makepad/apps/vj/resources/effects/53_meteor_shower.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

107 lines
4.1 KiB
Text

// METEOR SHOWER — scripted emitters: jets streak DOWN across the sky on
// the off-beats; where each one "lands", a ring shock pops two beats
// later. Pattern taught: slot-less spawns for one-shots, staggered kinds.
{
name: "Meteor Shower"
engine: "emitters"
particles: 900
size: 0.12
// PERFORMANCE DIALS — the tick reads the dial params as fx.p0..fx.p3;
// mid-knob reproduces the stock shower exactly.
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "BLAZE", bind: "p0", default: 0.5},
{name: "TRAIL", bind: "p1", default: 0.5},
{name: "GLOW", bind: "p2", default: 0.5}
]
color_bg: #x040208
cam_dist: 16.0
cam_height: 3.0
cam_orbit: 0.02
stages: [
{kind: "feedback", amount: "min(0.65 + (p1-0.5)*0.6, 0.97)", zoom: 1.0, rotate: 0.0, dim: 0.88},
{kind: "bloom", threshold: 0.35, strength: "1.6 * (0.25 + 1.5*p2)", levels: 3}
]
frame: fn(fx) {
let out = []
// BEAT EDGE, robustly: a bare `phase < dt*2` is a single-frame
// window a fixed-step clock can straddle forever (the thumbnail
// bake's 30fps at 120bpm steps phase by exactly dt*2). Floor the
// window wider than one step and key each spawn to the BEAT
// NUMBER via `slot`, so an extra frame in the window replaces the
// spawn instead of doubling it.
let edge = fx.phase < max(fx.dt * 2.0, 0.075)
let n = floor(fx.beat)
// A meteor on every beat, entering high on one side.
if edge {
let lane = modf(n * 2.7, 12.0) - 6.0
out.push({
kind: "jet"
slot: 60 + modf(n, 6.0)
pos: vec3(lane + 6.0, 8.0, 0.0 - modf(n, 4.0))
vel: vec3(-6.0, -5.5, 0.0)
life: 1.6
speed: 0.9
// BLAZE dial: meteor size rides fx.p0.
size: 0.16 * (0.4 + 1.2 * fx.p0)
fraction: 0.45
gravity: 0.0
color: #xffffff
color2: #x88bbff
seed: n
})
}
// The impact ring where a meteor from two beats ago came down.
if edge && modf(n, 2.0) < 0.5 {
let lane2 = modf((n - 2.0) * 2.7, 12.0) - 6.0
out.push({
kind: "ring"
slot: 50 + modf(n * 0.5, 2.0)
pos: vec3(lane2 - 3.0, -1.0, 0.0)
life: 1.4
speed: 5.0 * (0.5 + fx.p0)
size: 0.16 * (0.4 + 1.2 * fx.p0)
fraction: 0.8
color: #xffffff
color2: #x99aaff
seed: n * 3.3
})
}
return out
}
// 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 = life 0..1, attr = (id, seconds alive, ignition rnd, spread rnd).
// 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.DrawVjFxEmitter {
fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 {
let heat = clamp(1.0 - attr.y * 3.0, 0.0, 1.0)
let tint0 = self.e_col_a.mix(self.e_col_b, t)
let pal = tint0.xyz.mix(
content.xyz * (1.05 + 0.5 * self.time_beat.w),
clamp(cmix * 1.2, 0.0, 1.0)
)
let rgb = mix(pal, vec3(1.0, 0.98, 0.92), heat * heat)
let fade = (1.0 - t) * (1.0 - t)
return vec4(rgb, fade)
}
fx_sprite: fn(uv: vec2, tint: vec4) -> vec4 {
let d = length(uv - vec2(0.5, 0.5)) * 2.0
let core = 1.0 - smoothstep(0.0, 0.4, d)
let halo = 1.0 - smoothstep(0.1, 0.9, d)
let a = clamp(core + halo * 0.5, 0.0, 1.0) * tint.w
return vec4(tint.x * a, tint.y * a, tint.z * a, 0.0)
}
}
}