makepad/apps/vj/resources/effects/201_hue_cycle.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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3.2 KiB
Text

// HUE CYCLE — the whole frame's hue slides continuously (or steps through
// a fixed-size palette) while saturation and brightness stay untouched,
// so the picture keeps its shape and only repaints its colour.
{
name: "Hue Cycle"
engine: "screen"
seed: 201
input0: "test"
speed: 1.0
beat_pulse: 0.5
beat_rate: 1.0
bar_beats: 4
glow: 1.0
// PERFORMANCE DIALS — mid-knob = the stock look, exact.
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "MODE", bind: "p0", default: 0.5},
{name: "SHIFT", bind: "p1", default: 0.5},
{name: "COUNT", bind: "p2", default: 0.5}
]
color_bg: #x03040a
color_a: #x30ffd0
color_b: #xff3a86
color_c: #xfff0d0
stages: [
{kind: "bloom", threshold: 0.6, strength: 1.0, levels: 2}
]
// THE LOOK LIVES HERE: the whole frame is this function. MODE blends
// between a continuous hue rotation and a stepped N-colour palette;
// SHIFT is the rotation speed, COUNT the palette size in stepped mode.
// Inputs: uv, content = input0 at uv, cmix = pre-gated content
// strength. Signals: self.time_beat (time, beat, phase, pulse),
// self.sig (bar, bpm, energy, dt), self.user (p0..p3),
// self.col_a/b/c/bg, self.fog (density, glow, content, -).
shader: draw.DrawVjFxScreen {
rgb2hsv: fn(c: vec3) -> vec3 {
let hi = max(c.x, max(c.y, c.z))
let lo = min(c.x, min(c.y, c.z))
let d = hi - lo
let mut h = 0.0
if d < 0.0001 {
h = 0.0
} else if hi == c.x {
h = modf((c.y - c.z) / d + 6.0, 6.0) / 6.0
} else if hi == c.y {
h = ((c.z - c.x) / d + 2.0) / 6.0
} else {
h = ((c.x - c.y) / d + 4.0) / 6.0
}
let mut s = 0.0
if hi > 0.0001 {
s = d / hi
}
return vec3(h, s, hi)
}
hsv2rgb: fn(h: float, s: float, v: float) -> vec3 {
let hh = fract(h) * 6.0
let i = floor(hh)
let f = hh - i
let p = v * (1.0 - s)
let q = v * (1.0 - s * f)
let t = v * (1.0 - s * (1.0 - f))
if i < 0.5 {
return vec3(v, t, p)
}
if i < 1.5 {
return vec3(q, v, p)
}
if i < 2.5 {
return vec3(p, v, t)
}
if i < 3.5 {
return vec3(p, q, v)
}
if i < 4.5 {
return vec3(t, p, v)
}
return vec3(v, p, q)
}
fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 {
let hsv = self.rgb2hsv(content.xyz)
let speed = 0.06 + 0.5 * self.user.y
let flow = fract(self.time_beat.x * speed)
let steps = floor(2.0 + 10.0 * clamp(self.user.z, 0.0, 1.0))
let stepped = floor(hsv.x * steps) / steps
let mode = clamp(self.user.x, 0.0, 1.0)
let base_h = mix(stepped, hsv.x, mode)
let h = fract(base_h + flow)
let rgb = self.hsv2rgb(h, hsv.y, hsv.z)
return vec4(rgb * self.fog.y, 1.0)
}
}
}