makepad/apps/vj/resources/effects/189_vortex.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

37 lines
1.3 KiB
Text

// VORTEX — the frame sucks around a pivot that sits off-centre and drifts
// slowly on an ellipse; rotation is strongest near the pivot and fades out.
{
name: "Vortex"
engine: "screen"
input0: "test"
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "STRENGTH", bind: "p0", default: 0.5},
{name: "REACH", bind: "p1", default: 0.5},
{name: "DRIFT", bind: "p2", default: 0.5}
]
stages: [
{kind: "bloom", threshold: 0.6, strength: 1.05, levels: 2}
]
shader: draw.DrawVjFxScreen {
fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 {
let speed = 0.06 + 0.3 * self.user.z
let pang = self.time_beat.x * speed
let pivot = vec2(0.5, 0.5) + vec2(cos(pang), sin(pang) * 0.8) * 0.16
let d = uv - pivot
let r = length(d)
let reach = 0.22 + 0.4 * self.user.y
let falloff = clamp(1.0 - r / reach, 0.0, 1.0)
let spin = falloff * falloff * (3.0 + 7.0 * self.user.x) * (0.5 + 0.5 * self.time_beat.w)
let cs = cos(spin)
let sn = sin(spin)
let rd = vec2(d.x * cs - d.y * sn, d.x * sn + d.y * cs)
let w = pivot + rd
let tex = self.tex0.sample_as_bgra(clamp(w, vec2(0.0, 0.0), vec2(1.0, 1.0)))
return vec4(tex.xyz, 1.0)
}
}
}