Flash the frame to a color on beat or on a free clock.
Two modes: beat-driven (latches on each detected onset) or time-driven (fixed Hz). Tunable duty cycle, flash color, opacity.
Catalog
Every effect runs on the four-bus chain (clip / layer / track / set) with pre-or-post placement and audio-bindable parameters. Use them stand-alone or stack them — the engine batches into a single per-frame draw graph.
Flash the frame to a color on beat or on a free clock.
Two modes: beat-driven (latches on each detected onset) or time-driven (fixed Hz). Tunable duty cycle, flash color, opacity.
UV-distortion camera shake with five movement modes.
Subtle / vibrate / earthquake / drunk-cam / beat-punch. Beat-punch binds to the onset detector and snaps on each detected hit.
Multiply/screen/overlay a solid color.
Blend mode + color picker — tints the layer for instant mood shifts. Drive the color via Random-on-Beat for chaos.
Cycle the entire hue spectrum over time.
Time-driven hue rotation. Bind speed to a band or sweep for synced color drift.
Two sliders for the two most-used adjustments.
Linear brightness offset followed by a contrast multiplier around the 0.5 pivot. Both params are audio-bindable so the kick can pump the brightness.
Crush to grayscale or push hyper-saturated.
Mixes luminance toward / away from RGB. 0 = grayscale, 1 = no change, 2-3 = neon. Audio-bindable for beat-driven color pulses.
Black point / white point / gamma — the photo-editor classic.
Remap the input range with optional gamma curve. Use it to crush blacks for cinematic looks or lift shadows on dark footage.
Color negative — partial or full.
Inverts each RGB channel, blended with the original by an amount param. Audio-bindable for "flip on beat" effects.
Old-photo brown tones.
Standard sepia matrix with adjustable mix. Pairs nicely with Film Grain + Vignette for a vintage look.
Map luminance to a two-color gradient.
Shadows pick one color, highlights pick another, the middle interpolates. Spotify-style poster look.
Invert pixels above a threshold.
Classic photographic solarization — only pixels brighter than the threshold flip, producing surreal color tears.
One-stop exposure / contrast / saturation / hue / gamma panel.
Combined panel for the six core photo-style controls in a single effect, in the standard pre-grading order: exposure → brightness → contrast → saturation → hue → gamma. Use it when you want a single grading node instead of stacking three effects.
Channel-mixer monochrome with optional tint.
Photoshop-style B&W with adjustable red/green/blue luminance weights plus a tint color. Lets you keep red blood vivid in monochrome footage or push a cyanotype look.
Drop a color (green/blue) to transparent.
Standard chroma key with soft-edge tolerance, despill, and edge feather. Use it on a webcam layer to composite a performer over the rest of the deck.
Domain-warp distortion.
Animated 2D noise field warps the UVs. Slow + low amount = subtle melt; high = full liquefy. Speed binds to audio nicely.
Recursive frame feedback loop.
Mixes the previous output back into the current frame with adjustable decay, rotation, and zoom. Drives every classic infinite-tunnel / trail-tail effect. Set decay low for trails, high for full echo runaway.
Time-displaced rolling scan.
Each row (or column) samples a different frame in time, producing the famous "time-smear" effect. Direction + speed are tunable.
Droste-style recursive frame-in-frame fractal.
Each iteration samples the previous composite at a scaled-and-rotated UV, producing a spiraling frame-within-frame infinity-mirror look. Up to 8 iterations.
Rect ↔ polar coordinate warp.
Wraps the rectangular frame into a circle (or unwraps a circle into a strip). The basis for cylinder maps and ring distortions.
Vortex around the center, falling off with radius.
Angular displacement scaled by a falloff curve. Tight twists at center, untouched at the edges. Audio-bind the angle for slow vortex breathing.
Concentric wave displacement from a center point.
Sine wave radiating outward, amplitude / frequency / speed all tunable. Center is movable so the ripple can originate from a face or focal point.
Lens-style center distortion — fish-eye out or vortex in.
Positive amount = bulge (fish-eye), negative = pinch (vortex). Radius controls the falloff so the corners stay put.
Sine wave horizontal / vertical roll.
Animated sine displacement along one or both axes. Slow + low amplitude = drunk camera; fast + high = water surface.
Animated 2D noise warps the UVs.
Pure procedural Perlin-style noise field drives the displacement. Different from Liquid Warp — no prior-frame feedback, so abrupt amount changes are clean.
Multiple offset copies for a trailing echo.
Up to 8 echoes, each offset further and decayed. Cheap "ghost trail" without keeping prior frames — looks great with audio-bound offset.
Long-decay motion trails with a persistent history buffer.
Distinct from Feedback — Ghost keeps its own swap-pair of history RTs so the trail isn't disturbed by downstream effects. Bright-pixel maximum-of-history accumulator.
Two-pass Gaussian.
Cheap separable Gaussian. Tuned to look right at small radii without ringing. Useful as a setup for bloom, or as a transition crossfade.
Soft edge darkening.
Radial fade-to-black around the frame edges. Tunable falloff + offset.
Sobel-style outline extraction.
Highlights luminance gradients. Useful for line-art stylization on video sources, or as a feed into ASCII.
Single-pass fast-approximate antialiasing for soft, edge-smoothed output.
Post-process antialiasing — one fullscreen pass that smooths jagged edges left over after the effect chain. Complements the per-layer MSAA the engine already runs by 4× on source render targets. Use it on the Set bus to clean up shader/text silhouettes that survive downstream effects like RGB Shift or Pixelate.
Unsharp 3×3 detail enhancement.
Classic center-weighted sharpen kernel. Pushes high-frequency detail without amplifying compression noise as aggressively as Edge Detect would.
Reflect across an axis or plane. Six modes including single-plane and dual-plane kaleidoscope.
Six modes: horizontal fold, vertical fold, quad fold, single-plane (any angle), dual-plane, and full radial kaleidoscope. Both plane angles are audio-bindable so slow rotation comes for free.
Radial slice fold.
Polar fold over N radial slices with adjustable rotation. Different from Mirror — this is the symmetric, multi-segment classic kaleido. Audio-bind the rotation for a slow trip.
Translate, scale, rotate.
Affine transform on the source — pre-bake a slow drift or use it as a beat-pop scale.
Repeat the frame in a grid.
NxM tiling with optional per-tile flip or rotation. Quick way to multiply density.
Split the frame into bands.
Vertical or horizontal bands with optional independent flipping. Subtle when narrow, aggressive when wide.
Per-axis non-uniform scale + warp.
Squash and stretch with rubber-band easing. Fast on the beat = beat-bounce.
Chromatic aberration — separate the red/green/blue channels.
Offsets each channel by a small vector. Tasteful at low amounts, broken-CRT at high. Pairs nicely with Scanlines + Bad TV.
Datamosh-style horizontal slice tears.
Randomized horizontal displacement bands. Onset-bind the intensity for a "glitch only on the beat" feel that doesn’t fatigue.
Glitch-art rowwise sort.
Sorts contiguous bright runs along rows or columns by luminance. Gives the molten "stretched data" look.
Pure snow / static — mono or color.
Animated random noise mixed over the input. Toggleable between mono (broadcast snow) and full-RGB (color static).
Two offset semi-transparent copies of the frame.
Simple drunk-cam doubling. Audio-bind the offset and the image wobbles in and out of focus.
Soft luminous halo on bright pixels.
Classic bloom pass — threshold the bright regions, blur them out, add them back over the original. Drives the "lit-up" feel on neon graphics and white-on-black sources. Threshold and intensity are audio-bindable so the bloom can pulse on the kick.
Anamorphic / Cinemascope-style streaks on bright pixels.
Horizontal (or angled) light bars off the highlights. The "lens flare" without the chromatic ghost.
Edge-detected colored glow around shapes.
Sobel edge mask blurred and tinted, added back over the input. Use it to make logos and shapes pop against busy backgrounds.
CRT line texture overlay.
Adds horizontal scanlines with adjustable thickness, opacity, and curvature. Works great over RGB Shift + Bad TV for an arcade-cabinet stack.
Vertical roll + noise distortion.
Vertical jitter, horizontal tear, and TV-static noise. Drop the audio on the kick for a "signal lost" punch.
Animated film grain noise.
Temporal random grain with controllable density and luminance response.
Curved tube simulation — phosphor + bloom + scanlines stacked.
A pre-built CRT stack: barrel distort, RGB phosphor mask, scanlines, screen glow. One toggle for a console-era arcade look without compositing a six-effect chain.
4-color palette quantization.
Quantizes the frame to a CGA-era 4-color palette. Multiple historic palettes selectable.
4-color console palette quantization.
Three picks: DMG green, GB Pocket grey, sepia tones. Different vibe from CGA — this is the 4-shade brightness ramp.
Tape damage — tracking, chroma bleed, dropouts.
Distinct from Bad TV — focuses on the VHS failure modes: row tracking jitter, chroma-to-the-right bleed, periodic bright dropout flecks.
Block-down to chunky pixels.
Lo-fi tile downscaling. Audio-bind the size param for beat-driven block size.
Reduce the color palette to N levels.
Quantizes each channel to a fixed step count. Hard-edged retro look. Great in front of Hue Cycle.
Hard black-and-white cut.
Maps anything brighter than the threshold to white, anything below to black. Two-stop digital silkscreen.
LED display grid.
Render the source as a regular dot grid where dot size tracks pixel brightness. Tunable spacing + smoothing.
Render the frame as monospace characters.
Brightness-to-character mapping with a per-effect editable character set + font picker. Drives the demo-scene aesthetic; sub-pixel sampling keeps it readable at small sizes.
Newsprint dot-screen.
CMYK halftone pattern with rotation-per-channel. Drop on a clean source for a 1960s pop-art read.
Ordered (Bayer) or error-diffusion dithering.
Dither down to 1–4 bit channels with a Bayer matrix or Floyd-Steinberg. Pairs with Posterize for low-bit aesthetics.
Quantize the time axis — frame-skipping effect.
Hold the current frame for N audio beats / time slices before sampling again. Cheap stop-motion look.
Multi-pass painterly stylization.
Bilateral filter + edge re-injection + paper-grain noise. Looks expensive; runs at full frame rate.
Multi-direction hatching lines stylize the frame.
Pen-and-ink crosshatching with four levels of darkness. Tunable line spacing, ink + paper colors.
Kuwahara-style painterly bucket sort.
Per-pixel bucket sort over the local neighbourhood picks the dominant intensity band. Gives a brushstroked oil-paint look at low cost.
Random dot stippling, density driven by darkness.
Each grid cell either prints a dot (if dark enough) or stays paper-white. Classic engraving / etching look.
Cel-shaded posterize + dark outline.
Posterizes colors to N levels then re-injects a Sobel-derived ink line. Classic cel-shade / comic-book stylization.
Voronoi-cell color averaging — stained-glass look.
Pixels within a Voronoi cell share the cell-center color. Tunable cell size + jitter; gives a shattered-crystal aesthetic.
Colored line wrapping bright shapes.
Sobel edge detect drives an ink overlay in your chosen color. Optional inside-darken for poster-art separation.
Detect faces; draw labels, boxes, crosshairs. Zoom-in option.
MediaPipe-powered. Up to 8 faces tracked at once. Pick from frame / corner brackets / marching ants / crosshair box styles. Optional CCTV-style label per face with rotating random target IDs + the real detection score. Background-dim + face-zoom modes are available.