makepad/apps/vj/resources/effects/206_channel_offset.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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1.9 KiB
Text

// CHANNEL OFFSET — red and blue split away from green along one axis,
// the axis itself rotatable and the split reach riding the beat, so the
// tear reads as a controlled RGB fringe rather than a fixed glitch.
{
name: "Channel Offset"
engine: "screen"
seed: 206
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: "ANGLE", bind: "p0", default: 0.5},
{name: "DEPTH", bind: "p1", default: 0.5},
{name: "PUMP", 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. The split
// axis is a full rotation of ANGLE; DEPTH sets its reach; PUMP gates
// how much the eased beat pulse adds on top of the base split.
// 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 angle = self.user.x * 6.2831853
let depth = 0.002 + 0.05 * self.user.y
let pump = 1.0 + 1.4 * self.time_beat.w * clamp(self.user.z, 0.0, 1.0)
let dir = vec2(cos(angle), sin(angle)) * depth * pump
let ruv = clamp(uv + dir, vec2(0.0, 0.0), vec2(1.0, 1.0))
let buv = clamp(uv - dir, vec2(0.0, 0.0), vec2(1.0, 1.0))
let r = self.tex0.sample_as_bgra(ruv)
let b = self.tex0.sample_as_bgra(buv)
return vec4(r.x, content.y, b.z, 1.0)
}
}
}