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.
67 lines
2.4 KiB
Text
67 lines
2.4 KiB
Text
// PIXEL DISSOLVE — the texture-input demo: every particle carries one
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// pixel of input0 (the channel's main content in effect-pass mode; the
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// gallery binds its test pattern). The image periodically dissolves into a
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// swirl and re-forms — beat position drives the dissolve.
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{
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name: "Pixel Dissolve"
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engine: "particles"
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mode: "image"
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seed: 2
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input0: "test"
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count: 16384
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spread: 6.0
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size: 0.085
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rate: 0.0
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beat_pulse: "0.4 * (0.2 + 1.6*p0)"
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beat_rate: 1.0
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// PERFORMANCE DIALS — mid-knob = the stock look, exact.
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p0: 0.5 p1: 0.5 p2: 0.5
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dials: [
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{name: "PUMP", bind: "p0", default: 0.5},
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{name: "FLARE", bind: "p1", default: 0.5},
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{name: "GLOW", bind: "p2", default: 0.5}
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]
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color_bg: #x050508
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color_a: #xffffff
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color_b: #xffffff
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color_c: #xffffff
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cam_dist: 7.5
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cam_height: 0.0
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cam_orbit: 0.0
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fog: 0.0
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stages: [
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{kind: "bloom", threshold: "clamp(0.6 - (p1-0.5)*0.7, 0.02, 0.95)", strength: "1.1 * (0.25 + 1.5*p2)", levels: 2}
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]
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// THE LOOK LIVES HERE. This block is not a reference to the
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// engine's shader — it IS the pixel math this effect runs.
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// Rewrite it and the effect looks different; everything else
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// (geometry, motion, the content coupling, the beat) keeps
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// working, because the block SUBCLASSES the engine shader.
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// Inputs: t = life 0..1, attr = (id, spawn phase, hue, rnd).
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// Signals: self.time_beat (time, beat, phase, pulse),
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// self.sig (bar, bpm, energy, dt), self.user (p0..p3),
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// self.col_a/b/c/bg, self.fog (density, glow, content, -).
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shader: draw.DrawVjFxParticles {
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fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
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let base = self.col_a.mix(self.col_b, attr.z)
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let hot = base.xyz + vec3(0.5, 0.4, 0.3) * pow(1.0 - t, 6.0)
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let fade = (1.0 - t) * smoothstep(0.0, 0.08, t)
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let boost = 0.85 + self.time_beat.w * 0.9
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return vec4(hot * boost, fade)
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}
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fx_sprite: fn(uv: vec2, tint: vec4) -> vec4 {
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let d = length(uv - vec2(0.5, 0.5)) * 2.0
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let core = 1.0 - smoothstep(0.0, 0.5, d)
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let halo = 1.0 - smoothstep(0.15, 1.0, d)
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let a = clamp(core + halo * 0.5, 0.0, 1.0) * tint.w
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return vec4(tint.x * a, tint.y * a, tint.z * a, 0.0)
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}
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}
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}
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