makepad/apps/vj/resources/effects/193_circle_magnifier.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

41 lines
1.6 KiB
Text

// CIRCLE MAGNIFIER — a round lens patrols an elliptical path over the
// frame, bulging its patch of content outward with a bright rim on its edge.
{
name: "Circle Magnifier"
engine: "screen"
input0: "test"
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "SIZE", bind: "p0", default: 0.5},
{name: "POWER", 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 = 0.15 + 0.6 * self.user.z
let cx = 0.5 + 0.26 * cos(self.time_beat.x * speed)
let cy = 0.5 + 0.2 * sin(self.time_beat.x * speed * 1.3)
let center = vec2(cx, cy)
let radius = 0.08 + 0.2 * self.user.x
let d = uv - center
let r = length(d)
let inside = 1.0 - smoothstep(radius * 0.85, radius, r)
let mag = 1.0 + 2.6 * self.user.y
let rr = clamp(r / max(radius, 0.0001), 0.0, 1.0)
let bulge = pow(rr, 1.0 / mag)
let dir = d / max(r, 0.0001)
let lensed = center + dir * bulge * radius
let w = mix(uv, lensed, inside)
let tex = self.tex0.sample_as_bgra(clamp(w, vec2(0.0, 0.0), vec2(1.0, 1.0)))
let rim = smoothstep(radius * 0.88, radius, r) * (1.0 - smoothstep(radius, radius * 1.08, r))
let out = tex.xyz + vec3(1.0, 1.0, 1.0) * rim * 0.25
return vec4(out, 1.0)
}
}
}