Take the effects off the visualizers and leave them to the grade

Forty-nine scenes carried their own `glow`, every one of the sixty-five added
its own grain, and a handful had bloom, chroma, haze, smear or trail besides —
all of which the post chain already does, with an envelope and a threshold no
scene can see. Two uncoordinated effect layers is the smaller half of the
problem. The larger half is that an effect knob sampled per song makes a scene
look varied across parameter draws while its structure never moves, so the
gallery and the variety harness were both being told a scene was original when
only its halo had changed.

Removed in three shapes. Scene grain goes entirely — the post chain owns it.
Statements that ADD a falloff term scaled by the effect are bloom by another
name and are deleted. What remains is an intensity on something already drawn,
so the uniform is pinned to its default and the knob deleted: the picture
survives, the fake variety does not. Reactive entries driving those params went
too, since an effect modulated by the audio was the most convincing fake of the
lot.

That broke the style trait, which is the interesting part. Surface treatment had
been leaving the scenes for two commits — sigGrain to post, sigEdge to
inkStroke — and removing the last of it left `style` with almost nothing to
express: a style+shape signature had two eligible scenes in the whole library.
The trait is not obsolete, it has moved, so inkStroke and inkMask now read
u_sigLine and u_sigSoft alongside the ink's own weight and edge. A scene drawing
in the song's hand honours the track's line weight by construction, and the
runtime probe confirms it rather than taking it on trust. This reverses a call
made two commits ago for a reason that only became true now.

One check needed re-aiming rather than fixing. Two independently built shows are
two WebGL contexts, and engine/hash.js says at the top that bit-exactness is a
same-context guarantee; the check had been demanding it anyway and getting away
with it because the scenes it happened to cast were bit-stable. A casting change
put smooth-gradient scenes in frame and the last bit moved. Measured before
touching the check: three levels out of 255 across 2.6% of pixels, invisible.
The cross-context comparison is now a distance with a ceiling of four, and
bit-exactness within one show is still demanded by the check below it.

89/89 checks, 11/11 tests, all static gates.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Dejvino 2026-08-18 16:21:34 +02:00
parent e90951c277
commit e2e5104646
68 changed files with 97 additions and 218 deletions

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@ -14,6 +14,7 @@ import { generateLook } from '../look/LookGenerator.js';
import { frameDistance, frameLuminance } from '../engine/hash.js';
import { FeatureTrack } from '../audio/FeatureTrack.js';
import { synthesizeSectioned } from '../audio/synth.js';
import { frameMaxDelta } from '../engine/hash.js';
let cached = null;
function arcTrack() {
@ -265,8 +266,28 @@ check(4, 'the arc-driven render is still deterministic', () => {
const ha = hashes(a);
const hb = hashes(b);
const mismatches = ha.filter((h, i) => h !== hb[i]).length;
return expect(mismatches === 0,
`${mismatches}/60 frames differed between two independently built shows`);
if (mismatches === 0) return expect(true, '60/60 frames bit-identical across two shows');
// Two independently built shows are two WebGL contexts, and bit-exactness
// is a same-context guarantee — engine/hash.js says so at the top. This
// check got away with the stricter test for a long time because the
// scenes it happened to cast were bit-stable; a casting change put
// smooth-gradient scenes in the frame and the last bit started moving.
//
// So the cross-context comparison is a distance with a threshold, and it
// is deliberately tight: three levels out of 255 is invisible, and
// anything that is actually non-deterministic will blow past it rather
// than creep up to it. Bit-exactness within ONE show is still demanded,
// by the check immediately below this one.
let worst = 0;
for (let f = 4400; f < 4460; f++) {
worst = Math.max(worst, frameMaxDelta(
Uint8Array.from(a.readPixels(a.renderFrame(f))),
Uint8Array.from(b.readPixels(b.renderFrame(f)))));
}
return expect(worst <= 4,
`${mismatches}/60 frames differed between two WebGL contexts, ` +
`worst channel delta ${worst}/255 (ceiling 4)`);
} finally {
a.dispose(); b.dispose();
}

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@ -417,6 +417,18 @@ float stageScale() { return u_latScale / 0.35; }
// it structurally rather than chromatically — which is the point, since colour
// was already the only register doing any work.
// The ink and the STYLE TRAIT are one decision applied at two levels, so both
// feed the same two numbers.
//
// They were separate until surface treatment moved out of the scenes: sigGrain
// went to the post chain and sigEdge became inkStroke, which between them left
// the style trait with almost nothing to express — measured, a style+shape
// signature had two eligible scenes left in the whole library. The trait is not
// obsolete, it is now carried by the ink, and a scene that draws in the song's
// hand is honouring the track's line weight by construction.
float inkWeight() { return 0.004 + mix(u_inkWeight, u_sigLine, 0.4) * 0.055; }
float inkSoft() { return mix(0.03, 0.0015, clamp(u_inkEdge * 0.6 + (1.0 - u_sigSoft) * 0.4, 0.0, 1.0)); }
/** The fill treatment as a 0..1 coverage pattern. 1 everywhere when flat. */
float inkPattern(vec2 uv) {
int mode = int(u_inkFill + 0.5);
@ -439,13 +451,13 @@ float inkPattern(vec2 uv) {
* its outline. The 'hollow' fill treatment draws the outline only.
*/
float inkMask(float d, vec2 uv) {
float soft = mix(0.03, 0.0015, clamp(u_inkEdge, 0.0, 1.0));
float soft = inkSoft();
int mode = int(u_inkFill + 0.5);
float fillA = smoothstep(soft, -soft, d) * inkPattern(uv);
if (mode == 5) fillA = 0.0;
float w = 0.004 + u_inkWeight * 0.055;
float w = inkWeight();
float strength = (mode == 5) ? 1.0 : u_inkOutline;
float line = smoothstep(w + soft, w - soft, abs(d)) * strength;
@ -461,8 +473,8 @@ float inkMask(float d, vec2 uv) {
* fill when it migrates.
*/
float inkStroke(float d) {
float soft = mix(0.03, 0.0015, clamp(u_inkEdge, 0.0, 1.0));
float w = 0.004 + u_inkWeight * 0.055;
float w = inkWeight();
float soft = inkSoft();
return smoothstep(w + soft, w - soft, abs(d));
}

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@ -25,7 +25,6 @@ export const analogWow = {
flutter: { type: 'float', range: [0, 0.03], default: 0.008, uniform: 'u_flutter' },
bleed: { type: 'float', range: [0, 0.05], default: 0.015, uniform: 'u_bleed' },
dropout: { type: 'float', range: [0, 0.6], default: 0.2, uniform: 'u_dropout' },
smear: { type: 'float', range: [0.4, 0.92], default: 0.7, uniform: 'u_smear' },
bars: { type: 'float', range: [1, 9], default: 3.5, uniform: 'u_bars', bias: 'density' },
speed: { type: 'float', range: [0.05, 0.7], default: 0.2, uniform: 'u_speed', bias: 'motion', rate: true },
palette: { type: 'palette', count: 5 },
@ -34,7 +33,6 @@ export const analogWow = {
reactive: {
dropout: { feature: 'flux', amount: 0.3, response: 'spike' },
wow: { feature: 'bandLow', amount: 0.25, response: 'smooth' },
smear: { feature: 'loudness', amount: 0.15, response: 'smooth' },
},
shader: `
@ -85,14 +83,13 @@ vec4 scene(vec2 uv, vec2 p) {
// error, is what gives tape its characteristic horizontal ghosting. The
// programme above stands on its own, so a seek recovers immediately.
vec3 past = prev(uv - vec2(err * 0.4 + 0.004, 0.0));
col = mix(col, max(col, past), u_smear * 0.55);
col = mix(col, max(col, past), 0.7 * 0.55);
// Head-switching noise at the bottom of the frame — the one part of the
// image that is always damaged.
float sw = smoothstep(0.06, 0.0, uv.y) * u_dropout;
col = mix(col, pal(2) * hash12(vec2(uv.x * 300.0, floor(t * 12.0))), sw * 0.6);
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -95,7 +95,6 @@ vec4 scene(vec2 uv, vec2 p) {
col += palRamp(gen + 0.5) * smoothstep(0.0, -0.06, d) * 0.12;
col *= 0.7 + 0.3 * exp(-dot(p, p) * 0.2);
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -118,7 +118,6 @@ vec4 scene(vec2 uv, vec2 p) {
}
col = sigAir(col, p, smoothstep(-0.2, 0.9, p.y - horizon));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -21,13 +21,11 @@ export const auroraVeil = {
height: { type: 'float', range: [0.4, 1.8], default: 1.0, uniform: 'u_height' },
fold: { type: 'float', range: [0.1, 1.4], default: 0.55, uniform: 'u_fold', bias: 'density' },
speed: { type: 'float', range: [0.03, 0.5], default: 0.15, uniform: 'u_speed', bias: 'motion', rate: true },
glow: { type: 'float', range: [0, 1.4], default: 0.5, uniform: 'u_glow', bias: 'energy' },
ground: { type: 'float', range: [0, 0.8], default: 0.3, uniform: 'u_ground' },
palette: { type: 'palette', count: 5 },
},
reactive: {
glow: { feature: 'bandHigh', amount: 0.4, response: 'smooth' },
fold: { feature: 'bandLow', amount: 0.3, response: 'smooth' },
},
@ -62,8 +60,7 @@ vec4 scene(vec2 uv, vec2 p) {
float sheet = exp(-d * d / max(widthAt * widthAt, 1e-5)) * rise;
vec3 tint = palRamp(fract(s) * 0.5 + above * 0.12 + 0.1);
col += tint * sheet * (0.55 + u_glow * 0.6);
col += tint * exp(-d * 5.0) * rise * u_glow * 0.12;
col += tint * sheet * (0.55 + 0.5 * 0.6);
}
// Ground: the curtains reflected, dim and compressed.
@ -73,7 +70,6 @@ vec4 scene(vec2 uv, vec2 p) {
}
col = sigAir(col, p, smoothstep(0.0, 1.6, abs(p.x)));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -116,7 +116,6 @@ vec4 scene(vec2 uv, vec2 p) {
}
col = sigAir(col, p, smoothstep(0.1, 1.5, abs(p.x) * 0.7 + sat(above * 0.5)));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -16,7 +16,6 @@ export const blockMosh = {
params: {
block: { type: 'float', range: [4, 48], default: 22, uniform: 'u_blocks', bias: 'density' },
smear: { type: 'float', range: [0, 0.5], default: 0.18, uniform: 'u_smear', bias: 'energy' },
quantize: { type: 'float', range: [1, 8], default: 4, uniform: 'u_quantize' },
bleed: { type: 'float', range: [0, 1], default: 0.45, uniform: 'u_bleed' },
speed: { type: 'float', range: [0.1, 1.4], default: 0.5, uniform: 'u_speed', bias: 'motion', rate: true },
@ -25,7 +24,6 @@ export const blockMosh = {
},
reactive: {
smear: { feature: 'bandHigh', amount: 0.3, response: 'smooth' },
bleed: { feature: 'flux', amount: 0.2, response: 'spike' },
burst: { feature: 'beat', amount: 0.25, response: 'smooth' },
},
@ -60,7 +58,7 @@ vec4 scene(vec2 uv, vec2 p) {
// Each block gets one fixed stroke per step: a direction and a reach.
vec2 stroke = (hash22(cell + st * 31.0) - 0.5) * 2.0;
float reach = hash12(cell + st * 17.0);
vec2 dst = clamp(uv + stroke * u_smear * (0.3 + reach), 0.0, 1.0);
vec2 dst = clamp(uv + stroke * 0.18 * (0.3 + reach), 0.0, 1.0);
// The mosh pulls the PREVIOUS frame along the stroke and layers it over the
// fresh field. The previous frame is itself moshed, so smear accrues.
@ -74,7 +72,6 @@ vec4 scene(vec2 uv, vec2 p) {
float blk = hash12(cell + st * 7.0);
col += pal(2) * u_burst * (0.5 + 0.5 * blk) * (0.5 + 0.5 * beat);
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -82,7 +82,6 @@ vec4 scene(vec2 uv, vec2 p) {
col += pal(2) * rail * u_rails * 0.5;
}
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -24,14 +24,12 @@ export const cellDivide = {
speed: { type: 'float', range: [0.05, 1.0], default: 0.22, uniform: 'u_speed', bias: 'motion', rate: true },
wall: { type: 'float', range: [0.01, 0.14],default: 0.045,uniform: 'u_wall' },
nucleus: { type: 'float', range: [0.0, 0.5], default: 0.22, uniform: 'u_nucleus' },
glow: { type: 'float', range: [0, 1.5], default: 0.5, uniform: 'u_glow', bias: 'energy' },
split: { type: 'float', range: [0, 1], default: 0.4, uniform: 'u_split' },
palette: { type: 'palette', count: 5 },
},
reactive: {
nucleus: { feature: 'beat', amount: 0.2, response: 'spike' },
glow: { feature: 'bandMid', amount: 0.3, response: 'smooth' },
},
shader: `
@ -91,17 +89,15 @@ vec4 scene(vec2 uv, vec2 p) {
// The wall itself.
float wall = smoothstep(u_wall * (0.5 + u_sigLine), 0.0, membrane);
col = mix(col, pal(4), wall * 0.8);
col += pal(3) * exp(-membrane * 26.0) * u_glow * 0.3;
// Nucleus, in the track's signature form.
if (u_nucleus > 0.01) {
float size = u_nucleus * 0.35;
float d = castMain((p - nearestAt) / max(size, 1e-3)) * size;
col = mix(col, pal(1), smoothstep(0.008, -0.008, d) * 0.85);
col += pal(2) * inkStroke(d) * (0.35 + u_glow * 0.4);
col += pal(2) * inkStroke(d) * (0.35 + 0.5 * 0.4);
}
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -103,7 +103,6 @@ vec4 scene(vec2 uv, vec2 p) {
col += pal(3) * inkStroke(d) * reach * (0.4 + u_pulse * 0.4);
}
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -65,7 +65,6 @@ vec4 scene(vec2 uv, vec2 p) {
// Keep the corners from clipping to flat colour.
col *= 0.6 + 0.4 * (1.0 - smoothstep(0.8, 1.8, d));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}

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@ -88,7 +88,6 @@ vec4 scene(vec2 uv, vec2 p) {
}
col = sigAir(col, p, sat(1.0 - below * 0.9));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -27,12 +27,10 @@ export const curlFlow = {
channel: { type: 'float', range: [0, 1], default: 0.6, uniform: 'u_channel', bias: 'density', slowAxis: true },
channelAt: { type: 'float', range: [-1.1, 1.1], default: 0.0, uniform: 'u_channelAt' },
channelAngle: { type: 'float', range: [0, 6.283], default: 1.2, uniform: 'u_channelAngle' },
glow: { type: 'float', range: [0, 1.2], default: 0.35, uniform: 'u_glow', bias: 'energy' },
palette: { type: 'palette', count: 5 },
},
reactive: {
glow: { feature: 'beat', amount: 0.3, response: 'spike' },
veins: { feature: 'bandMid', amount: 0.25 },
streak: { feature: 'flux', amount: 0.2, response: 'smooth' },
},
@ -67,7 +65,6 @@ vec4 scene(vec2 uv, vec2 p) {
veins *= current;
vec3 col = mix(pal(0) * 0.12, pal(1), veins);
col += pal(2) * pow(veins, 3.0) * u_glow * current;
col = mix(col, pal(3), sat(length(flow) * 0.4) * 0.35);
// Feedback trails: the previous frame, pulled slightly along the flow.
@ -81,7 +78,6 @@ vec4 scene(vec2 uv, vec2 p) {
col *= 0.6 + 0.4 * exp(-dot(p, p) * 0.35);
col = sigAir(col, p, smoothstep(0.0, 1.7, length(p)));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -21,7 +21,6 @@ export const dataAisle = {
units: { type: 'float', range: [3, 20], default: 9, uniform: 'u_units', bias: 'density' },
leds: { type: 'float', range: [0, 1.5], default: 0.7, uniform: 'u_leds', bias: 'energy' },
activity:{ type: 'float', range: [0, 1], default: 0.45, uniform: 'u_activity' },
haze: { type: 'float', range: [0.2, 1.6], default: 0.7, uniform: 'u_haze', slowAxis: true },
run: { type: 'float', range: [0.02, 0.5], default: 0.12, uniform: 'u_run', bias: 'motion', rate: true },
palette: { type: 'palette', count: 5 },
},
@ -104,9 +103,8 @@ vec4 scene(vec2 uv, vec2 p) {
// Distance haze, and the vanishing point itself, which is where the aisle
// ends and the only part of the frame that never resolves.
float far = sat(1.0 - alongDist * 0.06);
col = mix(col, pal(1) * 0.12, sat(far * u_haze));
col = mix(col, pal(1) * 0.12, sat(far * 0.7));
col = sigAir(col, p, far);
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -30,14 +30,12 @@ export const drosteFeedback = {
turn: { type: 'float', range: [-0.12, 0.12], default: 0.04, uniform: 'u_turn' },
persist: { type: 'float', range: [0.9, 0.995], default: 0.985, uniform: 'u_persist' },
motif: { type: 'float', range: [0.04, 0.35], default: 0.14, uniform: 'u_motif' },
bloom: { type: 'float', range: [0, 1.4], default: 0.6, uniform: 'u_bloom', bias: 'energy' },
tint: { type: 'float', range: [0, 0.5], default: 0.15, uniform: 'u_tint' },
pace: { type: 'float', range: [0.05, 0.8], default: 0.25, uniform: 'u_pace', bias: 'motion', rate: true },
palette: { type: 'palette', count: 5 },
},
reactive: {
bloom: { feature: 'bandMid', amount: 0.3, response: 'smooth' },
motif: { feature: 'beat', amount: 0.2, response: 'spike' },
},
@ -54,9 +52,8 @@ vec4 scene(vec2 uv, vec2 p) {
float ring = abs(d) - u_motif * 0.35;
vec3 col = pal(0) * 0.05;
col += palRamp(0.2 + fbm(p * 2.0 + t, 3) * 0.2) * smoothstep(0.02, -0.02, ring) * (0.5 + u_bloom * 0.8);
col += pal(4) * inkStroke(ring) * (0.3 + u_bloom * 0.9);
col += pal(3) * exp(-abs(d) * 9.0) * u_bloom * 0.35;
col += palRamp(0.2 + fbm(p * 2.0 + t, 3) * 0.2) * smoothstep(0.02, -0.02, ring) * (0.5 + 0.6 * 0.8);
col += pal(4) * inkStroke(ring) * (0.3 + 0.6 * 0.9);
// The loop: read the previous frame from a slightly LARGER, slightly turned
// sample of itself, so last frame's image comes back shrunk toward the
@ -77,7 +74,6 @@ vec4 scene(vec2 uv, vec2 p) {
// Vignette, which also stops the corner content being recycled forever.
col *= 0.75 + 0.25 * exp(-dot(p, p) * 0.35);
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -83,7 +83,6 @@ vec4 scene(vec2 uv, vec2 p) {
}
col = sigAir(col, p, smoothstep(0.0, 1.5, length(p)));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -23,7 +23,7 @@ export const eclipseField = {
// other style evidence was sigEdge, which the migration replaced with the
// ink. Traits and artifacts are different layers, so taking the ink does not
// earn the trait back. See MIGRATION.md.
traits: ['shape', 'camera', 'space'],
traits: ['shape', 'camera', 'space', 'style'],
params: {
size: { type: 'float', range: [0.2, 0.85], default: 0.45, uniform: 'u_size' },
@ -84,7 +84,6 @@ vec4 scene(vec2 uv, vec2 p) {
col += pal(3) * inkStroke(d) * (0.4 + u_corona * 0.5);
col = sigAir(col, p, smoothstep(0.0, 1.7, length(p)));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -16,14 +16,12 @@ export const fireflyDrift = {
params: {
count: { type: 'float', range: [6, 48], default: 22, uniform: 'u_count', bias: 'density' },
speed: { type: 'float', range: [0.05, 0.8], default: 0.3, uniform: 'u_speed', bias: 'motion', rate: true },
glow: { type: 'float', range: [0, 1.2], default: 0.5, uniform: 'u_glow', bias: 'energy' },
jitter: { type: 'float', range: [0, 0.4], default: 0.12, uniform: 'u_jitter' },
spread: { type: 'float', range: [0.4, 1.3], default: 0.95, uniform: 'u_spread' },
palette: { type: 'palette', count: 4 },
},
reactive: {
glow: { feature: 'beat', amount: 0.3, response: 'spike' },
jitter: { feature: 'bandHigh', amount: 0.2, response: 'smooth' },
},
@ -57,10 +55,8 @@ vec4 scene(vec2 uv, vec2 p) {
vec3 hc = pal(int(mod(fi, 4.0)));
col = mix(col, hc, inkMask(sd, uv));
col += hc * (exp(-d * d / (0.015 + u_glow * 0.04)) * (1.0 + u_glow * 0.6));
}
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -19,14 +19,12 @@ export const floatingGeometry = {
drift: { type: 'float', range: [0.1, 1.5], default: 0.4, uniform: 'u_drift', bias: 'motion', rate: true },
spin: { type: 'float', range: [0, 2], default: 0.6, uniform: 'u_spin', rate: true },
variety: { type: 'float', range: [0, 0.6], default: 0.25, uniform: 'u_variety' },
aura: { type: 'float', range: [0, 1], default: 0.25,uniform: 'u_aura', bias: 'energy' },
spread: { type: 'float', range: [0.3, 1.2], default: 0.8, uniform: 'u_spread' },
palette: { type: 'palette', count: 5 },
},
reactive: {
size: { feature: 'beat', amount: 0.18, response: 'spike' },
aura: { feature: 'bandHigh', amount: 0.4 },
},
shader: `
@ -60,10 +58,9 @@ vec4 scene(vec2 uv, vec2 p) {
vec3 shapeColor = pal(i + int(floor(t * 0.3)));
col = mix(col, shapeColor, inkMask(d, uv) * 0.85);
col += shapeColor * (1.0 - smoothstep(0.0, size * 2.2, abs(d))) * u_aura;
col += shapeColor * (1.0 - smoothstep(0.0, size * 2.2, abs(d))) * 0.25;
}
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -111,7 +111,6 @@ vec4 scene(vec2 uv, vec2 p) {
col = mix(col, pal(2), sat(bloom) * u_bud * (0.6 + 0.4 * beat));
}
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -83,7 +83,6 @@ vec4 scene(vec2 uv, vec2 p) {
}
col = sigAir(col, p, 1.0 - smoothstep(0.0, 1.2, length(q)));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -58,7 +58,6 @@ vec4 scene(vec2 uv, vec2 p) {
if (above <= 0.001) {
col = sigAir(col, p, 1.0);
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
@ -119,7 +118,6 @@ vec4 scene(vec2 uv, vec2 p) {
col += pal(4) * exp(-length(p - vec2(0.0, vanishY + nearest * 1.4)) * 14.0) * u_lamp;
col = sigAir(col, p, 1.0 - smoothstep(0.0, 1.4, above));
col += sigGrain(uv);
return vec4(col, 1.0);
}
`,

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@ -94,7 +94,6 @@ vec4 scene(vec2 uv, vec2 p) {
col += pal(0) * sigEdge(0.5 - c) * (0.05 + u_sigLine * 0.35);
col = max(col, vec3(0.0));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -18,13 +18,11 @@ export const horizonLines = {
bend: { type: 'float', range: [0, 1.2], default: 0.35, uniform: 'u_bend' },
speed: { type: 'float', range: [0.02, 0.4], default: 0.12, uniform: 'u_speed', bias: 'motion', rate: true },
spread: { type: 'float', range: [0.2, 1.4], default: 0.9, uniform: 'u_spread' },
glow: { type: 'float', range: [0, 1], default: 0.3, uniform: 'u_glow', bias: 'energy' },
palette: { type: 'palette', count: 4 },
},
reactive: {
bend: { feature: 'bandLow', amount: 0.35, response: 'smooth' },
glow: { feature: 'beat', amount: 0.3, response: 'spike' },
},
shader: `
@ -71,7 +69,7 @@ vec4 scene(vec2 uv, vec2 p) {
// Width stays in scene units, so resolution independence is unchanged.
float w = u_thickness * (0.5 + u_sigLine);
float line = sat((w - d) / px + 0.5);
float halo = exp(-d * 26.0) * u_glow;
float halo = exp(-d * 26.0) * 0.3;
vec3 c = pal(i);
col += c * (line + halo * 0.55);
@ -80,7 +78,6 @@ vec4 scene(vec2 uv, vec2 p) {
// Keep the far edges dark so the lines read as a subject, not wallpaper.
col *= 0.55 + 0.45 * exp(-dot(p, p) * 0.5);
col = sigAir(col, p, smoothstep(0.0, 1.6, abs(p.y)));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -73,7 +73,6 @@ vec4 scene(vec2 uv, vec2 p) {
col = max(col, soaked * u_soak);
col = sigAir(col, p, smoothstep(0.0, 1.7, length(p)));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -117,7 +117,6 @@ vec4 scene(vec2 uv, vec2 p) {
}
col *= 0.75 + 0.25 * exp(-dot(p, p) * 0.3);
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -17,12 +17,10 @@ export const kaleidoTunnel = {
speed: { type: 'float', range: [0.1, 1.5], default: 0.45, uniform: 'u_speed', bias: 'motion', rate: true },
twist: { type: 'float', range: [0, 2], default: 0.5, uniform: 'u_twist' },
rings: { type: 'float', range: [2, 24], default: 8, uniform: 'u_rings', bias: 'density' },
glow: { type: 'float', range: [0, 1.5], default: 0.5, uniform: 'u_glow', bias: 'energy' },
palette: { type: 'palette', count: 6 },
},
reactive: {
glow: { feature: 'beat', amount: 0.45, response: 'spike' },
twist: { feature: 'bandLow', amount: 0.3 },
rings: { feature: 'bandHigh', amount: 0.2 },
},
@ -63,8 +61,7 @@ vec4 scene(vec2 uv, vec2 p) {
// Depth cue: far end of the tunnel darkens, mouth glows.
float fade = smoothstep(0.0, 1.1, radius);
col *= 0.25 + 0.9 * fade;
col += pal(3) * (1.0 - fade) * u_glow * 0.6;
col += sigGrain(uv);
col += pal(3) * (1.0 - fade) * 0.5 * 0.6;
return vec4(inkValue(col), 1.0);
}

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@ -25,12 +25,10 @@ export const karmanStreet = {
streams: { type: 'float', range: [4, 44], default: 16, uniform: 'u_streams', bias: 'density' },
warp: { type: 'float', range: [0, 0.5], default: 0.22, uniform: 'u_warp' },
wake: { type: 'float', range: [0, 1], default: 0.35, uniform: 'u_wake', slowAxis: true },
glow: { type: 'float', range: [0, 1.4], default: 0.55, uniform: 'u_glow', bias: 'energy' },
palette: { type: 'palette', count: 5 },
},
reactive: {
glow: { feature: 'loudness', amount: 0.3, response: 'smooth' },
radius: { feature: 'bandLow', amount: 0.25, response: 'smooth' },
},
@ -84,22 +82,20 @@ vec4 scene(vec2 uv, vec2 p) {
line *= 1.0 - 0.85 * haze * u_wake;
vec3 col = mix(pal(0) * 0.08, pal(1) * 0.14, uv.y);
col += palRamp(0.45 + q.y * 0.05) * line * (0.35 + u_glow * 0.45);
col += palRamp(0.45 + q.y * 0.05) * line * (0.35 + 0.55 * 0.45);
col += pal(2) * haze * u_wake * 0.9;
col += pal(4) * haze * sat(abs(vort)) * u_wake * 0.5;
// The cores themselves, warm one way and cool the other.
col += pal(3) * sat(vort) * u_glow * 0.5;
col += pal(2) * sat(-vort) * u_glow * 0.5;
col += pal(3) * sat(vort) * 0.55 * 0.5;
col += pal(2) * sat(-vort) * 0.55 * 0.5;
// The obstacle: still, solid, with the stream piling up on its nose.
float d = castMain((p - origin) / u_body) * u_body;
col = mix(col, pal(0) * 0.1, smoothstep(0.005, -0.005, d));
col += pal(4) * inkStroke(d) * (0.5 + u_glow * 0.5);
col += pal(4) * exp(-abs(d) * 14.0) * smoothstep(0.1, -0.3, p.x - origin.x) * u_glow * 0.35;
col += pal(4) * inkStroke(d) * (0.5 + 0.55 * 0.5);
col = sigAir(col, p, smoothstep(0.0, 1.6, length(p - origin) * 0.7));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -23,12 +23,10 @@ export const magnetLines = {
orbit: { type: 'float', range: [0.01, 0.3], default: 0.05, uniform: 'u_orbit', bias: 'motion', rate: true },
core: { type: 'float', range: [0.02, 0.22], default: 0.09, uniform: 'u_core' },
filings: { type: 'float', range: [0, 1], default: 0.45, uniform: 'u_filings' },
glow: { type: 'float', range: [0, 1.5], default: 0.6, uniform: 'u_glow', bias: 'energy' },
palette: { type: 'palette', count: 5 },
},
reactive: {
glow: { feature: 'bandLow', amount: 0.35, response: 'smooth' },
core: { feature: 'beat', amount: 0.2, response: 'spike' },
},
@ -71,8 +69,8 @@ vec4 scene(vec2 uv, vec2 p) {
line *= mix(1.0, smoothstep(0.25, 0.75, grainAlong), u_filings);
vec3 col = pal(0) * 0.06;
col += palRamp(0.15 + fract(f) * 0.15 + energy * 0.1) * line * (0.6 + u_glow * 0.7);
col += pal(2) * sat(energy) * 0.12 * u_glow;
col += palRamp(0.15 + fract(f) * 0.15 + energy * 0.1) * line * (0.6 + 0.6 * 0.7);
col += pal(2) * sat(energy) * 0.12 * 0.6;
// The poles: the track's form, lit from inside, one hot and one cold.
// lint: fixed-cost — the same three poles
@ -81,12 +79,10 @@ vec4 scene(vec2 uv, vec2 p) {
float d = castMain((p - c) / u_core) * u_core;
vec3 tint = mod(float(i), 2.0) < 0.5 ? pal(3) : pal(4);
col = mix(col, tint * 0.25, smoothstep(0.004, -0.004, d));
col += tint * inkStroke(d) * (0.5 + u_glow * 0.6);
col += tint * exp(-abs(d) * 12.0) * u_glow * 0.25;
col += tint * inkStroke(d) * (0.5 + 0.6 * 0.6);
}
col *= 0.7 + 0.3 * exp(-dot(p, p) * 0.3);
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

View File

@ -65,7 +65,6 @@ vec4 scene(vec2 uv, vec2 p) {
vec3 col = pal(0) * 0.06;
col = mix(col, tint, surface);
col += tint * rim * u_rim;
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}

View File

@ -24,13 +24,11 @@ export const moireGrid = {
// redefinition error that renders the scene as a black frame.
width: { type: 'float', range: [0.06, 0.5], default: 0.2, uniform: 'u_lineWidth' , slowAxis: true },
warp: { type: 'float', range: [0, 1], default: 0.25, uniform: 'u_warp' },
glow: { type: 'float', range: [0, 1.2], default: 0.35, uniform: 'u_glow', bias: 'energy' },
palette: { type: 'palette', count: 4 },
},
reactive: {
offset: { feature: 'bandLow', amount: 0.35 },
glow: { feature: 'beat', amount: 0.35, response: 'spike' },
warp: { feature: 'flux', amount: 0.2, response: 'smooth' },
},
@ -63,11 +61,9 @@ vec4 scene(vec2 uv, vec2 p) {
vec3 col = pal(0) * 0.05;
col += pal(1) * either * 0.35;
col += pal(2) * interference * (0.8 + u_glow);
col += pal(3) * pow(interference, 3.0) * u_glow;
col += pal(2) * interference * (0.8 + 0.35);
col *= 0.6 + 0.4 * exp(-dot(p, p) * 0.3);
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -91,7 +91,6 @@ vec4 scene(vec2 uv, vec2 p) {
}
col = sigAir(col, p, sat(1.0 - below * 1.1));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

View File

@ -16,14 +16,12 @@ export const nebula = {
scale: { type: 'float', range: [4, 24], default: 12, uniform: 'u_scale', bias: 'density' },
swirl: { type: 'float', range: [0, 3], default: 1.0, uniform: 'u_swirl', bias: 'motion' },
rings: { type: 'float', range: [0, 1], default: 0.5, uniform: 'u_rings' },
glow: { type: 'float', range: [0, 1.5], default: 0.5, uniform: 'u_glow', bias: 'energy' },
speed: { type: 'float', range: [0.1, 1.5],default: 0.5, uniform: 'u_speed', bias: 'motion', rate: true },
depth: { type: 'float', range: [0, 1], default: 0.4, uniform: 'u_depth' },
palette: { type: 'palette', count: 4 },
},
reactive: {
glow: { feature: 'beat', amount: 0.35, response: 'spike' },
swirl: { feature: 'bandLow', amount: 0.20 },
rings: { feature: 'flux', amount: 0.25, response: 'smooth' },
},
@ -51,14 +49,13 @@ vec4 scene(vec2 uv, vec2 p) {
// Core glow.
float edge = 1.0 - smoothstep(0.1, 0.9, r);
col += pal(3) * edge * u_glow * 0.5;
col += pal(3) * edge * 0.5 * 0.5;
// Vignette the far field so the frame has a subject.
col *= 0.5 + 0.5 * (1.0 - smoothstep(0.6, 1.6, r));
// The location's air, and its surface.
col = sigAir(col, p, smoothstep(0.0, 1.6, r));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}

View File

@ -21,10 +21,8 @@ export const neonCity = {
height: { type: 'float', range: [0.2, 2.5], default: 1.0, uniform: 'u_height', bias: 'energy' },
speed: { type: 'float', range: [0.02, 0.4], default: 0.08, uniform: 'u_speed', bias: 'motion', rate: true },
horizon: { type: 'float', range: [-0.3, 0.3], default: 0.0, uniform: 'u_horizon' },
haze: { type: 'float', range: [0, 1], default: 0.45, uniform: 'u_haze' },
reflect: { type: 'float', range: [0, 1], default: 0.5, uniform: 'u_reflect' },
pulse: { type: 'float', range: [0, 1], default: 0.5, uniform: 'u_pulse' },
glow: { type: 'float', range: [0, 1.5], default: 0.4, uniform: 'u_glow', bias: 'energy' },
palette: { type: 'palette', count: 4 },
},
@ -100,7 +98,7 @@ vec4 scene(vec2 uv, vec2 p) {
// Ground-couple: darker, breath where the tower meets the street.
fut *= 0.7 + 0.3 * smoothstep(0.0, 0.5, gy);
// Haze pushes the far rings into the sky, the way distance actually does.
col = mix(col, fut, tower * (1.0 - u_haze * (1.0 - depth)));
col = mix(col, fut, tower * (1.0 - 0.45 * (1.0 - depth)));
}
// Street: a slate floor with a molten reflection of the nearest towers.
@ -112,9 +110,7 @@ vec4 scene(vec2 uv, vec2 p) {
}
// Horizon haze bloom, the city's glow pooling where towers meet the sky.
col += pal(2) * exp(-abs(p.y - horizon) * 9.0) * u_glow;
col = sigAir(col, p, smoothstep(0.0, 1.4, length(p)));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}

View File

@ -27,12 +27,10 @@ export const pendulumTrace = {
arc: { type: 'float', range: [1.0, 8], default: 3.5, uniform: 'u_arc', bias: 'density' },
persist: { type: 'float', range: [0.9, 0.996], default: 0.992, uniform: 'u_persist', slowAxis: true },
speed: { type: 'float', range: [0.05, 0.9], default: 0.3, uniform: 'u_speed', bias: 'motion', rate: true },
glow: { type: 'float', range: [0, 1.4], default: 0.6, uniform: 'u_glow', bias: 'energy' },
palette: { type: 'palette', count: 5 },
},
reactive: {
glow: { feature: 'loudness', amount: 0.3, response: 'smooth' },
weight: { feature: 'beat', amount: 0.15, response: 'spike' },
arc: { feature: 'bandMid', amount: 0.2, response: 'smooth' },
},
@ -78,15 +76,13 @@ vec4 scene(vec2 uv, vec2 p) {
// The tip is brightest and the tail falls away, so the line has a direction
// of travel even in a still frame.
vec3 ink = palRamp(0.2 + head * 0.35);
col += ink * line * (0.5 + head * 0.9) * (0.6 + u_glow * 0.8);
col += ink * exp(-best * 40.0) * u_glow * 0.25;
col += ink * line * (0.5 + head * 0.9) * (0.6 + 0.6 * 0.8);
// The ghost: everything the pen has already drawn, fading. Sampled straight
// rather than smeared, so old strokes stay in place and thin out instead of
// sliding around the frame.
col = max(col, prev(uv) * u_persist);
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

View File

@ -18,7 +18,6 @@ export const pitchShatter = {
amp: { type: 'float', range: [0, 0.35], default: 0.1, uniform: 'u_amp', bias: 'energy' },
quantize: { type: 'float', range: [1, 8], default: 4, uniform: 'u_quantize' },
bleed: { type: 'float', range: [0, 0.9], default: 0.4, uniform: 'u_bleed' },
glow: { type: 'float', range: [0, 1], default: 0.3, uniform: 'u_glow', bias: 'energy' },
speed: { type: 'float', range: [0.05, 0.8], default: 0.25, uniform: 'u_speed', bias: 'motion', rate: true },
palette: { type: 'palette', count: 5 },
},
@ -26,7 +25,6 @@ export const pitchShatter = {
reactive: {
amp: { feature: 'beat', amount: 0.4, response: 'spike' },
bleed: { feature: 'flux', amount: 0.25, response: 'smooth' },
glow: { feature: 'bandHigh', amount: 0.2 },
},
shader: `
@ -67,8 +65,7 @@ vec4 scene(vec2 uv, vec2 p) {
float beam = exp(-abs(p.y - beamY * 0.6) * 6.0);
col += pal(3) * beam * u_slices * 0.001 * (0.5 + u_beat);
col += pal(int(mod(slice, 5.0))) * (1.0 - sliceRand) * u_glow * 0.3 * sliceRand;
col += sigGrain(uv);
col += pal(int(mod(slice, 5.0))) * (1.0 - sliceRand) * 0.3 * 0.3 * sliceRand;
return vec4(inkValue(col), 1.0);
}
`,

View File

@ -16,13 +16,11 @@ export const plasmaBloom = {
speed: { type: 'float', range: [0.02, 0.5], default: 0.1, uniform: 'u_speed', bias: 'motion', rate: true },
bands: { type: 'float', range: [1, 10], default: 3.5, uniform: 'u_bands' },
softness:{ type: 'float', range: [0, 1], default: 0.5, uniform: 'u_softness' },
glow: { type: 'float', range: [0, 1.5], default: 0.4, uniform: 'u_glow', bias: 'energy' },
palette: { type: 'palette', count: 6 },
},
reactive: {
warp: { feature: 'bandLow', amount: 0.35 },
glow: { feature: 'beat', amount: 0.35, response: 'spike' },
bands: { feature: 'centroid', amount: 0.2, response: 'smooth' },
},
@ -42,13 +40,11 @@ vec4 scene(vec2 uv, vec2 p) {
vec3 col = palRamp(shaped * 0.6 + length(r) * 0.25);
col *= 0.35 + 0.75 * shaped;
col += pal(4) * pow(shaped, 5.0) * u_glow;
// Dark corners so the bloom has somewhere to sit.
col *= 0.55 + 0.45 * exp(-dot(p, p) * 0.4);
col = sigAir(col, p, smoothstep(0.0, 1.8, length(p)));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

View File

@ -19,13 +19,11 @@ export const prismBloom = {
thickness: { type: 'float', range: [0.008, 0.05], default: 0.02, uniform: 'u_thickness' },
radius: { type: 'float', range: [0.15, 0.7], default: 0.32, uniform: 'u_radius', bias: 'energy' },
spin: { type: 'float', range: [0, 1.5], default: 0.4, uniform: 'u_spin', bias: 'motion' },
glow: { type: 'float', range: [0, 1.4], default: 0.5, uniform: 'u_glow', bias: 'energy' },
speed: { type: 'float', range: [0.05, 0.8], default: 0.3, uniform: 'u_speed', bias: 'motion', rate: true },
palette: { type: 'palette', count: 6 },
},
reactive: {
glow: { feature: 'beat', amount: 0.35, response: 'smooth' },
radius: { feature: 'bandLow', amount: 0.2 },
spin: { feature: 'flux', amount: 0.15, response: 'smooth' },
},
@ -60,9 +58,9 @@ vec4 scene(vec2 uv, vec2 p) {
vec2 lp = rot(fi * 0.7 + t * (fi * 0.5 + 0.3) * u_spin) * p;
float r = ring(lp, sites, layerRadius * breathe, u_thickness);
col += pal(int(mod(fi, 6.0))) * r * (0.4 + u_glow * 0.8);
col += pal(int(mod(fi, 6.0))) * r * (0.4 + 0.5 * 0.8);
float halo = exp(-(length(lp) / max(layerRadius * breathe, 1e-3)) * 3.0) * u_glow * 0.25;
float halo = exp(-(length(lp) / max(layerRadius * breathe, 1e-3)) * 3.0) * 0.5 * 0.25;
col += pal(0) * halo;
}
@ -70,9 +68,7 @@ vec4 scene(vec2 uv, vec2 p) {
float coreSize = (0.09 + u_beat * 0.06) * stageScale();
float core = castMain(p / max(coreSize, 1e-3)) * coreSize;
col = mix(col, pal(3), inkMask(core, uv));
col += pal(3) * exp(-dot(p, p) * 8.0) * (0.5 + u_glow);
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

View File

@ -130,7 +130,6 @@ vec4 scene(vec2 uv, vec2 p) {
col += pal(i + 2) * intensity * (0.6 + beat);
}
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

View File

@ -12,7 +12,7 @@ export const pylonGrid = {
// Takes the track's surface grain, but lightly — this is drawn, not filmed.
texture: 0.4,
consumes: ['cast', 'ink'],
traits: ['shape', 'space'],
traits: ['shape', 'space', 'style'],
params: {
columns: { type: 'float', range: [3, 16], default: 8, uniform: 'u_columns', bias: 'density' },
@ -80,7 +80,6 @@ vec4 scene(vec2 uv, vec2 p) {
// Ground haze and the shared air between here and the horizon.
col = sigAir(col, p, smoothstep(0.0, 1.6, abs(p.y - hy)));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

View File

@ -25,13 +25,11 @@ export const quasicrystal = {
speed: { type: 'float', range: [0.02, 0.7], default: 0.15, uniform: 'u_speed', bias: 'motion', rate: true },
contrast: { type: 'float', range: [0.5, 6], default: 2.0, uniform: 'u_contrast' },
threshold: { type: 'float', range: [0, 0.9], default: 0.35, uniform: 'u_threshold' },
glow: { type: 'float', range: [0, 1.5], default: 0.5, uniform: 'u_glow', bias: 'energy' },
breathe: { type: 'float', range: [0, 0.5], default: 0.15, uniform: 'u_breathe' },
palette: { type: 'palette', count: 5 },
},
reactive: {
glow: { feature: 'bandHigh', amount: 0.35, response: 'smooth' },
threshold: { feature: 'bandLow', amount: 0.2, response: 'smooth' },
},
@ -67,11 +65,9 @@ vec4 scene(vec2 uv, vec2 p) {
// Ridges: where the sum crosses zero, which is the aperiodic skeleton.
float ridge = 1.0 - abs(shaped);
col += pal(4) * pow(sat(ridge), 6.0) * u_glow;
col += pal(3) * inkStroke(shaped) * u_glow * 0.3;
col += pal(3) * inkStroke(shaped) * 0.5 * 0.3;
col *= 0.65 + 0.35 * exp(-dot(p, p) * 0.22);
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

View File

@ -22,12 +22,10 @@ export const rainColumn = {
wind: { type: 'float', range: [-0.9, 0.9], default: 0.25, uniform: 'u_wind' },
gust: { type: 'float', range: [0, 0.5], default: 0.15, uniform: 'u_gust' },
wet: { type: 'float', range: [0, 1], default: 0.55, uniform: 'u_wet' },
glow: { type: 'float', range: [0, 1.4], default: 0.5, uniform: 'u_glow', bias: 'energy' },
palette: { type: 'palette', count: 5 },
},
reactive: {
glow: { feature: 'loudness', amount: 0.3, response: 'smooth' },
wet: { feature: 'bandLow', amount: 0.2, response: 'smooth' },
},
@ -63,7 +61,6 @@ vec4 scene(vec2 uv, vec2 p) {
// Sky: darkest overhead, brightest where the light gets under the cloud.
vec3 col = mix(pal(1) * 0.22, pal(0) * 0.06, sat(above * 0.7 + 0.1));
col += pal(3) * exp(-abs(above) * 6.0) * u_glow * 0.35;
// Three depth layers: far is dense, slow and dim; near is sparse, fast and
// wide. Same shear, so they read as one storm seen through itself.
@ -82,7 +79,7 @@ vec4 scene(vec2 uv, vec2 p) {
}
rain *= smoothstep(-0.05, 0.35, above); // no rain below the ground
col += palRamp(0.55 + rain * 0.2) * rain * (0.55 + u_glow * 0.65);
col += palRamp(0.55 + rain * 0.2) * rain * (0.55 + 0.5 * 0.65);
{
float depth = sat(-above * 2.4);
@ -91,7 +88,7 @@ vec4 scene(vec2 uv, vec2 p) {
// Wet ground: a compressed mirror of the sky glow, broken up by the
// ripples the rain is putting into it. The mirror is what makes the
// ground read as water rather than as a dark half of the frame.
ground += pal(3) * exp(above * 4.0) * u_glow * 1.1 * u_wet;
ground += pal(3) * exp(above * 4.0) * 0.5 * 1.1 * u_wet;
float ripple = sin((-above * 26.0) - t * 5.0 + vnoise(vec2(p.x * 5.0, t * 0.7)) * 7.0);
ground += pal(4) * sat(ripple) * u_wet * (0.06 + depth * 0.3);
@ -101,7 +98,6 @@ vec4 scene(vec2 uv, vec2 p) {
}
col = sigAir(col, p, smoothstep(0.2, 1.5, abs(p.x) * 0.6 + sat(above)));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

View File

@ -17,14 +17,12 @@ export const ridgeTerrain = {
rough: { type: 'float', range: [1, 6], default: 2.5, uniform: 'u_rough' },
speed: { type: 'float', range: [0.01, 0.3], default: 0.06, uniform: 'u_speed', bias: 'motion', rate: true },
horizon: { type: 'float', range: [-0.4, 0.4], default: 0.0, uniform: 'u_horizon' },
haze: { type: 'float', range: [0, 1], default: 0.5, uniform: 'u_haze' },
stars: { type: 'float', range: [0, 1], default: 0.3, uniform: 'u_stars' },
palette: { type: 'palette', count: 6 },
},
reactive: {
height: { feature: 'bandLow', amount: 0.25, response: 'smooth' },
haze: { feature: 'beat', amount: 0.2, response: 'spike' },
},
shader: `
@ -63,15 +61,14 @@ vec4 scene(vec2 uv, vec2 p) {
float mask = smoothstep(0.004, 0.0, p.y - top);
vec3 tint = mix(pal(2), pal(4), depth);
// Distant layers wash out toward the sky colour.
tint = mix(mix(pal(1) * 0.4, tint, 0.35 + depth * 0.65), tint, 1.0 - u_haze * (1.0 - depth));
tint = mix(mix(pal(1) * 0.4, tint, 0.35 + depth * 0.65), tint, 1.0 - 0.5 * (1.0 - depth));
col = mix(col, tint * (0.25 + depth * 0.75), mask);
// Rim light along each crest.
col += pal(5) * smoothstep(0.02, 0.0, abs(p.y - top)) * (0.12 + depth * 0.25) * u_haze;
col += pal(5) * smoothstep(0.02, 0.0, abs(p.y - top)) * (0.12 + depth * 0.25) * 0.5;
}
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -20,7 +20,6 @@ export const saltFlat = {
monolith: { type: 'float', range: [0.0, 0.35], default: 0.12, uniform: 'u_monolith' },
standing: { type: 'float', range: [-0.7, 0.7], default: 0.0, uniform: 'u_standing' },
shimmer: { type: 'float', range: [0, 0.09], default: 0.025,uniform: 'u_shimmer' },
glowBand: { type: 'float', range: [0, 1.2], default: 0.45, uniform: 'u_glowBand', bias: 'energy' },
ground: { type: 'float', range: [0, 1], default: 0.4, uniform: 'u_ground' },
salt: { type: 'float', range: [0, 1], default: 0.35, uniform: 'u_salt', bias: 'density' },
pace: { type: 'float', range: [0.02, 0.5], default: 0.12, uniform: 'u_pace', bias: 'motion', rate: true },
@ -28,7 +27,6 @@ export const saltFlat = {
},
reactive: {
glowBand: { feature: 'loudness', amount: 0.3, response: 'smooth' },
shimmer: { feature: 'bandAir', amount: 0.25 },
},
@ -49,7 +47,6 @@ vec4 scene(vec2 uv, vec2 p) {
vec3 col = mix(pal(1) * 0.5, pal(0) * 0.25, sat(above * 0.8 + 0.15));
// The glow band sitting on the horizon — the light source of the whole scene.
col += pal(3) * exp(-abs(above) * 9.0) * u_glowBand * 0.8;
if (above < 0.0) {
float depth = sat(-above * 2.2); // 0 far .. 1 near
@ -61,7 +58,7 @@ vec4 scene(vec2 uv, vec2 p) {
plain += pal(4) * smoothstep(0.42, 0.5, crack) * u_salt * depth * 0.25;
// Reflection of the glow band, compressed toward the horizon.
plain += pal(3) * exp(above * 7.0) * u_glowBand * 0.3;
plain += pal(3) * exp(above * 7.0) * 0.45 * 0.3;
col = mix(col, plain, u_ground);
}
@ -71,11 +68,10 @@ vec4 scene(vec2 uv, vec2 p) {
vec2 at = vec2(u_standing, horizon + u_monolith * 0.9);
float d = castMain((p - at) / u_monolith) * u_monolith;
col = mix(col, pal(0) * 0.12, smoothstep(0.006, -0.006, d));
col += pal(4) * inkStroke(d) * (0.3 + u_glowBand * 0.5);
col += pal(4) * inkStroke(d) * (0.3 + 0.45 * 0.5);
}
col = sigAir(col, p, smoothstep(0.0, 1.4, abs(p.x)));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

View File

@ -81,7 +81,6 @@ vec4 scene(vec2 uv, vec2 p) {
col += palRamp(0.75) * sweep * u_sheen * 0.2 * smoothstep(0.02, -0.01, d);
col *= 0.72 + 0.28 * exp(-r * r * 0.3);
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

View File

@ -73,7 +73,6 @@ vec4 scene(vec2 uv, vec2 p) {
col = max(col, ghost * u_persist);
col += pal(4) * torn * u_shift * 0.6;
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -81,7 +81,6 @@ vec4 scene(vec2 uv, vec2 p) {
col = mix(col, pal(0) * 0.14, wood);
col += pal(4) * inkStroke(bar - u_stile) * 0.12;
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -101,7 +101,6 @@ vec4 scene(vec2 uv, vec2 p) {
// vanishing cleanly.
col = max(col, prev(uv) * u_persist);
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -18,14 +18,12 @@ export const silkRibbon = {
thickness: { type: 'float', range: [0.008, 0.08], default: 0.03, uniform: 'u_thickness' },
wave: { type: 'float', range: [0.1, 2.5], default: 1.1, uniform: 'u_wave' },
sway: { type: 'float', range: [0.05, 0.6], default: 0.25, uniform: 'u_sway', bias: 'motion' },
glow: { type: 'float', range: [0, 1.5], default: 0.5, uniform: 'u_glow', bias: 'energy' },
speed: { type: 'float', range: [0.02, 0.4], default: 0.12, uniform: 'u_speed', bias: 'motion', rate: true },
spread: { type: 'float', range: [0.5, 1.2], default: 0.9, uniform: 'u_spread' },
palette: { type: 'palette', count: 4 },
},
reactive: {
glow: { feature: 'beat', amount: 0.3, response: 'smooth' },
wave: { feature: 'bandLow', amount: 0.25, response: 'smooth' },
},
@ -67,14 +65,12 @@ vec4 scene(vec2 uv, vec2 p) {
float falloff = mix(2.6, 0.9, sat(u_sigSoft));
vec3 hc = pal(int(fk) % 3);
col += hc * exp(-pow(best / w, falloff * 2.0));
col += pal(3) * exp(-best * best * 60.0) * u_glow * 0.6;
}
// Knot the ribbon just below frame centre so it has somewhere to pull from.
float knot = length(p - vec2(0.0, 0.1));
col = mix(col, pal(2), exp(-knot * knot * 30.0) * u_glow * 0.5);
col = mix(col, pal(2), exp(-knot * knot * 30.0) * 0.5 * 0.5);
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -22,14 +22,11 @@ export const slowOrb = {
softness: { type: 'float', range: [0.2, 1.0], default: 0.7, uniform: 'u_softness' },
drift: { type: 'float', range: [0.01, 0.2], default: 0.05, uniform: 'u_drift', bias: 'motion', rate: true },
wobble: { type: 'float', range: [0, 0.5], default: 0.15, uniform: 'u_wobble' },
halo: { type: 'float', range: [0, 1.2], default: 0.4, uniform: 'u_halo' },
grain: { type: 'float', range: [0, 0.5], default: 0.12, uniform: 'u_grain' },
palette: { type: 'palette', count: 4 },
},
reactive: {
size: { feature: 'loudness', amount: 0.12, response: 'smooth' },
halo: { feature: 'beat', amount: 0.15, response: 'spike' },
},
shader: `
@ -51,7 +48,7 @@ vec4 scene(vec2 uv, vec2 p) {
// is, and the two multiply.
float edge = u_softness * mix(0.35, 1.5, sat(u_sigSoft));
float body = smoothstep(edge * 0.5, -edge * 0.5, d);
float glow = exp(-max(d, 0.0) * (5.0 / max(u_halo, 0.05))) * u_halo;
float glow = exp(-max(d, 0.0) * (5.0 / max(0.4, 0.05))) * 0.4;
// A rim in the track's line weight, so a sharp-handed track gets a defined
// limb against the halo instead of only a softer gradient.
@ -65,8 +62,7 @@ vec4 scene(vec2 uv, vec2 p) {
// Fine grain keeps large flat areas from banding.
col = sigAir(col, p, smoothstep(0.0, 1.6, length(q)));
col += (hash12(uv * 640.0 + floor(u_frame)) - 0.5) * u_grain * 0.08;
col += sigGrain(uv);
col += (hash12(uv * 640.0 + floor(u_frame)) - 0.5) * 0.12 * 0.08;
return vec4(inkValue(col), 1.0);
}

View File

@ -19,7 +19,6 @@ export const smokeColumn = {
scale: { type: 'float', range: [1, 9], default: 3.4, uniform: 'u_scale', bias: 'density' },
speed: { type: 'float', range: [0.05, 1.2], default: 0.32, uniform: 'u_speed', bias: 'motion', rate: true },
detail: { type: 'float', range: [0.2, 2.5], default: 1.1, uniform: 'u_detail', bias: 'density' },
glow: { type: 'float', range: [0, 1.5], default: 0.5, uniform: 'u_glow', bias: 'energy' },
spread: { type: 'float', range: [0.15, 1.4], default: 0.55, uniform: 'u_spread' },
buoyancy: { type: 'float', range: [0.3, 2.5], default: 1.1, uniform: 'u_buoyancy' },
ember: { type: 'float', range: [0, 1], default: 0.35, uniform: 'u_ember', bias: 'energy' },
@ -27,7 +26,6 @@ export const smokeColumn = {
},
reactive: {
glow: { feature: 'bandLow', amount: 0.3, response: 'smooth' },
detail: { feature: 'bandHigh', amount: 0.25, response: 'smooth' },
ember: { feature: 'beat', amount: 0.25, response: 'spike' },
},
@ -65,7 +63,6 @@ vec4 scene(vec2 uv, vec2 p) {
vec3 col = pal(0) * 0.05;
col += palRamp(0.15 + density * 0.35 + rise * 0.08) * plume * 1.15;
col += pal(4) * pow(sat(plume), 3.0) * u_glow * 0.6;
// Embers: bright points carried up inside the column, on their own hashed
// lanes. Local, so the frame never swings as a whole.
@ -78,10 +75,8 @@ vec4 scene(vec2 uv, vec2 p) {
}
// The vent itself.
col += pal(2) * exp(-length(vec2(p.x * 2.2, rise * 5.0))) * (0.35 + u_glow * 0.5);
col = sigAir(col, p, smoothstep(0.0, 1.8, length(p)));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

View File

@ -99,7 +99,6 @@ vec4 scene(vec2 uv, vec2 p) {
// Inner ring outline holds the composition together.
col += pal(2) * inkStroke(radius - u_radius) * 0.35;
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}

View File

@ -82,7 +82,6 @@ vec4 scene(vec2 uv, vec2 p) {
col = mix(col, pal(1) * 0.3, sky * 0.5);
col = sigAir(col, p, sat(1.0 - fade));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

View File

@ -101,7 +101,6 @@ vec4 scene(vec2 uv, vec2 p) {
}
col = max(col, prev(uv) * u_afterglow);
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

View File

@ -24,12 +24,10 @@ export const suspensionSpan = {
deck: { type: 'float', range: [-0.7, 0.25], default: -0.2, uniform: 'u_deck', slowAxis: true },
lamp: { type: 'float', range: [0, 0.12], default: 0.045, uniform: 'u_lamp' },
travel: { type: 'float', range: [0.01, 0.3], default: 0.06, uniform: 'u_travel', bias: 'motion', rate: true },
glow: { type: 'float', range: [0, 1.4], default: 0.55, uniform: 'u_glow', bias: 'energy' },
palette: { type: 'palette', count: 5 },
},
reactive: {
glow: { feature: 'loudness', amount: 0.3, response: 'smooth' },
lamp: { feature: 'beat', amount: 0.2, response: 'spike' },
},
@ -66,7 +64,7 @@ vec4 scene(vec2 uv, vec2 p) {
// Main cable: a parabola from tower top to tower top, lowest mid-bay.
float cableY = towerTop - u_sag * u_tower * (1.0 - 4.0 * bay * bay);
float dCable = abs(p.y - cableY);
col += palRamp(0.15) * smoothstep(w * 1.6, w * 0.3, dCable) * (0.6 + u_glow * 0.6);
col += palRamp(0.15) * smoothstep(w * 1.6, w * 0.3, dCable) * (0.6 + 0.55 * 0.6);
// Hangers: verticals from the cable down to the deck, on their own spacing.
float hg = (p.x + t) * u_hangers / u_span;
@ -74,11 +72,11 @@ vec4 scene(vec2 uv, vec2 p) {
float hangerCableY = towerTop - u_sag * u_tower *
(1.0 - 4.0 * pow(fract(g + (floor(hg) - hg + 0.5) / u_hangers) - 0.5, 2.0));
float inSpan = step(p.y, hangerCableY) * step(deckY, p.y);
col += palRamp(0.3) * smoothstep(w, w * 0.25, abs(hx)) * inSpan * (0.3 + u_glow * 0.35);
col += palRamp(0.3) * smoothstep(w, w * 0.25, abs(hx)) * inSpan * (0.3 + 0.55 * 0.35);
// Deck: one heavy line all the way across, which is what stops the cable
// reading as a piece of string.
col += pal(4) * smoothstep(w * 2.5, w * 0.6, abs(p.y - deckY)) * (0.4 + u_glow * 0.5);
col += pal(4) * smoothstep(w * 2.5, w * 0.6, abs(p.y - deckY)) * (0.4 + 0.55 * 0.5);
col += pal(4) * inkStroke(abs(p.y - deckY) - w * 3.0) * 0.25;
// Towers: a pair of legs and a crossbeam, with the signature form as the
@ -89,15 +87,13 @@ vec4 scene(vec2 uv, vec2 p) {
if (u_lamp > 0.004) {
float d = castMain((vec2(x, p.y) - vec2(0.0, towerTop + u_lamp)) / u_lamp) * u_lamp;
col += pal(3) * smoothstep(0.004, -0.004, d) * (0.6 + u_glow);
col += pal(3) * exp(-abs(d) * 20.0) * u_glow * 0.5;
col += pal(3) * smoothstep(0.004, -0.004, d) * (0.6 + 0.55);
col += pal(3) * inkStroke(d) * 0.6;
}
// Every other bay is a little further off, so the line of the bridge has
// some air in it rather than being a flat elevation drawing.
col = sigAir(col, p, smoothstep(0.2, 1.4, abs(bay) * 0.7 + hash11(bayId) * 0.5));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

View File

@ -21,13 +21,9 @@ export const synthwaveRun = {
sun: { type: 'float', range: [0, 1], default: 1.0, uniform: 'u_sun' },
mountains: { type: 'float', range: [0, 1], default: 1.0, uniform: 'u_mountains' },
car: { type: 'float', range: [0, 1], default: 1.0, uniform: 'u_car' },
glow: { type: 'float', range: [0, 1.5], default: 0.5, uniform: 'u_glow', bias: 'energy' },
palette: { type: 'palette', count: 4 },
},
reactive: {
glow: { feature: 'beat', amount: 0.45, response: 'spike' },
},
shader: `
vec4 scene(vec2 uv, vec2 p) {
@ -101,8 +97,6 @@ vec4 scene(vec2 uv, vec2 p) {
}
// Horizon haze, scaled by the glow param.
col += colorMain * exp(-abs(p.y - horizon) * 8.0) * u_glow * 0.35;
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}

View File

@ -71,7 +71,6 @@ vec4 scene(vec2 uv, vec2 p) {
col += pal(4) * pow(sat(wave), 6.0) * u_caustic * 0.5;
col = sigAir(col, p, smoothstep(0.0, 1.7, length(p)));
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

View File

@ -23,13 +23,11 @@ export const timeSmear = {
stagger: { type: 'float', range: [0, 1], default: 0.7, uniform: 'u_stagger' },
scale: { type: 'float', range: [1, 12], default: 4.2, uniform: 'u_scale', bias: 'density' },
speed: { type: 'float', range: [0.05, 1.2], default: 0.4, uniform: 'u_speed', bias: 'motion', rate: true },
glow: { type: 'float', range: [0, 1.5], default: 0.5, uniform: 'u_glow', bias: 'energy' },
reshuffle:{ type: 'float', range: [0, 1], default: 0.45, uniform: 'u_reshuffle' },
palette: { type: 'palette', count: 5 },
},
reactive: {
glow: { feature: 'beat', amount: 0.3, response: 'spike' },
scale: { feature: 'bandHigh', amount: 0.2, response: 'smooth' },
},
@ -47,7 +45,7 @@ vec4 scene(vec2 uv, vec2 p) {
float figure = sat(0.5 + arm * 0.5) * exp(-dot(cp, cp) * 0.55);
vec3 fresh = palRamp(0.1 + swirl * 0.4 + figure * 0.3) * (0.25 + figure * 1.1);
fresh += pal(4) * pow(figure, 5.0) * u_glow;
fresh += pal(4) * pow(figure, 5.0) * 0.5;
// Which band this pixel is in, and how old that band's image is. The
// assignment re-rolls on the eighth-bar grid, so the shredding steps with
@ -75,7 +73,6 @@ vec4 scene(vec2 uv, vec2 p) {
// Stale bands lose colour, the way a held frame loses its highlights.
col = mix(col, vec3(dot(col, vec3(0.299, 0.587, 0.114))), age * 0.35);
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

View File

@ -21,13 +21,11 @@ export const truchetFold = {
weight: { type: 'float', range: [0.04, 0.3], default: 0.12, uniform: 'u_weight' , slowAxis: true },
radius: { type: 'float', range: [0.3, 0.7], default: 0.5, uniform: 'u_radius' },
churn: { type: 'float', range: [0, 1], default: 0.35, uniform: 'u_churn' },
glow: { type: 'float', range: [0, 1.4], default: 0.5, uniform: 'u_glow', bias: 'energy' },
drift: { type: 'float', range: [0.0, 0.4], default: 0.08, uniform: 'u_drift', bias: 'motion', rate: true },
palette: { type: 'palette', count: 5 },
},
reactive: {
glow: { feature: 'bandMid', amount: 0.35, response: 'smooth' },
weight: { feature: 'beat', amount: 0.15, response: 'spike' },
},
@ -64,11 +62,10 @@ vec4 scene(vec2 uv, vec2 p) {
vec3 col = pal(0) * 0.05;
col += tint * line * 0.75;
col += tint * halo * u_glow * 0.35;
col += pal(4) * inkStroke(d) * u_glow * 0.25;
col += tint * halo * 0.5 * 0.35;
col += pal(4) * inkStroke(d) * 0.5 * 0.25;
col *= 0.65 + 0.35 * exp(-dot(p, p) * 0.25);
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

View File

@ -35,14 +35,12 @@ export const turingBloom = {
settle: { type: 'float', range: [0.95, 0.999], default: 0.985, uniform: 'u_settle' },
fill: { type: 'float', range: [0.15, 0.85], default: 0.5, uniform: 'u_fill' },
pace: { type: 'float', range: [0.006, 0.06], default: 0.015, uniform: 'u_pace', bias: 'motion', rate: true },
glow: { type: 'float', range: [0, 1.3], default: 0.5, uniform: 'u_glow' },
palette: { type: 'palette', count: 5 },
},
reactive: {
sharpen: { feature: 'bandLow', amount: 0.3, response: 'smooth' },
seedIn: { feature: 'flux', amount: 0.25, response: 'spike' },
glow: { feature: 'loudness', amount: 0.3, response: 'smooth' },
},
shader: `
@ -114,10 +112,9 @@ vec4 scene(vec2 uv, vec2 p) {
// Rims: where the pattern is changing fastest, which is the edge of every
// blob and the seam of every stripe.
float rim = sat(abs(near - far) * 6.0);
col += pal(4) * rim * u_glow * (0.15 + u_sigLine * 1.8);
col += pal(4) * rim * 0.5 * (0.15 + u_sigLine * 1.8);
col *= 0.75 + 0.25 * exp(-dot(p, p) * 0.2);
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -29,13 +29,11 @@ export const voronoiShatter = {
seam: { type: 'float', range: [0.01, 0.14], default: 0.05, uniform: 'u_seam' },
recut: { type: 'float', range: [0, 1], default: 0.4, uniform: 'u_recut' },
relief: { type: 'float', range: [0, 1], default: 0.5, uniform: 'u_relief' },
glow: { type: 'float', range: [0, 1.5], default: 0.6, uniform: 'u_glow', bias: 'energy' },
drift: { type: 'float', range: [0.01, 0.4], default: 0.09, uniform: 'u_drift', bias: 'motion', rate: true },
palette: { type: 'palette', count: 5 },
},
reactive: {
glow: { feature: 'bandMid', amount: 0.35, response: 'smooth' },
jitter: { feature: 'bandLow', amount: 0.2, response: 'smooth' },
},
@ -80,15 +78,13 @@ vec4 scene(vec2 uv, vec2 p) {
float tilt = mix(1.0, 0.55 + who * 0.9, u_relief);
vec3 col = plate * 0.28 * tilt;
col += plate * exp(-d1 * 2.5) * u_glow * 0.25;
// Seams: drawn in the track's hand, brightest where three plates meet.
float seam = smoothstep(u_seam, u_seam * 0.15, border);
col += pal(4) * seam * (0.4 + u_glow * 0.8);
col += pal(4) * seam * (0.4 + 0.6 * 0.8);
col += pal(3) * inkStroke(border - u_seam) * 0.4;
col *= 0.75 + 0.25 * exp(-dot(p, p) * 0.25);
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -71,7 +71,6 @@ vec4 scene(vec2 uv, vec2 p) {
col += pal(4) * exp(-max(d, 0.0) * 18.0) * 0.35;
}
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -64,7 +64,6 @@ vec4 scene(vec2 uv, vec2 p) {
}
col += pal(2) * glow * 0.35;
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -64,7 +64,6 @@ vec4 scene(vec2 uv, vec2 p) {
col = mix(col, pal(i + 2), inkMask(d, uv) * (0.35 + 0.65 * (1.0 - back)));
}
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -18,13 +18,11 @@ export const soloist = {
echoStep: { type: 'float', range: [0.05, 0.5], default: 0.18, uniform: 'u_echoStep' },
turn: { type: 'float', range: [0, 0.8], default: 0.12, uniform: 'u_turn', bias: 'motion', rate: true },
offset: { type: 'vec2', range: [-0.4, 0.4], default: [0, 0], uniform: 'u_offset' },
halo: { type: 'float', range: [0, 1], default: 0.3, uniform: 'u_halo', bias: 'energy' },
palette: { type: 'palette', count: 4 },
},
reactive: {
size: { feature: 'beat', amount: 0.1, response: 'spike' },
halo: { feature: 'loudness', amount: 0.4 },
},
shader: `
@ -52,9 +50,8 @@ vec4 scene(vec2 uv, vec2 p) {
vec2 q = rot(t) * (p - u_offset) / max(size0, 1e-3);
float d = castMain(q) * size0;
col = mix(col, pal(2), inkMask(d, uv));
col += pal(3) * u_halo * (1.0 - smoothstep(0.0, size0 * 1.5, abs(d))) * 0.5;
col += pal(3) * 0.3 * (1.0 - smoothstep(0.0, size0 * 1.5, abs(d))) * 0.5;
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -18,12 +18,10 @@ export const swarm = {
speed: { type: 'float', range: [0.05, 0.9], default: 0.25,uniform: 'u_speed', bias: 'motion', rate: true },
cohesion:{ type: 'float', range: [0, 1], default: 0.5, uniform: 'u_cohesion' },
field: { type: 'float', range: [0.4, 3.0], default: 1.2, uniform: 'u_field' },
trail: { type: 'float', range: [0, 0.9], default: 0.3, uniform: 'u_trail', bias: 'energy' },
palette: { type: 'palette', count: 4 },
},
reactive: {
trail: { feature: 'flux', amount: 0.3 },
size: { feature: 'bandLow', amount: 0.2 },
},
@ -50,10 +48,9 @@ vec4 scene(vec2 uv, vec2 p) {
float d = castChorus(q) * u_size * node.z;
col = mix(col, pal(i + 1), inkMask(d, uv));
col += pal(2) * u_trail * 0.004 / (0.02 + abs(d));
col += pal(2) * 0.3 * 0.004 / (0.02 + abs(d));
}
col += sigGrain(uv);
return vec4(inkValue(col), 1.0);
}
`,

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@ -107,11 +107,16 @@ const CONTRACT_UNIFORMS = new Set([
// sigShape ever did — the form is the subject rather than a hint applied to one
// — so castMain/castChorus count as evidence.
//
// The INK does not work the same way and must not be listed under `style`. A
// trait is a property of the track that a scene may honour; an artifact is
// content it draws. Taking the ink says nothing about whether the scene
// responds to u_sigLine, and treating it as evidence let Eclipse Field claim a
// trait it had stopped honouring — which the runtime gate then caught.
// The INK counts under `style` too, but only since surface treatment moved out
// of the scenes. It did not when the two were independent — an earlier version
// listed it here, Eclipse Field claimed a trait it had stopped honouring, and
// the runtime gate caught it. What changed is that sigGrain went to the post
// chain and sigEdge became inkStroke, leaving the trait with nothing of its own
// to express, so inkStroke and inkMask now read u_sigLine and u_sigSoft
// directly. A scene drawing in the song's hand honours the track's line weight
// by construction, and the runtime probe confirms it rather than taking it on
// trust.
//
// The same idea as TRAIT_EVIDENCE, for the identity artifacts: a scene that
// declares it consumes the cast has to actually draw it. Without this,
// `consumes` is a comment, and the migration becomes unverifiable the moment it
@ -126,7 +131,7 @@ const TRAIT_EVIDENCE = {
shape: /\b(sig(Shape|Form)|cast(Main|Chorus|SDF|Form))\s*\(/,
camera: /\bsigCamera\s*\(/,
space: /\b(sigHorizonY|sigAir)\s*\(|\bu_sig(Horizon|Depth|Wash)\b/,
style: /\b(sigEdge|sigGrain|sigFolded)\s*\(|\bu_sig(Line|Soft|Texture|Fold)\b/,
style: /\b(sigEdge|sigGrain|sigFolded|ink(Mask|Stroke|Value|Pattern))\s*\(|\bu_sig(Line|Soft|Texture|Fold)\b/,
};
// Every shader in this project lives inside a JS template literal, so a