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Add 6 new reference files with generic reusable patterns: - glsl.md: uniforms, built-in functions, shader templates, Bayer dither - postfx.md: bloom, CRT scanlines, chromatic aberration, feedback glow - layout-compositor.md: layoutTOP, overTOP grids, panel dividers - operator-tips.md: wireframe rendering, feedback TOP setup - geometry-comp.md: instancing, POP vs SOP rendering, shape morphing - audio-reactive.md: band extraction (audiofilterCHOP), beat detection, MIDI Expand pitfalls.md (#46-63): - Connection syntax, moviefileoutTOP bug, batch frame capture - TOP.save() time advancement, feedback masking, incremental builds - MCP reconnection after project.load(), TOX reverse-engineering - sliderCOMP naming, create() suffix requirement - COMP reparenting (copyOPs), expressionCHOP crash - Strip session-specific names in earlier pitfalls (promo_ -> my_) - Audio device CHOP at FPS=0: active=False is the fix, not volume=0 All content is generic — no session-specific paths, hardware, aesthetics, or param-name-only entries (those belong in td_get_par_info). Bumps version 1.0.0 -> 1.1.0. Salvaged from @kshitijk4poor's original PR #13664; dropped setup.sh and troubleshooting.md changes that reverted subsequent HERMES_HOME and pgrep fixes already on main, and preserved original author frontmatter.
4.5 KiB
4.5 KiB
Post-FX Reference
Bloom, CRT scanlines, chromatic aberration, and feedback glow patterns for live visual work.
Bloom
Built-in Bloom TOP
TD's bloomTOP is the fastest path — GPU-accelerated, no shader needed.
bloom = root.create(bloomTOP, 'bloom1')
bloom.par.threshold = 0.6 # Luminance threshold (0-1)
bloom.par.size = 0.03 # Spread radius (0-1)
bloom.par.strength = 1.5 # Bloom intensity
bloom.par.blendmode = 'add' # 'add' or 'screen'
Audio reactive bloom:
bloom.par.strength.mode = ParMode.EXPRESSION
bloom.par.strength.expr = "op('audio_env')['envelope'][0] * 3.0 + 0.5"
GLSL Bloom (More Control)
For multi-pass bloom with color tinting:
// bloom_pixel.glsl — pass1: threshold + tint
out vec4 fragColor;
uniform float uThreshold;
uniform vec3 uBloomColor;
void main() {
vec4 col = texture(sTD2DInputs[0], vUV.st);
float luma = dot(col.rgb, vec3(0.299, 0.587, 0.114));
float bloom = max(0.0, luma - uThreshold);
fragColor = TDOutputSwizzle(vec4(col.rgb * bloom * uBloomColor, col.a));
}
Then blur with blurTOP (size ~0.02-0.05), composite back over source with addTOP or compositeTOP in Add mode.
CRT / Scanlines
Pure GLSL — create a glslTOP and paste into its _pixel DAT.
// crt_pixel.glsl
out vec4 fragColor;
uniform float uTime;
uniform float uScanlineIntensity; // 0.0 - 1.0, default 0.4
uniform float uCurvature; // 0.0 - 0.15, default 0.05
uniform float uVignette; // 0.0 - 1.0, default 0.8
vec2 curveUV(vec2 uv, float amount) {
uv = uv * 2.0 - 1.0;
vec2 offset = abs(uv.yx) / vec2(6.0, 4.0);
uv = uv + uv * offset * offset * amount;
return uv * 0.5 + 0.5;
}
void main() {
vec2 res = uTDOutputInfo.res.zw;
vec2 uv = vUV.st;
// CRT barrel distortion
uv = curveUV(uv, uCurvature * 10.0);
// Kill pixels outside curved screen
if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {
fragColor = vec4(0.0, 0.0, 0.0, 1.0);
return;
}
vec4 col = texture(sTD2DInputs[0], uv);
// Scanlines
float scanline = sin(uv.y * res.y * 3.14159) * 0.5 + 0.5;
col.rgb *= mix(1.0, scanline, uScanlineIntensity);
// Horizontal noise flicker
float flicker = TDSimplexNoise(vec2(uv.y * 100.0, uTime * 8.0)) * 0.03;
col.rgb += flicker;
// Vignette
vec2 vig = uv * (1.0 - uv.yx);
float v = pow(vig.x * vig.y * 15.0, uVignette);
col.rgb *= v;
fragColor = TDOutputSwizzle(col);
}
Chromatic Aberration
Splits RGB channels and offsets them along screen axes.
out vec4 fragColor;
uniform float uAmount; // 0.001 - 0.02, default 0.006
void main() {
vec2 uv = vUV.st;
vec2 dir = uv - 0.5;
float r = texture(sTD2DInputs[0], uv + dir * uAmount).r;
float g = texture(sTD2DInputs[0], uv).g;
float b = texture(sTD2DInputs[0], uv - dir * uAmount).b;
float a = texture(sTD2DInputs[0], uv).a;
fragColor = TDOutputSwizzle(vec4(r, g, b, a));
}
Audio-reactive variant — spike aberration on beats:
uniform float uBeat;
void main() {
vec2 uv = vUV.st;
vec2 dir = uv - 0.5;
float amount = uAmount + uBeat * 0.04;
float r = texture(sTD2DInputs[0], uv + dir * amount * 1.2).r;
float g = texture(sTD2DInputs[0], uv).g;
float b = texture(sTD2DInputs[0], uv - dir * amount * 0.8).b;
fragColor = TDOutputSwizzle(vec4(r, g, b, 1.0));
}
Feedback Glow
Warm persistent trails for glow effects.
out vec4 fragColor;
uniform float uDecay; // 0.92 - 0.98 for slow trails
uniform vec3 uGlowColor; // tint accumulated feedback
void main() {
vec2 uv = vUV.st;
vec4 prev = texture(sTD2DInputs[0], uv); // feedback input
vec4 curr = texture(sTD2DInputs[1], uv); // current frame
vec3 glow = prev.rgb * uDecay * uGlowColor;
vec3 result = max(glow, curr.rgb);
fragColor = TDOutputSwizzle(vec4(result, 1.0));
}
Tips:
uDecay = 0.95→ medium trailuDecay = 0.98→ long comet tail- Set
glslTOPformat torgba16floatfor smooth gradients
Full Post-FX Stack
Recommended order:
[scene / composite]
↓
bloomTOP ← luminance threshold bloom
↓
glslTOP (chrom) ← chromatic aberration
↓
glslTOP (crt) ← scanlines + barrel distortion + vignette
↓
null_out ← final output
Performance note: Each glslTOP is a full GPU pass. For 1920×1080 at 60fps this stack is comfortably real-time. For 4K, consider downsampling bloom input with resolutionTOP first.