makepad/apps/vj/resources/effects/242_trans_ball.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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2.5 KiB
Text

// BALL — the two-deck transition where the outgoing picture curls into a
// video ball and rolls away: at the A end the frame is exactly deck A; as
// the fader travels, a sphere wrapped in deck A inflates and rolls across
// while the backdrop dissolves to deck B underneath; at the B end the ball
// has shrunk to nothing and the frame is exactly deck B. ROLL spins the
// ball harder, ARC lifts its flight. Pattern taught here: the videomesh
// two-deck contract — `decks: 2` + `backdrop: 1`, every hook a function of
// the crossfader (self.user.w), scale zero at both ends keeping the
// endpoints pop-free.
{
name: "Ball"
engine: "videomesh"
shape: "sphere"
seed: 2
detail: 40
size: 2.4
spread: 0.0
decks: 2
backdrop: 1
fly: 0.05
alt: 0.0
beat_pulse: 0.2
fog: 0.0
glow: 1.0
// Gallery/thumbnail preview sweep — in the VJ the host overrides p3
// with the real crossfader.
p3: "0.5 - 0.5*cos(6.28318*fract(beat/16.0))"
dials: [
{name: "ROLL", bind: "p0", default: 0.3},
{name: "ARC", bind: "p1", default: 0.4}
]
color_bg: #x000000
color_a: #x40c8f0
color_b: #xe84f9a
color_c: #xffffff
// THE LOOK LIVES HERE — the whole transition: backdrop deck mix,
// ball flight, ball shading. t in fx_backdrop = the crossfader.
shader: draw.DrawVjFxVideomesh {
fx_axis: fn(id: float, hash: float) -> vec3 {
return vec3(0.0, 0.0, 1.0)
}
fx_scale: fn(id: float, hash: float, t: float) -> float {
let k = clamp(self.user.w, 0.0, 1.0)
return 4.0 * k * (1.0 - k) * (1.0 + self.time_beat.w * 0.05)
}
fx_place: fn(id: float, hash: float, t: float) -> vec4 {
let k = clamp(self.user.w, 0.0, 1.0)
let x = (k * 2.0 - 1.0) * 3.4
let y = sin(3.14159 * k) * (0.1 + 1.0 * clamp(self.user.y, 0.0, 2.0)) - 0.3
let ang = 0.0 - k * (5.5 + 5.0 * clamp(self.user.x, 0.0, 2.0))
return vec4(x, y, 0.0, ang)
}
fx_backdrop: fn(uv: vec2, t: float) -> vec4 {
let m = smoothstep(0.22, 0.78, t)
let a = self.deck_a(uv)
let b = self.deck_b(uv)
return vec4(a.xyz.mix(b.xyz, m), 1.0)
}
fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 {
let sheen = self.col_c.xyz * pow(clamp(t - 0.9, 0.0, 1.0), 2.0) * 0.6
return vec4(content.xyz * (0.35 + 0.75 * t) + sheen, 1.0)
}
}
}