makepad/apps/vj/resources/effects/180_slat_field.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

39 lines
1.4 KiB
Text

// SLAT FIELD — the frame sliced into a rotatable grating of thin slats;
// each slat shifts sideways by its own hashed amount, a jittered blind.
{
name: "Slat Field"
engine: "screen"
input0: "test"
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "AMOUNT", bind: "p0", default: 0.5},
{name: "SIZE", bind: "p1", default: 0.5},
{name: "ANGLE", 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 pi = 3.14159265
let ang = (self.user.z - 0.5) * pi * 0.5
let cs = cos(ang)
let sn = sin(ang)
let c = uv - vec2(0.5, 0.5)
let rc = vec2(c.x * cs - c.y * sn, c.x * sn + c.y * cs)
let size = mix(0.012, 0.11, self.user.y)
let idx = floor(rc.y / size)
let h = fract(sin(idx * 12.9898 + 7.0) * 43758.5453)
let amount = 0.02 + 0.11 * self.user.x
let disp = (h - 0.5) * 2.0 * amount
let rc2 = vec2(rc.x + disp, rc.y)
let c2 = vec2(rc2.x * cs + rc2.y * sn, -rc2.x * sn + rc2.y * cs)
let w = c2 + 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)
}
}
}