makepad/apps/vj/resources/effects/202_channel_contrast.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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2.1 KiB
Text

// CHANNEL CONTRAST — the classic contrast/gain/lift ladder, but each of
// red, green and blue carries its own fixed weighting, so pushing the
// dials bends the picture's colour balance instead of just its punch.
{
name: "Channel Contrast"
engine: "screen"
seed: 202
input0: "test"
speed: 1.0
beat_pulse: 0.4
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: "CONTRAST", bind: "p0", default: 0.5},
{name: "GAIN", bind: "p1", default: 0.5},
{name: "ADD", bind: "p2", default: 0.5}
]
color_bg: #x03040a
color_a: #x30ffd0
color_b: #xff3a86
color_c: #xfff0d0
stages: [
{kind: "bloom", threshold: 0.62, strength: 1.0, levels: 2}
]
// THE LOOK LIVES HERE: the whole frame is this function. A fixed
// per-channel weight vector makes CONTRAST/GAIN/ADD bend red, green
// and blue by different amounts instead of moving them together.
// 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 {
fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 {
let wc = vec3(1.15, 1.0, 0.82)
let wg = vec3(1.05, 1.0, 0.92)
let wa = vec3(1.0, 0.55, -0.4)
let contrast = 1.0 + (self.user.x - 0.5) * 2.0
let gain = 0.25 + 1.5 * self.user.y
let add = (self.user.z - 0.5) * 0.5
let half = vec3(0.5, 0.5, 0.5)
let one = vec3(1.0, 1.0, 1.0)
let cmul = one + (contrast - 1.0) * wc
let gmul = one + (gain - 1.0) * wg
let stretched = (content.xyz - half) * cmul + half
let gained = stretched * gmul
let out = gained + add * wa
return vec4(clamp(out, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0)), 1.0)
}
}
}