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allegro-checkpoint/skills/creative/ascii-video/references/shaders.md
2026-04-01 11:04:00 +00:00

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Shader Pipeline & Composable Effects

Post-processing effects applied to the pixel canvas (numpy uint8 array, shape (H,W,3)) after character rendering and before encoding. Also covers pixel-level blend modes, feedback buffers, and the ShaderChain compositor.

See also: composition.md (blend modes, tonemap) · effects.md · scenes.md · architecture.md · optimization.md · troubleshooting.md

Blend modes: For the 20 pixel blend modes and blend_canvas(), see composition.md. All blending uses blend_canvas(base, top, mode, opacity).

Design Philosophy

The shader pipeline turns raw ASCII renders into cinematic output. The system is designed for composability — every shader, blend mode, and feedback transform is an independent building block. Combining them creates infinite visual variety from a small set of primitives.

Choose shaders that reinforce the mood:

  • Retro terminal: CRT + scanlines + grain + green/amber tint
  • Clean modern: light bloom + subtle vignette only
  • Glitch art: heavy chromatic aberration + glitch bands + color wobble + pixel sort
  • Cinematic: bloom + vignette + grain + color grade
  • Dreamy: heavy bloom + soft focus + color wobble + low contrast
  • Harsh/industrial: high contrast + grain + scanlines + no bloom
  • Psychedelic: color wobble + chromatic + kaleidoscope mirror + high saturation + feedback with hue shift
  • Data corruption: pixel sort + data bend + block glitch + posterize
  • Recursive/infinite: feedback buffer with zoom + screen blend + hue shift

Pixel-Level Blend Modes

All operate on float32 [0,1] canvases for precision. Use blend_canvas(base, top, mode, opacity) which handles uint8 <-> float conversion.

Available Modes

BLEND_MODES = {
    "normal":       lambda a, b: b,
    "add":          lambda a, b: np.clip(a + b, 0, 1),
    "subtract":     lambda a, b: np.clip(a - b, 0, 1),
    "multiply":     lambda a, b: a * b,
    "screen":       lambda a, b: 1 - (1-a)*(1-b),
    "overlay":      # 2*a*b if a<0.5, else 1-2*(1-a)*(1-b)
    "softlight":    lambda a, b: (1-2*b)*a*a + 2*b*a,
    "hardlight":    # like overlay but keyed on b
    "difference":   lambda a, b: abs(a - b),
    "exclusion":    lambda a, b: a + b - 2*a*b,
    "colordodge":   lambda a, b: a / (1-b),
    "colorburn":    lambda a, b: 1 - (1-a)/b,
    "linearlight":  lambda a, b: a + 2*b - 1,
    "vividlight":   # burn if b<0.5, dodge if b>=0.5
    "pin_light":    # min(a,2b) if b<0.5, max(a,2b-1) if b>=0.5
    "hard_mix":     lambda a, b: 1 if a+b>=1 else 0,
    "lighten":      lambda a, b: max(a, b),
    "darken":       lambda a, b: min(a, b),
    "grain_extract": lambda a, b: a - b + 0.5,
    "grain_merge":  lambda a, b: a + b - 0.5,
}

Usage

def blend_canvas(base, top, mode="normal", opacity=1.0):
    """Blend two uint8 canvases (H,W,3) using a named blend mode + opacity."""
    af = base.astype(np.float32) / 255.0
    bf = top.astype(np.float32) / 255.0
    result = BLEND_MODES[mode](af, bf)
    if opacity < 1.0:
        result = af * (1-opacity) + result * opacity
    return np.clip(result * 255, 0, 255).astype(np.uint8)

# Multi-layer compositing
result = blend_canvas(base, layer_a, "screen", 0.7)
result = blend_canvas(result, layer_b, "difference", 0.5)
result = blend_canvas(result, layer_c, "multiply", 0.3)

Creative Combinations

  • Feedback + difference = psychedelic color evolution (each frame XORs with the previous)
  • Screen + screen = additive glow stacking
  • Multiply on two different effects = only shows where both have brightness (intersection)
  • Exclusion between two layers = creates complementary patterns where they differ
  • Color dodge/burn = extreme contrast enhancement at overlap zones
  • Hard mix = reduces everything to pure black/white/color at intersections

Feedback Buffer

Recursive temporal effect: frame N-1 feeds back into frame N with decay and optional spatial transform. Creates trails, echoes, smearing, zoom tunnels, rotation feedback, rainbow trails.

class FeedbackBuffer:
    def __init__(self):
        self.buf = None  # previous frame (float32, 0-1)
    
    def apply(self, canvas, decay=0.85, blend="screen", opacity=0.5,
              transform=None, transform_amt=0.02, hue_shift=0.0):
        """Mix current frame with decayed/transformed previous frame.
        
        Args:
            canvas: current frame (uint8 H,W,3)
            decay: how fast old frame fades (0=instant, 1=permanent)
            blend: blend mode for mixing feedback
            opacity: strength of feedback mix
            transform: None, "zoom", "shrink", "rotate_cw", "rotate_ccw",
                       "shift_up", "shift_down", "mirror_h"
            transform_amt: strength of spatial transform per frame
            hue_shift: rotate hue of feedback buffer each frame (0-1)
        """

Feedback Presets

# Infinite zoom tunnel
fb_cfg = {"decay": 0.8, "blend": "screen", "opacity": 0.4,
          "transform": "zoom", "transform_amt": 0.015}

# Rainbow trails (psychedelic)
fb_cfg = {"decay": 0.7, "blend": "screen", "opacity": 0.3,
          "transform": "zoom", "transform_amt": 0.01, "hue_shift": 0.02}

# Ghostly echo (horror)
fb_cfg = {"decay": 0.9, "blend": "add", "opacity": 0.15,
          "transform": "shift_up", "transform_amt": 0.01}

# Kaleidoscopic recursion
fb_cfg = {"decay": 0.75, "blend": "screen", "opacity": 0.35,
          "transform": "rotate_cw", "transform_amt": 0.005, "hue_shift": 0.01}

# Color evolution (abstract)
fb_cfg = {"decay": 0.8, "blend": "difference", "opacity": 0.4, "hue_shift": 0.03}

# Multiplied depth
fb_cfg = {"decay": 0.65, "blend": "multiply", "opacity": 0.3, "transform": "mirror_h"}

# Rising heat haze
fb_cfg = {"decay": 0.5, "blend": "add", "opacity": 0.2,
          "transform": "shift_up", "transform_amt": 0.02}

ShaderChain

Composable shader pipeline. Build chains of named shaders with parameters. Order matters — shaders are applied sequentially to the canvas.

class ShaderChain:
    """Composable shader pipeline.
    
    Usage:
        chain = ShaderChain()
        chain.add("bloom", thr=120)
        chain.add("chromatic", amt=5)
        chain.add("kaleidoscope", folds=6)
        chain.add("vignette", s=0.2)
        chain.add("grain", amt=12)
        canvas = chain.apply(canvas, f=features, t=time)
    """
    def __init__(self):
        self.steps = []

    def add(self, shader_name, **kwargs):
        self.steps.append((shader_name, kwargs))
        return self  # chainable

    def apply(self, canvas, f=None, t=0):
        if f is None: f = {}
        for name, kwargs in self.steps:
            canvas = _apply_shader_step(canvas, name, kwargs, f, t)
        return canvas

_apply_shader_step() — Full Dispatch Function

Routes shader names to implementations. Some shaders have audio-reactive scaling — the dispatch function reads f["bdecay"] and f["rms"] to modulate parameters on the beat.

def _apply_shader_step(canvas, name, kwargs, f, t):
    """Dispatch a single shader by name with kwargs.
    
    Args:
        canvas: uint8 (H,W,3) pixel array
        name: shader key string (e.g. "bloom", "chromatic")
        kwargs: dict of shader parameters
        f: audio features dict (keys: bdecay, rms, sub, etc.)
        t: current time in seconds (float)
    Returns:
        canvas: uint8 (H,W,3) — processed
    """
    bd = f.get("bdecay", 0)    # beat decay (0-1, high on beat)
    rms = f.get("rms", 0.3)   # audio energy (0-1)

    # --- Geometry ---
    if name == "crt":
        return sh_crt(canvas, kwargs.get("strength", 0.05))
    elif name == "pixelate":
        return sh_pixelate(canvas, kwargs.get("block", 4))
    elif name == "wave_distort":
        return sh_wave_distort(canvas, t,
            kwargs.get("freq", 0.02), kwargs.get("amp", 8), kwargs.get("axis", "x"))
    elif name == "kaleidoscope":
        return sh_kaleidoscope(canvas.copy(), kwargs.get("folds", 6))
    elif name == "mirror_h":
        return sh_mirror_h(canvas.copy())
    elif name == "mirror_v":
        return sh_mirror_v(canvas.copy())
    elif name == "mirror_quad":
        return sh_mirror_quad(canvas.copy())
    elif name == "mirror_diag":
        return sh_mirror_diag(canvas.copy())

    # --- Channel ---
    elif name == "chromatic":
        base = kwargs.get("amt", 3)
        return sh_chromatic(canvas, max(1, int(base * (0.4 + bd * 0.8))))
    elif name == "channel_shift":
        return sh_channel_shift(canvas,
            kwargs.get("r", (0,0)), kwargs.get("g", (0,0)), kwargs.get("b", (0,0)))
    elif name == "channel_swap":
        return sh_channel_swap(canvas, kwargs.get("order", (2,1,0)))
    elif name == "rgb_split_radial":
        return sh_rgb_split_radial(canvas, kwargs.get("strength", 5))

    # --- Color ---
    elif name == "invert":
        return sh_invert(canvas)
    elif name == "posterize":
        return sh_posterize(canvas, kwargs.get("levels", 4))
    elif name == "threshold":
        return sh_threshold(canvas, kwargs.get("thr", 128))
    elif name == "solarize":
        return sh_solarize(canvas, kwargs.get("threshold", 128))
    elif name == "hue_rotate":
        return sh_hue_rotate(canvas, kwargs.get("amount", 0.1))
    elif name == "saturation":
        return sh_saturation(canvas, kwargs.get("factor", 1.5))
    elif name == "color_grade":
        return sh_color_grade(canvas, kwargs.get("tint", (1,1,1)))
    elif name == "color_wobble":
        return sh_color_wobble(canvas, t, kwargs.get("amt", 0.3) * (0.5 + rms * 0.8))
    elif name == "color_ramp":
        return sh_color_ramp(canvas, kwargs.get("ramp", [(0,0,0),(255,255,255)]))

    # --- Glow / Blur ---
    elif name == "bloom":
        return sh_bloom(canvas, kwargs.get("thr", 130))
    elif name == "edge_glow":
        return sh_edge_glow(canvas, kwargs.get("hue", 0.5))
    elif name == "soft_focus":
        return sh_soft_focus(canvas, kwargs.get("strength", 0.3))
    elif name == "radial_blur":
        return sh_radial_blur(canvas, kwargs.get("strength", 0.03))

    # --- Noise ---
    elif name == "grain":
        return sh_grain(canvas, int(kwargs.get("amt", 10) * (0.5 + rms * 0.8)))
    elif name == "static":
        return sh_static_noise(canvas, kwargs.get("density", 0.05), kwargs.get("color", True))

    # --- Lines / Patterns ---
    elif name == "scanlines":
        return sh_scanlines(canvas, kwargs.get("intensity", 0.08), kwargs.get("spacing", 3))
    elif name == "halftone":
        return sh_halftone(canvas, kwargs.get("dot_size", 6))

    # --- Tone ---
    elif name == "vignette":
        return sh_vignette(canvas, kwargs.get("s", 0.22))
    elif name == "contrast":
        return sh_contrast(canvas, kwargs.get("factor", 1.3))
    elif name == "gamma":
        return sh_gamma(canvas, kwargs.get("gamma", 1.5))
    elif name == "levels":
        return sh_levels(canvas,
            kwargs.get("black", 0), kwargs.get("white", 255), kwargs.get("midtone", 1.0))
    elif name == "brightness":
        return sh_brightness(canvas, kwargs.get("factor", 1.5))

    # --- Glitch / Data ---
    elif name == "glitch_bands":
        return sh_glitch_bands(canvas, f)
    elif name == "block_glitch":
        return sh_block_glitch(canvas, kwargs.get("n_blocks", 8), kwargs.get("max_size", 40))
    elif name == "pixel_sort":
        return sh_pixel_sort(canvas, kwargs.get("threshold", 100), kwargs.get("direction", "h"))
    elif name == "data_bend":
        return sh_data_bend(canvas, kwargs.get("offset", 1000), kwargs.get("chunk", 500))

    else:
        return canvas  # unknown shader — passthrough

Audio-Reactive Shaders

Three shaders scale their parameters based on audio features:

Shader Reactive To Effect
chromatic bdecay amt * (0.4 + bdecay * 0.8) — aberration kicks on beats
color_wobble rms amt * (0.5 + rms * 0.8) — wobble intensity follows energy
grain rms amt * (0.5 + rms * 0.8) — grain rougher in loud sections
glitch_bands bdecay, sub Number of bands and displacement scale with beat energy

To make any shader beat-reactive, scale its parameter in the dispatch: base_val * (low + bd * range).


Full Shader Catalog

Geometry Shaders

Shader Key Params Description
crt strength=0.05 CRT barrel distortion (cached remap)
pixelate block=4 Reduce effective resolution
wave_distort freq, amp, axis Sinusoidal row/column displacement
kaleidoscope folds=6 Radial symmetry via polar remapping
mirror_h Horizontal mirror
mirror_v Vertical mirror
mirror_quad 4-fold mirror
mirror_diag Diagonal mirror

Channel Manipulation

Shader Key Params Description
chromatic amt=3 R/B channel horizontal shift (beat-reactive)
channel_shift r=(sx,sy), g, b Independent per-channel x,y shifting
channel_swap order=(2,1,0) Reorder RGB channels (BGR, GRB, etc.)
rgb_split_radial strength=5 Chromatic aberration radiating from center

Color Manipulation

Shader Key Params Description
invert Negate all colors
posterize levels=4 Reduce color depth to N levels
threshold thr=128 Binary black/white
solarize threshold=128 Invert pixels above threshold
hue_rotate amount=0.1 Rotate all hues by amount (0-1)
saturation factor=1.5 Scale saturation (>1=more, <1=less)
color_grade tint=(r,g,b) Per-channel multiplier
color_wobble amt=0.3 Time-varying per-channel sine modulation
color_ramp ramp=[(R,G,B),...] Map luminance to custom color gradient

Glow / Blur

Shader Key Params Description
bloom thr=130 Bright area glow (4x downsample + box blur)
edge_glow hue=0.5 Detect edges, add colored overlay
soft_focus strength=0.3 Blend with blurred version
radial_blur strength=0.03 Zoom blur from center outward

Noise / Grain

Shader Key Params Description
grain amt=10 2x-downsampled film grain (beat-reactive)
static density=0.05, color=True Random pixel noise (TV static)

Lines / Patterns

Shader Key Params Description
scanlines intensity=0.08, spacing=3 Darken every Nth row
halftone dot_size=6 Halftone dot pattern overlay

Tone

Shader Key Params Description
vignette s=0.22 Edge darkening (cached distance field)
contrast factor=1.3 Adjust contrast around midpoint 128
gamma gamma=1.5 Gamma correction (>1=brighter mids)
levels black, white, midtone Levels adjustment (Photoshop-style)
brightness factor=1.5 Global brightness multiplier

Glitch / Data

Shader Key Params Description
glitch_bands (uses f) Beat-reactive horizontal row displacement
block_glitch n_blocks=8, max_size=40 Random rectangular block displacement
pixel_sort threshold=100, direction="h" Sort pixels by brightness in rows/columns
data_bend offset, chunk Raw byte displacement (datamoshing)

Shader Implementations

Every shader function takes a canvas (uint8 H,W,3) and returns a canvas of the same shape. The naming convention is sh_<name>. Geometry shaders that build coordinate remap tables should cache them since the table only depends on resolution + parameters, not on frame content.

Helpers

Shaders that manipulate hue/saturation need vectorized HSV conversion:

def rgb2hsv(r, g, b):
    """Vectorized RGB (0-255 uint8) -> HSV (float32 0-1)."""
    rf = r.astype(np.float32) / 255.0
    gf = g.astype(np.float32) / 255.0
    bf = b.astype(np.float32) / 255.0
    cmax = np.maximum(np.maximum(rf, gf), bf)
    cmin = np.minimum(np.minimum(rf, gf), bf)
    delta = cmax - cmin + 1e-10
    h = np.zeros_like(rf)
    m = cmax == rf; h[m] = ((gf[m] - bf[m]) / delta[m]) % 6
    m = cmax == gf; h[m] = (bf[m] - rf[m]) / delta[m] + 2
    m = cmax == bf; h[m] = (rf[m] - gf[m]) / delta[m] + 4
    h = h / 6.0 % 1.0
    s = np.where(cmax > 0, delta / (cmax + 1e-10), 0)
    return h, s, cmax

def hsv2rgb(h, s, v):
    """Vectorized HSV->RGB. h,s,v are numpy float32 arrays."""
    h = h % 1.0
    c = v * s; x = c * (1 - np.abs((h * 6) % 2 - 1)); m = v - c
    r = np.zeros_like(h); g = np.zeros_like(h); b = np.zeros_like(h)
    mask = h < 1/6;            r[mask]=c[mask]; g[mask]=x[mask]
    mask = (h>=1/6)&(h<2/6);   r[mask]=x[mask]; g[mask]=c[mask]
    mask = (h>=2/6)&(h<3/6);   g[mask]=c[mask]; b[mask]=x[mask]
    mask = (h>=3/6)&(h<4/6);   g[mask]=x[mask]; b[mask]=c[mask]
    mask = (h>=4/6)&(h<5/6);   r[mask]=x[mask]; b[mask]=c[mask]
    mask = h >= 5/6;            r[mask]=c[mask]; b[mask]=x[mask]
    R = np.clip((r+m)*255, 0, 255).astype(np.uint8)
    G = np.clip((g+m)*255, 0, 255).astype(np.uint8)
    B = np.clip((b+m)*255, 0, 255).astype(np.uint8)
    return R, G, B

def mkc(R, G, B, rows, cols):
    """Stack R,G,B uint8 arrays into (rows,cols,3) canvas."""
    o = np.zeros((rows, cols, 3), dtype=np.uint8)
    o[:,:,0] = R; o[:,:,1] = G; o[:,:,2] = B
    return o

Geometry Shaders

CRT Barrel Distortion

Cache the coordinate remap — it never changes per frame:

_crt_cache = {}
def sh_crt(c, strength=0.05):
    k = (c.shape[0], c.shape[1], round(strength, 3))
    if k not in _crt_cache:
        h, w = c.shape[:2]; cy, cx = h/2, w/2
        Y = np.arange(h, dtype=np.float32)[:, None]
        X = np.arange(w, dtype=np.float32)[None, :]
        ny = (Y - cy) / cy; nx = (X - cx) / cx
        r2 = nx**2 + ny**2
        factor = 1 + strength * r2
        sx = np.clip((nx * factor * cx + cx), 0, w-1).astype(np.int32)
        sy = np.clip((ny * factor * cy + cy), 0, h-1).astype(np.int32)
        _crt_cache[k] = (sy, sx)
    sy, sx = _crt_cache[k]
    return c[sy, sx]

Pixelate

def sh_pixelate(c, block=4):
    """Reduce effective resolution."""
    sm = c[::block, ::block]
    return np.repeat(np.repeat(sm, block, axis=0), block, axis=1)[:c.shape[0], :c.shape[1]]

Wave Distort

def sh_wave_distort(c, t, freq=0.02, amp=8, axis="x"):
    """Sinusoidal row/column displacement. Uses time t for animation."""
    h, w = c.shape[:2]
    out = c.copy()
    if axis == "x":
        for y in range(h):
            shift = int(amp * math.sin(y * freq + t * 3))
            out[y] = np.roll(c[y], shift, axis=0)
    else:
        for x in range(w):
            shift = int(amp * math.sin(x * freq + t * 3))
            out[:, x] = np.roll(c[:, x], shift, axis=0)
    return out

Displacement Map

def sh_displacement_map(c, dx_map, dy_map, strength=10):
    """Displace pixels using float32 displacement maps (same HxW as c).
    dx_map/dy_map: positive = shift right/down."""
    h, w = c.shape[:2]
    Y = np.arange(h)[:, None]; X = np.arange(w)[None, :]
    ny = np.clip((Y + (dy_map * strength).astype(int)), 0, h-1)
    nx = np.clip((X + (dx_map * strength).astype(int)), 0, w-1)
    return c[ny, nx]

Kaleidoscope

def sh_kaleidoscope(c, folds=6):
    """Radial symmetry by polar coordinate remapping."""
    h, w = c.shape[:2]; cy, cx = h//2, w//2
    Y = np.arange(h, dtype=np.float32)[:, None] - cy
    X = np.arange(w, dtype=np.float32)[None, :] - cx
    angle = np.arctan2(Y, X)
    dist = np.sqrt(X**2 + Y**2)
    wedge = 2 * np.pi / folds
    folded_angle = np.abs((angle % wedge) - wedge/2)
    ny = np.clip((cy + dist * np.sin(folded_angle)).astype(int), 0, h-1)
    nx = np.clip((cx + dist * np.cos(folded_angle)).astype(int), 0, w-1)
    return c[ny, nx]

Mirror Variants

def sh_mirror_h(c):
    """Horizontal mirror — left half reflected to right."""
    w = c.shape[1]; c[:, w//2:] = c[:, :w//2][:, ::-1]; return c

def sh_mirror_v(c):
    """Vertical mirror — top half reflected to bottom."""
    h = c.shape[0]; c[h//2:, :] = c[:h//2, :][::-1, :]; return c

def sh_mirror_quad(c):
    """4-fold mirror — top-left quadrant reflected to all four."""
    h, w = c.shape[:2]; hh, hw = h//2, w//2
    tl = c[:hh, :hw].copy()
    c[:hh, hw:hw+tl.shape[1]] = tl[:, ::-1]
    c[hh:hh+tl.shape[0], :hw] = tl[::-1, :]
    c[hh:hh+tl.shape[0], hw:hw+tl.shape[1]] = tl[::-1, ::-1]
    return c

def sh_mirror_diag(c):
    """Diagonal mirror — top-left triangle reflected."""
    h, w = c.shape[:2]
    for y in range(h):
        x_cut = int(w * y / h)
        if x_cut > 0 and x_cut < w:
            c[y, x_cut:] = c[y, :x_cut+1][::-1][:w-x_cut]
    return c

Note: Mirror shaders mutate in-place. The dispatch function passes canvas.copy() to avoid corrupting the original.


Channel Manipulation Shaders

Chromatic Aberration

def sh_chromatic(c, amt=3):
    """R/B channel horizontal shift. Beat-reactive in dispatch (amt scaled by bdecay)."""
    if amt < 1: return c
    a = int(amt)
    o = c.copy()
    o[:, a:, 0] = c[:, :-a, 0]   # red shifts right
    o[:, :-a, 2] = c[:, a:, 2]   # blue shifts left
    return o

Channel Shift

def sh_channel_shift(c, r_shift=(0,0), g_shift=(0,0), b_shift=(0,0)):
    """Independent per-channel x,y shifting."""
    o = c.copy()
    for ch_i, (sx, sy) in enumerate([r_shift, g_shift, b_shift]):
        if sx != 0: o[:,:,ch_i] = np.roll(c[:,:,ch_i], sx, axis=1)
        if sy != 0: o[:,:,ch_i] = np.roll(o[:,:,ch_i], sy, axis=0)
    return o

Channel Swap

def sh_channel_swap(c, order=(2,1,0)):
    """Reorder RGB channels. (2,1,0)=BGR, (1,0,2)=GRB, etc."""
    return c[:, :, list(order)]

RGB Split Radial

def sh_rgb_split_radial(c, strength=5):
    """Chromatic aberration radiating from center — stronger at edges."""
    h, w = c.shape[:2]; cy, cx = h//2, w//2
    Y = np.arange(h, dtype=np.float32)[:, None]
    X = np.arange(w, dtype=np.float32)[None, :]
    dist = np.sqrt((Y-cy)**2 + (X-cx)**2)
    max_dist = np.sqrt(cy**2 + cx**2)
    factor = dist / max_dist * strength
    dy = ((Y-cy) / (dist+1) * factor).astype(int)
    dx = ((X-cx) / (dist+1) * factor).astype(int)
    out = c.copy()
    ry = np.clip(Y.astype(int)+dy, 0, h-1); rx = np.clip(X.astype(int)+dx, 0, w-1)
    out[:,:,0] = c[ry, rx, 0]  # red shifts outward
    by = np.clip(Y.astype(int)-dy, 0, h-1); bx = np.clip(X.astype(int)-dx, 0, w-1)
    out[:,:,2] = c[by, bx, 2]  # blue shifts inward
    return out

Color Manipulation Shaders

Invert

def sh_invert(c):
    return 255 - c

Posterize

def sh_posterize(c, levels=4):
    """Reduce color depth to N levels per channel."""
    step = 256.0 / levels
    return (np.floor(c.astype(np.float32) / step) * step).astype(np.uint8)

Threshold

def sh_threshold(c, thr=128):
    """Binary black/white at threshold."""
    gray = c.astype(np.float32).mean(axis=2)
    out = np.zeros_like(c); out[gray > thr] = 255
    return out

Solarize

def sh_solarize(c, threshold=128):
    """Invert pixels above threshold — classic darkroom effect."""
    o = c.copy(); mask = c > threshold; o[mask] = 255 - c[mask]
    return o

Hue Rotate

def sh_hue_rotate(c, amount=0.1):
    """Rotate all hues by amount (0-1)."""
    h, s, v = rgb2hsv(c[:,:,0], c[:,:,1], c[:,:,2])
    h = (h + amount) % 1.0
    R, G, B = hsv2rgb(h, s, v)
    return mkc(R, G, B, c.shape[0], c.shape[1])

Saturation

def sh_saturation(c, factor=1.5):
    """Adjust saturation. >1=more saturated, <1=desaturated."""
    h, s, v = rgb2hsv(c[:,:,0], c[:,:,1], c[:,:,2])
    s = np.clip(s * factor, 0, 1)
    R, G, B = hsv2rgb(h, s, v)
    return mkc(R, G, B, c.shape[0], c.shape[1])

Color Grade

def sh_color_grade(c, tint):
    """Per-channel multiplier. tint=(r_mul, g_mul, b_mul)."""
    o = c.astype(np.float32)
    o[:,:,0] *= tint[0]; o[:,:,1] *= tint[1]; o[:,:,2] *= tint[2]
    return np.clip(o, 0, 255).astype(np.uint8)

Color Wobble

def sh_color_wobble(c, t, amt=0.3):
    """Time-varying per-channel sine modulation. Audio-reactive in dispatch (amt scaled by rms)."""
    o = c.astype(np.float32)
    o[:,:,0] *= 1.0 + amt * math.sin(t * 5.0)
    o[:,:,1] *= 1.0 + amt * math.sin(t * 5.0 + 2.09)
    o[:,:,2] *= 1.0 + amt * math.sin(t * 5.0 + 4.19)
    return np.clip(o, 0, 255).astype(np.uint8)

Color Ramp

def sh_color_ramp(c, ramp_colors):
    """Map luminance to a custom color gradient.
    ramp_colors = list of (R,G,B) tuples, evenly spaced from dark to bright."""
    gray = c.astype(np.float32).mean(axis=2) / 255.0
    n = len(ramp_colors)
    idx = np.clip(gray * (n-1), 0, n-1.001)
    lo = np.floor(idx).astype(int); hi = np.minimum(lo+1, n-1)
    frac = idx - lo
    ramp = np.array(ramp_colors, dtype=np.float32)
    out = ramp[lo] * (1-frac[:,:,None]) + ramp[hi] * frac[:,:,None]
    return np.clip(out, 0, 255).astype(np.uint8)

Glow / Blur Shaders

Bloom

def sh_bloom(c, thr=130):
    """Bright-area glow: 4x downsample, threshold, 3-pass box blur, screen blend."""
    sm = c[::4, ::4].astype(np.float32)
    br = np.where(sm > thr, sm, 0)
    for _ in range(3):
        p = np.pad(br, ((1,1),(1,1),(0,0)), mode="edge")
        br = (p[:-2,:-2]+p[:-2,1:-1]+p[:-2,2:]+p[1:-1,:-2]+p[1:-1,1:-1]+
              p[1:-1,2:]+p[2:,:-2]+p[2:,1:-1]+p[2:,2:]) / 9.0
    bl = np.repeat(np.repeat(br, 4, axis=0), 4, axis=1)[:c.shape[0], :c.shape[1]]
    return np.clip(c.astype(np.float32) + bl * 0.5, 0, 255).astype(np.uint8)

Edge Glow

def sh_edge_glow(c, hue=0.5):
    """Detect edges via gradient, add colored overlay."""
    gray = c.astype(np.float32).mean(axis=2)
    gx = np.abs(gray[:, 2:] - gray[:, :-2])
    gy = np.abs(gray[2:, :] - gray[:-2, :])
    ex = np.zeros_like(gray); ey = np.zeros_like(gray)
    ex[:, 1:-1] = gx; ey[1:-1, :] = gy
    edge = np.clip((ex + ey) / 255 * 2, 0, 1)
    R, G, B = hsv2rgb(np.full_like(edge, hue), np.full_like(edge, 0.8), edge * 0.5)
    out = c.astype(np.int16).copy()
    out[:,:,0] = np.clip(out[:,:,0] + R.astype(np.int16), 0, 255)
    out[:,:,1] = np.clip(out[:,:,1] + G.astype(np.int16), 0, 255)
    out[:,:,2] = np.clip(out[:,:,2] + B.astype(np.int16), 0, 255)
    return out.astype(np.uint8)

Soft Focus

def sh_soft_focus(c, strength=0.3):
    """Blend original with 2x-downsampled box blur."""
    sm = c[::2, ::2].astype(np.float32)
    p = np.pad(sm, ((1,1),(1,1),(0,0)), mode="edge")
    bl = (p[:-2,:-2]+p[:-2,1:-1]+p[:-2,2:]+p[1:-1,:-2]+p[1:-1,1:-1]+
          p[1:-1,2:]+p[2:,:-2]+p[2:,1:-1]+p[2:,2:]) / 9.0
    bl = np.repeat(np.repeat(bl, 2, axis=0), 2, axis=1)[:c.shape[0], :c.shape[1]]
    return np.clip(c * (1-strength) + bl * strength, 0, 255).astype(np.uint8)

Radial Blur

def sh_radial_blur(c, strength=0.03, center=None):
    """Zoom blur from center — motion blur radiating outward."""
    h, w = c.shape[:2]
    cy, cx = center if center else (h//2, w//2)
    Y = np.arange(h, dtype=np.float32)[:, None]
    X = np.arange(w, dtype=np.float32)[None, :]
    out = c.astype(np.float32)
    for s in [strength, strength*2]:
        dy = (Y - cy) * s; dx = (X - cx) * s
        sy = np.clip((Y + dy).astype(int), 0, h-1)
        sx = np.clip((X + dx).astype(int), 0, w-1)
        out += c[sy, sx].astype(np.float32)
    return np.clip(out / 3, 0, 255).astype(np.uint8)

Noise / Grain Shaders

Film Grain

def sh_grain(c, amt=10):
    """2x-downsampled film grain. Audio-reactive in dispatch (amt scaled by rms)."""
    noise = np.random.randint(-amt, amt+1, (c.shape[0]//2, c.shape[1]//2, 1), dtype=np.int16)
    noise = np.repeat(np.repeat(noise, 2, axis=0), 2, axis=1)[:c.shape[0], :c.shape[1]]
    return np.clip(c.astype(np.int16) + noise, 0, 255).astype(np.uint8)

Static Noise

def sh_static_noise(c, density=0.05, color=True):
    """Random pixel noise overlay (TV static)."""
    mask = np.random.random((c.shape[0]//2, c.shape[1]//2)) < density
    mask = np.repeat(np.repeat(mask, 2, axis=0), 2, axis=1)[:c.shape[0], :c.shape[1]]
    out = c.copy()
    if color:
        noise = np.random.randint(0, 256, (c.shape[0], c.shape[1], 3), dtype=np.uint8)
    else:
        v = np.random.randint(0, 256, (c.shape[0], c.shape[1]), dtype=np.uint8)
        noise = np.stack([v, v, v], axis=2)
    out[mask] = noise[mask]
    return out

Lines / Pattern Shaders

Scanlines

def sh_scanlines(c, intensity=0.08, spacing=3):
    """Darken every Nth row."""
    m = np.ones(c.shape[0], dtype=np.float32)
    m[::spacing] = 1.0 - intensity
    return np.clip(c * m[:, None, None], 0, 255).astype(np.uint8)

Halftone

def sh_halftone(c, dot_size=6):
    """Halftone dot pattern overlay — circular dots sized by local brightness."""
    h, w = c.shape[:2]
    gray = c.astype(np.float32).mean(axis=2) / 255.0
    out = np.zeros_like(c)
    for y in range(0, h, dot_size):
        for x in range(0, w, dot_size):
            block = gray[y:y+dot_size, x:x+dot_size]
            if block.size == 0: continue
            radius = block.mean() * dot_size * 0.5
            cy_b, cx_b = dot_size//2, dot_size//2
            for dy in range(min(dot_size, h-y)):
                for dx in range(min(dot_size, w-x)):
                    if math.sqrt((dy-cy_b)**2 + (dx-cx_b)**2) < radius:
                        out[y+dy, x+dx] = c[y+dy, x+dx]
    return out

Performance note: Halftone is slow due to Python loops. Acceptable for small resolutions or single test frames. For production, consider a vectorized version using precomputed distance masks.


Tone Shaders

Vignette

_vig_cache = {}
def sh_vignette(c, s=0.22):
    """Edge darkening using cached distance field."""
    k = (c.shape[0], c.shape[1], round(s, 2))
    if k not in _vig_cache:
        h, w = c.shape[:2]
        Y = np.linspace(-1, 1, h)[:, None]; X = np.linspace(-1, 1, w)[None, :]
        _vig_cache[k] = np.clip(1.0 - np.sqrt(X**2 + Y**2) * s, 0.15, 1).astype(np.float32)
    return np.clip(c * _vig_cache[k][:,:,None], 0, 255).astype(np.uint8)

Contrast

def sh_contrast(c, factor=1.3):
    """Adjust contrast around midpoint 128."""
    return np.clip((c.astype(np.float32) - 128) * factor + 128, 0, 255).astype(np.uint8)

Gamma

def sh_gamma(c, gamma=1.5):
    """Gamma correction. >1=brighter mids, <1=darker mids."""
    return np.clip(((c.astype(np.float32)/255.0) ** (1.0/gamma)) * 255, 0, 255).astype(np.uint8)

Levels

def sh_levels(c, black=0, white=255, midtone=1.0):
    """Levels adjustment (Photoshop-style). Remap black/white points, apply midtone gamma."""
    o = (c.astype(np.float32) - black) / max(1, white - black)
    o = np.clip(o, 0, 1) ** (1.0 / midtone)
    return (o * 255).astype(np.uint8)

Brightness

def sh_brightness(c, factor=1.5):
    """Global brightness multiplier. Prefer tonemap() for scene-level brightness control."""
    return np.clip(c.astype(np.float32) * factor, 0, 255).astype(np.uint8)

Glitch / Data Shaders

Glitch Bands

def sh_glitch_bands(c, f):
    """Beat-reactive horizontal row displacement. f = audio features dict.
    Uses f["bdecay"] for intensity and f["sub"] for band height."""
    n = int(3 + f.get("bdecay", 0) * 10)
    out = c.copy()
    for _ in range(n):
        y = random.randint(0, c.shape[0]-1)
        h = random.randint(1, max(2, int(4 + f.get("sub", 0.3) * 12)))
        shift = int((random.random()-0.5) * f.get("bdecay", 0) * 60)
        if shift != 0 and y+h < c.shape[0]:
            out[y:y+h] = np.roll(out[y:y+h], shift, axis=1)
    return out

Block Glitch

def sh_block_glitch(c, n_blocks=8, max_size=40):
    """Random rectangular block displacement — copy blocks to random positions."""
    out = c.copy(); h, w = c.shape[:2]
    for _ in range(n_blocks):
        bw = random.randint(10, max_size); bh = random.randint(5, max_size//2)
        sx = random.randint(0, w-bw-1); sy = random.randint(0, h-bh-1)
        dx = random.randint(0, w-bw-1); dy = random.randint(0, h-bh-1)
        out[dy:dy+bh, dx:dx+bw] = c[sy:sy+bh, sx:sx+bw]
    return out

Pixel Sort

def sh_pixel_sort(c, threshold=100, direction="h"):
    """Sort pixels by brightness in contiguous bright regions."""
    gray = c.astype(np.float32).mean(axis=2)
    out = c.copy()
    if direction == "h":
        for y in range(0, c.shape[0], 3):  # every 3rd row for speed
            row_bright = gray[y]
            mask = row_bright > threshold
            regions = np.diff(np.concatenate([[0], mask.astype(int), [0]]))
            starts = np.where(regions == 1)[0]
            ends = np.where(regions == -1)[0]
            for s, e in zip(starts, ends):
                if e - s > 2:
                    indices = np.argsort(gray[y, s:e])
                    out[y, s:e] = c[y, s:e][indices]
    else:
        for x in range(0, c.shape[1], 3):
            col_bright = gray[:, x]
            mask = col_bright > threshold
            regions = np.diff(np.concatenate([[0], mask.astype(int), [0]]))
            starts = np.where(regions == 1)[0]
            ends = np.where(regions == -1)[0]
            for s, e in zip(starts, ends):
                if e - s > 2:
                    indices = np.argsort(gray[s:e, x])
                    out[s:e, x] = c[s:e, x][indices]
    return out

Data Bend

def sh_data_bend(c, offset=1000, chunk=500):
    """Treat raw pixel bytes as data, copy a chunk to another offset — datamosh artifacts."""
    flat = c.flatten().copy()
    n = len(flat)
    src = offset % n; dst = (offset + chunk*3) % n
    length = min(chunk, n-src, n-dst)
    if length > 0:
        flat[dst:dst+length] = flat[src:src+length]
    return flat.reshape(c.shape)

Tint Presets

TINT_WARM      = (1.15, 1.0, 0.85)   # golden warmth
TINT_COOL      = (0.85, 0.95, 1.15)  # blue cool
TINT_MATRIX    = (0.7, 1.2, 0.7)     # green terminal
TINT_AMBER     = (1.2, 0.9, 0.6)     # amber monitor
TINT_SEPIA     = (1.2, 1.05, 0.8)    # old film
TINT_NEON_PINK = (1.3, 0.7, 1.1)     # cyberpunk pink
TINT_ICE       = (0.8, 1.0, 1.3)     # frozen
TINT_BLOOD     = (1.4, 0.7, 0.7)     # horror red
TINT_FOREST    = (0.8, 1.15, 0.75)   # natural green
TINT_VOID      = (0.85, 0.85, 1.1)   # deep space
TINT_SUNSET    = (1.3, 0.85, 0.7)    # orange dusk

Transitions

Note: These operate on character-level (chars, colors) arrays (v1 interface). In v2, transitions between scenes are typically handled by hard cuts at beat boundaries (see scenes.md), or by rendering both scenes to canvases and using blend_canvas() with a time-varying opacity. The character-level transitions below are still useful for within-scene effects.

Crossfade

def tr_crossfade(ch_a, co_a, ch_b, co_b, blend):
    co = (co_a.astype(np.float32) * (1-blend) + co_b.astype(np.float32) * blend).astype(np.uint8)
    mask = np.random.random(ch_a.shape) < blend
    ch = ch_a.copy(); ch[mask] = ch_b[mask]
    return ch, co

v2 Canvas-Level Crossfade

def tr_canvas_crossfade(canvas_a, canvas_b, blend):
    """Smooth pixel crossfade between two canvases."""
    return np.clip(canvas_a * (1-blend) + canvas_b * blend, 0, 255).astype(np.uint8)

Wipe (directional)

def tr_wipe(ch_a, co_a, ch_b, co_b, blend, direction="left"):
    """direction: left, right, up, down, radial, diagonal"""
    rows, cols = ch_a.shape
    if direction == "radial":
        cx, cy = cols/2, rows/2
        rr = np.arange(rows)[:, None]; cc = np.arange(cols)[None, :]
        d = np.sqrt((cc-cx)**2 + (rr-cy)**2)
        mask = d < blend * np.sqrt(cx**2 + cy**2)
        ch = ch_a.copy(); co = co_a.copy()
        ch[mask] = ch_b[mask]; co[mask] = co_b[mask]
    return ch, co

Glitch Cut

def tr_glitch_cut(ch_a, co_a, ch_b, co_b, blend):
    if blend < 0.5: ch, co = ch_a.copy(), co_a.copy()
    else: ch, co = ch_b.copy(), co_b.copy()
    if 0.3 < blend < 0.7:
        intensity = 1.0 - abs(blend - 0.5) * 4
        for _ in range(int(intensity * 20)):
            y = random.randint(0, ch.shape[0]-1)
            shift = int((random.random()-0.5) * 40 * intensity)
            if shift: ch[y] = np.roll(ch[y], shift); co[y] = np.roll(co[y], shift, axis=0)
    return ch, co

Output Formats

MP4 (default)

cmd = ["ffmpeg", "-y", "-f", "rawvideo", "-pix_fmt", "rgb24",
       "-s", f"{W}x{H}", "-r", str(fps), "-i", "pipe:0",
       "-c:v", "libx264", "-preset", "fast", "-crf", str(crf),
       "-pix_fmt", "yuv420p", output_path]

GIF

cmd = ["ffmpeg", "-y", "-f", "rawvideo", "-pix_fmt", "rgb24",
       "-s", f"{W}x{H}", "-r", str(fps), "-i", "pipe:0",
       "-vf", f"fps={fps},scale={W}:{H}:flags=lanczos,split[s0][s1];[s0]palettegen[p];[s1][p]paletteuse",
       "-loop", "0", output_gif]

PNG Sequence

For frame-accurate editing, compositing in external tools (After Effects, Nuke), or lossless archival:

import os

def output_png_sequence(frames, output_dir, W, H, fps, prefix="frame"):
    """Write frames as numbered PNGs. frames = iterable of uint8 (H,W,3) arrays."""
    os.makedirs(output_dir, exist_ok=True)
    
    # Method 1: Direct PIL write (no ffmpeg dependency)
    from PIL import Image
    for i, frame in enumerate(frames):
        img = Image.fromarray(frame)
        img.save(os.path.join(output_dir, f"{prefix}_{i:06d}.png"))
    
    # Method 2: ffmpeg pipe (faster for large sequences)
    cmd = ["ffmpeg", "-y", "-f", "rawvideo", "-pix_fmt", "rgb24",
           "-s", f"{W}x{H}", "-r", str(fps), "-i", "pipe:0",
           os.path.join(output_dir, f"{prefix}_%06d.png")]

Reassemble PNG sequence to video:

ffmpeg -framerate 24 -i frame_%06d.png -c:v libx264 -crf 18 -pix_fmt yuv420p output.mp4

Alpha Channel / Transparent Background (RGBA)

For compositing ASCII art over other video or images. Uses RGBA canvas (4 channels) instead of RGB (3 channels):

def create_rgba_canvas(H, W):
    """Transparent canvas — alpha channel starts at 0 (fully transparent)."""
    return np.zeros((H, W, 4), dtype=np.uint8)

def render_char_rgba(canvas, row, col, char_img, color_rgb, alpha=255):
    """Render a character with alpha. char_img = PIL glyph mask (grayscale).
    Alpha comes from the glyph mask — background stays transparent."""
    r, g, b = color_rgb
    y0, x0 = row * cell_h, col * cell_w
    mask = np.array(char_img)  # grayscale 0-255
    canvas[y0:y0+cell_h, x0:x0+cell_w, 0] = np.maximum(canvas[y0:y0+cell_h, x0:x0+cell_w, 0], (mask * r / 255).astype(np.uint8))
    canvas[y0:y0+cell_h, x0:x0+cell_w, 1] = np.maximum(canvas[y0:y0+cell_h, x0:x0+cell_w, 1], (mask * g / 255).astype(np.uint8))
    canvas[y0:y0+cell_h, x0:x0+cell_w, 2] = np.maximum(canvas[y0:y0+cell_h, x0:x0+cell_w, 2], (mask * b / 255).astype(np.uint8))
    canvas[y0:y0+cell_h, x0:x0+cell_w, 3] = np.maximum(canvas[y0:y0+cell_h, x0:x0+cell_w, 3], mask)

def blend_onto_background(rgba_canvas, bg_rgb):
    """Composite RGBA canvas over a solid or image background."""
    alpha = rgba_canvas[:, :, 3:4].astype(np.float32) / 255.0
    fg = rgba_canvas[:, :, :3].astype(np.float32)
    bg = bg_rgb.astype(np.float32)
    result = fg * alpha + bg * (1.0 - alpha)
    return result.astype(np.uint8)

RGBA output via ffmpeg (ProRes 4444 for editing, WebM VP9 for web):

# ProRes 4444 — preserves alpha, widely supported in NLEs
ffmpeg -y -f rawvideo -pix_fmt rgba -s {W}x{H} -r {fps} -i pipe:0 \
    -c:v prores_ks -profile:v 4444 -pix_fmt yuva444p10le output.mov

# WebM VP9 — alpha support for web/browser compositing
ffmpeg -y -f rawvideo -pix_fmt rgba -s {W}x{H} -r {fps} -i pipe:0 \
    -c:v libvpx-vp9 -pix_fmt yuva420p -crf 30 -b:v 0 output.webm

# PNG sequence with alpha (lossless)
ffmpeg -y -f rawvideo -pix_fmt rgba -s {W}x{H} -r {fps} -i pipe:0 \
    frame_%06d.png

Key constraint: shaders that operate on (H,W,3) arrays need adaptation for RGBA. Either apply shaders to the RGB channels only and preserve alpha, or write RGBA-aware versions:

def apply_shader_rgba(canvas_rgba, shader_fn, **kwargs):
    """Apply an RGB shader to the color channels of an RGBA canvas."""
    rgb = canvas_rgba[:, :, :3]
    alpha = canvas_rgba[:, :, 3:4]
    rgb_out = shader_fn(rgb, **kwargs)
    return np.concatenate([rgb_out, alpha], axis=2)

Real-Time Terminal Rendering

Live ASCII display in the terminal using ANSI escape codes. Useful for previewing scenes during development, live performances, and interactive parameter tuning.

ANSI Color Escape Codes

def rgb_to_ansi(r, g, b):
    """24-bit true color ANSI escape (supported by most modern terminals)."""
    return f"\033[38;2;{r};{g};{b}m"

ANSI_RESET = "\033[0m"
ANSI_CLEAR = "\033[2J\033[H"  # clear screen + cursor home
ANSI_HIDE_CURSOR = "\033[?25l"
ANSI_SHOW_CURSOR = "\033[?25h"

Frame-to-ANSI Conversion

def frame_to_ansi(chars, colors):
    """Convert char+color arrays to a single ANSI string for terminal output.
    
    Args:
        chars: (rows, cols) array of single characters
        colors: (rows, cols, 3) uint8 RGB array
    Returns:
        str: ANSI-encoded frame ready for sys.stdout.write()
    """
    rows, cols = chars.shape
    lines = []
    for r in range(rows):
        parts = []
        prev_color = None
        for c in range(cols):
            rgb = tuple(colors[r, c])
            ch = chars[r, c]
            if ch == " " or rgb == (0, 0, 0):
                parts.append(" ")
            else:
                if rgb != prev_color:
                    parts.append(rgb_to_ansi(*rgb))
                    prev_color = rgb
                parts.append(ch)
        parts.append(ANSI_RESET)
        lines.append("".join(parts))
    return "\n".join(lines)

Optimized: Delta Updates

Only redraw characters that changed since the last frame. Eliminates redundant terminal writes for static regions:

def frame_to_ansi_delta(chars, colors, prev_chars, prev_colors):
    """Emit ANSI escapes only for cells that changed."""
    rows, cols = chars.shape
    parts = []
    for r in range(rows):
        for c in range(cols):
            if (chars[r, c] != prev_chars[r, c] or
                not np.array_equal(colors[r, c], prev_colors[r, c])):
                parts.append(f"\033[{r+1};{c+1}H")  # move cursor
                rgb = tuple(colors[r, c])
                parts.append(rgb_to_ansi(*rgb))
                parts.append(chars[r, c])
    return "".join(parts)

Live Render Loop

import sys
import time

def render_live(scene_fn, r, fps=24, duration=None):
    """Render a scene function live in the terminal.
    
    Args:
        scene_fn: v2 scene function (r, f, t, S) -> canvas
                  OR v1-style function that populates a grid
        r: Renderer instance
        fps: target frame rate
        duration: seconds to run (None = run until Ctrl+C)
    """
    frame_time = 1.0 / fps
    S = {}
    f = {}  # synthesize features or connect to live audio
    
    sys.stdout.write(ANSI_HIDE_CURSOR + ANSI_CLEAR)
    sys.stdout.flush()
    
    t0 = time.monotonic()
    frame_count = 0
    try:
        while True:
            t = time.monotonic() - t0
            if duration and t > duration:
                break
            
            # Synthesize features from time (or connect to live audio via pyaudio)
            f = synthesize_features(t)
            
            # Render scene — for terminal, use a small grid
            g = r.get_grid("sm")
            # Option A: v2 scene → extract chars/colors from canvas (reverse render)
            # Option B: call effect functions directly for chars/colors
            canvas = scene_fn(r, f, t, S)
            
            # For terminal display, render chars+colors directly
            # (bypassing the pixel canvas — terminal uses character cells)
            chars, colors = scene_to_terminal(scene_fn, r, f, t, S, g)
            
            frame_str = ANSI_CLEAR + frame_to_ansi(chars, colors)
            sys.stdout.write(frame_str)
            sys.stdout.flush()
            
            # Frame timing
            elapsed = time.monotonic() - t0 - (frame_count * frame_time)
            sleep_time = frame_time - elapsed
            if sleep_time > 0:
                time.sleep(sleep_time)
            frame_count += 1
    except KeyboardInterrupt:
        pass
    finally:
        sys.stdout.write(ANSI_SHOW_CURSOR + ANSI_RESET + "\n")
        sys.stdout.flush()

def scene_to_terminal(scene_fn, r, f, t, S, g):
    """Run effect functions and return (chars, colors) for terminal display.
    For terminal mode, skip the pixel canvas and work with character arrays directly."""
    # Effects that return (chars, colors) work directly
    # For vf-based effects, render the value field + hue field to chars/colors:
    val = vf_plasma(g, f, t, S)
    hue = hf_time_cycle(0.08)(g, t)
    mask = val > 0.03
    chars = val2char(val, mask, PAL_DENSE)
    R, G, B = hsv2rgb(hue, np.full_like(val, 0.8), val)
    colors = mkc(R, G, B, g.rows, g.cols)
    return chars, colors

Curses-Based Rendering (More Robust)

For full-featured terminal UIs with proper resize handling and input:

import curses

def render_curses(scene_fn, r, fps=24):
    """Curses-based live renderer with resize handling and key input."""
    
    def _main(stdscr):
        curses.start_color()
        curses.use_default_colors()
        curses.curs_set(0)  # hide cursor
        stdscr.nodelay(True)  # non-blocking input
        
        # Initialize color pairs (curses supports 256 colors)
        # Map RGB to nearest curses color pair
        color_cache = {}
        next_pair = [1]
        
        def get_color_pair(r, g, b):
            key = (r >> 4, g >> 4, b >> 4)  # quantize to reduce pairs
            if key not in color_cache:
                if next_pair[0] < curses.COLOR_PAIRS - 1:
                    ci = 16 + (r // 51) * 36 + (g // 51) * 6 + (b // 51)  # 6x6x6 cube
                    curses.init_pair(next_pair[0], ci, -1)
                    color_cache[key] = next_pair[0]
                    next_pair[0] += 1
                else:
                    return 0
            return curses.color_pair(color_cache[key])
        
        S = {}
        f = {}
        frame_time = 1.0 / fps
        t0 = time.monotonic()
        
        while True:
            t = time.monotonic() - t0
            f = synthesize_features(t)
            
            # Adapt grid to terminal size
            max_y, max_x = stdscr.getmaxyx()
            g = r.get_grid_for_size(max_x, max_y)  # dynamic grid sizing
            
            chars, colors = scene_to_terminal(scene_fn, r, f, t, S, g)
            rows, cols = chars.shape
            
            for row in range(min(rows, max_y - 1)):
                for col in range(min(cols, max_x - 1)):
                    ch = chars[row, col]
                    rgb = tuple(colors[row, col])
                    try:
                        stdscr.addch(row, col, ch, get_color_pair(*rgb))
                    except curses.error:
                        pass  # ignore writes outside terminal bounds
            
            stdscr.refresh()
            
            # Handle input
            key = stdscr.getch()
            if key == ord('q'):
                break
            
            time.sleep(max(0, frame_time - (time.monotonic() - t0 - t)))
    
    curses.wrapper(_main)

Terminal Rendering Constraints

Constraint Value Notes
Max practical grid ~200x60 Depends on terminal size
Color support 24-bit (modern), 256 (fallback), 16 (minimal) Check $COLORTERM for truecolor
Frame rate ceiling ~30 fps Terminal I/O is the bottleneck
Delta updates 2-5x faster Only worth it when <30% of cells change per frame
SSH latency Kills performance Local terminals only for real-time

Detect color support:

import os
def get_terminal_color_depth():
    ct = os.environ.get("COLORTERM", "")
    if ct in ("truecolor", "24bit"):
        return 24
    term = os.environ.get("TERM", "")
    if "256color" in term:
        return 8  # 256 colors
    return 4  # 16 colors basic ANSI