makepad/apps/vj/resources/effects/161_pixel_orbit.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

// PIXEL ORBIT — every particle carries one texel of input0 and circles a
// great circle whose axis is hashed per particle, so the picture scatters
// into a slow swarm of independent rings rather than one shared spin.
{
name: "Pixel Orbit"
engine: "particles"
mode: "image"
seed: 161
input0: "test"
count: 10000
spread: 6.0
size: 0.095
rate: 0.0
beat_pulse: "0.4 * (0.2 + 1.6*p1)"
beat_rate: 1.0
// PERFORMANCE DIALS — mid-knob = the stock look, exact.
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "ORBIT", bind: "p0", default: 0.5},
{name: "SPEED", bind: "p1", default: 0.5},
{name: "TILT", bind: "p2", default: 0.5}
]
color_bg: #x050508
color_a: #xffffff
color_b: #xffffff
color_c: #xffffff
cam_dist: 7.5
cam_height: 0.0
cam_orbit: 0.0
fog: 0.0
stages: [
{kind: "feedback", amount: "0.4 + 0.3*p1", zoom: 1.006, rotate: 0.0, dim: 0.95},
{kind: "bloom", threshold: 0.55, strength: 1.15, levels: 2}
]
// THE LOOK LIVES HERE: fx_center is the whole motion program — each
// particle's own random direction seed (`dir`) becomes its orbit
// AXIS, and a Rodrigues rotation spins a fixed radius vector around
// it. Params: mode/id/dir/t01/cyc/r0/r1.
shader: draw.DrawVjFxParticles {
rot_axis: fn(v: vec3, axis: vec3, ang: float) -> vec3 {
let c = cos(ang)
let s = sin(ang)
return v * c + cross(axis, v) * s + axis * (dot(axis, v) * (1.0 - c))
}
fx_center: fn(mode: float, id: float, dir: vec3, t01: float, cyc: float, r0: float, r1: float) -> vec3 {
let spread = self.shape.y
let axis = normalize(dir)
let seedv = vec3(0.0, 1.0, 0.0)
let perp = normalize(cross(axis, seedv) + vec3(0.0001, 0.0, 0.0))
let radius = spread * (0.35 + 0.55 * r0) * (0.4 + 1.3 * self.user.x)
let speed = 0.15 + 1.2 * self.user.y
let ang = self.time_beat.x * speed * (0.5 + r1) + id * 0.017
let p = self.rot_axis(perp * radius, axis, ang)
let tilt = 0.3 * self.user.z
return p + axis * sin(self.time_beat.x * 0.3 + id * 0.7) * radius * tilt
}
}
}