makepad/apps/vj/resources/effects/158_pixel_walls.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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2.4 KiB
Text

// PIXEL WALLS — every particle carries one texel of input0; the grid
// pulls apart down the centre seam into two facing walls on the beat,
// each half keeping its own slice of picture, then breathes back flat.
{
name: "Pixel Walls"
engine: "particles"
mode: "image"
seed: 158
input0: "test"
count: 14400
spread: 6.0
size: 0.085
rate: 0.0
beat_pulse: "0.4 * (0.2 + 1.6*p1)"
beat_rate: 1.0
// PERFORMANCE DIALS — mid-knob = the stock look, exact.
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "GAP", bind: "p0", default: 0.5},
{name: "SPLIT", bind: "p1", default: 0.5},
{name: "DEPTH", bind: "p2", default: 0.5}
]
color_bg: #x050508
color_a: #xffffff
color_b: #xffffff
color_c: #xffffff
cam_dist: 7.5
cam_height: 0.0
cam_orbit: 0.0
fog: 0.0
stages: [
{kind: "bloom", threshold: 0.55, strength: "1.1 * (0.25 + 1.5*p2)", levels: 2}
]
// THE LOOK LIVES HERE: fx_center is the whole motion program — the
// flat HOME grid position is blended against a two-wall TARGET by a
// beat-driven breathing envelope. Params: mode/id/dir/t01/cyc/r0/r1.
shader: draw.DrawVjFxParticles {
fx_center: fn(mode: float, id: float, dir: vec3, t01: float, cyc: float, r0: float, r1: float) -> vec3 {
let spread = self.shape.y
let w = self.shape.w
let gx = modf(id, w)
let gy = floor(id / w)
let u = gx / w - 0.5
let v = 0.5 - gy / w
let side = step(0.0, u) * 2.0 - 1.0
let gap = spread * (0.5 + 0.9 * self.user.x)
let rate = 0.3 + 1.4 * self.user.y
// BOUNDED BEAT. One cosine every 8/rate beats, so wrapping
// the rate-scaled beat count at 8 is the SAME phase — just
// taken on a small number. `beat` is the song clock and does
// not start at zero; multiplying a dial straight into it made
// the split shimmer and jump on a deck cued hours into a set.
let bph = modf(self.time_beat.y * rate, 8.0)
let breathe = 0.5 - 0.5 * cos(bph * 0.7853982)
let home = vec3(u * spread * 1.2, v * spread * 1.2, 0.0)
let curve = (0.5 - abs(u)) * spread * 0.6 * self.user.z
let wall = vec3(side * gap, v * spread * 1.3, curve)
return home.mix(wall, breathe)
}
}
}