makepad/apps/vj/resources/effects/186_mirror_quad.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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1.2 KiB
Text

// MIRROR QUAD — the frame folds across BOTH axes at once, four mirrored
// quadrants of one source; SHIFT recentres the fold, SCALE zooms first.
{
name: "Mirror Quad"
engine: "screen"
input0: "test"
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "SCALE", bind: "p0", default: 0.5},
{name: "SHIFT", bind: "p1", default: 0.5},
{name: "SPIN", bind: "p2", default: 0.5}
]
stages: [
{kind: "bloom", threshold: 0.6, strength: 1.05, levels: 2}
]
shader: draw.DrawVjFxScreen {
fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 {
let ang = self.time_beat.x * 0.05 * (0.2 + 1.6 * self.user.z)
let cs = cos(ang)
let sn = sin(ang)
let scale = 0.2 + 1.6 * self.user.x
let c0 = uv - vec2(0.5, 0.5)
let c1 = vec2(c0.x * cs - c0.y * sn, c0.x * sn + c0.y * cs) / scale
let sh = (self.user.y - 0.5) * 0.6
let c2 = c1 + vec2(sh, sh)
let f = vec2(abs(c2.x), abs(c2.y))
let w = f + vec2(0.5, 0.5)
let tex = self.tex0.sample_as_bgra(clamp(w, vec2(0.0, 0.0), vec2(1.0, 1.0)))
return vec4(tex.xyz, 1.0)
}
}
}