makepad/apps/vj/resources/effects/207_keyed_trails.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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2.1 KiB
Text

// KEYED TRAILS — only the bright part of the picture leaves a trail: a
// luma key isolates the subject before the feedback stage sees the
// frame, so dim background never smears while a hot subject glows on
// after it moves.
{
name: "Keyed Trails"
engine: "screen"
seed: 207
input0: "test"
speed: 1.0
beat_pulse: 0.4
beat_rate: 1.0
bar_beats: 4
glow: 1.0
// PERFORMANCE DIALS — mid-knob = the stock look, exact.
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "KEY", bind: "p0", default: 0.5},
{name: "SOFT", bind: "p1", default: 0.5},
{name: "GLOW", bind: "p2", default: 0.5}
]
color_bg: #x03040a
color_a: #x30ffd0
color_b: #xff3a86
color_c: #xfff0d0
stages: [
{kind: "feedback", amount: "min((0.55 + pulse * 0.2) * (0.25 + 1.5*p2), 0.95)", zoom: 1.012,
rotate: "sin(bar * tau) * 0.008", dim: 0.95}
]
// THE LOOK LIVES HERE: fx_color decides what the feedback stage
// actually sees. Pixels above the KEY threshold burn hot into the
// scene (and so into next frame's trail); pixels below it are
// dimmed so they contribute almost nothing to the trail buildup.
// Inputs: uv, content = input0 at uv, cmix = pre-gated content
// strength. 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.DrawVjFxScreen {
fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 {
let luma = dot(content.xyz, vec3(0.299, 0.587, 0.114))
let thresh = 0.15 + 0.6 * clamp(self.user.x, 0.0, 1.0)
let soft = 0.02 + 0.25 * clamp(self.user.y, 0.0, 1.0)
let key = smoothstep(thresh - soft, thresh + soft, luma)
let boost = 1.0 + 2.0 * clamp(self.user.z, 0.0, 1.0)
let base = content.xyz * (0.3 + 0.55 * (1.0 - key))
let hot = content.xyz * boost * key
return vec4(clamp(base + hot, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0)), 1.0)
}
}
}