makepad/apps/vj/resources/effects/68_laser_loom.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

69 lines
2.4 KiB
Text

// LASER LOOM — three chorus strands of the harmonograph at hue offsets,
// drawn as additive laser light with feedback trails. Pattern taught: the
// strand channel (each strand offsets the pendulum phases slightly) turns
// one curve into a braid; `p0` scales DETUNE with the bar so the braid
// breathes apart and snaps back; width pumps on the pulse.
{
name: "Laser Loom"
engine: "harmonograph"
seed: 68
segments: 1400
strands: 3
freq_x: 3.0
freq_y: 4.0 // 3:4 — the shell family
freq_z: 2.0
damping: 0.6
detune: 0.10
turns: 5.0
width: 0.042
morph_beats: 8
grow: "loop"
grow_beats: 8
beat_pulse: 0.7
p0: "0.5 + 0.5 * sin(bar * tau)" // braid breathes over the bar
p1: "0.5 * pulse" // width slams on the beat
p3: "fract(beat * 0.02)" // slow hue spin, wrapped 0..1
// PERFORMANCE DIALS — the engine's own p-levers; touching DETUNE or
// WIDTH overrides its music binding above with a held value.
dials: [
{name: "DETUNE", bind: "p0", default: 0.5},
{name: "WIDTH", bind: "p1", default: 0.5},
{name: "DEPTH", bind: "p2", default: 0.0}
]
color_bg: #x030309
color_a: #x40ffcc
color_b: #xff40cc
color_c: #xffffff
cam_orbit: 0.10
cam_dist: 6.0
fog: 0.015
glow: 1.0
stages: [
{kind: "feedback", amount: "0.42 + 0.15 * pulse", zoom: 1.006,
rotate: 0.003, dim: 0.90},
{kind: "bloom", threshold: 0.5, strength: 1.15, levels: 3}
]
// THE LOOK LIVES HERE. This block is not a reference to the
// engine's shader — it IS the pixel math this effect runs.
// Rewrite it and the effect looks different; everything else
// (geometry, motion, the content coupling, the beat) keeps
// working, because the block SUBCLASSES the engine shader.
// Inputs: t = curve position 0..1, attr = (strand, t, rnd, side).
// 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.DrawVjFxHarmono {
fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
let strand01 = self.geom.geom_uv.y
let hue = fract(t * 0.85 + strand01 * 0.34 + self.user.w)
return self.col_a.mix(self.col_b, hue)
}
}
}