makepad/apps/vj/resources/effects/188_warper.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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1.2 KiB
Text

// WARPER — two independent travelling sine warps, one per axis, each
// optionally layered with a faster second phase; COMPLEX thickens the mix.
{
name: "Warper"
engine: "screen"
input0: "test"
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "DEPTH", bind: "p0", default: 0.5},
{name: "SPEED", bind: "p1", default: 0.5},
{name: "COMPLEX", 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 t = self.time_beat.x
let speed = 0.3 + 1.3 * self.user.y
let amp = (0.012 + 0.045 * self.user.x) * (0.6 + 0.4 * self.time_beat.w)
let cplx = clamp(self.user.z, 0.0, 1.0)
let wx = sin(uv.y * 12.0 + t * speed) + cplx * 0.5 * sin(uv.y * 27.0 - t * speed * 1.7)
let wy = sin(uv.x * 9.0 - t * speed * 1.3) + cplx * 0.5 * sin(uv.x * 23.0 + t * speed * 2.1)
let w = uv + vec2(wx, wy) * amp
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)
}
}
}