[screen] three artifact classes the original 8 params cannot express
block: 8x8 quantization on a lattice locked to screen space, so the grid stays rigid while melt drags the picture underneath it. ring: Gibbs halos, gradient sampled out to 7px so they ring OUT from edges rather than clinging to them, oscillating parallel to the edge. moire: two near-identical lattices beating, with rainbow sheen. PARAMS 8 -> 11; the ledger, easing, wobble and stats all iterate PARAMS, so the new classes inherit the existing machine. Wires bricks/coeff-packs to block, halos/gibbs-wraiths to ring, crystal to moire. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@ -64,18 +64,39 @@ describe('item -> artifact legibility', () => {
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describe('codex signatures read as themselves', () => {
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it.each([
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['static-canister', 'noise'], // bottled analog snow
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['judder-cams', 'freeze'], // 3:2 pulldown, machined
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['macroblock-bricks', 'mosh'], // the quantizer's confession
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['static-canister', 'noise'], // bottled analog snow
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['judder-cams', 'freeze'], // 3:2 pulldown, machined
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['macroblock-bricks', 'block'], // the quantizer's confession
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['coefficient-pack', 'block'], // coeff overdrive reads as the grid
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['ringing-halos', 'ring'], // Gibbs phenomenon, canned
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['gibbs-wraith', 'ring'],
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['moire-crystal', 'moire'], // interference made solid
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['false-color-speckle', 'chroma'],
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['mosquito-swarm', 'noise'], // literal mosquito noise
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['mosquito-swarm', 'noise'], // literal mosquito noise
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['v-hold-roll', 'roll'],
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['silver-frames', 'burn'], // celluloid
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['bloom-concentrate', 'mosh'], // motion compounded on itself
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['silver-frames', 'burn'], // celluloid
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['bloom-concentrate', 'mosh'], // motion compounded on itself
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])('%s reads as %s', (item, param) => {
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expect(dominant(resolveLedger(tally({ [item]: 40 })).targets)).toBe(param);
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});
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it('40 bricks look UNMISTAKABLY unlike 40 slurry (round 2 legibility bar)', () => {
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const bricks = resolveLedger(tally({ 'macroblock-bricks': 40 })).targets;
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const slurry = resolveLedger(tally({ 'chroma-slurry': 40 })).targets;
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// Each must dominate its own signature and carry ~none of the other's.
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expect(bricks.block).toBeGreaterThan(0.5);
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expect(slurry.block).toBe(0);
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expect(slurry.chroma).toBeGreaterThan(0.5);
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expect(bricks.chroma).toBe(0);
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});
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it('keeps the three new artifact classes distinct from each other', () => {
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const b = resolveLedger(tally({ 'macroblock-bricks': 40 })).targets;
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const r = resolveLedger(tally({ 'ringing-halos': 40 })).targets;
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const m = resolveLedger(tally({ 'moire-crystal': 40 })).targets;
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expect([b.ring, b.moire, r.block, r.moire, m.block, m.ring]).toEqual([0, 0, 0, 0, 0, 0]);
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});
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it('grades chroma subsampling by how much colour was thrown away', () => {
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expect(corruptionFor('chroma-420').potency).toBeGreaterThan(corruptionFor('chroma-422').potency);
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expect(corruptionFor('chroma-422').potency).toBeGreaterThan(corruptionFor('chroma-slurry').potency);
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@ -36,7 +36,8 @@ const CORRUPTION: Record<string, ItemCorruption> = {
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'chroma-422': { potency: 1.05, weights: { chroma: 1.0, melt: 0.15 } },
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'chroma-420': { potency: 1.1, weights: { chroma: 1.0, melt: 0.3 } },
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'color-plate': { potency: 0.7, weights: { chroma: 0.75 } },
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'coefficient-pack': { potency: 0.7, weights: { freeze: 0.55, noise: 0.35, tear: 0.3 } },
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// DCT coefficients overdriven: quantization, and the grid it confesses to.
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'coefficient-pack': { potency: 0.7, weights: { block: 0.7, freeze: 0.4, noise: 0.2 } },
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'hf-dust': { potency: 0.8, weights: { noise: 0.9, tear: 0.2 } },
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'mv-flux': { potency: 1.0, weights: { mosh: 0.9, melt: 0.45 } }, // motion vectors
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'v-hold-roll': { potency: 0.7, weights: { roll: 1.0 } },
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@ -52,10 +53,12 @@ const CORRUPTION: Record<string, ItemCorruption> = {
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// ---- glitch products (§3) : the signatures. These must read INSTANTLY.
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melt: { potency: 1.2, weights: { melt: 0.95, mosh: 0.55 } },
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'bloom-concentrate': { potency: 1.3, weights: { mosh: 0.9, melt: 0.6 } },
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'macroblock-bricks': { potency: 1.1, weights: { mosh: 1.0 } },
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'ringing-halos': { potency: 0.9, weights: { noise: 0.5, tear: 0.45 } },
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// Round 2: these three now have artifact passes of their own. A pile of bricks must
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// read as a blocky grid, not as displacement; halos as ringing, not as static.
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'macroblock-bricks': { potency: 1.1, weights: { block: 1.0, mosh: 0.2 } },
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'ringing-halos': { potency: 0.9, weights: { ring: 1.0, noise: 0.15 } },
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'static-canister': { potency: 1.0, weights: { noise: 1.0 } },
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'moire-crystal': { potency: 1.1, weights: { chroma: 0.6, noise: 0.5, tear: 0.35 } },
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'moire-crystal': { potency: 1.1, weights: { moire: 1.0, chroma: 0.2 } },
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'false-color-speckle': { potency: 1.2, weights: { chroma: 1.0, noise: 0.3 } },
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'judder-cams': { potency: 1.1, weights: { freeze: 1.0 } }, // 3:2 pulldown
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'explosive-hits': { potency: 1.5, weights: { mosh: 0.8, burn: 0.6, chroma: 0.5 } },
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@ -66,7 +69,7 @@ const CORRUPTION: Record<string, ItemCorruption> = {
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// ---- wildlife (§5)
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'mosquito-swarm': { potency: 0.9, weights: { noise: 0.95 } }, // literal mosquito noise
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'gibbs-wraith': { potency: 1.0, weights: { noise: 0.55, tear: 0.5, freeze: 0.3 } },
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'gibbs-wraith': { potency: 1.0, weights: { ring: 0.85, noise: 0.25, freeze: 0.25 } },
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};
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const FALLBACK: ItemCorruption = { potency: 0.5, weights: { noise: 0.6 } };
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@ -1,16 +1,19 @@
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/**
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* The GLYTCH shader stack, ported from the WIMVEE GLYTCH prototype (../index.html).
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*
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* The 8 glitch params and their maths are TUNED — the prototype is the reference and
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* the magic numbers are respected verbatim. Only three things are new here:
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* The 8 original glitch params and their maths are TUNED — the prototype is the reference
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* and the magic numbers are respected verbatim. Everything else here is additive:
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* u_drift - slow sinusoidal pan of the clean feed (subtle motion to chew on)
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* u_brownout - the factory's pain: freeze-frame + dropout bars + desync judder
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* u_flash - one-frame full-white awakening on the first shipment ever
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* u_block/u_ring/u_moire (round 2) - artifact classes the original 8 cannot express
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* u_stamp + u_scram uniforms (r2) - transient overlays composited in screen space
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*
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* Raw WebGL, not three.js: this is one fullscreen triangle with one texture. Pulling
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* three.js in for that would cost more than the whole effect is allowed to cost.
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* Raw WebGL, not three.js: this is one fullscreen triangle. Pulling three.js in for that
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* would cost more than the whole effect is allowed to cost.
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*/
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import { BASE_H, BASE_W, type BaseFeed } from './baseTexture';
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import type { Overlays } from './overlays';
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import { PARAMS, type Param, type ParamSet } from './params';
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const VS = `
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@ -24,7 +27,10 @@ varying vec2 vUv;
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uniform sampler2D tex;
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uniform float t;
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uniform float u_mosh, u_melt, u_chroma, u_tear, u_roll, u_burn, u_noise, u_freeze;
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uniform float u_block, u_ring, u_moire;
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uniform float u_drift, u_brownout, u_flash;
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uniform sampler2D u_stampTex, u_scramTex;
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uniform float u_stampAmt, u_stampScale, u_scram, u_scramY;
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float hash(vec2 p){ return fract(sin(dot(p, vec2(127.1,311.7)))*43758.5453); }
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float vnoise(vec2 p){
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@ -33,6 +39,7 @@ float vnoise(vec2 p){
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mix(hash(i+vec2(0,1)),hash(i+vec2(1,1)),f.x),f.y);
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}
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float fbm(vec2 p){ return 0.5*vnoise(p)+0.25*vnoise(p*2.3)+0.125*vnoise(p*5.1); }
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float lu(vec3 c){ return dot(c, vec3(0.299,0.587,0.114)); }
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void main(){
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// freeze quantizes the timebase everything else animates on.
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@ -82,6 +89,53 @@ void main(){
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col.g = texture2D(tex, uv).g;
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col.b = texture2D(tex, uv - vec2( ca, ca*0.6)).b;
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// ---- macroblock quantization: the quantizer's confession, 8x8 and LEGIBLE.
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// The lattice is locked to screen space (vUv) so it stays a rigid grid while melt and
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// mosh drag the picture underneath it — that rigidity is what makes it read as blocks.
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if(u_block > 0.001){
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vec2 g = vec2(80.0, 45.0); // 8x8 source pixels at 640x360
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vec2 cell = (floor(vUv*g)+0.5)/g;
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vec3 bcol = texture2D(tex, uv + (cell - vUv)).rgb; // one flat sample per cell
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float levels = mix(24.0, 3.0, u_block); // flat areas starve as it bites
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bcol = floor(bcol*levels + 0.5)/levels;
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col = mix(col, bcol, u_block);
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vec2 f = fract(vUv*g);
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float seam = max(step(f.x, 0.07), step(f.y, 0.07));
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col = mix(col, col*0.55, seam*u_block*0.85);
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}
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// ---- ringing halos: Gibbs oscillation ringing OUT from every contrast edge.
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// Narrow differences only ever light up the 1px boundary, which reads as "slightly
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// sharper" rather than as haloing — so the gradient is sampled WIDE (out to 7px) to give
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// the halo room to ring, and the oscillation runs parallel to the edge it came from.
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if(u_ring > 0.001){
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vec2 px = vec2(1.0/640.0, 1.0/360.0);
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vec3 blur = 0.25*(texture2D(tex, uv+vec2(1.6*px.x,0.)).rgb + texture2D(tex, uv-vec2(1.6*px.x,0.)).rgb
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+ texture2D(tex, uv+vec2(0.,1.6*px.y)).rgb + texture2D(tex, uv-vec2(0.,1.6*px.y)).rgb);
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float n1 = lu(texture2D(tex, uv+vec2(3.0*px.x,0.)).rgb) - lu(texture2D(tex, uv-vec2(3.0*px.x,0.)).rgb);
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float n2 = lu(texture2D(tex, uv+vec2(0.,3.0*px.y)).rgb) - lu(texture2D(tex, uv-vec2(0.,3.0*px.y)).rgb);
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float n3 = lu(texture2D(tex, uv+vec2(7.0*px.x,0.)).rgb) - lu(texture2D(tex, uv-vec2(7.0*px.x,0.)).rgb);
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float n4 = lu(texture2D(tex, uv+vec2(0.,7.0*px.y)).rgb) - lu(texture2D(tex, uv-vec2(0.,7.0*px.y)).rgb);
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vec2 grad = vec2(n1 + n3*0.75, n2 + n4*0.75);
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float edge = clamp(length(grad)*2.2, 0., 1.);
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vec2 dir = normalize(grad + vec2(1e-4));
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float proj = dot(dir, vec2(vUv.x*640.0, vUv.y*360.0));
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float rings = sin(proj*1.15 - tt*5.0); // ethereal, faintly vibrating
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col += vec3(0.82,0.90,1.0) * rings * edge * u_ring * 0.85;
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col += (col - blur) * u_ring * 1.5; // overshoot at the edge itself
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}
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// ---- moire: two near-identical lattices beating against the sensor grid
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if(u_moire > 0.001){
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float ang = 0.06 + 0.02*sin(tt*0.07);
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vec2 r = vec2(vUv.x*cos(ang)-vUv.y*sin(ang), vUv.x*sin(ang)+vUv.y*cos(ang));
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float a = sin(vUv.x*640.0*0.55 + vUv.y*3.0);
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float b = sin(r.x*640.0*0.575 + r.y*2.0 + tt*0.25);
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float m = a*b; // the beat: swirling maze lattice
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vec3 sheen = 0.5+0.5*cos(6.2831*(vec3(0.0,0.33,0.67) + m*1.2 + tt*0.03));
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col = mix(col, col*0.4 + sheen*0.7, u_moire*clamp(abs(m)*1.5, 0., 1.));
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}
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// static
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float sn = hash(uv*vec2(431.0,917.0) + fract(tt)*13.0);
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col = mix(col, vec3(sn), u_noise * 0.7);
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@ -110,13 +164,35 @@ void main(){
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// faint scanlines for vibe (constant, not scored)
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col *= 0.92 + 0.08 * sin(vUv.y * 360.0 * 3.1415);
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// ---- shipment stamp: screen space (vUv), so a melting feed never drags the placard
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if(u_stampAmt > 0.001){
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vec2 halfSize = vec2(0.30, 0.15)*u_stampScale;
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vec2 suv = (vUv - vec2(0.5, 0.44))/(2.0*halfSize) + 0.5;
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if(suv.x > 0.0 && suv.x < 1.0 && suv.y > 0.0 && suv.y < 1.0){
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vec4 s = texture2D(u_stampTex, suv);
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col = mix(col, s.rgb, s.a*u_stampAmt);
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}
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}
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// ---- scram: the tape loses tracking for exactly one frame
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if(u_scram > 0.5){
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float halfH = 0.085;
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float d = vUv.y - u_scramY;
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if(abs(d) < halfH){
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vec4 sb = texture2D(u_scramTex, vec2(vUv.x, (d + halfH)/(2.0*halfH)));
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col = mix(col, sb.rgb, sb.a);
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}
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}
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// the awakening: one frame of full white on the first shipment ever
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col = mix(col, vec3(1.0), u_flash);
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gl_FragColor = vec4(col, 1.0);
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}`;
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type UniformKey = Param | 't' | 'drift' | 'brownout' | 'flash';
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type UniformKey =
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| Param | 't' | 'drift' | 'brownout' | 'flash'
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| 'stampTex' | 'scramTex' | 'stampAmt' | 'stampScale' | 'scram' | 'scramY';
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export interface DrawState {
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params: ParamSet;
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@ -129,6 +205,16 @@ export interface DrawState {
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flash: number;
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/** nothing shipped yet — the clean feed still carries its chyron */
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idle: boolean;
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/** 0..1 opacity of the shipment stamp */
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stampAmt: number;
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/** stamp size multiplier — bigger shipments stamp harder */
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stampScale: number;
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/** true for exactly one frame per scram event */
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scram: boolean;
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/** 0..1 vertical position of the scram bar */
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scramY: number;
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/** set when the stamp canvas has been repainted and needs re-upload */
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stampDirty: boolean;
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}
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export interface GlitchStack {
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@ -146,7 +232,11 @@ function compile(gl: WebGLRenderingContext, type: number, src: string): WebGLSha
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}
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/** Returns null when WebGL is unavailable; caller degrades to a dead screen rather than crashing the game. */
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export function createGlitchStack(canvas: HTMLCanvasElement, base: BaseFeed): GlitchStack | null {
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export function createGlitchStack(
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canvas: HTMLCanvasElement,
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base: BaseFeed,
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overlays: Overlays,
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): GlitchStack | null {
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const gl = canvas.getContext('webgl', { antialias: false, depth: false, alpha: false });
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if (!gl) {
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console.warn('[screen] no WebGL context — THE SCREEN stays dark');
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@ -169,36 +259,66 @@ export function createGlitchStack(canvas: HTMLCanvasElement, base: BaseFeed): Gl
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gl.enableVertexAttribArray(loc);
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gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0);
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// 640x360 is non-power-of-two: CLAMP_TO_EDGE + LINEAR + no mips is mandatory in WebGL1.
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const texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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// All three sources are non-power-of-two: CLAMP_TO_EDGE + LINEAR + no mips is mandatory
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// in WebGL1. Each texture keeps its own unit for the lifetime of the stack, so the hot
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// path never rebinds — it only re-uploads on the frames where a canvas actually changed.
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function makeTex(unit: number, src: TexImageSource): WebGLTexture {
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const t = gl!.createTexture()!;
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gl!.activeTexture(gl!.TEXTURE0 + unit);
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gl!.bindTexture(gl!.TEXTURE_2D, t);
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gl!.texParameteri(gl!.TEXTURE_2D, gl!.TEXTURE_WRAP_S, gl!.CLAMP_TO_EDGE);
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gl!.texParameteri(gl!.TEXTURE_2D, gl!.TEXTURE_WRAP_T, gl!.CLAMP_TO_EDGE);
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gl!.texParameteri(gl!.TEXTURE_2D, gl!.TEXTURE_MIN_FILTER, gl!.LINEAR);
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gl!.texParameteri(gl!.TEXTURE_2D, gl!.TEXTURE_MAG_FILTER, gl!.LINEAR);
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gl!.texImage2D(gl!.TEXTURE_2D, 0, gl!.RGBA, gl!.RGBA, gl!.UNSIGNED_BYTE, src);
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return t;
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}
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base.update(0, true);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, base.canvas);
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overlays.paintStamp('', 0, '#000'); // allocate the stamp texture at full size up front
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const baseTex = makeTex(0, base.canvas);
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const stampTex = makeTex(1, overlays.stampCanvas);
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makeTex(2, overlays.scramCanvas);
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const uni = {} as Record<UniformKey, WebGLUniformLocation | null>;
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uni.t = gl.getUniformLocation(prog, 't');
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uni.drift = gl.getUniformLocation(prog, 'u_drift');
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uni.brownout = gl.getUniformLocation(prog, 'u_brownout');
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uni.flash = gl.getUniformLocation(prog, 'u_flash');
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uni.stampAmt = gl.getUniformLocation(prog, 'u_stampAmt');
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uni.stampScale = gl.getUniformLocation(prog, 'u_stampScale');
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uni.scram = gl.getUniformLocation(prog, 'u_scram');
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uni.scramY = gl.getUniformLocation(prog, 'u_scramY');
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for (const p of PARAMS) uni[p] = gl.getUniformLocation(prog, `u_${p}`);
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gl.uniform1i(gl.getUniformLocation(prog, 'tex'), 0);
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gl.uniform1i(gl.getUniformLocation(prog, 'u_stampTex'), 1);
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gl.uniform1i(gl.getUniformLocation(prog, 'u_scramTex'), 2);
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gl.viewport(0, 0, canvas.width, canvas.height);
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gl.uniform1f(uni.drift, 1);
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return {
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draw({ params, timeSec, drift, brownout, flash, idle }) {
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draw({ params, timeSec, drift, brownout, flash, idle, stampAmt, stampScale, scram, scramY, stampDirty }) {
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// Re-upload the clean feed only when it actually changed (timecode tick / chyron).
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if (base.update(timeSec * 1000, idle)) {
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gl.activeTexture(gl.TEXTURE0);
|
||||
gl.bindTexture(gl.TEXTURE_2D, baseTex);
|
||||
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, base.canvas);
|
||||
}
|
||||
if (stampDirty) {
|
||||
gl.activeTexture(gl.TEXTURE0 + 1);
|
||||
gl.bindTexture(gl.TEXTURE_2D, stampTex);
|
||||
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, overlays.stampCanvas);
|
||||
}
|
||||
gl.uniform1f(uni.t, timeSec);
|
||||
gl.uniform1f(uni.drift, drift);
|
||||
gl.uniform1f(uni.brownout, brownout);
|
||||
gl.uniform1f(uni.flash, flash);
|
||||
gl.uniform1f(uni.stampAmt, stampAmt);
|
||||
gl.uniform1f(uni.stampScale, stampScale);
|
||||
gl.uniform1f(uni.scram, scram ? 1 : 0);
|
||||
gl.uniform1f(uni.scramY, scramY);
|
||||
for (const p of PARAMS) gl.uniform1f(uni[p], params[p]);
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 3);
|
||||
},
|
||||
|
||||
@ -1,7 +1,11 @@
|
||||
/**
|
||||
* The eight glitch parameters, ported verbatim from the WIMVEE GLYTCH prototype.
|
||||
* Names and semantics are load-bearing: the fragment shader reads `u_<key>` and the
|
||||
* prototype's tuning assumes these exact ranges (0..1 each).
|
||||
* The glitch parameters. The first eight are ported verbatim from the WIMVEE GLYTCH
|
||||
* prototype — names and semantics are load-bearing: the fragment shader reads `u_<key>`
|
||||
* and the prototype's tuning assumes these exact ranges (0..1 each). Their maths is
|
||||
* untouched.
|
||||
*
|
||||
* The last three (round 2) are artifact classes the original eight could not express:
|
||||
* they are new shader passes, not new blends of old ones.
|
||||
*/
|
||||
|
||||
export const PARAMS = [
|
||||
@ -13,13 +17,19 @@ export const PARAMS = [
|
||||
'burn', // film burn blotches
|
||||
'noise', // analog snow
|
||||
'freeze', // time quantize + dropout
|
||||
'block', // 8x8 quantization: flat blocks, hard seams, posterized colour
|
||||
'ring', // Gibbs ringing: oscillating halos hugging contrast edges
|
||||
'moire', // interference lattice: beat pattern + rainbow sheen
|
||||
] as const;
|
||||
|
||||
export type Param = (typeof PARAMS)[number];
|
||||
export type ParamSet = Record<Param, number>;
|
||||
|
||||
export function zeroParams(): ParamSet {
|
||||
return { mosh: 0, melt: 0, chroma: 0, tear: 0, roll: 0, burn: 0, noise: 0, freeze: 0 };
|
||||
return {
|
||||
mosh: 0, melt: 0, chroma: 0, tear: 0, roll: 0, burn: 0, noise: 0, freeze: 0,
|
||||
block: 0, ring: 0, moire: 0,
|
||||
};
|
||||
}
|
||||
|
||||
/** Frame-rate independent approach toward a target. `tau` = seconds to ~63% of the way. */
|
||||
|
||||
Loading…
Reference in New Issue
Block a user