makepad/apps/vj/resources/effects/137_trans_box_iris.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

29 lines
1.2 KiB
Text

// BOX IRIS — the square sibling of the circular iris: a Chebyshev
// (square) distance field instead of a radial one, so the aperture
// opens as a square rather than a circle. FLIP closes deck A instead.
{
name: "Box Iris"
engine: "transition"
dials: [
{name: "SOFT", bind: "p0", default: 0.15},
{name: "FLIP", bind: "p1", default: 0.0},
{name: "DIP", bind: "p2", default: 0.0}
]
shader: draw.DrawVjFxDuo {
trans: fn(uv: vec2, t: float) -> vec4 {
let c2 = vec2((uv.x - 0.5) * self.aspect(), uv.y - 0.5)
let field = max(abs(c2.x), abs(c2.y))
let rmax = 0.5 * max(self.aspect(), 1.0)
let soft = 0.005 + self.user.x * 0.2
let flip = step(0.5, self.user.y)
let tt = mix(t, 1.0 - t, flip)
let edge = tt * (rmax + 2.0 * soft) - soft
let inside = smoothstep(edge + soft, edge - soft, field)
let cin = self.deck_b(uv).mix(self.deck_a(uv), flip)
let cout = self.deck_a(uv).mix(self.deck_b(uv), flip)
let c = cout.mix(cin, inside)
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)
}
}
}