makepad/apps/vj/resources/effects/163_pixel_hop.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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2.3 KiB
Text

// PIXEL HOP — every particle carries one texel of input0 and hops from
// its home cell to a freshly hashed spot every few beats, arcing up and
// settling back down — a slower, weightier cousin of the jitter shuffle.
{
name: "Pixel Hop"
engine: "particles"
mode: "image"
seed: 163
input0: "test"
count: 12100
spread: 6.0
size: 0.09
rate: 0.0
beat_pulse: "0.4 * (0.2 + 1.6*p0)"
beat_rate: 1.0
// PERFORMANCE DIALS — mid-knob = the stock look, exact.
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "DISTANCE", bind: "p0", default: 0.5},
{name: "HANG", bind: "p1", default: 0.5},
{name: "ARC", 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: "bloom", threshold: 0.55, strength: 1.1, levels: 2}
]
// THE LOOK LIVES HERE: fx_center is the whole motion program. The
// hop event is QUANTISED on floor(beat / beats-per-hop) — never the
// raw clock — so every particle holds its landing spot for the whole
// hang window before the next hash fires. 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 gx = modf(id, w)
let gy = floor(id / w)
let home = vec3((gx / w - 0.5) * spread * 1.2, (0.5 - gy / w) * spread * 1.2, 0.0)
let beats_per_hop = 2.0 + 6.0 * clamp(self.user.y, 0.0, 1.0)
let hop_i = floor(self.time_beat.y / beats_per_hop)
let phase = fract(self.time_beat.y / beats_per_hop)
let hx = fract(sin(id * 17.13 + hop_i * 41.7) * 39812.51)
let hy = fract(sin(id * 5.37 + hop_i * 91.3) * 27431.9)
let dist = spread * (0.1 + 0.5 * self.user.x)
let target = home + (vec3(hx, hy, 0.0) - vec3(0.5, 0.5, 0.0)) * 2.0 * dist
let settle = smoothstep(0.0, 0.35, phase)
let pos = home.mix(target, settle)
let arc = spread * (0.05 + 0.35 * self.user.z) * sin(clamp(phase, 0.0, 1.0) * 3.14159265)
return pos + vec3(0.0, arc, 0.0)
}
}
}