music-video-gen/flow-state/src/scenes/shader
Dejvino 875c3868dd Three geometric scenes, and two ways to strobe a whole frame
Voronoi Shatter (cells with no fixed shape, re-cut on the phrase), Apollonian
Gasket (a packing built by inversion, so zooming finds more circles rather than
finer noise) and Isometric Blocks (a lit, gridded, solid surface where Floating
Geometry is bodies adrift).

Two flash failures, both the same mistake in different clothes. Apollonian's hard
depth cutoff popped a whole generation of discs in and out as the fold crossed
it — now faded rather than cut. Isometric Blocks drove block height off the low
end, so every tower in the frame grew and shrank together: 4/s. Moving the
reaction to the edges and to a hash-chosen quarter of the tops keeps the pulse
and drops the frame-wide swing.

Voronoi Shatter declares no slow axis: its re-cut puts the ten-second average
0.127 from itself between any two windows, the highest noise floor in the
library, and no parameter competes with that.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-16 23:44:50 +02:00
..
apollonian-gasket.js Three geometric scenes, and two ways to strobe a whole frame 2026-08-16 23:44:50 +02:00
aqueduct-march.js Four structural scenes: a span, a well, an arcade and an aisle 2026-08-16 23:25:34 +02:00
aurora-veil.js Phase 10: variety, twelve scenes, and tooling to write the next one 2026-08-05 23:59:20 +02:00
balance-stack.js Four minimal scenes, and a transition control that was reading its denominator 2026-08-16 10:40:23 +02:00
block-mosh.js Phase 10: variety, twelve scenes, and tooling to write the next one 2026-08-05 23:59:20 +02:00
cargo-belt.js Make grain a treatment, tempo a governor, and params commit harder 2026-08-06 07:04:27 +02:00
cell-divide.js Six more visualizers, built through the scaffolder 2026-08-06 00:14:20 +02:00
circuit-bloom.js Side quest 2: give three churning scenes something to develop 2026-08-06 19:51:51 +02:00
classic-wave.js Side quest 1: give four scenes art direction other than grain 2026-08-06 19:35:50 +02:00
contour-map.js Four minimal scenes, and a transition control that was reading its denominator 2026-08-16 10:40:23 +02:00
curl-flow.js Side quest 2: give three churning scenes something to develop 2026-08-06 19:51:51 +02:00
data-aisle.js Four structural scenes: a span, a well, an arcade and an aisle 2026-08-16 23:25:34 +02:00
dust-chamber.js Make grain a treatment, tempo a governor, and params commit harder 2026-08-06 07:04:27 +02:00
eclipse-field.js Make grain a treatment, tempo a governor, and params commit harder 2026-08-06 07:04:27 +02:00
firefly-drift.js Epic 2.4: a slow axis, and an honest account of what it fixes 2026-08-06 07:54:35 +02:00
floating-geometry.js Make grain a treatment, tempo a governor, and params commit harder 2026-08-06 07:04:27 +02:00
flora.js Add Block Mosh, Neon City and Flora visualizers 2026-08-05 20:31:05 +02:00
gate-corridor.js Epic 2.4: a slow axis, and an honest account of what it fixes 2026-08-06 07:54:35 +02:00
girder-lattice.js Make grain a treatment, tempo a governor, and params commit harder 2026-08-06 07:04:27 +02:00
horizon-lines.js Side quest 3: fix the Horizon Lines determinism flake at the cause 2026-08-06 19:41:58 +02:00
ink-bleed.js Phase 10: variety, twelve scenes, and tooling to write the next one 2026-08-05 23:59:20 +02:00
isometric-blocks.js Three geometric scenes, and two ways to strobe a whole frame 2026-08-16 23:44:50 +02:00
kaleido-tunnel.js Side quest 1: give four scenes art direction other than grain 2026-08-06 19:35:50 +02:00
karman-street.js Three flow scenes with a still point in them 2026-08-15 22:42:21 +02:00
magnet-lines.js Three flow scenes with a still point in them 2026-08-15 22:42:21 +02:00
metaballs.js Phases 8 and 9: shots, and a production design per track 2026-08-05 20:04:33 +02:00
moire-grid.js Epic 2.4: a slow axis, and an honest account of what it fixes 2026-08-06 07:54:35 +02:00
mycelium-web.js Three organic scenes: a reaction, a mat and a surface 2026-08-16 10:10:21 +02:00
nebula.js Phases 8 and 9: shots, and a production design per track 2026-08-05 20:04:33 +02:00
neon-city.js Add Block Mosh, Neon City and Flora visualizers 2026-08-05 20:31:05 +02:00
pendulum-trace.js Four minimal scenes, and a transition control that was reading its denominator 2026-08-16 10:40:23 +02:00
pitch-shatter.js Epic 2.5.2: make the framing actually reach the image 2026-08-06 20:18:08 +02:00
plasma-bloom.js Epic 2.4: a slow axis, and an honest account of what it fixes 2026-08-06 07:54:35 +02:00
prism-bloom.js Make grain a treatment, tempo a governor, and params commit harder 2026-08-06 07:04:27 +02:00
psychedelic-drift.js Phases 8 and 9: shots, and a production design per track 2026-08-05 20:04:33 +02:00
pylon-grid.js Make grain a treatment, tempo a governor, and params commit harder 2026-08-06 07:04:27 +02:00
quasicrystal.js Make grain a treatment, tempo a governor, and params commit harder 2026-08-06 07:04:27 +02:00
rain-column.js Four minimal scenes, and a transition control that was reading its denominator 2026-08-16 10:40:23 +02:00
ridge-terrain.js Phases 8 and 9: shots, and a production design per track 2026-08-05 20:04:33 +02:00
salt-flat.js Phase 10: variety, twelve scenes, and tooling to write the next one 2026-08-05 23:59:20 +02:00
scale-mosaic.js Three organic scenes: a reaction, a mat and a surface 2026-08-16 10:10:21 +02:00
scan-tear.js Epic 2.5.2: make the framing actually reach the image 2026-08-06 20:18:08 +02:00
shoji-grid.js Four minimal scenes, and a transition control that was reading its denominator 2026-08-16 10:40:23 +02:00
signal-decay.js Side quest 2: give three churning scenes something to develop 2026-08-06 19:51:51 +02:00
silk-ribbon.js Side quest 1: give four scenes art direction other than grain 2026-08-06 19:35:50 +02:00
slow-orb.js Side quest 1: give four scenes art direction other than grain 2026-08-06 19:35:50 +02:00
smoke-column.js Six more visualizers, built through the scaffolder 2026-08-06 00:14:20 +02:00
spectrum-sculpture.js Make grain a treatment, tempo a governor, and params commit harder 2026-08-06 07:04:27 +02:00
stairwell-descent.js Four structural scenes: a span, a well, an arcade and an aisle 2026-08-16 23:25:34 +02:00
storm-rift.js Phase 10: variety, twelve scenes, and tooling to write the next one 2026-08-05 23:59:20 +02:00
suspension-span.js Four structural scenes: a span, a well, an arcade and an aisle 2026-08-16 23:25:34 +02:00
synthwave-run.js Phases 8 and 9: shots, and a production design per track 2026-08-05 20:04:33 +02:00
tide-rings.js Phase 10: variety, twelve scenes, and tooling to write the next one 2026-08-05 23:59:20 +02:00
time-smear.js Six more visualizers, built through the scaffolder 2026-08-06 00:14:20 +02:00
truchet-fold.js Epic 2.4: a slow axis, and an honest account of what it fixes 2026-08-06 07:54:35 +02:00
turing-bloom.js Three organic scenes: a reaction, a mat and a surface 2026-08-16 10:10:21 +02:00
voronoi-shatter.js Three geometric scenes, and two ways to strobe a whole frame 2026-08-16 23:44:50 +02:00
vortex-drift.js Epic 2.4: a slow axis, and an honest account of what it fixes 2026-08-06 07:54:35 +02:00