makepad/apps/vj/resources/effects/241_slat_depth.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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Text

// SLAT DEPTH — the picture sliced into sixteen horizontal slats stacked
// back into a whole frame, each slat carrying its own band of the clip
// (`uv_split: "bands_y"`) and swimming in DEPTH on a travelling sine: the
// image stays readable while a wave of parallax rolls through it, and PUMP
// (p1) deepens the swim. Pattern taught here: band windows + a placement
// that reassembles the picture — slat pitch equals the slat's world height,
// row 0 at the top.
{
name: "Slat Depth"
engine: "videomesh"
shape: "grid"
seed: 14
instances: 16
uv_split: "bands_y"
size: 2.4
aspect: 0.045
spread: 0.4
fly: 0.3
alt: 0.2
beat_pulse: 0.35
p1: "0.3 + 0.5*env(phase)"
input0: "test"
dials: [
{name: "SPIN", bind: "p0", default: 0.0},
{name: "PUMP", bind: "p1", default: 0.4},
{name: "EDGE", bind: "p2", default: 0.2}
]
color_bg: #x060810
color_a: #x3fd8c8
color_b: #x2a5f9a
color_c: #xd6f6f0
fog: 0.03
glow: 1.0
stages: [
{kind: "bloom", threshold: 0.78, strength: 0.5, levels: 2}
]
// THE LOOK LIVES HERE — the stacked-slat placement (y from the band
// row, z from the travelling wave) and the slat fragment.
shader: draw.DrawVjFxVideomesh {
fx_place: fn(id: float, hash: float, t: float) -> vec4 {
let n = max(self.shape.y, 2.0)
let h = 0.1944
let y = ((n - 1.0) * 0.5 - id) * h
let deep = 0.55 + 1.4 * clamp(self.user.y, 0.0, 2.0)
let z = sin(t * 0.7 + id * 0.42) * deep
return vec4(0.0, y, z, 0.0)
}
fx_scale: fn(id: float, hash: float, t: float) -> float {
return 1.0
}
fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 {
let shade = 0.9 + 0.2 * attr.x
let lit = content.xyz * (t * shade)
let gap = self.col_a.xyz * (1.0 - attr.z)
* (0.15 + self.time_beat.w * 0.5 + clamp(self.user.z, 0.0, 4.0))
return vec4((lit + gap) * self.fog.y, 1.0)
}
}
}