makepad/apps/vj/resources/effects/113_scan_sermon.splash
Arena Agent d8d5ea8b6a Repair integration manifests and port nigig exports onto upstream widget families
Restore missing required asset/flow packages from the pinned nigig revision; retain upstream script isolation, X11 hover, and widget-core fixes. Validated makepad-widgets data feature with Rust 1.97.1.
2026-10-26 11:23:26 +00:00

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// SCAN SERMON — the pure-document effect: NO engine geometry at all, the
// whole frame is the fragment function in this file.
//
// This is the pattern to copy when an author wants a look no engine has:
// pick `engine: "screen"`, declare a `shader: draw.DrawVjFxScreen` block,
// and write `fx_color(uv, content, cmix)`. The engine contributes nothing
// but the quad and the clock — every pixel below is doc-authored. The
// stage chain still runs on top, so bloom/feedback/warps compose with it.
//
// The look: a broadcast scan head sweeping down the frame, tearing the
// video into bands that lag behind it, with the beat driving the tear and
// a phosphor rgb-split on the leading edge.
{
name: "Scan Sermon"
engine: "screen"
seed: 5
input0: "test"
speed: 1.0
beat_pulse: 0.6
beat_rate: 1.0
bar_beats: 4
glow: 1.0
// PERFORMANCE DIALS — each default reproduces the stock look exactly
// (mid-knob multipliers are 1.0 at 0.5).
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "TEAR", bind: "p0", default: 0.5},
{name: "BANDS", bind: "p1", default: 0.5},
{name: "SPLIT", bind: "p2", default: 0.5}
]
color_bg: #x03040a
color_a: #x30ffd0
color_b: #xff3a86
color_c: #xfff0d0
stages: [
{kind: "bloom", threshold: 0.55, strength: 1.15, levels: 3}
]
// THE LOOK LIVES HERE. There is no engine shading under this at all:
// whatever this function returns IS the frame.
// Inputs: uv = screen uv (0,0 top-left), content = input0 at uv,
// cmix = the pre-gated content strength (0 without real channel video,
// so a look can tell the fallback pattern from a live clip).
// 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 {
// The scan head: one sweep per bar, wrapping.
let head = fract(self.sig.x)
// Horizontal bands; more of them as BANDS opens.
let bands = 6.0 + 26.0 * clamp(self.user.y, 0.0, 1.0)
let band = floor(uv.y * bands)
let band01 = fract(uv.y * bands)
// Distance BELOW the head, wrapped: a band the head just
// crossed is hot and displaced, and it settles as it ages.
let age = fract(uv.y - head + 1.0)
let hot = pow(1.0 - age, 9.0)
// Tear: each band slides by its own hash, hardest right after
// the head passes and on the beat pulse.
let hash = fract(sin(band * 12.9898 + 3.0) * 43758.5453)
let drive = (0.30 + 1.7 * clamp(self.user.x, 0.0, 1.0))
* (0.25 + self.time_beat.w)
let slide = (hash - 0.5) * hot * drive * 0.35
let suv = clamp(vec2(fract(uv.x + slide), uv.y), vec2(0.0, 0.0), vec2(1.0, 1.0))
// Phosphor split: the channels separate along the tear.
let sp = (0.002 + 0.03 * clamp(self.user.z, 0.0, 1.0)) * (0.2 + hot)
let r = self.tex0.sample_as_bgra(clamp(suv + vec2(sp, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0)))
let g = self.tex0.sample_as_bgra(suv)
let b = self.tex0.sample_as_bgra(clamp(suv - vec2(sp, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0)))
let mut rgb = vec3(r.x, g.y, b.z)
// Scanline gate inside each band + a dark seam between bands.
let line = 0.86 + 0.14 * sin(uv.y * 900.0)
let seam = smoothstep(0.0, 0.06, band01) * smoothstep(0.0, 0.06, 1.0 - band01)
rgb = rgb * (line * (0.35 + 0.65 * seam))
// The head itself: a bar of col_a with a col_c core.
let edge = pow(1.0 - age, 60.0)
rgb = rgb + self.col_a.xyz * (hot * 0.35) + self.col_c.xyz * (edge * 0.9)
// A band that has not been scanned yet sits in col_b's dark.
rgb = rgb.mix(self.col_bg.xyz + self.col_b.xyz * 0.06, (1.0 - hot) * 0.22)
// Without real content (cmix 0) the fallback pattern is all
// there is, so lift it a little to keep the frame alive.
let lift = 1.0 + (1.0 - clamp(cmix, 0.0, 1.0)) * 0.25
return vec4(rgb * (self.fog.y * lift), 1.0)
}
}
}