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