is an onset whose bass ratio reaches kickBass.
67
+ vec4 clockStep(vec4 ev) {
68
+ if (AUDIO_ONSET > 0.5 && AUDIO_FLUX >= hitFlux) { ev.x += 1.0; ev.y = float(FRAMEINDEX); }
69
+ if (AUDIO_ONSET > 0.5 && AUDIO_BASS >= kickBass) { ev.z += 1.0; ev.w = float(FRAMEINDEX); }
70
+ return ev;
71
+ }
72
+ // state pass: bars in row 0 of barState, clock in texel (0, 1), history rows 4..27 where row 3 + d
73
+ // holds the bars as they were d frames ago (a shift register: each row copies the row below it from the
74
+ // previous frame), so templates can draw delayed echoes.
75
+ void main() {
76
+ ivec2 px = ivec2(gl_FragCoord.xy);
77
+ vec4 prev = texelFetch(barState, px, 0);
78
+ if (px.y == 0 && px.x < bandCount) {
79
+ fragColor = barStep(prev, px.x, bandCount);
80
+ return;
81
+ }
82
+ if (px.y == 1 && px.x == 0) {
83
+ fragColor = clockStep(prev);
84
+ return;
85
+ }
86
+ if (px.y >= 4 && px.y <= 27 && px.x < bandCount) {
87
+ fragColor = texelFetch(barState, ivec2(px.x, px.y == 4 ? 0 : px.y - 1), 0);
88
+ return;
89
+ }
90
+ fragColor = vec4(0.0);
91
+ }
@@ -0,0 +1 @@
1
+ {"version":1,"template":"label-bars","preset":"deck-black","input":{"video":"test-media/clip-01.mp4","audio":"test-media/beat-132.mp3"},"durationSec":4,"seed":26,"out":"label-bars-deck-black"}
@@ -0,0 +1 @@
1
+ {"version":1,"template":"label-bars","preset":"deck-ultramarine","input":{"audio":"test-media/beat-132.mp3","startSec":3},"durationSec":4,"seed":26,"out":"label-bars-deck-ultramarine"}