makepad/apps/vj/resources/effects/96_dye_relief.splash
Admin f44616b2a7 makepad-vj effects: the effect renderstack, with the shaders inside the documents
The VJ's EFFECT surface is a small renderer of its own. An effect is a
`.splash` DOCUMENT — engine choice, stages, fields, parameters and now the
SHADERS THEMSELVES live in the document rather than in Rust. That is the
shape this commit introduces (dev has never seen an intermediate one): a
document is the whole effect, and the Rust side is the engine families that
documents draw with.

The engine families: particles and emitters, GPU sim swarms and fluid, static
meshes (firefly synchrony, harmonograph loom, domino liturgy), tiles, flock,
clouds, city, pipes, stock charts, an SDF raymarcher with a subclassable
`scene_sdf`, and a mountain-jet endless range with a beat-pulsed fighter.

Three things make them a system rather than a demo reel:

  - SIM FIELDS — a float simulation-texture primitive, so an engine can carry
    GPU state across frames (wind, particles, fluid) instead of being a pure
    function of the clock.
  - CONTENT COUPLING — `content:` in a document and `input0` on every engine's
    tex0, so an effect can consume the program video: drapes, backdrops,
    mirrors, billboards, chrome, frescoes, canopy, glass, silk, wall, swarm,
    pen and mosaic families all take the picture playing behind them.
  - MUSIC BINDING — shaders read the beat, so the whole library moves with the
    track rather than on its own clock.

Roughly a hundred seeded preset documents ship with it, each with a lazily
rendered animated thumbnail (rendered 4x and box-downscaled, 16-tap SSAA);
the thumbnail pass went from four minutes to eleven seconds. CONTRACT.md is
the document contract and its verify recipe; IDEAS.md is the campaign tracker.
2026-08-23 01:35:44 +02:00

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2.7 KiB
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// DYE RELIEF — a SIM FIELD consumed by ANOTHER engine: the document
// declares a fluid field in `fields:` and binds its dye texture as
// input0 via "field:dye"; the heightmap engine then EXTRUDES the flowing
// ink (tex_displace) — kick splats raise mountains that melt and drift
// with the fluid. Pattern taught here: fields:[...] + input0: "field:<n>"
// makes any texture-input effect a sim consumer.
{
name: "Dye Relief"
engine: "heightmap"
seed: 7
res: 150
size: 26.0
height: 5.5
scroll: 0.0
tex_displace: 0.85
fields: [
{
name: "dye"
kind: "fluid"
res: 128
iters: 16
force: 2.2
dissipation: 0.10
swirl: 0.4
splat: "(1.5 + pulse * 0.7) * (0.2 + 1.6*p0)"
dye_fade: 0.14
radius: 0.09
}
]
input0: "field:dye"
beat_pulse: "0.35 * (0.2 + 1.6*p1)"
beat_rate: 0.5
// PERFORMANCE DIALS — mid-knob = the stock look, exact.
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "SPLAT", bind: "p0", default: 0.5},
{name: "PUMP", bind: "p1", default: 0.5},
{name: "GLOW", bind: "p2", default: 0.5}
]
color_bg: #x080611
color_a: #x3a2a8f
color_b: #xff5ad0
color_c: #xc8f0ff
cam_orbit: 0.0
cam_height: 6.5
cam_dist: 12.5
fog: 0.035
glow: "1.2 * (0.25 + 1.5*p2)"
stages: [
{kind: "bloom", threshold: 0.5, strength: 1.2, 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 = height 0..1, attr = (slope, grid line, uv.x, uv.y).
// 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.DrawVjFxTerrain {
fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 {
let grad = self.col_a.mix(self.col_b, t).xyz
let beat_glow = 1.0 + self.time_beat.w * 1.1
let drape = content.xyz * (0.42 + 0.85 * attr.x)
* (1.0 + self.time_beat.w * 0.30)
let surface = (grad * 0.30 * attr.x)
.mix(drape, clamp(cmix * 1.25, 0.0, 1.0))
let gline = grad.mix(content.xyz * 1.3, cmix * 0.55)
let neon = gline * attr.y * beat_glow * 1.6
+ self.col_c.xyz * attr.y * t * 0.6
return vec4(surface + neon, 1.0)
}
}
}