makepad/apps/vj/resources/effects/192_bar_magnifier.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

38 lines
1.4 KiB
Text

// BAR MAGNIFIER — a horizontal and a vertical bar-shaped lens crossing the
// centre; ORIENT sweeps from a pure H bar through a cross to a pure V bar.
{
name: "Bar Magnifier"
engine: "screen"
input0: "test"
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "WIDTH", bind: "p0", default: 0.5},
{name: "POWER", bind: "p1", default: 0.5},
{name: "ORIENT", 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 halfw = 0.04 + 0.22 * self.user.x
let mag = 1.0 + 3.0 * self.user.y * (0.6 + 0.4 * self.time_beat.w)
let center = 0.5
let dy = uv.y - center
let insideh = 1.0 - smoothstep(halfw * 0.7, halfw, abs(dy))
let zx = center + (uv.x - center) / mag
let dx = uv.x - center
let insidev = 1.0 - smoothstep(halfw * 0.7, halfw, abs(dx))
let zy = center + (uv.y - center) / mag
let orient = clamp(self.user.z, 0.0, 1.0)
let wh = 1.0 - orient
let wv = orient
let w = vec2(mix(uv.x, zx, insideh * wh), mix(uv.y, zy, insidev * wv))
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)
}
}
}