makepad/apps/vj/resources/effects/12_wormhole.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

59 lines
2 KiB
Text

// WORMHOLE — a (3,2) torus-knot tube flown from the inside; neon rings
// sweep toward you ON THE BEAT (the ring phase rides beat position, not
// wall time, so a tempo change changes the flight).
{
name: "Wormhole"
engine: "tunnel"
knot_p: 3.0
knot_q: 2.0
major: 7.0
tube: 1.5
rings: 900
sides: 24
fly: 4.0
bands: 110.0
beat_pulse: "0.7 * (0.2 + 1.6*p0)"
beat_rate: 1.0
// PERFORMANCE DIALS — mid-knob = the stock look, exact.
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "PUMP", bind: "p0", default: 0.5},
{name: "GLOW", bind: "p1", default: 0.5},
{name: "TRAIL", bind: "p2", default: 0.5}
]
color_bg: #x030014
color_a: #x8040ff
color_b: #x30f0ff
color_c: #xff40a0
fog: 0.10
glow: "1.3 * (0.25 + 1.5*p1)"
stages: [
{kind: "bloom", threshold: 0.4, strength: 1.6, levels: 3},
{kind: "feedback", amount: "min(0.45 + (p2-0.5)*0.8, 0.97)", zoom: 1.015, rotate: 0.0, dim: 0.94}
]
// 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 = along the bore 0..1, attr = (around, along, ring hash,
// radius), content = the wall texel at this vertex, cmix = the
// pre-gated content strength (0 without real channel video). The
// wall DRAPE has its own pixel hook, `fx_wall` — this tunnel keeps
// the stock one.
// 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.DrawVjFxTunnel {
fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3,
content: vec4, cmix: float) -> vec4 {
return self.col_a.mix(self.col_b, t)
}
}
}