makepad/apps/vj/resources/effects/94_neon_grid_city.splash
Admin f44616b2a7 makepad-vj effects: the effect renderstack, with the shaders inside the documents
The VJ's EFFECT surface is a small renderer of its own. An effect is a
`.splash` DOCUMENT — engine choice, stages, fields, parameters and now the
SHADERS THEMSELVES live in the document rather than in Rust. That is the
shape this commit introduces (dev has never seen an intermediate one): a
document is the whole effect, and the Rust side is the engine families that
documents draw with.

The engine families: particles and emitters, GPU sim swarms and fluid, static
meshes (firefly synchrony, harmonograph loom, domino liturgy), tiles, flock,
clouds, city, pipes, stock charts, an SDF raymarcher with a subclassable
`scene_sdf`, and a mountain-jet endless range with a beat-pulsed fighter.

Three things make them a system rather than a demo reel:

  - SIM FIELDS — a float simulation-texture primitive, so an engine can carry
    GPU state across frames (wind, particles, fluid) instead of being a pure
    function of the clock.
  - CONTENT COUPLING — `content:` in a document and `input0` on every engine's
    tex0, so an effect can consume the program video: drapes, backdrops,
    mirrors, billboards, chrome, frescoes, canopy, glass, silk, wall, swarm,
    pen and mosaic families all take the picture playing behind them.
  - MUSIC BINDING — shaders read the beat, so the whole library moves with the
    track rather than on its own clock.

Roughly a hundred seeded preset documents ship with it, each with a lazily
rendered animated thumbnail (rendered 4x and box-downscaled, 16-tap SSAA);
the thumbnail pass went from four minutes to eleven seconds. CONTRACT.md is
the document contract and its verify recipe; IDEAS.md is the campaign tracker.
2026-08-23 01:35:44 +02:00

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2.2 KiB
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// NEON GRID CITY — the retro synthwave flyover: wireframe-neon towers on
// glowing grid streets under a striped sun. Style "retro" swaps the window
// fills for neon cell edges and paints the sky cylinder with the banded
// sun disc; the street grid runs hot pink and pumps on the pulse. Pattern
// taught: one engine, three looks — `style` reskins the same static mesh
// entirely in the pixel shader, so a doc flip is a full genre change.
{
name: "Neon Grid City"
engine: "city"
seed: 84
style: "retro"
blocks: 8
block: 6.5
street: 0.36
towers: 220
max_h: 9.0
win: 0.42
density: 0.30
flicker: 0.10
alt: 10.0
fly: 1.35
bank: 1.6
beat_pulse: 0.6
p1: "0.4 + 0.8*pulse" // the sun flares on the beat
p2: 0.5 // extra edge glow
// PERFORMANCE DIALS — the city engine's own p-levers: DENS fills
// neon cells, SUN holds the flare binding when touched, EDGE gains
// the wire glow.
dials: [
{name: "DENS", bind: "p0", default: 0.0},
{name: "SUN", bind: "p1", default: 0.5},
{name: "EDGE", bind: "p2", default: 0.5}
]
color_bg: #x16082c
color_a: #x2cf6ff
color_b: #xff3fa8
color_c: #xffd24a
fog: 0.016
glow: 1.3
stages: [
{kind: "bloom", threshold: 0.42, strength: 1.6, levels: 3},
{kind: "feedback", amount: 0.30, zoom: 1.004, rotate: 0.0, dim: 0.96}
]
// 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 = height 0..1, attr = (class, id, hash, height/phase).
// 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.DrawVjFxCity {
fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
let v = 0.8 + 0.4 * attr.z
return self.col_a.mix(self.col_b, clamp(t * 0.8 + attr.z * 0.3, 0.0, 1.0)) * v
}
}
}