makepad/apps/vj/resources/effects/187_wave.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

35 lines
1.2 KiB
Text

// WAVE — a single sine displacement runs through the frame along one
// steerable axis; DIR spins the axis, the crest travels on the beat.
{
name: "Wave"
engine: "screen"
input0: "test"
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "AMP", bind: "p0", default: 0.5},
{name: "FREQ", bind: "p1", default: 0.5},
{name: "DIR", 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 ang = self.user.z * 6.2831853
let dir = vec2(cos(ang), sin(ang))
let perp = vec2(-dir.y, dir.x)
let c = uv - vec2(0.5, 0.5)
let along = c.x * dir.x + c.y * dir.y
let freq = 6.0 + 34.0 * self.user.y
let phase = self.time_beat.y * 1.6
let amp = (0.01 + 0.05 * self.user.x) * (0.6 + 0.4 * self.time_beat.w)
let disp = sin(along * freq + phase) * amp
let w = uv + perp * disp
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)
}
}
}