makepad/apps/vj/resources/effects/15_acid_bloom.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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// ACID BLOOM — the shader-hook demo: an L-system dome whose look comes
// from a custom fx_color IN THIS DOCUMENT, compiled into the draw shader
// at load. Iridescent bands cycle along the birth order with the beat.
{
name: "Acid Bloom"
engine: "lsystem"
seed: 19
axiom: "X"
rules: ["X=F[/+X][\\-X]F[^X]X", "F=FF"]
iterations: 5
angle: 22.0
step: 0.13
radius: 0.06
sides: 6
copies: 3
grow: "loop"
grow_beats: 12
sway: "0.9 * (0.25 + 1.5*p0)"
sway_freq: 0.8
beat_pulse: "0.55 * (0.2 + 1.6*p1)"
beat_rate: 1.0
glow: "0.25 + 1.5*p2"
// PERFORMANCE DIALS — mid-knob = the stock look, exact.
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "WIND", bind: "p0", default: 0.5},
{name: "PUMP", bind: "p1", default: 0.5},
{name: "GLOW", bind: "p2", default: 0.5}
]
color_bg: #x060010
color_a: #x40ff80
color_b: #xff4080
color_c: #xffffff
cam_orbit: 0.14
fog: 0.035
stages: [
{kind: "bloom", threshold: 0.35, strength: 1.7, levels: 3}
]
// Shader hooks SUBCLASS the engine's draw shader (that is what keeps
// the vertex/pixel structure intact — a plain {} would replace it).
shader: draw.DrawVjFxMesh {
fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
// Iridescent bands: hue cycles along the arc and the beat
// (cosine-palette technique, own constants).
let ph = t * 14.0 + self.time_beat.y * 0.5 + attr.z * 3.0
let rgb = vec3(
0.5 + 0.5 * sin(ph),
0.5 + 0.5 * sin(ph + 2.094),
0.5 + 0.5 * sin(ph + 4.188)
)
let flash = self.time_beat.w * 0.7
return vec4(rgb + vec3(flash, flash, flash), 1.0)
}
}
}