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Vizzy — a toy VJ instrument

Vizzy

A desktop VJ instrument: type a prompt, a local LLM designs the visual, a native Rust/wgpu engine renders it. Two scenes × four decks, crossfaded, audio-reactive, MIDI-controlled, with per-deck post filters and texture sharing (Syphon on macOS, Spout on Windows) into other VJ software.

Decks can run LLM-designed patches (composed from a library of classic visualizer building blocks — spectrum bars, tunnels, plasma, fractals, matrix rain…), images, video clips (played through the same shader/effects pipeline, with rate / direction / loop and beat-linked playback), 3D models (glTF/OBJ/STL, spinning or flown over as landscapes) and procedural fly-through scenes. Everything you make autosaves to a file-backed library and the app reopens exactly as you left it.

New to Vizzy? The getting-started guide walks through your first visual and switching on the sound. There's also a quick in-app tour (the ? in the top bar).

Prerequisites

  • Nothing, if you grab a packaged build from the latest release
  • From source: Node.js 20+ and a Rust toolchain
  • Ollama for generation (Vizzy offers to install and manage it for you on first run)
  • Video playback on Linux needs GStreamer at runtime (gstreamer1.0-plugins-base + -good, plus -libav for H.264 or the v4l2 decoder for hardware HEVC on a Pi 5). macOS uses AVFoundation and Windows uses Media Foundation — both built in, nothing extra to install. (Building from source on Linux also needs libgstreamer1.0-dev libgstreamer-plugins-base1.0-dev.)

Installing Ollama

Vizzy generates visuals with a local LLM via Ollama — nothing leaves your machine, no API keys needed. The easy way: open Vizzy and follow the setup screen. By hand:

  1. Install the runtime:
    • macOS — download from ollama.com/download, or brew install --cask ollama-app
    • Windows — download and run the installer from ollama.com/download
    • Linuxcurl -fsSL https://ollama.com/install.sh | sh
  2. Run it. The macOS/Windows desktop app starts the server automatically; on Linux or with a CLI-only install, run ollama serve. Vizzy expects the default port, 11434 (or manages its own instance one port up).
  3. Pull a model. The default is qwen2.5-coder (~4.7 GB): ollama pull qwen2.5-coder (or npm run model:pull from a source checkout). Generation asks the model for a small JSON spec under a constrained-decoding schema, so even small models produce working visuals — the model name is editable in Vizzy's top bar.

Run

The app is a Tauri 2 shell: the React UI lives in the system webview, and everything real-time is native Rust — the wgpu render engine, audio analysis, MIDI input and the managed Ollama runtime.

npm install
npm run model:pull # download the default Ollama model (qwen2.5-coder)
npm run dev # vite dev server + tauri shell, hot reload
npm run dist # native release bundle (dmg / nsis / AppImage + deb)

Rust tests run from src-tauri/: cargo test (plus cargo test -- --ignored for the GPU suite on a machine with a GPU).

Raspberry Pi (arm64)

A Pi 5 builds the same way — the crate's platform deps are gated by OS, not architecture, so aarch64 Linux is already covered. Install the prerequisites (Rust, Node 20+, and the Linux system packages incl. GStreamer), then npm run dist. Two Pi notes:

  • Release builds use link-time optimization, which is memory-hungry; on an 8 GB Pi add swap, or build with CARGO_PROFILE_RELEASE_LTO=false if the linker runs out of memory.
  • For hardware video decode, install the runtime plugins (gstreamer1.0-plugins-bad for the v4l2 HEVC decoder); the GPU path wants Mesa's V3DV Vulkan driver.

Prebuilt arm64 .AppImage/.deb are published with every release (the Raspberry Pi download), built natively on an arm64 CI runner.

Usage

  1. Audio — pick an input device in the top bar and hit Live. Bands (low/mid/high/level) plus a multi-layer beat detector (kick/snare/hat, each tunable) and automatic BPM are computed natively (cpal + FFT) and fed to every deck each frame; the meter panel shows the levels and lets you route beats to visuals. The Computer audio entry captures the system output itself — WASAPI loopback on Windows, the monitor source on Linux, and a virtual loopback device (BlackHole etc.) on macOS, which the entry prompts you to install if it can't find one.
  2. Generate — type a prompt in a deck and hit Generate. The LLM picks a generator from the patch catalog, a palette, warps and audio routing; the engine composes it into a shader. Requests queue sequentially so decks don't fight over the LLM. SCENE mode generates a 3D fly-through instead.
  3. Mix — four faders per scene feed the additive composite; the central crossfader blends scene A and B on the master output. Each deck has layers, FX (tilt/contrast/hue/sat), a post filter (invert, hue shift, posterize, pixelate, scanlines, edge, RGB split, kaleido, swirl, blur, luma key, ripple — many audio-reactive), per-control automation (AUT), and a beat-locked loop sequencer driven by the global BPM.
  4. Master Out — opens the composite in its own window; double-click it for fullscreen on a projector. Glow adds a bloom pass on the master; the share toggle publishes it to Resolume/MadMapper/OBS over Syphon (macOS) or Spout (Windows).
  5. MIDI — toggle MIDI Learn, click a fader, move a physical control: bound. Toggle Learn off to perform.
  6. Library — saves patches, deck presets (a whole scene's 4 channels), images, video clips, 3D models and generated scenes. Drag files in (incl. .mp4/.mov/.webm), right-click entries to assign; per-deck SAVE captures the running visual with a screenshot.

Architecture

  • src-tauri/src/render/engine.rs — the wgpu render thread: 8 offscreen deck targets, the WGSL compositor (scene/preview/master passes), a persistent offscreen master target, the glow chain, JPEG monitor readbacks, and the master window blit. Self-driving: the render clock keeps running even when the UI webview is hidden.
  • src-tauri/src/render/patch.rs — the patch composer. An LLM-emitted JSON spec (generator + params + palette + warps + audio routing + post) is assembled from hand-written, tested WGSL blocks: 27 generators, 11 warps, cosine palettes, and feedback trails via per-deck history textures. A spec that parses always renders — there is no generated shader code.
  • src-tauri/src/render/content.rs / content.wgsl — sprite and lit mesh passes: glTF/OBJ/STL loading with base-color textures and mipmaps, sRGB-correct Blinn-Phong lighting, 4× MSAA, landscape/scene flight rigs.
  • src-tauri/src/render/evaluate.rs — per-frame evaluation of loops, automation, and audio routing on the render thread's own clock.
  • src-tauri/src/render/filter.wgsl — the per-deck post-filter pass: one pipeline whose kind selects the effect (invert, hue, posterize, pixelate, scanlines, edge, RGB split, kaleido, swirl, blur, luma key, ripple), run only when some deck has a filter selected; the order is shared with params.rs and the UI selector.
  • src-tauri/src/render/syphon.rs — SyphonMetalServer via objc2 (macOS).
  • src-tauri/src/render/spout.rs — native Spout 2 sender, no C++ SDK, via a CPU readback onto a shared D3D11 texture (Windows).
  • src-tauri/src/audio.rs — cpal input + rustfft band analysis, shared in-process with the render thread.
  • src-tauri/src/midi.rs — midir input stream; the CC learn/binding logic stays in src/engine/MidiEngine.ts.
  • src/engine/NativeRenderEngine.ts — thin state mirror: knob changes are coalesced into one state push per frame; staging entry points; monitor frame painter.
  • src/lib/patches.ts + src/llm/patches.ts — the patch catalog, the response validator, and the LLM contract (system prompt + JSON schema for Ollama structured outputs).
  • src/lib/sceneGenerator.ts + src/lib/expr.ts — procedural scenes: a sandboxed math-expression compiler meshes LLM-emitted surface functions.

Troubleshooting

  • "Ollama unreachable" — check ollama serve is running on port 11434, or let Vizzy's setup screen manage its own instance.
  • macOS says the app "is damaged" — builds are unsigned; run xattr -dr com.apple.quarantine /Applications/Vizzy.app once.
  • Black master output — deck 1 starts at full opacity, others at 0; check the mixer faders and the crossfader position.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Vizzy — a toy VJ instrument

Vizzy

A desktop VJ instrument: type a prompt, a local LLM designs the visual, a native Rust/wgpu engine renders it. Two scenes × four decks, crossfaded, audio-reactive, MIDI-controlled, with per-deck post filters and texture sharing (Syphon on macOS, Spout on Windows) into other VJ software.

Decks can run LLM-designed patches (composed from a library of classic visualizer building blocks — spectrum bars, tunnels, plasma, fractals, matrix rain…), images, video clips (played through the same shader/effects pipeline, with rate / direction / loop and beat-linked playback), 3D models (glTF/OBJ/STL, spinning or flown over as landscapes) and procedural fly-through scenes. Everything you make autosaves to a file-backed library and the app reopens exactly as you left it.

New to Vizzy? The getting-started guide walks through your first visual and switching on the sound. There's also a quick in-app tour (the ? in the top bar).

Prerequisites

  • Nothing, if you grab a packaged build from the latest release
  • From source: Node.js 20+ and a Rust toolchain
  • Ollama for generation (Vizzy offers to install and manage it for you on first run)
  • Video playback on Linux needs GStreamer at runtime (gstreamer1.0-plugins-base + -good, plus -libav for H.264 or the v4l2 decoder for hardware HEVC on a Pi 5). macOS uses AVFoundation and Windows uses Media Foundation — both built in, nothing extra to install. (Building from source on Linux also needs libgstreamer1.0-dev libgstreamer-plugins-base1.0-dev.)

Installing Ollama

Vizzy generates visuals with a local LLM via Ollama — nothing leaves your machine, no API keys needed. The easy way: open Vizzy and follow the setup screen. By hand:

  1. Install the runtime:
    • macOS — download from ollama.com/download, or brew install --cask ollama-app
    • Windows — download and run the installer from ollama.com/download
    • Linuxcurl -fsSL https://ollama.com/install.sh | sh
  2. Run it. The macOS/Windows desktop app starts the server automatically; on Linux or with a CLI-only install, run ollama serve. Vizzy expects the default port, 11434 (or manages its own instance one port up).
  3. Pull a model. The default is qwen2.5-coder (~4.7 GB): ollama pull qwen2.5-coder (or npm run model:pull from a source checkout). Generation asks the model for a small JSON spec under a constrained-decoding schema, so even small models produce working visuals — the model name is editable in Vizzy's top bar.

Run

The app is a Tauri 2 shell: the React UI lives in the system webview, and everything real-time is native Rust — the wgpu render engine, audio analysis, MIDI input and the managed Ollama runtime.

npm install
npm run model:pull # download the default Ollama model (qwen2.5-coder)
npm run dev # vite dev server + tauri shell, hot reload
npm run dist # native release bundle (dmg / nsis / AppImage + deb)

Rust tests run from src-tauri/: cargo test (plus cargo test -- --ignored for the GPU suite on a machine with a GPU).

Raspberry Pi (arm64)

A Pi 5 builds the same way — the crate's platform deps are gated by OS, not architecture, so aarch64 Linux is already covered. Install the prerequisites (Rust, Node 20+, and the Linux system packages incl. GStreamer), then npm run dist. Two Pi notes:

  • Release builds use link-time optimization, which is memory-hungry; on an 8 GB Pi add swap, or build with CARGO_PROFILE_RELEASE_LTO=false if the linker runs out of memory.
  • For hardware video decode, install the runtime plugins (gstreamer1.0-plugins-bad for the v4l2 HEVC decoder); the GPU path wants Mesa's V3DV Vulkan driver.

Prebuilt arm64 .AppImage/.deb are published with every release (the Raspberry Pi download), built natively on an arm64 CI runner.

Usage

  1. Audio — pick an input device in the top bar and hit Live. Bands (low/mid/high/level) plus a multi-layer beat detector (kick/snare/hat, each tunable) and automatic BPM are computed natively (cpal + FFT) and fed to every deck each frame; the meter panel shows the levels and lets you route beats to visuals. The Computer audio entry captures the system output itself — WASAPI loopback on Windows, the monitor source on Linux, and a virtual loopback device (BlackHole etc.) on macOS, which the entry prompts you to install if it can't find one.
  2. Generate — type a prompt in a deck and hit Generate. The LLM picks a generator from the patch catalog, a palette, warps and audio routing; the engine composes it into a shader. Requests queue sequentially so decks don't fight over the LLM. SCENE mode generates a 3D fly-through instead.
  3. Mix — four faders per scene feed the additive composite; the central crossfader blends scene A and B on the master output. Each deck has layers, FX (tilt/contrast/hue/sat), a post filter (invert, hue shift, posterize, pixelate, scanlines, edge, RGB split, kaleido, swirl, blur, luma key, ripple — many audio-reactive), per-control automation (AUT), and a beat-locked loop sequencer driven by the global BPM.
  4. Master Out — opens the composite in its own window; double-click it for fullscreen on a projector. Glow adds a bloom pass on the master; the share toggle publishes it to Resolume/MadMapper/OBS over Syphon (macOS) or Spout (Windows).
  5. MIDI — toggle MIDI Learn, click a fader, move a physical control: bound. Toggle Learn off to perform.
  6. Library — saves patches, deck presets (a whole scene's 4 channels), images, video clips, 3D models and generated scenes. Drag files in (incl. .mp4/.mov/.webm), right-click entries to assign; per-deck SAVE captures the running visual with a screenshot.

Architecture

  • src-tauri/src/render/engine.rs — the wgpu render thread: 8 offscreen deck targets, the WGSL compositor (scene/preview/master passes), a persistent offscreen master target, the glow chain, JPEG monitor readbacks, and the master window blit. Self-driving: the render clock keeps running even when the UI webview is hidden.
  • src-tauri/src/render/patch.rs — the patch composer. An LLM-emitted JSON spec (generator + params + palette + warps + audio routing + post) is assembled from hand-written, tested WGSL blocks: 27 generators, 11 warps, cosine palettes, and feedback trails via per-deck history textures. A spec that parses always renders — there is no generated shader code.
  • src-tauri/src/render/content.rs / content.wgsl — sprite and lit mesh passes: glTF/OBJ/STL loading with base-color textures and mipmaps, sRGB-correct Blinn-Phong lighting, 4× MSAA, landscape/scene flight rigs.
  • src-tauri/src/render/evaluate.rs — per-frame evaluation of loops, automation, and audio routing on the render thread's own clock.
  • src-tauri/src/render/filter.wgsl — the per-deck post-filter pass: one pipeline whose kind selects the effect (invert, hue, posterize, pixelate, scanlines, edge, RGB split, kaleido, swirl, blur, luma key, ripple), run only when some deck has a filter selected; the order is shared with params.rs and the UI selector.
  • src-tauri/src/render/syphon.rs — SyphonMetalServer via objc2 (macOS).
  • src-tauri/src/render/spout.rs — native Spout 2 sender, no C++ SDK, via a CPU readback onto a shared D3D11 texture (Windows).
  • src-tauri/src/audio.rs — cpal input + rustfft band analysis, shared in-process with the render thread.
  • src-tauri/src/midi.rs — midir input stream; the CC learn/binding logic stays in src/engine/MidiEngine.ts.
  • src/engine/NativeRenderEngine.ts — thin state mirror: knob changes are coalesced into one state push per frame; staging entry points; monitor frame painter.
  • src/lib/patches.ts + src/llm/patches.ts — the patch catalog, the response validator, and the LLM contract (system prompt + JSON schema for Ollama structured outputs).
  • src/lib/sceneGenerator.ts + src/lib/expr.ts — procedural scenes: a sandboxed math-expression compiler meshes LLM-emitted surface functions.

Troubleshooting

  • "Ollama unreachable" — check ollama serve is running on port 11434, or let Vizzy's setup screen manage its own instance.
  • macOS says the app "is damaged" — builds are unsigned; run xattr -dr com.apple.quarantine /Applications/Vizzy.app once.
  • Black master output — deck 1 starts at full opacity, others at 0; check the mixer faders and the crossfader position.

About

LLM VJ toy

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Vizzy — a toy VJ instrument

Vizzy

A desktop VJ instrument: type a prompt, a local LLM designs the visual, a native Rust/wgpu engine renders it. Two scenes × four decks, crossfaded, audio-reactive, MIDI-controlled, with per-deck post filters and texture sharing (Syphon on macOS, Spout on Windows) into other VJ software.

Decks can run LLM-designed patches (composed from a library of classic visualizer building blocks — spectrum bars, tunnels, plasma, fractals, matrix rain…), images, video clips (played through the same shader/effects pipeline, with rate / direction / loop and beat-linked playback), 3D models (glTF/OBJ/STL, spinning or flown over as landscapes) and procedural fly-through scenes. Everything you make autosaves to a file-backed library and the app reopens exactly as you left it.

New to Vizzy? The getting-started guide walks through your first visual and switching on the sound. There's also a quick in-app tour (the ? in the top bar).

Prerequisites

  • Nothing, if you grab a packaged build from the latest release
  • From source: Node.js 20+ and a Rust toolchain
  • Ollama for generation (Vizzy offers to install and manage it for you on first run)
  • Video playback on Linux needs GStreamer at runtime (gstreamer1.0-plugins-base + -good, plus -libav for H.264 or the v4l2 decoder for hardware HEVC on a Pi 5). macOS uses AVFoundation and Windows uses Media Foundation — both built in, nothing extra to install. (Building from source on Linux also needs libgstreamer1.0-dev libgstreamer-plugins-base1.0-dev.)

Installing Ollama

Vizzy generates visuals with a local LLM via Ollama — nothing leaves your machine, no API keys needed. The easy way: open Vizzy and follow the setup screen. By hand:

  1. Install the runtime:
    • macOS — download from ollama.com/download, or brew install --cask ollama-app
    • Windows — download and run the installer from ollama.com/download
    • Linuxcurl -fsSL https://ollama.com/install.sh | sh
  2. Run it. The macOS/Windows desktop app starts the server automatically; on Linux or with a CLI-only install, run ollama serve. Vizzy expects the default port, 11434 (or manages its own instance one port up).
  3. Pull a model. The default is qwen2.5-coder (~4.7 GB): ollama pull qwen2.5-coder (or npm run model:pull from a source checkout). Generation asks the model for a small JSON spec under a constrained-decoding schema, so even small models produce working visuals — the model name is editable in Vizzy's top bar.

Run

The app is a Tauri 2 shell: the React UI lives in the system webview, and everything real-time is native Rust — the wgpu render engine, audio analysis, MIDI input and the managed Ollama runtime.

npm install
npm run model:pull # download the default Ollama model (qwen2.5-coder)
npm run dev # vite dev server + tauri shell, hot reload
npm run dist # native release bundle (dmg / nsis / AppImage + deb)

Rust tests run from src-tauri/: cargo test (plus cargo test -- --ignored for the GPU suite on a machine with a GPU).

Raspberry Pi (arm64)

A Pi 5 builds the same way — the crate's platform deps are gated by OS, not architecture, so aarch64 Linux is already covered. Install the prerequisites (Rust, Node 20+, and the Linux system packages incl. GStreamer), then npm run dist. Two Pi notes:

  • Release builds use link-time optimization, which is memory-hungry; on an 8 GB Pi add swap, or build with CARGO_PROFILE_RELEASE_LTO=false if the linker runs out of memory.
  • For hardware video decode, install the runtime plugins (gstreamer1.0-plugins-bad for the v4l2 HEVC decoder); the GPU path wants Mesa's V3DV Vulkan driver.

Prebuilt arm64 .AppImage/.deb are published with every release (the Raspberry Pi download), built natively on an arm64 CI runner.

Usage

  1. Audio — pick an input device in the top bar and hit Live. Bands (low/mid/high/level) plus a multi-layer beat detector (kick/snare/hat, each tunable) and automatic BPM are computed natively (cpal + FFT) and fed to every deck each frame; the meter panel shows the levels and lets you route beats to visuals. The Computer audio entry captures the system output itself — WASAPI loopback on Windows, the monitor source on Linux, and a virtual loopback device (BlackHole etc.) on macOS, which the entry prompts you to install if it can't find one.
  2. Generate — type a prompt in a deck and hit Generate. The LLM picks a generator from the patch catalog, a palette, warps and audio routing; the engine composes it into a shader. Requests queue sequentially so decks don't fight over the LLM. SCENE mode generates a 3D fly-through instead.
  3. Mix — four faders per scene feed the additive composite; the central crossfader blends scene A and B on the master output. Each deck has layers, FX (tilt/contrast/hue/sat), a post filter (invert, hue shift, posterize, pixelate, scanlines, edge, RGB split, kaleido, swirl, blur, luma key, ripple — many audio-reactive), per-control automation (AUT), and a beat-locked loop sequencer driven by the global BPM.
  4. Master Out — opens the composite in its own window; double-click it for fullscreen on a projector. Glow adds a bloom pass on the master; the share toggle publishes it to Resolume/MadMapper/OBS over Syphon (macOS) or Spout (Windows).
  5. MIDI — toggle MIDI Learn, click a fader, move a physical control: bound. Toggle Learn off to perform.
  6. Library — saves patches, deck presets (a whole scene's 4 channels), images, video clips, 3D models and generated scenes. Drag files in (incl. .mp4/.mov/.webm), right-click entries to assign; per-deck SAVE captures the running visual with a screenshot.

Architecture

  • src-tauri/src/render/engine.rs — the wgpu render thread: 8 offscreen deck targets, the WGSL compositor (scene/preview/master passes), a persistent offscreen master target, the glow chain, JPEG monitor readbacks, and the master window blit. Self-driving: the render clock keeps running even when the UI webview is hidden.
  • src-tauri/src/render/patch.rs — the patch composer. An LLM-emitted JSON spec (generator + params + palette + warps + audio routing + post) is assembled from hand-written, tested WGSL blocks: 27 generators, 11 warps, cosine palettes, and feedback trails via per-deck history textures. A spec that parses always renders — there is no generated shader code.
  • src-tauri/src/render/content.rs / content.wgsl — sprite and lit mesh passes: glTF/OBJ/STL loading with base-color textures and mipmaps, sRGB-correct Blinn-Phong lighting, 4× MSAA, landscape/scene flight rigs.
  • src-tauri/src/render/evaluate.rs — per-frame evaluation of loops, automation, and audio routing on the render thread's own clock.
  • src-tauri/src/render/filter.wgsl — the per-deck post-filter pass: one pipeline whose kind selects the effect (invert, hue, posterize, pixelate, scanlines, edge, RGB split, kaleido, swirl, blur, luma key, ripple), run only when some deck has a filter selected; the order is shared with params.rs and the UI selector.
  • src-tauri/src/render/syphon.rs — SyphonMetalServer via objc2 (macOS).
  • src-tauri/src/render/spout.rs — native Spout 2 sender, no C++ SDK, via a CPU readback onto a shared D3D11 texture (Windows).
  • src-tauri/src/audio.rs — cpal input + rustfft band analysis, shared in-process with the render thread.
  • src-tauri/src/midi.rs — midir input stream; the CC learn/binding logic stays in src/engine/MidiEngine.ts.
  • src/engine/NativeRenderEngine.ts — thin state mirror: knob changes are coalesced into one state push per frame; staging entry points; monitor frame painter.
  • src/lib/patches.ts + src/llm/patches.ts — the patch catalog, the response validator, and the LLM contract (system prompt + JSON schema for Ollama structured outputs).
  • src/lib/sceneGenerator.ts + src/lib/expr.ts — procedural scenes: a sandboxed math-expression compiler meshes LLM-emitted surface functions.

Troubleshooting

  • "Ollama unreachable" — check ollama serve is running on port 11434, or let Vizzy's setup screen manage its own instance.
  • macOS says the app "is damaged" — builds are unsigned; run xattr -dr com.apple.quarantine /Applications/Vizzy.app once.
  • Black master output — deck 1 starts at full opacity, others at 0; check the mixer faders and the crossfader position.

About

LLM VJ toy

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Vizzy — a toy VJ instrument

Vizzy

A desktop VJ instrument: type a prompt, a local LLM designs the visual, a native Rust/wgpu engine renders it. Two scenes × four decks, crossfaded, audio-reactive, MIDI-controlled, with per-deck post filters and texture sharing (Syphon on macOS, Spout on Windows) into other VJ software.

Decks can run LLM-designed patches (composed from a library of classic visualizer building blocks — spectrum bars, tunnels, plasma, fractals, matrix rain…), images, video clips (played through the same shader/effects pipeline, with rate / direction / loop and beat-linked playback), 3D models (glTF/OBJ/STL, spinning or flown over as landscapes) and procedural fly-through scenes. Everything you make autosaves to a file-backed library and the app reopens exactly as you left it.

New to Vizzy? The getting-started guide walks through your first visual and switching on the sound. There's also a quick in-app tour (the ? in the top bar).

Prerequisites

  • Nothing, if you grab a packaged build from the latest release
  • From source: Node.js 20+ and a Rust toolchain
  • Ollama for generation (Vizzy offers to install and manage it for you on first run)
  • Video playback on Linux needs GStreamer at runtime (gstreamer1.0-plugins-base + -good, plus -libav for H.264 or the v4l2 decoder for hardware HEVC on a Pi 5). macOS uses AVFoundation and Windows uses Media Foundation — both built in, nothing extra to install. (Building from source on Linux also needs libgstreamer1.0-dev libgstreamer-plugins-base1.0-dev.)

Installing Ollama

Vizzy generates visuals with a local LLM via Ollama — nothing leaves your machine, no API keys needed. The easy way: open Vizzy and follow the setup screen. By hand:

  1. Install the runtime:
    • macOS — download from ollama.com/download, or brew install --cask ollama-app
    • Windows — download and run the installer from ollama.com/download
    • Linuxcurl -fsSL https://ollama.com/install.sh | sh
  2. Run it. The macOS/Windows desktop app starts the server automatically; on Linux or with a CLI-only install, run ollama serve. Vizzy expects the default port, 11434 (or manages its own instance one port up).
  3. Pull a model. The default is qwen2.5-coder (~4.7 GB): ollama pull qwen2.5-coder (or npm run model:pull from a source checkout). Generation asks the model for a small JSON spec under a constrained-decoding schema, so even small models produce working visuals — the model name is editable in Vizzy's top bar.

Run

The app is a Tauri 2 shell: the React UI lives in the system webview, and everything real-time is native Rust — the wgpu render engine, audio analysis, MIDI input and the managed Ollama runtime.

npm install
npm run model:pull # download the default Ollama model (qwen2.5-coder)
npm run dev # vite dev server + tauri shell, hot reload
npm run dist # native release bundle (dmg / nsis / AppImage + deb)

Rust tests run from src-tauri/: cargo test (plus cargo test -- --ignored for the GPU suite on a machine with a GPU).

Raspberry Pi (arm64)

A Pi 5 builds the same way — the crate's platform deps are gated by OS, not architecture, so aarch64 Linux is already covered. Install the prerequisites (Rust, Node 20+, and the Linux system packages incl. GStreamer), then npm run dist. Two Pi notes:

  • Release builds use link-time optimization, which is memory-hungry; on an 8 GB Pi add swap, or build with CARGO_PROFILE_RELEASE_LTO=false if the linker runs out of memory.
  • For hardware video decode, install the runtime plugins (gstreamer1.0-plugins-bad for the v4l2 HEVC decoder); the GPU path wants Mesa's V3DV Vulkan driver.

Prebuilt arm64 .AppImage/.deb are published with every release (the Raspberry Pi download), built natively on an arm64 CI runner.

Usage

  1. Audio — pick an input device in the top bar and hit Live. Bands (low/mid/high/level) plus a multi-layer beat detector (kick/snare/hat, each tunable) and automatic BPM are computed natively (cpal + FFT) and fed to every deck each frame; the meter panel shows the levels and lets you route beats to visuals. The Computer audio entry captures the system output itself — WASAPI loopback on Windows, the monitor source on Linux, and a virtual loopback device (BlackHole etc.) on macOS, which the entry prompts you to install if it can't find one.
  2. Generate — type a prompt in a deck and hit Generate. The LLM picks a generator from the patch catalog, a palette, warps and audio routing; the engine composes it into a shader. Requests queue sequentially so decks don't fight over the LLM. SCENE mode generates a 3D fly-through instead.
  3. Mix — four faders per scene feed the additive composite; the central crossfader blends scene A and B on the master output. Each deck has layers, FX (tilt/contrast/hue/sat), a post filter (invert, hue shift, posterize, pixelate, scanlines, edge, RGB split, kaleido, swirl, blur, luma key, ripple — many audio-reactive), per-control automation (AUT), and a beat-locked loop sequencer driven by the global BPM.
  4. Master Out — opens the composite in its own window; double-click it for fullscreen on a projector. Glow adds a bloom pass on the master; the share toggle publishes it to Resolume/MadMapper/OBS over Syphon (macOS) or Spout (Windows).
  5. MIDI — toggle MIDI Learn, click a fader, move a physical control: bound. Toggle Learn off to perform.
  6. Library — saves patches, deck presets (a whole scene's 4 channels), images, video clips, 3D models and generated scenes. Drag files in (incl. .mp4/.mov/.webm), right-click entries to assign; per-deck SAVE captures the running visual with a screenshot.

Architecture

  • src-tauri/src/render/engine.rs — the wgpu render thread: 8 offscreen deck targets, the WGSL compositor (scene/preview/master passes), a persistent offscreen master target, the glow chain, JPEG monitor readbacks, and the master window blit. Self-driving: the render clock keeps running even when the UI webview is hidden.
  • src-tauri/src/render/patch.rs — the patch composer. An LLM-emitted JSON spec (generator + params + palette + warps + audio routing + post) is assembled from hand-written, tested WGSL blocks: 27 generators, 11 warps, cosine palettes, and feedback trails via per-deck history textures. A spec that parses always renders — there is no generated shader code.
  • src-tauri/src/render/content.rs / content.wgsl — sprite and lit mesh passes: glTF/OBJ/STL loading with base-color textures and mipmaps, sRGB-correct Blinn-Phong lighting, 4× MSAA, landscape/scene flight rigs.
  • src-tauri/src/render/evaluate.rs — per-frame evaluation of loops, automation, and audio routing on the render thread's own clock.
  • src-tauri/src/render/filter.wgsl — the per-deck post-filter pass: one pipeline whose kind selects the effect (invert, hue, posterize, pixelate, scanlines, edge, RGB split, kaleido, swirl, blur, luma key, ripple), run only when some deck has a filter selected; the order is shared with params.rs and the UI selector.
  • src-tauri/src/render/syphon.rs — SyphonMetalServer via objc2 (macOS).
  • src-tauri/src/render/spout.rs — native Spout 2 sender, no C++ SDK, via a CPU readback onto a shared D3D11 texture (Windows).
  • src-tauri/src/audio.rs — cpal input + rustfft band analysis, shared in-process with the render thread.
  • src-tauri/src/midi.rs — midir input stream; the CC learn/binding logic stays in src/engine/MidiEngine.ts.
  • src/engine/NativeRenderEngine.ts — thin state mirror: knob changes are coalesced into one state push per frame; staging entry points; monitor frame painter.
  • src/lib/patches.ts + src/llm/patches.ts — the patch catalog, the response validator, and the LLM contract (system prompt + JSON schema for Ollama structured outputs).
  • src/lib/sceneGenerator.ts + src/lib/expr.ts — procedural scenes: a sandboxed math-expression compiler meshes LLM-emitted surface functions.

Troubleshooting

  • "Ollama unreachable" — check ollama serve is running on port 11434, or let Vizzy's setup screen manage its own instance.
  • macOS says the app "is damaged" — builds are unsigned; run xattr -dr com.apple.quarantine /Applications/Vizzy.app once.
  • Black master output — deck 1 starts at full opacity, others at 0; check the mixer faders and the crossfader position.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

Vizzy — a toy VJ instrument

Vizzy

A desktop VJ instrument: type a prompt, a local LLM designs the visual, a native Rust/wgpu engine renders it. Two scenes × four decks, crossfaded, audio-reactive, MIDI-controlled, with per-deck post filters and texture sharing (Syphon on macOS, Spout on Windows) into other VJ software.

Decks can run LLM-designed patches (composed from a library of classic visualizer building blocks — spectrum bars, tunnels, plasma, fractals, matrix rain…), images, video clips (played through the same shader/effects pipeline, with rate / direction / loop and beat-linked playback), 3D models (glTF/OBJ/STL, spinning or flown over as landscapes) and procedural fly-through scenes. Everything you make autosaves to a file-backed library and the app reopens exactly as you left it.

New to Vizzy? The getting-started guide walks through your first visual and switching on the sound. There's also a quick in-app tour (the ? in the top bar).

Prerequisites

  • Nothing, if you grab a packaged build from the latest release
  • From source: Node.js 20+ and a Rust toolchain
  • Ollama for generation (Vizzy offers to install and manage it for you on first run)
  • Video playback on Linux needs GStreamer at runtime (gstreamer1.0-plugins-base + -good, plus -libav for H.264 or the v4l2 decoder for hardware HEVC on a Pi 5). macOS uses AVFoundation and Windows uses Media Foundation — both built in, nothing extra to install. (Building from source on Linux also needs libgstreamer1.0-dev libgstreamer-plugins-base1.0-dev.)

Installing Ollama

Vizzy generates visuals with a local LLM via Ollama — nothing leaves your machine, no API keys needed. The easy way: open Vizzy and follow the setup screen. By hand:

  1. Install the runtime:
    • macOS — download from ollama.com/download, or brew install --cask ollama-app
    • Windows — download and run the installer from ollama.com/download
    • Linuxcurl -fsSL https://ollama.com/install.sh | sh
  2. Run it. The macOS/Windows desktop app starts the server automatically; on Linux or with a CLI-only install, run ollama serve. Vizzy expects the default port, 11434 (or manages its own instance one port up).
  3. Pull a model. The default is qwen2.5-coder (~4.7 GB): ollama pull qwen2.5-coder (or npm run model:pull from a source checkout). Generation asks the model for a small JSON spec under a constrained-decoding schema, so even small models produce working visuals — the model name is editable in Vizzy's top bar.

Run

The app is a Tauri 2 shell: the React UI lives in the system webview, and everything real-time is native Rust — the wgpu render engine, audio analysis, MIDI input and the managed Ollama runtime.

npm install
npm run model:pull # download the default Ollama model (qwen2.5-coder)
npm run dev # vite dev server + tauri shell, hot reload
npm run dist # native release bundle (dmg / nsis / AppImage + deb)

Rust tests run from src-tauri/: cargo test (plus cargo test -- --ignored for the GPU suite on a machine with a GPU).

Raspberry Pi (arm64)

A Pi 5 builds the same way — the crate's platform deps are gated by OS, not architecture, so aarch64 Linux is already covered. Install the prerequisites (Rust, Node 20+, and the Linux system packages incl. GStreamer), then npm run dist. Two Pi notes:

  • Release builds use link-time optimization, which is memory-hungry; on an 8 GB Pi add swap, or build with CARGO_PROFILE_RELEASE_LTO=false if the linker runs out of memory.
  • For hardware video decode, install the runtime plugins (gstreamer1.0-plugins-bad for the v4l2 HEVC decoder); the GPU path wants Mesa's V3DV Vulkan driver.

Prebuilt arm64 .AppImage/.deb are published with every release (the Raspberry Pi download), built natively on an arm64 CI runner.

Usage

  1. Audio — pick an input device in the top bar and hit Live. Bands (low/mid/high/level) plus a multi-layer beat detector (kick/snare/hat, each tunable) and automatic BPM are computed natively (cpal + FFT) and fed to every deck each frame; the meter panel shows the levels and lets you route beats to visuals. The Computer audio entry captures the system output itself — WASAPI loopback on Windows, the monitor source on Linux, and a virtual loopback device (BlackHole etc.) on macOS, which the entry prompts you to install if it can't find one.
  2. Generate — type a prompt in a deck and hit Generate. The LLM picks a generator from the patch catalog, a palette, warps and audio routing; the engine composes it into a shader. Requests queue sequentially so decks don't fight over the LLM. SCENE mode generates a 3D fly-through instead.
  3. Mix — four faders per scene feed the additive composite; the central crossfader blends scene A and B on the master output. Each deck has layers, FX (tilt/contrast/hue/sat), a post filter (invert, hue shift, posterize, pixelate, scanlines, edge, RGB split, kaleido, swirl, blur, luma key, ripple — many audio-reactive), per-control automation (AUT), and a beat-locked loop sequencer driven by the global BPM.
  4. Master Out — opens the composite in its own window; double-click it for fullscreen on a projector. Glow adds a bloom pass on the master; the share toggle publishes it to Resolume/MadMapper/OBS over Syphon (macOS) or Spout (Windows).
  5. MIDI — toggle MIDI Learn, click a fader, move a physical control: bound. Toggle Learn off to perform.
  6. Library — saves patches, deck presets (a whole scene's 4 channels), images, video clips, 3D models and generated scenes. Drag files in (incl. .mp4/.mov/.webm), right-click entries to assign; per-deck SAVE captures the running visual with a screenshot.

Architecture

  • src-tauri/src/render/engine.rs — the wgpu render thread: 8 offscreen deck targets, the WGSL compositor (scene/preview/master passes), a persistent offscreen master target, the glow chain, JPEG monitor readbacks, and the master window blit. Self-driving: the render clock keeps running even when the UI webview is hidden.
  • src-tauri/src/render/patch.rs — the patch composer. An LLM-emitted JSON spec (generator + params + palette + warps + audio routing + post) is assembled from hand-written, tested WGSL blocks: 27 generators, 11 warps, cosine palettes, and feedback trails via per-deck history textures. A spec that parses always renders — there is no generated shader code.
  • src-tauri/src/render/content.rs / content.wgsl — sprite and lit mesh passes: glTF/OBJ/STL loading with base-color textures and mipmaps, sRGB-correct Blinn-Phong lighting, 4× MSAA, landscape/scene flight rigs.
  • src-tauri/src/render/evaluate.rs — per-frame evaluation of loops, automation, and audio routing on the render thread's own clock.
  • src-tauri/src/render/filter.wgsl — the per-deck post-filter pass: one pipeline whose kind selects the effect (invert, hue, posterize, pixelate, scanlines, edge, RGB split, kaleido, swirl, blur, luma key, ripple), run only when some deck has a filter selected; the order is shared with params.rs and the UI selector.
  • src-tauri/src/render/syphon.rs — SyphonMetalServer via objc2 (macOS).
  • src-tauri/src/render/spout.rs — native Spout 2 sender, no C++ SDK, via a CPU readback onto a shared D3D11 texture (Windows).
  • src-tauri/src/audio.rs — cpal input + rustfft band analysis, shared in-process with the render thread.
  • src-tauri/src/midi.rs — midir input stream; the CC learn/binding logic stays in src/engine/MidiEngine.ts.
  • src/engine/NativeRenderEngine.ts — thin state mirror: knob changes are coalesced into one state push per frame; staging entry points; monitor frame painter.
  • src/lib/patches.ts + src/llm/patches.ts — the patch catalog, the response validator, and the LLM contract (system prompt + JSON schema for Ollama structured outputs).
  • src/lib/sceneGenerator.ts + src/lib/expr.ts — procedural scenes: a sandboxed math-expression compiler meshes LLM-emitted surface functions.

Troubleshooting

  • "Ollama unreachable" — check ollama serve is running on port 11434, or let Vizzy's setup screen manage its own instance.
  • macOS says the app "is damaged" — builds are unsigned; run xattr -dr com.apple.quarantine /Applications/Vizzy.app once.
  • Black master output — deck 1 starts at full opacity, others at 0; check the mixer faders and the crossfader position.

About

LLM VJ toy

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

Vizzy — a toy VJ instrument

Vizzy

A desktop VJ instrument: type a prompt, a local LLM designs the visual, a native Rust/wgpu engine renders it. Two scenes × four decks, crossfaded, audio-reactive, MIDI-controlled, with per-deck post filters and texture sharing (Syphon on macOS, Spout on Windows) into other VJ software.

Decks can run LLM-designed patches (composed from a library of classic visualizer building blocks — spectrum bars, tunnels, plasma, fractals, matrix rain…), images, video clips (played through the same shader/effects pipeline, with rate / direction / loop and beat-linked playback), 3D models (glTF/OBJ/STL, spinning or flown over as landscapes) and procedural fly-through scenes. Everything you make autosaves to a file-backed library and the app reopens exactly as you left it.

New to Vizzy? The getting-started guide walks through your first visual and switching on the sound. There's also a quick in-app tour (the ? in the top bar).

Prerequisites

  • Nothing, if you grab a packaged build from the latest release
  • From source: Node.js 20+ and a Rust toolchain
  • Ollama for generation (Vizzy offers to install and manage it for you on first run)
  • Video playback on Linux needs GStreamer at runtime (gstreamer1.0-plugins-base + -good, plus -libav for H.264 or the v4l2 decoder for hardware HEVC on a Pi 5). macOS uses AVFoundation and Windows uses Media Foundation — both built in, nothing extra to install. (Building from source on Linux also needs libgstreamer1.0-dev libgstreamer-plugins-base1.0-dev.)

Installing Ollama

Vizzy generates visuals with a local LLM via Ollama — nothing leaves your machine, no API keys needed. The easy way: open Vizzy and follow the setup screen. By hand:

  1. Install the runtime:
    • macOS — download from ollama.com/download, or brew install --cask ollama-app
    • Windows — download and run the installer from ollama.com/download
    • Linuxcurl -fsSL https://ollama.com/install.sh | sh
  2. Run it. The macOS/Windows desktop app starts the server automatically; on Linux or with a CLI-only install, run ollama serve. Vizzy expects the default port, 11434 (or manages its own instance one port up).
  3. Pull a model. The default is qwen2.5-coder (~4.7 GB): ollama pull qwen2.5-coder (or npm run model:pull from a source checkout). Generation asks the model for a small JSON spec under a constrained-decoding schema, so even small models produce working visuals — the model name is editable in Vizzy's top bar.

Run

The app is a Tauri 2 shell: the React UI lives in the system webview, and everything real-time is native Rust — the wgpu render engine, audio analysis, MIDI input and the managed Ollama runtime.

npm install
npm run model:pull # download the default Ollama model (qwen2.5-coder)
npm run dev # vite dev server + tauri shell, hot reload
npm run dist # native release bundle (dmg / nsis / AppImage + deb)

Rust tests run from src-tauri/: cargo test (plus cargo test -- --ignored for the GPU suite on a machine with a GPU).

Raspberry Pi (arm64)

A Pi 5 builds the same way — the crate's platform deps are gated by OS, not architecture, so aarch64 Linux is already covered. Install the prerequisites (Rust, Node 20+, and the Linux system packages incl. GStreamer), then npm run dist. Two Pi notes:

  • Release builds use link-time optimization, which is memory-hungry; on an 8 GB Pi add swap, or build with CARGO_PROFILE_RELEASE_LTO=false if the linker runs out of memory.
  • For hardware video decode, install the runtime plugins (gstreamer1.0-plugins-bad for the v4l2 HEVC decoder); the GPU path wants Mesa's V3DV Vulkan driver.

Prebuilt arm64 .AppImage/.deb are published with every release (the Raspberry Pi download), built natively on an arm64 CI runner.

Usage

  1. Audio — pick an input device in the top bar and hit Live. Bands (low/mid/high/level) plus a multi-layer beat detector (kick/snare/hat, each tunable) and automatic BPM are computed natively (cpal + FFT) and fed to every deck each frame; the meter panel shows the levels and lets you route beats to visuals. The Computer audio entry captures the system output itself — WASAPI loopback on Windows, the monitor source on Linux, and a virtual loopback device (BlackHole etc.) on macOS, which the entry prompts you to install if it can't find one.
  2. Generate — type a prompt in a deck and hit Generate. The LLM picks a generator from the patch catalog, a palette, warps and audio routing; the engine composes it into a shader. Requests queue sequentially so decks don't fight over the LLM. SCENE mode generates a 3D fly-through instead.
  3. Mix — four faders per scene feed the additive composite; the central crossfader blends scene A and B on the master output. Each deck has layers, FX (tilt/contrast/hue/sat), a post filter (invert, hue shift, posterize, pixelate, scanlines, edge, RGB split, kaleido, swirl, blur, luma key, ripple — many audio-reactive), per-control automation (AUT), and a beat-locked loop sequencer driven by the global BPM.
  4. Master Out — opens the composite in its own window; double-click it for fullscreen on a projector. Glow adds a bloom pass on the master; the share toggle publishes it to Resolume/MadMapper/OBS over Syphon (macOS) or Spout (Windows).
  5. MIDI — toggle MIDI Learn, click a fader, move a physical control: bound. Toggle Learn off to perform.
  6. Library — saves patches, deck presets (a whole scene's 4 channels), images, video clips, 3D models and generated scenes. Drag files in (incl. .mp4/.mov/.webm), right-click entries to assign; per-deck SAVE captures the running visual with a screenshot.

Architecture

  • src-tauri/src/render/engine.rs — the wgpu render thread: 8 offscreen deck targets, the WGSL compositor (scene/preview/master passes), a persistent offscreen master target, the glow chain, JPEG monitor readbacks, and the master window blit. Self-driving: the render clock keeps running even when the UI webview is hidden.
  • src-tauri/src/render/patch.rs — the patch composer. An LLM-emitted JSON spec (generator + params + palette + warps + audio routing + post) is assembled from hand-written, tested WGSL blocks: 27 generators, 11 warps, cosine palettes, and feedback trails via per-deck history textures. A spec that parses always renders — there is no generated shader code.
  • src-tauri/src/render/content.rs / content.wgsl — sprite and lit mesh passes: glTF/OBJ/STL loading with base-color textures and mipmaps, sRGB-correct Blinn-Phong lighting, 4× MSAA, landscape/scene flight rigs.
  • src-tauri/src/render/evaluate.rs — per-frame evaluation of loops, automation, and audio routing on the render thread's own clock.
  • src-tauri/src/render/filter.wgsl — the per-deck post-filter pass: one pipeline whose kind selects the effect (invert, hue, posterize, pixelate, scanlines, edge, RGB split, kaleido, swirl, blur, luma key, ripple), run only when some deck has a filter selected; the order is shared with params.rs and the UI selector.
  • src-tauri/src/render/syphon.rs — SyphonMetalServer via objc2 (macOS).
  • src-tauri/src/render/spout.rs — native Spout 2 sender, no C++ SDK, via a CPU readback onto a shared D3D11 texture (Windows).
  • src-tauri/src/audio.rs — cpal input + rustfft band analysis, shared in-process with the render thread.
  • src-tauri/src/midi.rs — midir input stream; the CC learn/binding logic stays in src/engine/MidiEngine.ts.
  • src/engine/NativeRenderEngine.ts — thin state mirror: knob changes are coalesced into one state push per frame; staging entry points; monitor frame painter.
  • src/lib/patches.ts + src/llm/patches.ts — the patch catalog, the response validator, and the LLM contract (system prompt + JSON schema for Ollama structured outputs).
  • src/lib/sceneGenerator.ts + src/lib/expr.ts — procedural scenes: a sandboxed math-expression compiler meshes LLM-emitted surface functions.

Troubleshooting

  • "Ollama unreachable" — check ollama serve is running on port 11434, or let Vizzy's setup screen manage its own instance.
  • macOS says the app "is damaged" — builds are unsigned; run xattr -dr com.apple.quarantine /Applications/Vizzy.app once.
  • Black master output — deck 1 starts at full opacity, others at 0; check the mixer faders and the crossfader position.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Vizzy — a toy VJ instrument

Vizzy

A desktop VJ instrument: type a prompt, a local LLM designs the visual, a native Rust/wgpu engine renders it. Two scenes × four decks, crossfaded, audio-reactive, MIDI-controlled, with per-deck post filters and texture sharing (Syphon on macOS, Spout on Windows) into other VJ software.

Decks can run LLM-designed patches (composed from a library of classic visualizer building blocks — spectrum bars, tunnels, plasma, fractals, matrix rain…), images, video clips (played through the same shader/effects pipeline, with rate / direction / loop and beat-linked playback), 3D models (glTF/OBJ/STL, spinning or flown over as landscapes) and procedural fly-through scenes. Everything you make autosaves to a file-backed library and the app reopens exactly as you left it.

New to Vizzy? The getting-started guide walks through your first visual and switching on the sound. There's also a quick in-app tour (the ? in the top bar).

Prerequisites

  • Nothing, if you grab a packaged build from the latest release
  • From source: Node.js 20+ and a Rust toolchain
  • Ollama for generation (Vizzy offers to install and manage it for you on first run)
  • Video playback on Linux needs GStreamer at runtime (gstreamer1.0-plugins-base + -good, plus -libav for H.264 or the v4l2 decoder for hardware HEVC on a Pi 5). macOS uses AVFoundation and Windows uses Media Foundation — both built in, nothing extra to install. (Building from source on Linux also needs libgstreamer1.0-dev libgstreamer-plugins-base1.0-dev.)

Installing Ollama

Vizzy generates visuals with a local LLM via Ollama — nothing leaves your machine, no API keys needed. The easy way: open Vizzy and follow the setup screen. By hand:

  1. Install the runtime:
    • macOS — download from ollama.com/download, or brew install --cask ollama-app
    • Windows — download and run the installer from ollama.com/download
    • Linuxcurl -fsSL https://ollama.com/install.sh | sh
  2. Run it. The macOS/Windows desktop app starts the server automatically; on Linux or with a CLI-only install, run ollama serve. Vizzy expects the default port, 11434 (or manages its own instance one port up).
  3. Pull a model. The default is qwen2.5-coder (~4.7 GB): ollama pull qwen2.5-coder (or npm run model:pull from a source checkout). Generation asks the model for a small JSON spec under a constrained-decoding schema, so even small models produce working visuals — the model name is editable in Vizzy's top bar.

Run

The app is a Tauri 2 shell: the React UI lives in the system webview, and everything real-time is native Rust — the wgpu render engine, audio analysis, MIDI input and the managed Ollama runtime.

npm install
npm run model:pull # download the default Ollama model (qwen2.5-coder)
npm run dev # vite dev server + tauri shell, hot reload
npm run dist # native release bundle (dmg / nsis / AppImage + deb)

Rust tests run from src-tauri/: cargo test (plus cargo test -- --ignored for the GPU suite on a machine with a GPU).

Raspberry Pi (arm64)

A Pi 5 builds the same way — the crate's platform deps are gated by OS, not architecture, so aarch64 Linux is already covered. Install the prerequisites (Rust, Node 20+, and the Linux system packages incl. GStreamer), then npm run dist. Two Pi notes:

  • Release builds use link-time optimization, which is memory-hungry; on an 8 GB Pi add swap, or build with CARGO_PROFILE_RELEASE_LTO=false if the linker runs out of memory.
  • For hardware video decode, install the runtime plugins (gstreamer1.0-plugins-bad for the v4l2 HEVC decoder); the GPU path wants Mesa's V3DV Vulkan driver.

Prebuilt arm64 .AppImage/.deb are published with every release (the Raspberry Pi download), built natively on an arm64 CI runner.

Usage

  1. Audio — pick an input device in the top bar and hit Live. Bands (low/mid/high/level) plus a multi-layer beat detector (kick/snare/hat, each tunable) and automatic BPM are computed natively (cpal + FFT) and fed to every deck each frame; the meter panel shows the levels and lets you route beats to visuals. The Computer audio entry captures the system output itself — WASAPI loopback on Windows, the monitor source on Linux, and a virtual loopback device (BlackHole etc.) on macOS, which the entry prompts you to install if it can't find one.
  2. Generate — type a prompt in a deck and hit Generate. The LLM picks a generator from the patch catalog, a palette, warps and audio routing; the engine composes it into a shader. Requests queue sequentially so decks don't fight over the LLM. SCENE mode generates a 3D fly-through instead.
  3. Mix — four faders per scene feed the additive composite; the central crossfader blends scene A and B on the master output. Each deck has layers, FX (tilt/contrast/hue/sat), a post filter (invert, hue shift, posterize, pixelate, scanlines, edge, RGB split, kaleido, swirl, blur, luma key, ripple — many audio-reactive), per-control automation (AUT), and a beat-locked loop sequencer driven by the global BPM.
  4. Master Out — opens the composite in its own window; double-click it for fullscreen on a projector. Glow adds a bloom pass on the master; the share toggle publishes it to Resolume/MadMapper/OBS over Syphon (macOS) or Spout (Windows).
  5. MIDI — toggle MIDI Learn, click a fader, move a physical control: bound. Toggle Learn off to perform.
  6. Library — saves patches, deck presets (a whole scene's 4 channels), images, video clips, 3D models and generated scenes. Drag files in (incl. .mp4/.mov/.webm), right-click entries to assign; per-deck SAVE captures the running visual with a screenshot.

Architecture

  • src-tauri/src/render/engine.rs — the wgpu render thread: 8 offscreen deck targets, the WGSL compositor (scene/preview/master passes), a persistent offscreen master target, the glow chain, JPEG monitor readbacks, and the master window blit. Self-driving: the render clock keeps running even when the UI webview is hidden.
  • src-tauri/src/render/patch.rs — the patch composer. An LLM-emitted JSON spec (generator + params + palette + warps + audio routing + post) is assembled from hand-written, tested WGSL blocks: 27 generators, 11 warps, cosine palettes, and feedback trails via per-deck history textures. A spec that parses always renders — there is no generated shader code.
  • src-tauri/src/render/content.rs / content.wgsl — sprite and lit mesh passes: glTF/OBJ/STL loading with base-color textures and mipmaps, sRGB-correct Blinn-Phong lighting, 4× MSAA, landscape/scene flight rigs.
  • src-tauri/src/render/evaluate.rs — per-frame evaluation of loops, automation, and audio routing on the render thread's own clock.
  • src-tauri/src/render/filter.wgsl — the per-deck post-filter pass: one pipeline whose kind selects the effect (invert, hue, posterize, pixelate, scanlines, edge, RGB split, kaleido, swirl, blur, luma key, ripple), run only when some deck has a filter selected; the order is shared with params.rs and the UI selector.
  • src-tauri/src/render/syphon.rs — SyphonMetalServer via objc2 (macOS).
  • src-tauri/src/render/spout.rs — native Spout 2 sender, no C++ SDK, via a CPU readback onto a shared D3D11 texture (Windows).
  • src-tauri/src/audio.rs — cpal input + rustfft band analysis, shared in-process with the render thread.
  • src-tauri/src/midi.rs — midir input stream; the CC learn/binding logic stays in src/engine/MidiEngine.ts.
  • src/engine/NativeRenderEngine.ts — thin state mirror: knob changes are coalesced into one state push per frame; staging entry points; monitor frame painter.
  • src/lib/patches.ts + src/llm/patches.ts — the patch catalog, the response validator, and the LLM contract (system prompt + JSON schema for Ollama structured outputs).
  • src/lib/sceneGenerator.ts + src/lib/expr.ts — procedural scenes: a sandboxed math-expression compiler meshes LLM-emitted surface functions.

Troubleshooting

  • "Ollama unreachable" — check ollama serve is running on port 11434, or let Vizzy's setup screen manage its own instance.
  • macOS says the app "is damaged" — builds are unsigned; run xattr -dr com.apple.quarantine /Applications/Vizzy.app once.
  • Black master output — deck 1 starts at full opacity, others at 0; check the mixer faders and the crossfader position.

About

LLM VJ toy

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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Repository files navigation

Vizzy — a toy VJ instrument

Vizzy

A desktop VJ instrument: type a prompt, a local LLM designs the visual, a native Rust/wgpu engine renders it. Two scenes × four decks, crossfaded, audio-reactive, MIDI-controlled, with per-deck post filters and texture sharing (Syphon on macOS, Spout on Windows) into other VJ software.

Decks can run LLM-designed patches (composed from a library of classic visualizer building blocks — spectrum bars, tunnels, plasma, fractals, matrix rain…), images, video clips (played through the same shader/effects pipeline, with rate / direction / loop and beat-linked playback), 3D models (glTF/OBJ/STL, spinning or flown over as landscapes) and procedural fly-through scenes. Everything you make autosaves to a file-backed library and the app reopens exactly as you left it.

New to Vizzy? The getting-started guide walks through your first visual and switching on the sound. There's also a quick in-app tour (the ? in the top bar).

Prerequisites

  • Nothing, if you grab a packaged build from the latest release
  • From source: Node.js 20+ and a Rust toolchain
  • Ollama for generation (Vizzy offers to install and manage it for you on first run)
  • Video playback on Linux needs GStreamer at runtime (gstreamer1.0-plugins-base + -good, plus -libav for H.264 or the v4l2 decoder for hardware HEVC on a Pi 5). macOS uses AVFoundation and Windows uses Media Foundation — both built in, nothing extra to install. (Building from source on Linux also needs libgstreamer1.0-dev libgstreamer-plugins-base1.0-dev.)

Installing Ollama

Vizzy generates visuals with a local LLM via Ollama — nothing leaves your machine, no API keys needed. The easy way: open Vizzy and follow the setup screen. By hand:

  1. Install the runtime:
    • macOS — download from ollama.com/download, or brew install --cask ollama-app
    • Windows — download and run the installer from ollama.com/download
    • Linuxcurl -fsSL https://ollama.com/install.sh | sh
  2. Run it. The macOS/Windows desktop app starts the server automatically; on Linux or with a CLI-only install, run ollama serve. Vizzy expects the default port, 11434 (or manages its own instance one port up).
  3. Pull a model. The default is qwen2.5-coder (~4.7 GB): ollama pull qwen2.5-coder (or npm run model:pull from a source checkout). Generation asks the model for a small JSON spec under a constrained-decoding schema, so even small models produce working visuals — the model name is editable in Vizzy's top bar.

Run

The app is a Tauri 2 shell: the React UI lives in the system webview, and everything real-time is native Rust — the wgpu render engine, audio analysis, MIDI input and the managed Ollama runtime.

npm install
npm run model:pull # download the default Ollama model (qwen2.5-coder)
npm run dev # vite dev server + tauri shell, hot reload
npm run dist # native release bundle (dmg / nsis / AppImage + deb)

Rust tests run from src-tauri/: cargo test (plus cargo test -- --ignored for the GPU suite on a machine with a GPU).

Raspberry Pi (arm64)

A Pi 5 builds the same way — the crate's platform deps are gated by OS, not architecture, so aarch64 Linux is already covered. Install the prerequisites (Rust, Node 20+, and the Linux system packages incl. GStreamer), then npm run dist. Two Pi notes:

  • Release builds use link-time optimization, which is memory-hungry; on an 8 GB Pi add swap, or build with CARGO_PROFILE_RELEASE_LTO=false if the linker runs out of memory.
  • For hardware video decode, install the runtime plugins (gstreamer1.0-plugins-bad for the v4l2 HEVC decoder); the GPU path wants Mesa's V3DV Vulkan driver.

Prebuilt arm64 .AppImage/.deb are published with every release (the Raspberry Pi download), built natively on an arm64 CI runner.

Usage

  1. Audio — pick an input device in the top bar and hit Live. Bands (low/mid/high/level) plus a multi-layer beat detector (kick/snare/hat, each tunable) and automatic BPM are computed natively (cpal + FFT) and fed to every deck each frame; the meter panel shows the levels and lets you route beats to visuals. The Computer audio entry captures the system output itself — WASAPI loopback on Windows, the monitor source on Linux, and a virtual loopback device (BlackHole etc.) on macOS, which the entry prompts you to install if it can't find one.
  2. Generate — type a prompt in a deck and hit Generate. The LLM picks a generator from the patch catalog, a palette, warps and audio routing; the engine composes it into a shader. Requests queue sequentially so decks don't fight over the LLM. SCENE mode generates a 3D fly-through instead.
  3. Mix — four faders per scene feed the additive composite; the central crossfader blends scene A and B on the master output. Each deck has layers, FX (tilt/contrast/hue/sat), a post filter (invert, hue shift, posterize, pixelate, scanlines, edge, RGB split, kaleido, swirl, blur, luma key, ripple — many audio-reactive), per-control automation (AUT), and a beat-locked loop sequencer driven by the global BPM.
  4. Master Out — opens the composite in its own window; double-click it for fullscreen on a projector. Glow adds a bloom pass on the master; the share toggle publishes it to Resolume/MadMapper/OBS over Syphon (macOS) or Spout (Windows).
  5. MIDI — toggle MIDI Learn, click a fader, move a physical control: bound. Toggle Learn off to perform.
  6. Library — saves patches, deck presets (a whole scene's 4 channels), images, video clips, 3D models and generated scenes. Drag files in (incl. .mp4/.mov/.webm), right-click entries to assign; per-deck SAVE captures the running visual with a screenshot.

Architecture

  • src-tauri/src/render/engine.rs — the wgpu render thread: 8 offscreen deck targets, the WGSL compositor (scene/preview/master passes), a persistent offscreen master target, the glow chain, JPEG monitor readbacks, and the master window blit. Self-driving: the render clock keeps running even when the UI webview is hidden.
  • src-tauri/src/render/patch.rs — the patch composer. An LLM-emitted JSON spec (generator + params + palette + warps + audio routing + post) is assembled from hand-written, tested WGSL blocks: 27 generators, 11 warps, cosine palettes, and feedback trails via per-deck history textures. A spec that parses always renders — there is no generated shader code.
  • src-tauri/src/render/content.rs / content.wgsl — sprite and lit mesh passes: glTF/OBJ/STL loading with base-color textures and mipmaps, sRGB-correct Blinn-Phong lighting, 4× MSAA, landscape/scene flight rigs.
  • src-tauri/src/render/evaluate.rs — per-frame evaluation of loops, automation, and audio routing on the render thread's own clock.
  • src-tauri/src/render/filter.wgsl — the per-deck post-filter pass: one pipeline whose kind selects the effect (invert, hue, posterize, pixelate, scanlines, edge, RGB split, kaleido, swirl, blur, luma key, ripple), run only when some deck has a filter selected; the order is shared with params.rs and the UI selector.
  • src-tauri/src/render/syphon.rs — SyphonMetalServer via objc2 (macOS).
  • src-tauri/src/render/spout.rs — native Spout 2 sender, no C++ SDK, via a CPU readback onto a shared D3D11 texture (Windows).
  • src-tauri/src/audio.rs — cpal input + rustfft band analysis, shared in-process with the render thread.
  • src-tauri/src/midi.rs — midir input stream; the CC learn/binding logic stays in src/engine/MidiEngine.ts.
  • src/engine/NativeRenderEngine.ts — thin state mirror: knob changes are coalesced into one state push per frame; staging entry points; monitor frame painter.
  • src/lib/patches.ts + src/llm/patches.ts — the patch catalog, the response validator, and the LLM contract (system prompt + JSON schema for Ollama structured outputs).
  • src/lib/sceneGenerator.ts + src/lib/expr.ts — procedural scenes: a sandboxed math-expression compiler meshes LLM-emitted surface functions.

Troubleshooting

  • "Ollama unreachable" — check ollama serve is running on port 11434, or let Vizzy's setup screen manage its own instance.
  • macOS says the app "is damaged" — builds are unsigned; run xattr -dr com.apple.quarantine /Applications/Vizzy.app once.
  • Black master output — deck 1 starts at full opacity, others at 0; check the mixer faders and the crossfader position.

About

LLM VJ toy

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages