makepad/apps/vj/resources/effects/128_trans_checker_bricks.splash
Admin cb49b032df vjfx: 104 presets, engine hooks + hold stage, the videomesh engine, the audio picture, livecodable effects, and mp4 thumbnail sheets
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- vjfx: 104 new presets — the transition lane fills out and the screen family goes wide
- vjfx: three lanes land — engine hooks + hold stage, the videomesh engine, and the audio picture
- vj: the thumbnail pipeline becomes one honest machine, and effects go livecodable
- vj: thumbnails become mp4 — hardware-coded sheets at measured-4K cells, and the bake stops racing the GPU
- store: the ceremony dies — batch publish, one transaction, and the engine stops re-reading its own log
- store: the ceremony dies — batch publish, one transaction, and the engine stops re-reading its own log
- vj: the console grows real transports, and the deck stops lying about reverse
- vj: reverse earns a memory, and the effects stop aging
- fab: a 3D creation shell and the viewer built on it
2026-08-26 08:49:48 +02:00

30 lines
1.2 KiB
Text

// CHECKER BRICKS — Checker Tiles' two-phase flip laid over an offset
// brick grid instead of a square one, so the checker pattern reads as
// masonry rather than a grid.
{
name: "Checker Bricks"
engine: "transition"
p1: 0.5
dials: [
{name: "SOFT", bind: "p0", default: 0.2},
{name: "CELLS", bind: "p1", default: 0.5},
{name: "DIP", bind: "p2", default: 0.0}
]
shader: draw.DrawVjFxDuo {
trans: fn(uv: vec2, t: float) -> vec4 {
let cols = 5.0 + floor(self.user.y * 9.0)
let rows = max(2.0, cols * 0.5)
let row = floor(uv.y * rows)
let offset = modf(row, 2.0) * 0.5
let col = floor(uv.x * cols - offset)
let parity = modf(col + row, 2.0)
let field = 0.15 + parity * 0.55
let soft = 0.02 + self.user.x * 0.25
let tt = t * (1.0 + 2.0 * soft) - soft
let m = smoothstep(tt - soft, tt + soft, field)
let c = self.deck_b(uv).mix(self.deck_a(uv), m)
let dim = 1.0 - 4.0 * clamp(t, 0.0, 1.0) * (1.0 - clamp(t, 0.0, 1.0)) * self.user.z * 0.9
return vec4(c.xyz * dim, 1.0)
}
}
}