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mrsarac / ff-tracking

git clone https://github.com/mrsarac/ff-tracking.git v1.0.0 · 13d ago

A virtual camera films an AI agent's screen while a tracker locks onto every glyph. Two fframes passes, one SkSL shader, all sound synthesized.

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Star history (as recorded here)

2026-10-20 · 488 ★ 2026-10-22 · 504 ★
LanguageRust
LicenseMIT
Created2026-10-09 (13d ago)
Last push8d ago
Watchers0
OwnerUser

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README excerpt
# ff-tracking
**A virtual camera films an AI agent's screen while a tracker locks onto every glyph it types.**
Six seconds, two fframes passes, one SkSL shader.
No footage, no stock audio: every pixel and every sound comes from code.
**▶ Full 1080p with sound** ·
On X ·
How it works ·
Quick start
**Part 2 → ff-unmute: the one you can unmute. Music written in code, every number on screen measured from the sound.**
 fframes studies · #1 ff-tracking · #2 ff-unmute , the one you can unmute 
---
## What you are looking at
An agent thinks out loud in a terminal: `thinking…` → `reading 14 files` →
`tool_call: render_frame()` → … → `✓ 0 problems` → `Done`. A computer-vision style tracker
follows the newest characters. A camera that never sits still films the screen up close.
- **Real coordinates.** Every `x: 1403 y: 559` label is the box's actual pixel position in
 that frame of the output. None of them are random numbers.
- **Focus that follows the tracker.** The focal plane is set by the box being tracked, so
 the depth of field racks along the line as the agent types.
- **Chain of thought, drawn.** Links run from box to box in reading order, and a dot runs
 along every link.
- **The lock.** Every shot ends with the newest word locking on: red for two frames, a
 scanline tear, a beep panned to where the box is.
- **Twelve shots, twelve looks.** A cut every 0.5 s through paper white, thermal, black
 and white, phosphor, amber, navy and neon.
- **A collapse and a landing.** Fourteen boxes fall into one, and that box becomes a
 `Done` pill before the fade to black.
## How it works
 [code] 
**Pass 1, `flat`**, draws the screen the way a terminal would: black, white, monospace, one
` ` per glyph, so the position of every character is known exactly. The tracker boxes
are on the screen itself. Some are hatched with an SVG pattern in `mix-blend-mode:
difference`, so the stripes turn dark where they cross a glyph. The only color is pure red,
and it marks a locked box. The pass renders at 2× because the lens magnifies it up to 3×.
**Pass 2, `lens`**, binds each frame of pass 1 as a shader input and films it. One SkSL
shader does everything physical:
1. **Perspective.** Every pixel shoots a ray at a tilted plane: real perspective, not an SVG skew.
2. **Depth of field.** The circle of confusion comes from the depth difference to the tracked
 target, with 36 golden-angle taps and highlights weighted like bokeh.
3. **Palette and aberration.** Brightness maps through five color stops per shot. R, G and B
 sample at radially shifted points, and the shift grows on a lock.
4. **Bloom and LED grid.** A wide ring of taps lifts everything around bright glyphs. The
 grid uses equal-area RGB stripes, so it adds no tint, and it fades out of focus.
5. **Tear, grain, camera tracker.** Rows slide on a lock and right after a cut. On top, the
 lens draws its own tracker sharp: links, labels and target brackets, projected with
 `hud::project`, the CPU copy of the shader's camera.
B