music-video-gen/flow-state/src/scenes/shader/eclipse-field.js
Dejvino 14d1204e82 Make grain a treatment, tempo a governor, and params commit harder
Grain was in every video. It was added twice unconditionally — every scene
called sigGrain, and the grade added its own on top — so the only thing that
varied between two tracks was how much of it there was. That makes grain the
renderer's fingerprint rather than a decision about one video.

It is now described rather than dialled (look/grain.js): a mode (off /
constant / swell / sections / transient), a cell size in pixels, a refresh
rate in frames, a mask (uniform, shadows, highlights, edges, bands) and a
chroma amount. Roughly 45% of tracks get none at all. The non-constant modes
carry a per-frame envelope computed in Show._postAt from frame and features
only, so preview and export still agree. Scene-side grain is gated the same
way, and a module can decline it outright with `texture: 0` — crisp line work
should stay crisp. The post tab grew a real grain block so any of it can be
forced per track.

Slow songs got fast scenes. `motion` bias was mostly section energy with
tempo as a small correction, so a 70bpm track's drop asked for nearly as much
speed as a 150bpm one. Motion is now tempo-dominated, and every `rate: true`
param is additionally scaled by a per-track rateScale — measured, 84bpm now
samples its rate params at 0.276 of range against 148bpm's 0.571.

Parameter sampling also commits harder: extremity starts at 0.45 rather than
0.25 and shapes the draw more aggressively. This was first pushed to 0.82 and
backed off to 0.72, because the gates caught the overshoot — seeds began
collapsing onto the same range ends and a sparse scene sampled at its low end
rendered effectively black.

Fallout worth recording: turning the default grade grain off exposed two
scenes that were never really animating. Dust Chamber and Eclipse Field
passed the Phase 7 movement gate only because per-pixel noise was moving
underneath them; both now breathe on their own fixed clock, and Dust Chamber
needed a brightness floor as well. Four scenes (Classic Wave, Silk Ribbon,
Kaleido Tunnel, Slow Orb) express the style trait ONLY through grain and so
cannot opt out yet; they hold a reduced share at 0.35 pending real edge and
softness response.

Phase 3's look-space check now measures its closest pair relative to image
brightness, the same correction Phase 10 already documents for sparse scenes:
the absolute number was being propped up by grain rather than by look-space
width. Five new Phase 10 checks cover grain distribution, treatment variety,
envelope range, the texture opt-out, and tempo. 93/93 pass.

Two transport bugs, both stale state surfacing in the UI:

- Loading a track replaces audio.src, which stops playback silently, so
  state.playing stayed true and the play button stayed on pause — the first
  click after a track change only flipped the flag back. Added stopPlayback().
- The controls row wrapped mid-song because two readouts that change length
  while playing were sized by their content: the clock crossing ten minutes
  and the section label whenever a scene name is long or a crossfade appears.
  The clock is now fixed-width with tabular figures and the section label is
  the row's only flexible item, laying out at zero width and ellipsising into
  whatever space is left. The two spacers competed with it for that space and
  are gone; its own text-align does their job.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-06 07:04:27 +02:00

89 lines
3.9 KiB
JavaScript

// Minimal family: a large occluder covering a bright source, with the light
// escaping past its edge.
//
// Distinct from Slow Orb (a small soft body drifting through empty space): the
// object here nearly fills the frame, its edge is hard, and it is not the
// subject — the subject is the corona around it. That inversion is the whole
// idea, and it gives the library its one genuinely high-contrast minimal scene:
// almost black, with a thin ring of the brightest thing in the video.
//
// The occluder is the track's signature form, so this is where a hexagonal
// track's hexagon is most legible.
//
// Scaffolded by tools/new-scene.js. See HOWTO-visualizers.md.
export const eclipseField = {
name: 'Eclipse Field',
family: 'minimal',
kind: 'fragment',
// Crisp line work: the track's surface grain would only fur the edges.
texture: 0,
traits: ['shape', 'camera', 'space', 'style'],
params: {
size: { type: 'float', range: [0.2, 0.85], default: 0.45, uniform: 'u_size' },
corona: { type: 'float', range: [0.05, 1.2], default: 0.45, uniform: 'u_corona', bias: 'energy' },
rays: { type: 'float', range: [0, 1], default: 0.35, uniform: 'u_rays' },
rayCount: { type: 'float', range: [3, 24], default: 9, uniform: 'u_rayCount', bias: 'density' },
offset: { type: 'float', range: [0, 0.5], default: 0.12, uniform: 'u_offset' },
drift: { type: 'float', range: [0.01, 0.3], default: 0.05, uniform: 'u_drift', bias: 'motion', rate: true },
sky: { type: 'float', range: [0, 0.6], default: 0.15, uniform: 'u_sky' },
palette: { type: 'palette', count: 5 },
},
reactive: {
corona: { feature: 'loudness', amount: 0.3, response: 'smooth' },
rays: { feature: 'bandAir', amount: 0.25, response: 'smooth' },
},
shader: `
vec4 scene(vec2 uv, vec2 p) {
float t = u_time * u_drift + u_seed;
p = sigCamera(p);
// The light sits a little off centre from the occluder, so the corona is
// brighter on one side — a perfectly concentric eclipse looks like a decal.
vec2 lightAt = vec2(sin(t * 0.8), cos(t * 0.6)) * u_offset;
vec2 discAt = vec2(0.0, sigHorizonY() * 0.25);
// Distance to the occluder's edge, in the track's form.
float d = sigShape((p - discAt) / max(u_size, 1e-3)) * u_size;
// The source behind it.
float toLight = length(p - lightAt);
float source = exp(-toLight * toLight * 2.2);
vec3 col = pal(0) * u_sky * (1.0 - smoothstep(0.0, 1.6, length(p)));
col += pal(1) * source * 0.5;
// Corona: brightest exactly at the edge, falling off outward only. Inside
// the disc it must be zero, or the occluder stops occluding.
float outside = smoothstep(0.0, 0.02, d);
float ring = exp(-max(d, 0.0) / max(u_corona * 0.25, 0.01));
// The corona breathes on a fixed clock rather than on u_drift. At a low
// drift — which is most of this scene's range, it is a minimal scene —
// nothing else in the frame moved enough to register as animation at all.
float breath = 0.82 + 0.18 * sin(u_time * 0.5 + u_seed * 1.7);
col += palRamp(0.35 + d * 0.5) * ring * outside * (0.8 + u_corona) * breath;
// Rays: angular streaks in the corona, rotating slowly. Confined to the
// corona by the same falloff, so they never light the whole frame.
if (u_rays > 0.01) {
float ang = atan(p.y - discAt.y, p.x - discAt.x);
float spokes = 0.5 + 0.5 * sin(ang * u_rayCount + t * 2.0 + u_time * 0.3);
col += pal(4) * pow(spokes, 3.0) * ring * outside * u_rays;
}
// The occluder: not pure black, so it reads as an object rather than a hole.
col = mix(col, pal(0) * 0.12, smoothstep(0.004, -0.004, d));
col += pal(3) * sigEdge(d) * (0.4 + u_corona * 0.5);
col = sigAir(col, p, smoothstep(0.0, 1.7, length(p)));
col += sigGrain(uv);
return vec4(col, 1.0);
}
`,
};
export default eclipseField;