makepad/apps/vj/resources/effects/100_flash_crash.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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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)
}
}
}