makepad/apps/vj/resources/effects/01_fireworks.splash
Arena Agent d8d5ea8b6a Repair integration manifests and port nigig exports onto upstream widget families
Restore missing required asset/flow packages from the pinned nigig revision; retain upstream script isolation, X11 hover, and widget-core fixes. Validated makepad-widgets data feature with Rust 1.97.1.
2026-10-26 11:23:26 +00:00

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// FIREWORKS — staggered burst shells, stateless GPU particles.
// The vertex shader re-derives every spark from (id, seed, time); the CPU
// uploaded one quad per particle once and will never touch it again.
{
name: "Fireworks"
engine: "particles"
mode: "burst"
seed: 12
count: 9000
spread: 7.0
size: 0.14
rate: 0.35
gravity: 1.1
speed: 1.0
// PERFORMANCE DIALS — p0..p2 route through binding expressions; each
// default reproduces the stock look exactly (dials only act when moved).
beat_pulse: "0.65 * (0.2 + 1.6*p0)"
beat_rate: 1.0
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "PUMP", bind: "p0", default: 0.5},
{name: "TRAIL", bind: "p1", default: 0.5},
{name: "GLOW", bind: "p2", default: 0.5}
]
color_bg: #x040308
color_a: #xffd24a
color_b: #x66aaff
color_c: #xfff6e0
cam_dist: 16.0
cam_height: 3.5
cam_orbit: 0.05
fog: 0.02
stages: [
{kind: "bloom", threshold: 0.35, strength: "1.6 * (0.25 + 1.5*p2)", levels: 3},
{kind: "feedback", amount: "min(0.55 + (p1-0.5)*0.7, 0.97)", zoom: 1.0, rotate: 0.0, dim: 0.9}
]
// 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, spawn phase, hue, 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.DrawVjFxParticles {
fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
let base = self.col_a.mix(self.col_b, attr.z)
let hot = base.xyz + vec3(0.5, 0.4, 0.3) * pow(1.0 - t, 6.0)
let fade = (1.0 - t) * smoothstep(0.0, 0.08, t)
let boost = 0.85 + self.time_beat.w * 0.9
return vec4(hot * boost, 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, 0.5, d)
let halo = 1.0 - smoothstep(0.15, 1.0, 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)
}
}
}