makepad/apps/vj/resources/effects/238_blimp.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

51 lines
1.6 KiB
Text

// BLIMP — a fat video airship cruising a slow bounded figure through the
// frame: a horizontal capsule whose hull wraps the clip end to end, drifting
// on three detuned sines with a gentle nose wobble, the beat breathing a
// little extra light along the belly. Pattern taught here: a fixed axis
// spin (quarter-turn about z lays the capsule flat) composed with a wobble,
// and a drift path that is three sines — bounded forever.
{
name: "Blimp"
engine: "videomesh"
shape: "capsule"
seed: 15
detail: 32
size: 2.3
aspect: 1.9
fly: 0.6
beat_pulse: 0.35
input0: "test"
color_bg: #x05070f
color_a: #x88b0e0
color_b: #x304a80
color_c: #xf0f6ff
fog: 0.02
glow: 1.0
stages: [
{kind: "bloom", threshold: 0.75, strength: 0.6, levels: 2}
]
// THE LOOK LIVES HERE — the drifting hull, clip wrapped around it.
shader: draw.DrawVjFxVideomesh {
fx_axis: fn(id: float, hash: float) -> vec3 {
return vec3(0.0, 0.0, 1.0)
}
fx_place: fn(id: float, hash: float, t: float) -> vec4 {
let x = 2.3 * sin(t * 0.19)
let y = 0.55 * sin(t * 0.31)
let z = 0.8 * sin(t * 0.11)
return vec4(x, y, z, 1.5707963 + 0.08 * sin(t * 0.45))
}
fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 {
let lit = content.xyz * t
let belly = self.col_c.xyz * (1.0 - attr.z)
* (0.2 + self.time_beat.w * 0.7 + clamp(self.user.z, 0.0, 4.0))
return vec4((lit + belly) * self.fog.y, 1.0)
}
}
}