makepad/apps/vj/resources/effects/228_inside_cube.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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Text

// INSIDE CUBE — the camera stands INSIDE a huge box whose six walls all
// play the live video: a video room, panned around by the engine's interior
// rig while the wall seams glow in tempo. Pattern taught here: `cam:
// "inside"` puts the eye at the shape's centre; fx_place returns identity
// so the room holds still and only the gaze moves.
{
name: "Inside Cube"
engine: "videomesh"
shape: "box"
seed: 5
size: 10.0
cam: "inside"
fly: 0.8
beat_pulse: 0.4
input0: "test"
color_bg: #x04060c
color_a: #x38b6e8
color_b: #xe84f9a
color_c: #xbfe8ff
fog: 0.0
glow: 1.0
stages: [
{kind: "bloom", threshold: 0.7, strength: 0.8, levels: 2}
]
// THE LOOK LIVES HERE — the wall fragment. attr = (hash, face,
// edge, id): edge is 0 on the wall seams, 1 mid-wall, so the seams
// become beat-lit neon joints between six copies of the clip.
shader: draw.DrawVjFxVideomesh {
fx_place: fn(id: float, hash: float, t: float) -> vec4 {
return vec4(0.0, 0.0, 0.0, 0.0)
}
fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 {
let lit = content.xyz * (0.55 + 0.45 * attr.z)
let seam = self.col_a.xyz * (1.0 - attr.z)
* (0.5 + self.time_beat.w * 1.6 + clamp(self.user.z, 0.0, 4.0))
return vec4((lit + seam) * self.fog.y, 1.0)
}
}
}