makepad/apps/vj/resources/effects/194_fresnel.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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1.5 KiB
Text

// FRESNEL — the frame reads through concentric fresnel-lens steps: radius
// is quantised into rings, each ring bends its sample and carries a seam.
{
name: "Fresnel"
engine: "screen"
input0: "test"
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "RINGS", bind: "p0", default: 0.5},
{name: "DEPTH", 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 center = vec2(0.5, 0.5)
let d = uv - center
let r = length(d)
let ang = atan2(d.y, d.x)
let rings = 6.0 + 28.0 * self.user.x
let stepr = floor(r * rings) / rings
let fracr = fract(r * rings)
let depth = 0.01 + 0.05 * self.user.y
let bend = (fracr - 0.5) * depth * (0.7 + 0.3 * self.time_beat.w)
let newr = clamp(stepr + bend, 0.0, 0.75)
let swirl = (1.0 - stepr) * self.user.z * 1.2 * (0.5 + 0.5 * self.time_beat.w)
let newang = ang + swirl
let w = center + vec2(cos(newang), sin(newang)) * newr
let tex = self.tex0.sample_as_bgra(clamp(w, vec2(0.0, 0.0), vec2(1.0, 1.0)))
let seam = 1.0 - smoothstep(0.0, 0.05, min(fracr, 1.0 - fracr))
let out = tex.xyz + vec3(1.0, 1.0, 1.0) * seam * 0.14
return vec4(out, 1.0)
}
}
}