makepad/apps/vj/resources/effects/200_maze.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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1.7 KiB
Text

// MAZE — a square grid whose cells each turn their own patch of picture
// (straight, swapped, or mirrored) off a per-cell hash, reading as a maze
// of corridor tiles; the hash re-rolls on a beat-quantised cycle.
{
name: "Maze"
engine: "screen"
input0: "test"
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "SIZE", bind: "p0", default: 0.5},
{name: "CHAOS", bind: "p1", default: 0.5},
{name: "RATE", 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 cell = 0.03 + 0.1 * self.user.x
let cyc = floor(self.time_beat.y * (0.05 + 0.4 * self.user.z))
let sq = uv / cell
let sqi = floor(sq)
let sqf = fract(sq)
let hsh = fract(sin(sqi.x * 12.9898 + sqi.y * 78.233 + cyc * 3.7) * 43758.5453)
let turn = floor(hsh * 4.0)
let chaos = clamp(self.user.y, 0.0, 1.0)
let mut lf = sqf
if turn > 2.5 {
lf = vec2(1.0, 1.0) - sqf
} else if turn > 1.5 {
lf = vec2(1.0 - sqf.x, sqf.y)
} else if turn > 0.5 {
lf = vec2(sqf.y, sqf.x)
}
let folded = mix(sqf, lf, chaos)
let w = clamp(sqi * cell + folded * cell, vec2(0.0, 0.0), vec2(1.0, 1.0))
let tex = self.tex0.sample_as_bgra(w)
let wallx = min(sqf.x, 1.0 - sqf.x)
let wally = min(sqf.y, 1.0 - sqf.y)
let wall = 1.0 - smoothstep(0.0, 0.06, min(wallx, wally))
let out = tex.xyz * (1.0 - wall * 0.25)
return vec4(out, 1.0)
}
}
}