makepad/apps/vj/resources/effects/09_synthwave.splash
Admin f44616b2a7 makepad-vj effects: the effect renderstack, with the shaders inside the documents
The VJ's EFFECT surface is a small renderer of its own. An effect is a
`.splash` DOCUMENT — engine choice, stages, fields, parameters and now the
SHADERS THEMSELVES live in the document rather than in Rust. That is the
shape this commit introduces (dev has never seen an intermediate one): a
document is the whole effect, and the Rust side is the engine families that
documents draw with.

The engine families: particles and emitters, GPU sim swarms and fluid, static
meshes (firefly synchrony, harmonograph loom, domino liturgy), tiles, flock,
clouds, city, pipes, stock charts, an SDF raymarcher with a subclassable
`scene_sdf`, and a mountain-jet endless range with a beat-pulsed fighter.

Three things make them a system rather than a demo reel:

  - SIM FIELDS — a float simulation-texture primitive, so an engine can carry
    GPU state across frames (wind, particles, fluid) instead of being a pure
    function of the clock.
  - CONTENT COUPLING — `content:` in a document and `input0` on every engine's
    tex0, so an effect can consume the program video: drapes, backdrops,
    mirrors, billboards, chrome, frescoes, canopy, glass, silk, wall, swarm,
    pen and mosaic families all take the picture playing behind them.
  - MUSIC BINDING — shaders read the beat, so the whole library moves with the
    track rather than on its own clock.

Roughly a hundred seeded preset documents ship with it, each with a lazily
rendered animated thumbnail (rendered 4x and box-downscaled, 16-tap SSAA);
the thumbnail pass went from four minutes to eleven seconds. CONTRACT.md is
the document contract and its verify recipe; IDEAS.md is the campaign tracker.
2026-08-23 01:35:44 +02:00

60 lines
2.1 KiB
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// SYNTHWAVE GRID — the retro terrain flythrough. The grid mesh never
// changes; the vertex shader displaces it with scrolling fbm and the pixel
// shader draws the neon wireframe. Pure fast path.
{
name: "Synthwave Grid"
engine: "heightmap"
res: 130
size: 34.0
height: 2.6
noise_scale: 0.14
scroll: 3.0
beat_pulse: "0.6 * (0.2 + 1.6*p0)"
beat_rate: 1.0
// PERFORMANCE DIALS — mid-knob = the stock look, exact.
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "PUMP", bind: "p0", default: 0.5},
{name: "GLOW", bind: "p1", default: 0.5},
{name: "FLARE", bind: "p2", default: 0.5}
]
color_bg: #x0c0018
color_a: #xff2cd8
color_b: #x2cd8ff
color_c: #xffffff
cam_fov: 62.0
fog: 0.05
glow: "1.2 * (0.25 + 1.5*p1)"
stages: [
{kind: "bloom", threshold: "clamp(0.4 - (p2-0.5)*0.6, 0.02, 0.95)", strength: 1.6, levels: 3}
]
// THE LOOK LIVES HERE. This block is not a reference to the
// engine's shader — it IS the pixel math this effect runs.
// Rewrite it and the effect looks different; everything else
// (geometry, motion, the content coupling, the beat) keeps
// working, because the block SUBCLASSES the engine shader.
// Inputs: t = height 0..1, attr = (slope, grid line, uv.x, uv.y).
// 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.DrawVjFxTerrain {
fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 {
let grad = self.col_a.mix(self.col_b, t).xyz
let beat_glow = 1.0 + self.time_beat.w * 1.1
let drape = content.xyz * (0.42 + 0.85 * attr.x)
* (1.0 + self.time_beat.w * 0.30)
let surface = (grad * 0.30 * attr.x)
.mix(drape, clamp(cmix * 1.25, 0.0, 1.0))
let gline = grad.mix(content.xyz * 1.3, cmix * 0.55)
let neon = gline * attr.y * beat_glow * 1.6
+ self.col_c.xyz * attr.y * t * 0.6
return vec4(surface + neon, 1.0)
}
}
}