makepad/apps/vj/resources/effects/239_sphere_relief.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

// SPHERE RELIEF — the clip EXTRUDED off a revolving globe: every vertex of
// a dense sphere is pushed out along its normal by the video's brightness
// there, so bright passages grow spiky mountain ranges that roll around the
// ball while dark passages stay smooth sea. PUMP (p1) gains the relief —
// bind it to the music and the globe breathes terrain. Pattern taught here:
// the engine's `relief:` key, a vertex-stage luma displacement.
{
name: "Sphere Relief"
engine: "videomesh"
shape: "sphere"
seed: 10
detail: 48
size: 3.2
relief: 0.4
fly: 0.6
beat_pulse: 0.45
p1: "0.2 + 1.4*energy"
input0: "test"
dials: [
{name: "SPIN", bind: "p0", default: 0.0},
{name: "PUMP", bind: "p1", default: 0.3},
{name: "EDGE", bind: "p2", default: 0.2}
]
color_bg: #x040810
color_a: #x40e8c0
color_b: #x1a4a7a
color_c: #xe0fff4
fog: 0.02
glow: 1.0
stages: [
{kind: "bloom", threshold: 0.7, strength: 0.8, levels: 2}
]
// THE LOOK LIVES HERE — the terrain fragment: the clip shaded by its
// own luma, valleys sunk dark, peaks lifted toward color_c.
shader: draw.DrawVjFxVideomesh {
fx_axis: fn(id: float, hash: float) -> vec3 {
return vec3(0.1, 1.0, 0.05)
}
fx_place: fn(id: float, hash: float, t: float) -> vec4 {
return vec4(0.0, 0.0, 0.0, t * 0.4 * (1.0 + clamp(self.user.x, 0.0, 4.0)))
}
fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 {
let l = dot(content.xyz, vec3(0.299, 0.587, 0.114))
let lit = content.xyz * (t * (0.35 + 0.95 * l))
let peak = self.col_c.xyz * smoothstep(0.72, 1.0, l)
* (0.25 + self.time_beat.w * 0.9)
return vec4((lit + peak) * self.fog.y, 1.0)
}
}
}