makepad/apps/vj/resources/effects/237_maze_run.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

53 lines
1.7 KiB
Text

// MAZE RUN — the corridor flight through a twisting funhouse: every
// segment is rolled a hashed quarter-turn about the flight axis, so floor
// becomes wall becomes ceiling as you rush through, each junction swaying
// gently. The square cross-section makes every quarter-turn land flush.
// Pattern taught here: per-segment STATIC rotation from the stream hash —
// the maze pattern is fixed per seed, only the sway breathes.
{
name: "Maze Run"
engine: "videomesh"
shape: "corridor"
seed: 21
instances: 20
size: 2.1
spread: 2.8
aspect: 1.0
fly: 1.4
beat_pulse: 0.4
input0: "test"
color_bg: #x070409
color_a: #xf0a040
color_b: #x8a2a5a
color_c: #xffe2c0
fog: 0.12
glow: 1.0
stages: [
{kind: "bloom", threshold: 0.7, strength: 0.8, levels: 2}
]
// THE LOOK LIVES HERE — quarter-turn placement + a wall fragment
// tinted per segment (attr.x = the segment's hash).
shader: draw.DrawVjFxVideomesh {
fx_axis: fn(id: float, hash: float) -> vec3 {
return vec3(0.0, 0.0, 1.0)
}
fx_place: fn(id: float, hash: float, t: float) -> vec4 {
let q = floor(hash * 4.0) * 1.5707963
let sway = 0.16 * sin(t * 0.4 + id * 1.7)
return vec4(0.0, 0.0, 0.0, q + sway)
}
fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 {
let tint = self.col_a.xyz.mix(self.col_b.xyz, attr.x)
let lit = content.xyz * (t * (0.55 + 0.45 * attr.z)) + tint * 0.10
let seam = self.col_c.xyz * (1.0 - attr.z)
* (0.25 + self.time_beat.w * 0.9 + clamp(self.user.z, 0.0, 4.0))
return vec4((lit + seam) * self.fog.y, 1.0)
}
}
}