makepad/apps/vj/resources/effects/208_trail_add.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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1.8 KiB
Text

// TRAIL ADD — additive feedback trails with one explicit decay dial: no
// hidden pulse/bar math driving the persistence, DECAY alone sets how
// long a frame lingers before it's gone.
{
name: "Trail Add"
engine: "screen"
seed: 208
input0: "test"
speed: 1.0
beat_pulse: 0.3
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: "DECAY", bind: "p0", default: 0.5},
{name: "GLOW", bind: "p1", default: 0.5},
{name: "SPIN", bind: "p2", default: 0.5}
]
color_bg: #x03040a
color_a: #x30ffd0
color_b: #xff3a86
color_c: #xfff0d0
stages: [
{kind: "feedback", amount: "0.35 + 0.6*p0", zoom: "1.006 + 0.02*p0",
rotate: "(p2-0.5)*0.05", dim: "0.88 + 0.11*p0"}
]
// THE LOOK LIVES HERE: fx_color hot-boosts the scene before the
// feedback stage sees it — bright pixels burn extra hard so the
// additive trail reads as a hot streak rather than a soft wash.
// 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 boost = 1.0 + 1.2 * clamp(self.user.y, 0.0, 1.0)
let hot = vec3(1.0, 1.0, 1.0) * pow(clamp(luma, 0.0, 1.0), 4.0) * clamp(self.user.y, 0.0, 1.0) * 0.4
let rgb = content.xyz * boost + hot
return vec4(clamp(rgb, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0)), 1.0)
}
}
}