makepad/apps/vj/resources/effects/263_waveform_tunnel.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

86 lines
3.7 KiB
Text

// WAVEFORM TUNNEL — the scope wrapped around the viewer. Radius is TIME:
// the ring at the centre is the sound of a second ago and it is flying
// out past you, its wall dented by the waveform of that instant.
//
// Pattern taught: mapping a texture ring to DEPTH. Nothing moves because
// something integrated a position — the ring at radius r simply reads the
// window at age r, so the whole tunnel is a pure function of the texture.
{
name: "Waveform Tunnel"
engine: "screen"
seed: 8
speed: 1.0
beat_pulse: 0.6
beat_rate: 1.0
bar_beats: 4
glow: 1.0
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "DENT", bind: "p0", default: 0.5},
{name: "RINGS", bind: "p1", default: 0.5},
{name: "SPIN", bind: "p2", default: 0.5}
]
color_bg: #x04030a
color_a: #x2ad4ff
color_b: #xff6a2a
color_c: #xfff4d8
stages: [
{kind: "bloom", threshold: 0.5, strength: 1.15, levels: 3},
{kind: "chroma", p1: 0.35, p2: 0.5}
]
shader: draw.DrawVjFxScreen {
fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 {
let aspect = 16.0 / 9.0
let p = vec2((uv.x - 0.5) * aspect, uv.y - 0.5)
let r = max(length(p), 0.0015)
let spin = (clamp(self.user.z, 0.0, 1.0) - 0.5) * 1.6
let ang = atan2(p.y, p.x) / 6.2831853 + 0.5
+ modf(self.time_beat.x * spin, 1.0)
// Tunnel coordinate: 1/r puts the far end at the centre. The
// scroll is the tunnel flying past.
let rings = 4.0 + 16.0 * clamp(self.user.y, 0.0, 1.0)
// BOUNDED SCROLL. The ring INDEX only ever seeds hashes, so it
// keeps counting; the position INSIDE the ring comes off the
// wrapped scroll, or an hours-old clock swallows the 1/r
// perspective term and the rings band.
let scroll = self.time_beat.x * 0.5 * rings * 0.25
let dz = 0.16 / r * rings * 0.25 + fract(scroll)
let band = fract(dz)
let ringid = floor(dz) + floor(scroll)
// Age of THIS ring: the further down the tunnel, the older the
// audio it is made of. Wrapped so the tunnel never runs out.
let age = clamp(fract(ringid * 0.081 + 0.5) * 0.9, 0.0, 1.0)
// The wall dent: the waveform of that moment, read around the
// ring so the dent has an angular shape.
let t = clamp(1.0 - age * 0.85 - fract(ang) * 0.08, 0.0, 1.0)
let dent = self.audio_wave(t) * (0.35 + 1.1 * clamp(self.user.x, 0.0, 1.0))
// Idle figure so a silent tunnel still has a wall texture.
let idle = 0.10 * sin(fract(ang) * 25.1327 + ringid * 1.7)
// The ring wall: a soft shell at band position, pushed by dent.
let wall = exp(0.0 - abs(band - 0.5 - (dent + idle) * 0.22) * 12.0)
// Perspective fade: the far end goes dark, the mouth is bright.
let near = clamp(r * 2.4, 0.0, 1.0)
let hue = fract(ringid * 0.137 + self.audio_env.y * 0.4)
let tint = self.col_a.xyz.mix(self.col_b.xyz, hue)
let mut rgb = self.col_bg.xyz
rgb = rgb + tint * (wall * near * 0.9)
// Spokes: the frequency content painted around the bore.
let spoke = self.audio_fft(1.0 - abs(fract(ang) * 2.0 - 1.0), age)
rgb = rgb + self.col_c.xyz * (spoke * wall * near * 0.8)
// The far mouth: a lamp on the broadband level so the vanishing
// point never becomes a dead black dot.
rgb = rgb + self.col_a.xyz
* (exp(0.0 - r * 22.0) * (0.25 + 0.9 * self.audio_env.w))
return vec4(rgb * self.fog.y, 1.0)
}
}
}