makepad/apps/vj/resources/effects/159_pixel_helix.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

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1.9 KiB
Text

// PIXEL HELIX — every particle carries one texel of input0, wound onto a
// spiral column: angle grows with the particle's own index, so the
// picture reads as a climbing ribbon rather than a flat sheet.
{
name: "Pixel Helix"
engine: "particles"
mode: "image"
seed: 159
input0: "test"
count: 12100
spread: 6.0
size: 0.09
rate: 0.0
beat_pulse: "0.4 * (0.2 + 1.6*p1)"
beat_rate: 1.0
// PERFORMANCE DIALS — mid-knob = the stock look, exact.
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "TURNS", bind: "p0", default: 0.5},
{name: "SPIN", bind: "p1", default: 0.5},
{name: "SPREAD", bind: "p2", default: 0.5}
]
color_bg: #x050508
color_a: #xffffff
color_b: #xffffff
color_c: #xffffff
cam_dist: 7.5
cam_height: 0.0
cam_orbit: 0.0
fog: 0.0
stages: [
{kind: "feedback", amount: "0.4 + 0.3*p1", zoom: 1.008, rotate: "(p1-0.5)*0.02", dim: 0.95},
{kind: "bloom", threshold: 0.55, strength: "1.1 * (0.25 + 1.5*p2)", levels: 2}
]
// THE LOOK LIVES HERE: fx_center is the whole motion program — angle
// is proportional to the particle's index, climbing a helix instead
// of sitting flat on the image grid. Params: mode/id/dir/t01/cyc/r0/r1.
shader: draw.DrawVjFxParticles {
fx_center: fn(mode: float, id: float, dir: vec3, t01: float, cyc: float, r0: float, r1: float) -> vec3 {
let spread = self.shape.y
let w = self.shape.w
let n = w * w
let along = id / max(n, 1.0)
let turns = 2.0 + 10.0 * self.user.x
let ang = along * turns * 6.2831853 + self.time_beat.x * (0.08 + 0.7 * self.user.y)
let radius = spread * (0.25 + 0.55 * r0) * (0.4 + 1.3 * self.user.z)
let y = (along - 0.5) * spread * 1.4
return vec3(cos(ang) * radius, y, sin(ang) * radius)
}
}
}