// BALL — the two-deck transition where the outgoing picture curls into a // video ball and rolls away: at the A end the frame is exactly deck A; as // the fader travels, a sphere wrapped in deck A inflates and rolls across // while the backdrop dissolves to deck B underneath; at the B end the ball // has shrunk to nothing and the frame is exactly deck B. ROLL spins the // ball harder, ARC lifts its flight. Pattern taught here: the videomesh // two-deck contract — `decks: 2` + `backdrop: 1`, every hook a function of // the crossfader (self.user.w), scale zero at both ends keeping the // endpoints pop-free. { name: "Ball" engine: "videomesh" shape: "sphere" seed: 2 detail: 40 size: 2.4 spread: 0.0 decks: 2 backdrop: 1 fly: 0.05 alt: 0.0 beat_pulse: 0.2 fog: 0.0 glow: 1.0 // Gallery/thumbnail preview sweep — in the VJ the host overrides p3 // with the real crossfader. p3: "0.5 - 0.5*cos(6.28318*fract(beat/16.0))" dials: [ {name: "ROLL", bind: "p0", default: 0.3}, {name: "ARC", bind: "p1", default: 0.4} ] color_bg: #x000000 color_a: #x40c8f0 color_b: #xe84f9a color_c: #xffffff // THE LOOK LIVES HERE — the whole transition: backdrop deck mix, // ball flight, ball shading. t in fx_backdrop = the crossfader. shader: draw.DrawVjFxVideomesh { fx_axis: fn(id: float, hash: float) -> vec3 { return vec3(0.0, 0.0, 1.0) } fx_scale: fn(id: float, hash: float, t: float) -> float { let k = clamp(self.user.w, 0.0, 1.0) return 4.0 * k * (1.0 - k) * (1.0 + self.time_beat.w * 0.05) } fx_place: fn(id: float, hash: float, t: float) -> vec4 { let k = clamp(self.user.w, 0.0, 1.0) let x = (k * 2.0 - 1.0) * 3.4 let y = sin(3.14159 * k) * (0.1 + 1.0 * clamp(self.user.y, 0.0, 2.0)) - 0.3 let ang = 0.0 - k * (5.5 + 5.0 * clamp(self.user.x, 0.0, 2.0)) return vec4(x, y, 0.0, ang) } fx_backdrop: fn(uv: vec2, t: float) -> vec4 { let m = smoothstep(0.22, 0.78, t) let a = self.deck_a(uv) let b = self.deck_b(uv) return vec4(a.xyz.mix(b.xyz, m), 1.0) } fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 { let sheen = self.col_c.xyz * pow(clamp(t - 0.9, 0.0, 1.0), 2.0) * 0.6 return vec4(content.xyz * (0.35 + 0.75 * t) + sheen, 1.0) } } }