makepad/apps/vj/resources/effects/260_spectrum_bar_field.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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3.6 KiB
Text

// SPECTRUM BAR FIELD — the plainest possible reading of the live sound,
// and the reference for how a document uses the AUDIO PICTURE.
//
// Everything here comes from two shader helpers every family carries:
// self.audio_fft(f, age) spectrum 0..1; f = log frequency 0..1
// (0 = 30 Hz, 1 = 16 kHz), age = how far back
// in time 0..1 (0 = now, 1 ~ 5.5 s ago)
// self.audio_wave(t) waveform -1..1; t = 0..1 across ~1.4 s
// plus self.audio_env = (bass, mid, high, rms), already smoothed.
//
// THE IDLE LAW: with nothing playing every helper reads 0. A look that
// simply drew the reading would go black on a silent rig, so each preset
// here floors its level with a small figure off the free-running beat
// clock — loud audio always wins, silence still performs.
{
name: "Spectrum Bar Field"
engine: "screen"
seed: 11
speed: 1.0
beat_pulse: 0.7
beat_rate: 1.0
bar_beats: 4
glow: 1.0
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "GAIN", bind: "p0", default: 0.5},
{name: "BARS", bind: "p1", default: 0.5},
{name: "TRAIL", bind: "p2", default: 0.5}
]
color_bg: #x04050c
color_a: #x2af0d0
color_b: #xff3d7f
color_c: #xfff2c8
stages: [
{kind: "bloom", threshold: 0.5, strength: 1.2, levels: 3}
]
shader: draw.DrawVjFxScreen {
fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 {
// BARS quantises the 256 log bins into readable columns.
let bars = floor(20.0 + 76.0 * clamp(self.user.y, 0.0, 1.0))
let col = floor(uv.x * bars)
let f = (col + 0.5) / bars
let inbar = fract(uv.x * bars)
// The live reading, floored by an idle figure (see the header).
let idle = 0.05
+ 0.045 * sin(f * 11.0 + self.time_beat.x * 1.3)
+ 0.055 * self.time_beat.w
let gain = 0.55 + 1.1 * clamp(self.user.x, 0.0, 1.0)
let lvl = clamp(max(self.audio_fft(f, 0.0), idle) * gain, 0.0, 1.0)
// TRAIL: the same column a few hops back, drawn dim behind it —
// a decay that is a TEXTURE READ, never an accumulator.
let back = 0.015 + 0.16 * clamp(self.user.z, 0.0, 1.0)
let gh = clamp(max(self.audio_fft(f, back), idle * 0.7) * gain, 0.0, 1.0)
// uv.y is 0 at the top; height is measured from the floor.
let h = 1.0 - uv.y
let gap = smoothstep(0.0, 0.07, inbar) * smoothstep(0.0, 0.07, 1.0 - inbar)
let fill = smoothstep(0.0, 0.012, lvl - h) * gap
let ghost = smoothstep(0.0, 0.02, gh - h) * gap * 0.28
// The cap: a bright lid riding the top of each bar.
let cap = exp(0.0 - abs(h - lvl) * 110.0) * gap
// A dim mirrored copy hanging from the ceiling.
let mirror = smoothstep(0.0, 0.02, lvl * 0.40 - uv.y) * gap * 0.22
// Colour runs cold at the floor to hot at the cap.
let t = clamp(h / max(lvl, 0.06), 0.0, 1.0)
let body = self.col_a.xyz.mix(self.col_b.xyz, t)
let mut rgb = self.col_bg.xyz
rgb = rgb + body * (ghost + mirror)
rgb = rgb + body * fill
rgb = rgb + self.col_c.xyz * (cap * 1.25)
// A floor glow that reads the broadband level (audio_env.w),
// so even a look with no bars alive still shows the room.
let floorglow = exp(0.0 - h * 14.0) * (0.10 + 0.55 * self.audio_env.w)
rgb = rgb + self.col_a.xyz * floorglow
return vec4(rgb * self.fog.y, 1.0)
}
}
}