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.
93 lines
3.4 KiB
Text
93 lines
3.4 KiB
Text
// FLASH CRASH — the red-terminal panic. Cascades arm at bar boundaries
|
|
// (`cascade` chance per bar) and slam the walk downward for most of a bar
|
|
// with doubled volatility; the shader's panic wash (`p2`) floods the
|
|
// terminal red on every pulse while a cascade is running, and down-candles
|
|
// burn blood-red through the bloom. Pattern taught: the crash is CPU state
|
|
// (a beat-clocked cascade machine), the panic is shader state (uniform
|
|
// `cascade` + the p2 binding) — the two lock to the same bar.
|
|
{
|
|
name: "Flash Crash"
|
|
engine: "stockcharts"
|
|
seed: 87
|
|
|
|
candles: 96
|
|
per_beat: 2
|
|
vol: 2.2
|
|
drift: -0.4
|
|
spike: 3.0
|
|
cascade: 0.65
|
|
bar: 4
|
|
ma: 10
|
|
grid_x: 4
|
|
grid_y: 8
|
|
scan: 18
|
|
width: 15
|
|
height: 8
|
|
|
|
beat_pulse: 0.8
|
|
p0: "0.2 + 0.3*pulse" // the whole board pumps
|
|
p1: "0.5 + 0.9*pulse" // crosshair panic
|
|
p2: "0.25 + 0.45*pulse" // red wash breathing on the beat
|
|
|
|
// PERFORMANCE DIALS — the chart engine's own p-levers; touching one
|
|
// holds its pulse binding above at a fixed level (PANIC full right =
|
|
// the board drowns in red).
|
|
dials: [
|
|
{name: "GAIN", bind: "p0", default: 0.5},
|
|
{name: "XHAIR", bind: "p1", default: 0.5},
|
|
{name: "PANIC", bind: "p2", default: 0.5}
|
|
]
|
|
|
|
color_bg: #x070102
|
|
color_a: #x9aa89a
|
|
color_b: #xff2333
|
|
color_c: #xffffff
|
|
|
|
cam_orbit: 0.0
|
|
cam_fov: 40
|
|
fog: 0.0
|
|
glow: 1.25
|
|
|
|
stages: [
|
|
{kind: "bloom", threshold: 0.35, strength: 1.6, levels: 3},
|
|
{kind: "feedback", amount: "0.30 + 0.25*pulse", zoom: 1.003, rotate: 0.0, dim: 0.93}
|
|
]
|
|
|
|
// 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 = candle age 0..1, attr = (element class, age, up/down, move size).
|
|
// 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.DrawVjFxCharts {
|
|
fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
|
|
let class = attr.x
|
|
if class < 0.5 {
|
|
// Candle body: col_a up / col_b down, big moves burn.
|
|
let base = self.col_b.mix(self.col_a, step(0.5, attr.z))
|
|
let burn = 0.75 + attr.w * 0.7 + self.time_beat.w * (1.0 - t) * 0.6
|
|
return vec4(base.xyz * burn, 1.0 - t * 0.55)
|
|
}
|
|
if class < 1.5 {
|
|
let base = self.col_b.mix(self.col_a, step(0.5, attr.z))
|
|
return vec4(base.xyz * 0.55, (1.0 - t * 0.55) * 0.8)
|
|
}
|
|
if class < 2.5 {
|
|
return vec4(self.col_a.xyz * 0.16, 0.5)
|
|
}
|
|
if class < 3.5 {
|
|
// Kept modest: the bloom stage amplifies this line, and an
|
|
// over-gained crosshair blows out into a white bar.
|
|
let g = 0.55 + self.user.y * 0.5 + self.time_beat.w * 0.25
|
|
return vec4(self.col_c.xyz * g, 0.8)
|
|
}
|
|
if class < 4.5 {
|
|
return vec4(self.col_c.xyz * 0.5 + self.col_a.xyz * 0.4, 0.85)
|
|
}
|
|
return vec4(self.col_a.xyz * 0.6, 0.9)
|
|
}
|
|
}
|
|
}
|