makepad/apps/vj/resources/effects/175_layer_stack.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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1.7 KiB
Text

// LAYER STACK — COUNT scaled, slowly rotating copies of the same frame
// composited back to front, receding by SPACING each step.
{
name: "Layer Stack"
engine: "screen"
input0: "test"
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "SPACING", bind: "p0", default: 0.5},
{name: "COUNT", bind: "p1", default: 0.5},
{name: "SPIN", 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 n = floor(mix(2.0, 6.0, self.user.y) + 0.5)
let step_scale = 0.10 + 0.24 * self.user.x
let spin = 0.35 * (0.2 + 1.6 * self.user.z)
let c = uv - vec2(0.5, 0.5)
let mut acc = vec3(0.0, 0.0, 0.0)
let mut wsum = 0.0
let mut i = 0.0
loop {
if i > n - 0.5 {
break
}
let s = 1.0 + i * step_scale
let a = spin * i * 0.16 + self.time_beat.x * 0.02
let cs = cos(a)
let sn = sin(a)
let r = vec2(c.x * cs - c.y * sn, c.x * sn + c.y * cs) * s
let w = r + vec2(0.5, 0.5)
if w.x > 0.0 && w.x < 1.0 && w.y > 0.0 && w.y < 1.0 {
let t = self.tex0.sample_as_bgra(w)
let wt = 1.0 / (1.0 + i * 0.6)
acc = acc + t.xyz * wt
wsum = wsum + wt
}
i = i + 1.0
}
let out = acc / max(wsum, 0.0001)
return vec4(out, 1.0)
}
}
}