makepad/apps/vj/resources/effects/176_split.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

// SPLIT — the frame parts along a tilted seam; the two halves slide
// apart in opposite directions along the seam, in and out with the bar.
{
name: "Split"
engine: "screen"
input0: "test"
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "ANGLE", bind: "p0", default: 0.5},
{name: "SLIDE", bind: "p1", default: 0.5},
{name: "GAP", 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 pi = 3.14159265
let ang = (self.user.x - 0.5) * pi
let cs = cos(ang)
let sn = sin(ang)
let c = uv - vec2(0.5, 0.5)
let side = c.x * cs + c.y * sn
let dir = vec2(-sn, cs)
let slide_amt = (0.10 + 0.30 * self.user.y) * sin(self.sig.x * tau * 0.5)
let sg = step(0.0, side) * 2.0 - 1.0
let w = uv + dir * slide_amt * sg
let tex = self.tex0.sample_as_bgra(clamp(w, vec2(0.0, 0.0), vec2(1.0, 1.0)))
let seam = smoothstep(0.0, 0.006 + 0.02 * self.user.z, abs(side))
return vec4(tex.xyz * seam, 1.0)
}
}
}