makepad/apps/vj/resources/effects/166_bend.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

37 lines
1.3 KiB
Text

// BEND — rotate, radially spread, and barrel-warp the frame together: a
// single lens-like twist rather than a straight rotozoom.
{
name: "Bend"
engine: "screen"
input0: "test"
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "ROTATE", bind: "p0", default: 0.5},
{name: "SPREAD", bind: "p1", default: 0.5},
{name: "BARREL", bind: "p2", default: 0.5}
]
stages: [
{kind: "bloom", threshold: 0.6, strength: 1.05, levels: 2}
]
shader: draw.DrawVjFxScreen {
fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 {
let tau = 6.2831853
let ang = (self.user.x - 0.5) * 1.4 + sin(self.sig.x * tau) * 0.04
let cs = cos(ang)
let sn = sin(ang)
let c = uv - vec2(0.5, 0.5)
let r0 = vec2(c.x * cs - c.y * sn, c.x * sn + c.y * cs)
let spread = 0.5 + 1.4 * self.user.y
let r1 = r0 * spread
let rad = length(r1)
let barrel = 1.0 + (0.2 + 1.6 * self.user.z) * 0.4 * rad * rad * (0.4 + self.time_beat.w * 0.6)
let r2 = r1 * barrel
let w = r2 + vec2(0.5, 0.5)
let tex = self.tex0.sample_as_bgra(clamp(w, vec2(0.0, 0.0), vec2(1.0, 1.0)))
return vec4(tex.xyz, 1.0)
}
}
}