makepad/apps/vj/resources/effects/20_pulse_wormhole.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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2.2 KiB
Text

// PULSE WORMHOLE — the binding layer at work on a mesh engine: glow and
// fog both ride the beat envelope, the radial-blur stage hits on the pulse,
// and the declared dials (p0..p2) scale those bindings live.
{
name: "Pulse Wormhole"
engine: "tunnel"
knot_p: 2.0
knot_q: 5.0
major: 6.0
tube: 1.4
rings: 800
sides: 20
fly: 5.0
bands: 130.0
beat_pulse: "0.8 * (0.2 + 1.6*p2)"
glow: "(0.8 + env(phase) * 1.3) * (0.2 + 1.6*p0)"
fog: "0.08 + env(phase) * 0.05"
// PERFORMANCE DIALS — the dial params are SIGNALS in any binding
// (p0..p2), so knobs ride the same expressions music does. Mid-knob
// reproduces the stock look exactly.
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "SURGE", bind: "p0", default: 0.5},
{name: "WARP", bind: "p1", default: 0.5},
{name: "PUMP", bind: "p2", default: 0.5}
]
color_bg: #x000208
color_a: #x00ffcc
color_b: #x0066ff
color_c: #xccffee
stages: [
{kind: "radial_blur", p1: "(pulse * 0.7) * (0.2 + 1.6*p1)", p2: 0.5},
{kind: "bloom", threshold: 0.4, strength: 1.5, levels: 3}
]
// THE LOOK LIVES HERE. This block is not a reference to the
// engine's shader — it IS the pixel math this effect runs.
// Rewrite it and the effect looks different; everything else
// (geometry, motion, the content coupling, the beat) keeps
// working, because the block SUBCLASSES the engine shader.
// Inputs: t = along the bore 0..1, attr = (around, along, ring hash,
// radius), content = the wall texel at this vertex, cmix = the
// pre-gated content strength (0 without real channel video). The
// wall DRAPE has its own pixel hook, `fx_wall` — this tunnel keeps
// the stock one.
// 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.DrawVjFxTunnel {
fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3,
content: vec4, cmix: float) -> vec4 {
return self.col_a.mix(self.col_b, t)
}
}
}