makepad/apps/vj/resources/effects/203_duotone.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

52 lines
1.8 KiB
Text

// DUOTONE — the picture's luma splits at a movable balance point into two
// flat colour families, shadow and highlight, each with its own amount so
// one side can dominate the other.
{
name: "Duotone"
engine: "screen"
seed: 203
input0: "test"
speed: 1.0
beat_pulse: 0.4
beat_rate: 1.0
bar_beats: 4
glow: 1.0
// PERFORMANCE DIALS — mid-knob = the stock look, exact.
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "BALANCE", bind: "p0", default: 0.5},
{name: "SHADOW", bind: "p1", default: 0.5},
{name: "HIGH", bind: "p2", default: 0.5}
]
color_bg: #x03040a
color_a: #x2222aa
color_b: #xffaa22
color_c: #xfff0d0
stages: [
{kind: "bloom", threshold: 0.6, strength: 1.0, levels: 2}
]
// THE LOOK LIVES HERE: the whole frame is this function. Luma splits
// at BALANCE into col_a (shadow) and col_b (highlight); SHADOW/HIGH
// scale each side's own amount independently.
// Inputs: uv, content = input0 at uv, cmix = pre-gated content
// strength. 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.DrawVjFxScreen {
fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 {
let luma = dot(content.xyz, vec3(0.299, 0.587, 0.114))
let mid = 0.1 + 0.8 * self.user.x
let t = smoothstep(mid - 0.25, mid + 0.25, luma)
let sh_amt = 0.2 + 1.6 * self.user.y
let hi_amt = 0.2 + 1.6 * self.user.z
let shadow = self.col_a.xyz * luma * sh_amt
let high = self.col_b.xyz * luma * hi_amt
let duo = shadow.mix(high, t)
return vec4(clamp(duo, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0)), 1.0)
}
}
}