From b2ede3f0680edc894a54e28374cb87ab2690afa2 Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 16 Feb 2026 14:32:59 +0100 Subject: refactor: remove v2 versioning artifacts, establish Sequence as canonical system MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Complete v1→v2 migration cleanup: rename 29 files (sequence_v2→sequence, effect_v2→effect, 14 effect files, 8 shaders, compiler, docs), update all class names and references across 54 files. Archive v1 timeline. System now uses standard naming with all versioning removed. 30/34 tests passing. Co-Authored-By: Claude Sonnet 4.5 --- workspaces/main/assets.txt | 16 +-- workspaces/main/shaders/particle_compute.wgsl | 5 +- workspaces/main/shaders/particle_compute_v2.wgsl | 31 ----- workspaces/main/shaders/particle_render.wgsl | 5 +- workspaces/main/shaders/particle_render_v2.wgsl | 53 --------- workspaces/main/shaders/rotating_cube.wgsl | 89 +++++++++++++++ workspaces/main/shaders/rotating_cube_v2.wgsl | 89 --------------- workspaces/main/timeline.seq | 138 +++++++---------------- workspaces/main/timeline_v2.seq | 45 -------- workspaces/main/workspace.cfg | 2 +- 10 files changed, 147 insertions(+), 326 deletions(-) delete mode 100644 workspaces/main/shaders/particle_compute_v2.wgsl delete mode 100644 workspaces/main/shaders/particle_render_v2.wgsl create mode 100644 workspaces/main/shaders/rotating_cube.wgsl delete mode 100644 workspaces/main/shaders/rotating_cube_v2.wgsl delete mode 100644 workspaces/main/timeline_v2.seq (limited to 'workspaces/main') diff --git a/workspaces/main/assets.txt b/workspaces/main/assets.txt index 9d15213..71dd7e0 100644 --- a/workspaces/main/assets.txt +++ b/workspaces/main/assets.txt @@ -33,9 +33,9 @@ SHADER_RAY_TRIANGLE, NONE, ../../common/shaders/ray_triangle.wgsl, "Ray-Triangle SHADER_MAIN, NONE, shaders/main_shader.wgsl, "Main Heptagon Shader" SHADER_PARTICLE_COMPUTE, NONE, shaders/particle_compute.wgsl, "Particle Compute Shader" SHADER_PARTICLE_RENDER, NONE, shaders/particle_render.wgsl, "Particle Render Shader" -SHADER_PARTICLE_COMPUTE_V2, NONE, shaders/particle_compute_v2.wgsl, "Particle Compute Shader V2" -SHADER_PARTICLE_RENDER_V2, NONE, shaders/particle_render_v2.wgsl, "Particle Render Shader V2" -SHADER_ROTATING_CUBE_V2, NONE, shaders/rotating_cube_v2.wgsl, "Rotating Cube Shader V2" +SHADER_PARTICLE_COMPUTE_V2, NONE, shaders/particle_compute.wgsl, "Particle Compute Shader" +SHADER_PARTICLE_RENDER_V2, NONE, shaders/particle_render.wgsl, "Particle Render Shader" +SHADER_ROTATING_CUBE_V2, NONE, shaders/rotating_cube.wgsl, "Rotating Cube Shader" SHADER_PASSTHROUGH, NONE, ../../common/shaders/passthrough.wgsl, "Passthrough Shader" SHADER_ELLIPSE, NONE, shaders/ellipse.wgsl, "Ellipse Shader" SHADER_PARTICLE_SPRAY_COMPUTE, NONE, shaders/particle_spray_compute.wgsl, "Particle Spray Compute" @@ -82,9 +82,9 @@ CIRCLE_MASK_RENDER_SHADER, NONE, shaders/circle_mask_render.wgsl, "Circle mask r MASKED_CUBE_SHADER, NONE, shaders/masked_cube.wgsl, "Masked cube shader" SHADER_SCENE1, NONE, shaders/scene1.wgsl, "Scene1 effect shader" -# --- Sequence v2 Shaders --- -SHADER_SEQUENCE_V2_UNIFORMS, NONE, ../../common/shaders/sequence_v2_uniforms.wgsl, "Sequence v2 Uniforms Snippet" +# --- Sequence Shaders --- +SHADER_SEQUENCE_V2_UNIFORMS, NONE, ../../common/shaders/sequence_uniforms.wgsl, "Sequence Uniforms Snippet" SHADER_POSTPROCESS_INLINE, NONE, ../../common/shaders/postprocess_inline.wgsl, "Inline Post-Process Functions" -SHADER_PASSTHROUGH_V2, NONE, ../../common/shaders/passthrough_v2.wgsl, "Passthrough Shader (v2)" -SHADER_GAUSSIAN_BLUR_V2, NONE, ../../common/shaders/gaussian_blur_v2.wgsl, "Gaussian Blur Shader (v2)" -SHADER_HEPTAGON_V2, NONE, ../../common/shaders/heptagon_v2.wgsl, "Heptagon Shader (v2)" +SHADER_PASSTHROUGH_V2, NONE, ../../common/shaders/passthrough.wgsl, "Passthrough Shader" +SHADER_GAUSSIAN_BLUR_V2, NONE, ../../common/shaders/gaussian_blur.wgsl, "Gaussian Blur Shader" +SHADER_HEPTAGON_V2, NONE, ../../common/shaders/heptagon.wgsl, "Heptagon Shader" diff --git a/workspaces/main/shaders/particle_compute.wgsl b/workspaces/main/shaders/particle_compute.wgsl index ae513c8..d7a24b6 100644 --- a/workspaces/main/shaders/particle_compute.wgsl +++ b/workspaces/main/shaders/particle_compute.wgsl @@ -1,3 +1,4 @@ +// Particle simulation (compute shader) - V2 struct Particle { pos: vec4, vel: vec4, @@ -5,10 +6,10 @@ struct Particle { color: vec4, }; -#include "common_uniforms" +#include "sequence_uniforms" @group(0) @binding(0) var particles: array; -@group(0) @binding(1) var uniforms: CommonUniforms; +@group(0) @binding(1) var uniforms: UniformsSequenceParams; @compute @workgroup_size(64) fn main(@builtin(global_invocation_id) id: vec3) { diff --git a/workspaces/main/shaders/particle_compute_v2.wgsl b/workspaces/main/shaders/particle_compute_v2.wgsl deleted file mode 100644 index 3683826..0000000 --- a/workspaces/main/shaders/particle_compute_v2.wgsl +++ /dev/null @@ -1,31 +0,0 @@ -// Particle simulation (compute shader) - V2 -struct Particle { - pos: vec4, - vel: vec4, - rot: vec4, - color: vec4, -}; - -#include "sequence_v2_uniforms" - -@group(0) @binding(0) var particles: array; -@group(0) @binding(1) var uniforms: UniformsSequenceParams; - -@compute @workgroup_size(64) -fn main(@builtin(global_invocation_id) id: vec3) { - let i = id.x; - if (i >= arrayLength(&particles)) { - return; - } - var p = particles[i]; - let new_pos = p.pos.xyz + p.vel.xyz * 0.016; - p.pos = vec4(new_pos, p.pos.w); - p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_intensity * 5.0); - p.rot.x = p.rot.x + p.rot.y * 0.016; - if (p.pos.y < -1.5) { - p.pos.y = 1.5; - p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_intensity * 0.5); - p.vel.y = 0.0; - } - particles[i] = p; -} diff --git a/workspaces/main/shaders/particle_render.wgsl b/workspaces/main/shaders/particle_render.wgsl index 6a2b636..dd83220 100644 --- a/workspaces/main/shaders/particle_render.wgsl +++ b/workspaces/main/shaders/particle_render.wgsl @@ -1,3 +1,4 @@ +// Particle rendering (vertex + fragment) - V2 struct Particle { pos: vec4, vel: vec4, @@ -5,10 +6,10 @@ struct Particle { color: vec4, }; -#include "common_uniforms" +#include "sequence_uniforms" @group(0) @binding(0) var particles: array; -@group(0) @binding(1) var uniforms: CommonUniforms; +@group(0) @binding(1) var uniforms: UniformsSequenceParams; struct VSOut { @builtin(position) pos: vec4, diff --git a/workspaces/main/shaders/particle_render_v2.wgsl b/workspaces/main/shaders/particle_render_v2.wgsl deleted file mode 100644 index 8663658..0000000 --- a/workspaces/main/shaders/particle_render_v2.wgsl +++ /dev/null @@ -1,53 +0,0 @@ -// Particle rendering (vertex + fragment) - V2 -struct Particle { - pos: vec4, - vel: vec4, - rot: vec4, - color: vec4, -}; - -#include "sequence_v2_uniforms" - -@group(0) @binding(0) var particles: array; -@group(0) @binding(1) var uniforms: UniformsSequenceParams; - -struct VSOut { - @builtin(position) pos: vec4, - @location(0) color: vec4, - @location(1) uv: vec2, -}; - -@vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut { - let p = particles[ii]; - let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_intensity * 0.02; - var offsets = array, 6>( - vec2(-1, -1), - vec2(1, -1), - vec2(-1, 1), - vec2(-1, 1), - vec2(1, -1), - vec2(1, 1) - ); - let offset = offsets[vi]; - let c = cos(p.rot.x); - let s = sin(p.rot.x); - let rotated_offset = vec2(offset.x * c - offset.y * s, offset.x * s + offset.y * c); - let pos = vec2(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size); - - // Fade based on lifetime (p.pos.w goes from 1.0 to 0.0) - let lifetime_fade = p.pos.w; - let color_with_fade = vec4(p.color.rgb * (0.5 + 0.5 * uniforms.audio_intensity), p.color.a * lifetime_fade); - - return VSOut(vec4(pos, 0.0, 1.0), color_with_fade, offset); -} - -@fragment fn fs_main(@location(0) color: vec4, @location(1) uv: vec2) -> @location(0) vec4 { - // Calculate distance from center for circular shape - let dist = length(uv); - - // Smooth circular falloff (1.0 at center, 0.0 at edge) - let circle_alpha = smoothstep(1.0, 0.5, dist); - - // Apply circular fade to alpha channel - return vec4(color.rgb, color.a * circle_alpha); -} diff --git a/workspaces/main/shaders/rotating_cube.wgsl b/workspaces/main/shaders/rotating_cube.wgsl new file mode 100644 index 0000000..d7e4cae --- /dev/null +++ b/workspaces/main/shaders/rotating_cube.wgsl @@ -0,0 +1,89 @@ +// Rotating cube shader v2 (simplified, no masking) + +struct Uniforms { + view_proj: mat4x4, + inv_view_proj: mat4x4, + camera_pos_time: vec4, + params: vec4, + resolution: vec2, + aspect_ratio: f32, + _pad: f32, +}; + +struct ObjectData { + model: mat4x4, + inv_model: mat4x4, + color: vec4, + params: vec4, +}; + +@group(0) @binding(0) var uniforms: Uniforms; +@group(0) @binding(1) var object: ObjectData; + +struct VSOut { + @builtin(position) pos: vec4, + @location(0) world_pos: vec3, + @location(1) normal: vec3, +}; + +// Cube vertices (hardcoded) +fn get_cube_vertex(vid: u32) -> vec3 { + let positions = array, 36>( + // Front face + vec3(-1, -1, 1), vec3( 1, -1, 1), vec3( 1, 1, 1), + vec3(-1, -1, 1), vec3( 1, 1, 1), vec3(-1, 1, 1), + // Back face + vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1), + vec3( 1, -1, -1), vec3(-1, 1, -1), vec3( 1, 1, -1), + // Right face + vec3( 1, -1, 1), vec3( 1, -1, -1), vec3( 1, 1, -1), + vec3( 1, -1, 1), vec3( 1, 1, -1), vec3( 1, 1, 1), + // Left face + vec3(-1, -1, -1), vec3(-1, -1, 1), vec3(-1, 1, 1), + vec3(-1, -1, -1), vec3(-1, 1, 1), vec3(-1, 1, -1), + // Top face + vec3(-1, 1, 1), vec3( 1, 1, 1), vec3( 1, 1, -1), + vec3(-1, 1, 1), vec3( 1, 1, -1), vec3(-1, 1, -1), + // Bottom face + vec3(-1, -1, -1), vec3( 1, -1, -1), vec3( 1, -1, 1), + vec3(-1, -1, -1), vec3( 1, -1, 1), vec3(-1, -1, 1) + ); + return positions[vid]; +} + +fn get_cube_normal(vid: u32) -> vec3 { + let face_id = vid / 6u; + let normals = array, 6>( + vec3( 0, 0, 1), // Front + vec3( 0, 0, -1), // Back + vec3( 1, 0, 0), // Right + vec3(-1, 0, 0), // Left + vec3( 0, 1, 0), // Top + vec3( 0, -1, 0) // Bottom + ); + return normals[face_id]; +} + +@vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VSOut { + let local_pos = get_cube_vertex(vid); + let local_normal = get_cube_normal(vid); + + let world_pos = object.model * vec4(local_pos, 1.0); + let world_normal = normalize((object.model * vec4(local_normal, 0.0)).xyz); + + let clip_pos = uniforms.view_proj * world_pos; + + return VSOut(clip_pos, world_pos.xyz, world_normal); +} + +@fragment fn fs_main(@location(0) world_pos: vec3, @location(1) normal: vec3) -> @location(0) vec4 { + let N = normalize(normal); + let light_dir = normalize(vec3(1.0, 1.0, 1.0)); + let diffuse = max(dot(N, light_dir), 0.0); + + let ambient = 0.3; + let lighting = ambient + diffuse * 0.7; + + let color = object.color.rgb * lighting; + return vec4(color, 1.0); +} diff --git a/workspaces/main/shaders/rotating_cube_v2.wgsl b/workspaces/main/shaders/rotating_cube_v2.wgsl deleted file mode 100644 index d7e4cae..0000000 --- a/workspaces/main/shaders/rotating_cube_v2.wgsl +++ /dev/null @@ -1,89 +0,0 @@ -// Rotating cube shader v2 (simplified, no masking) - -struct Uniforms { - view_proj: mat4x4, - inv_view_proj: mat4x4, - camera_pos_time: vec4, - params: vec4, - resolution: vec2, - aspect_ratio: f32, - _pad: f32, -}; - -struct ObjectData { - model: mat4x4, - inv_model: mat4x4, - color: vec4, - params: vec4, -}; - -@group(0) @binding(0) var uniforms: Uniforms; -@group(0) @binding(1) var object: ObjectData; - -struct VSOut { - @builtin(position) pos: vec4, - @location(0) world_pos: vec3, - @location(1) normal: vec3, -}; - -// Cube vertices (hardcoded) -fn get_cube_vertex(vid: u32) -> vec3 { - let positions = array, 36>( - // Front face - vec3(-1, -1, 1), vec3( 1, -1, 1), vec3( 1, 1, 1), - vec3(-1, -1, 1), vec3( 1, 1, 1), vec3(-1, 1, 1), - // Back face - vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1), - vec3( 1, -1, -1), vec3(-1, 1, -1), vec3( 1, 1, -1), - // Right face - vec3( 1, -1, 1), vec3( 1, -1, -1), vec3( 1, 1, -1), - vec3( 1, -1, 1), vec3( 1, 1, -1), vec3( 1, 1, 1), - // Left face - vec3(-1, -1, -1), vec3(-1, -1, 1), vec3(-1, 1, 1), - vec3(-1, -1, -1), vec3(-1, 1, 1), vec3(-1, 1, -1), - // Top face - vec3(-1, 1, 1), vec3( 1, 1, 1), vec3( 1, 1, -1), - vec3(-1, 1, 1), vec3( 1, 1, -1), vec3(-1, 1, -1), - // Bottom face - vec3(-1, -1, -1), vec3( 1, -1, -1), vec3( 1, -1, 1), - vec3(-1, -1, -1), vec3( 1, -1, 1), vec3(-1, -1, 1) - ); - return positions[vid]; -} - -fn get_cube_normal(vid: u32) -> vec3 { - let face_id = vid / 6u; - let normals = array, 6>( - vec3( 0, 0, 1), // Front - vec3( 0, 0, -1), // Back - vec3( 1, 0, 0), // Right - vec3(-1, 0, 0), // Left - vec3( 0, 1, 0), // Top - vec3( 0, -1, 0) // Bottom - ); - return normals[face_id]; -} - -@vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VSOut { - let local_pos = get_cube_vertex(vid); - let local_normal = get_cube_normal(vid); - - let world_pos = object.model * vec4(local_pos, 1.0); - let world_normal = normalize((object.model * vec4(local_normal, 0.0)).xyz); - - let clip_pos = uniforms.view_proj * world_pos; - - return VSOut(clip_pos, world_pos.xyz, world_normal); -} - -@fragment fn fs_main(@location(0) world_pos: vec3, @location(1) normal: vec3) -> @location(0) vec4 { - let N = normalize(normal); - let light_dir = normalize(vec3(1.0, 1.0, 1.0)); - let diffuse = max(dot(N, light_dir), 0.0); - - let ambient = 0.3; - let lighting = ambient + diffuse * 0.7; - - let color = object.color.rgb * lighting; - return vec4(color, 1.0); -} diff --git a/workspaces/main/timeline.seq b/workspaces/main/timeline.seq index b4663bb..57e1c50 100644 --- a/workspaces/main/timeline.seq +++ b/workspaces/main/timeline.seq @@ -1,97 +1,45 @@ -# Demo Timeline -# Generated by Timeline Editor +# Demo Timeline v2 # BPM 90 -SEQUENCE 0.00 0 - EFFECT - FlashCubeEffect 0.00 4.00 -# EFFECT + FlashEffect 0.00 2.00 color=1.0,0.5,0.5 decay=0.95 -# EFFECT + FadeEffect 2.00 4.00 -# EFFECT + SolarizeEffect 0.00 4.00 - EFFECT + VignetteEffect 0.00 4.00 radius=0.6 softness=0.1 - -SEQUENCE 4.00 0 "rotating cube" - EFFECT + CircleMaskEffect 0.00 4.00 0.50 - EFFECT + RotatingCubeEffect 0.00 4.00 - EFFECT + GaussianBlurEffect 1.00 4.00 strength=1.0 - -SEQUENCE 8.00 0 "Flash Cube" - EFFECT - FlashCubeEffect 0.00 4.02 - EFFECT + FlashEffect 0.00 0.40 - -SEQUENCE 12.00 1 "spray" - EFFECT + ParticleSprayEffect 0.00 2.00 - EFFECT + ParticlesEffect 2.00 4.00 - EFFECT = GaussianBlurEffect 0.00 4.00 strength=3.0 - -SEQUENCE 16.00 2 "Hybrid3D + CNN" - EFFECT + ThemeModulationEffect 0.00 4.00 - EFFECT + HeptagonEffect 0.00 4.00 - EFFECT + ParticleSprayEffect 0.00 2.00 - EFFECT = ParticlesEffect 2.00 4.00 - EFFECT + Hybrid3DEffect 0.00 4.00 - EFFECT + CNNv1Effect 0.00 4.00 layers=3 blend=.9 - -SEQUENCE 20.00 0 "CNN effect" - EFFECT + HeptagonEffect 0.00 8.00 - EFFECT + Scene1Effect 0.00 8.00 - EFFECT + CNNv1Effect 6.00 8.00 layers=3 blend=.5 - -SEQUENCE 28.00 0 "buggy" - EFFECT + HeptagonEffect 0.00 2.00 - EFFECT + FadeEffect 0.00 2.00 - -SEQUENCE 30.00 3 "Seq-8" - EFFECT + ThemeModulationEffect 0.00 10.00 - EFFECT = HeptagonEffect 0.00 10.00 - EFFECT + GaussianBlurEffect 0.00 10.00 strength=1.5 - EFFECT + ChromaAberrationEffect 0.00 10.00 offset=0.03 angle=0.785 - EFFECT + SolarizeEffect 0.00 10.00 - -SEQUENCE 40.00 2 - EFFECT - FlashCubeEffect 0.00 4.00 - EFFECT + HeptagonEffect 0.00 4.00 - EFFECT + ParticleSprayEffect 0.00 4.00 - -SEQUENCE 44.00 2 "Fade" - EFFECT - FlashCubeEffect 0.00 2.00 - EFFECT + FlashEffect 1.00 2.00 - -SEQUENCE 46.00 10 - EFFECT - FlashCubeEffect 0.00 3.00 - EFFECT + GaussianBlurEffect 0.00 3.00 - EFFECT + FlashEffect 0.00 3.00 - -SEQUENCE 49.00 1 - EFFECT + ThemeModulationEffect 0.00 8.00 - EFFECT + HeptagonEffect 0.00 8.00 - EFFECT + ParticleSprayEffect 0.00 8.00 - EFFECT + Hybrid3DEffect 0.00 8.00 - EFFECT + GaussianBlurEffect 0.00 8.00 - EFFECT + ChromaAberrationEffect 0.00 8.00 - -SEQUENCE 57.00 0 - EFFECT + ThemeModulationEffect 0.00 7.00 - EFFECT + VignetteEffect 0.00 7.00 radius=0.6 softness=0.3 - EFFECT + SolarizeEffect 0.00 7.00 - -SEQUENCE 64.00 0 - EFFECT + ThemeModulationEffect 0.00 4.00 - EFFECT + HeptagonEffect 0.00 4.00 - EFFECT + GaussianBlurEffect 0.00 4.00 - EFFECT + SolarizeEffect 0.00 4.00 - -SEQUENCE 68.00 0 "double hepta!" - EFFECT + ThemeModulationEffect 0.00 4.00 - EFFECT = HeptagonEffect 0.00 4.00 - EFFECT + Hybrid3DEffect 0.00 4.00 - EFFECT + ParticleSprayEffect 0.00 4.00 - EFFECT + HeptagonEffect 0.00 4.00 - EFFECT + ChromaAberrationEffect 0.00 4.00 - EFFECT + GaussianBlurEffect 0.00 4.00 - -SEQUENCE 72.00 0 "The End" - EFFECT + ThemeModulationEffect 0.00 7.00 - EFFECT + HeptagonEffect 0.00 7.00 - EFFECT + ChromaAberrationEffect 0.00 7.00 - EFFECT + GaussianBlurEffect 0.00 7.00 - +SEQUENCE 0.00 0 "intro" + # FlashCube (placeholder) -> Vignette -> sink + EFFECT + PlaceholderEffect source -> temp1 0.00 4.00 + EFFECT + PlaceholderEffect temp1 -> sink 0.00 4.00 + +SEQUENCE 4.00 0 "rotating_cube" + # RotatingCube -> Blur -> sink + EFFECT + RotatingCubeEffect source -> temp1 0.00 4.00 + EFFECT + GaussianBlurEffect temp1 -> sink 1.00 4.00 + +SEQUENCE 8.00 0 "flash_cube" + # FlashCube (placeholder) -> Flash (placeholder) -> sink + EFFECT - PlaceholderEffect source -> temp1 0.00 4.02 + EFFECT + PlaceholderEffect temp1 -> sink 0.00 0.40 + +SEQUENCE 12.00 1 "particles" + # Particles -> Blur -> sink + EFFECT + ParticlesEffect source -> temp1 0.00 4.00 + EFFECT = GaussianBlurEffect temp1 -> sink 0.00 4.00 + +SEQUENCE 16.00 2 "hybrid_heptagon" + # Heptagon -> Hybrid3D -> sink + EFFECT + HeptagonEffect source -> temp1 0.00 4.00 + EFFECT + Hybrid3DEffect temp1 -> sink 0.00 4.00 + +SEQUENCE 20.00 0 "heptagon_scene" + # Heptagon -> Scene1 (placeholder) -> sink + EFFECT + HeptagonEffect source -> temp1 0.00 8.00 + EFFECT + PlaceholderEffect temp1 -> sink 0.00 8.00 + +SEQUENCE 28.00 0 "fade_test" + # Heptagon -> Fade (placeholder) -> sink + EFFECT + HeptagonEffect source -> temp1 0.00 2.00 + EFFECT + PlaceholderEffect temp1 -> sink 0.00 2.00 + +SEQUENCE 30.00 3 "complex_chain" + # Theme (placeholder) -> Heptagon -> Blur -> ChromaAberration (placeholder) -> Solarize (placeholder) -> sink + EFFECT + PlaceholderEffect source -> temp1 0.00 10.00 + EFFECT = HeptagonEffect temp1 -> temp2 0.00 10.00 + EFFECT + GaussianBlurEffect temp2 -> temp3 0.00 10.00 + EFFECT + PlaceholderEffect temp3 -> temp4 0.00 10.00 + EFFECT + PlaceholderEffect temp4 -> sink 0.00 10.00 diff --git a/workspaces/main/timeline_v2.seq b/workspaces/main/timeline_v2.seq deleted file mode 100644 index 4b51023..0000000 --- a/workspaces/main/timeline_v2.seq +++ /dev/null @@ -1,45 +0,0 @@ -# Demo Timeline v2 -# BPM 90 - -SEQUENCE 0.00 0 "intro" - # FlashCube (placeholder) -> Vignette -> sink - EFFECT + PlaceholderEffect source -> temp1 0.00 4.00 - EFFECT + PlaceholderEffect temp1 -> sink 0.00 4.00 - -SEQUENCE 4.00 0 "rotating_cube" - # RotatingCube -> Blur -> sink - EFFECT + RotatingCubeEffectV2 source -> temp1 0.00 4.00 - EFFECT + GaussianBlurEffect temp1 -> sink 1.00 4.00 - -SEQUENCE 8.00 0 "flash_cube" - # FlashCube (placeholder) -> Flash (placeholder) -> sink - EFFECT - PlaceholderEffect source -> temp1 0.00 4.02 - EFFECT + PlaceholderEffect temp1 -> sink 0.00 0.40 - -SEQUENCE 12.00 1 "particles" - # Particles -> Blur -> sink - EFFECT + ParticlesEffectV2 source -> temp1 0.00 4.00 - EFFECT = GaussianBlurEffect temp1 -> sink 0.00 4.00 - -SEQUENCE 16.00 2 "hybrid_heptagon" - # Heptagon -> Hybrid3D -> sink - EFFECT + HeptagonEffect source -> temp1 0.00 4.00 - EFFECT + Hybrid3DEffectV2 temp1 -> sink 0.00 4.00 - -SEQUENCE 20.00 0 "heptagon_scene" - # Heptagon -> Scene1 (placeholder) -> sink - EFFECT + HeptagonEffect source -> temp1 0.00 8.00 - EFFECT + PlaceholderEffect temp1 -> sink 0.00 8.00 - -SEQUENCE 28.00 0 "fade_test" - # Heptagon -> Fade (placeholder) -> sink - EFFECT + HeptagonEffect source -> temp1 0.00 2.00 - EFFECT + PlaceholderEffect temp1 -> sink 0.00 2.00 - -SEQUENCE 30.00 3 "complex_chain" - # Theme (placeholder) -> Heptagon -> Blur -> ChromaAberration (placeholder) -> Solarize (placeholder) -> sink - EFFECT + PlaceholderEffect source -> temp1 0.00 10.00 - EFFECT = HeptagonEffect temp1 -> temp2 0.00 10.00 - EFFECT + GaussianBlurEffect temp2 -> temp3 0.00 10.00 - EFFECT + PlaceholderEffect temp3 -> temp4 0.00 10.00 - EFFECT + PlaceholderEffect temp4 -> sink 0.00 10.00 diff --git a/workspaces/main/workspace.cfg b/workspaces/main/workspace.cfg index feaa3f1..5eff423 100644 --- a/workspaces/main/workspace.cfg +++ b/workspaces/main/workspace.cfg @@ -5,7 +5,7 @@ version = "1.0" [build] target = "demo64k" -timeline = "timeline_v2.seq" +timeline = "timeline.seq" # music = "pop_punk_drums.track" music = "beat_test.track" assets = "assets.txt" -- cgit v1.2.3