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.
57 lines
2.1 KiB
Text
57 lines
2.1 KiB
Text
// CHANNEL CONTRAST — the classic contrast/gain/lift ladder, but each of
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// red, green and blue carries its own fixed weighting, so pushing the
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// dials bends the picture's colour balance instead of just its punch.
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{
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name: "Channel Contrast"
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engine: "screen"
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seed: 202
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input0: "test"
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speed: 1.0
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beat_pulse: 0.4
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beat_rate: 1.0
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bar_beats: 4
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glow: 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: "CONTRAST", bind: "p0", default: 0.5},
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{name: "GAIN", bind: "p1", default: 0.5},
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{name: "ADD", bind: "p2", default: 0.5}
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]
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color_bg: #x03040a
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color_a: #x30ffd0
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color_b: #xff3a86
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color_c: #xfff0d0
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stages: [
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{kind: "bloom", threshold: 0.62, strength: 1.0, levels: 2}
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]
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// THE LOOK LIVES HERE: the whole frame is this function. A fixed
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// per-channel weight vector makes CONTRAST/GAIN/ADD bend red, green
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// and blue by different amounts instead of moving them together.
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// Inputs: uv, content = input0 at uv, cmix = pre-gated content
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// strength. 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.DrawVjFxScreen {
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fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 {
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let wc = vec3(1.15, 1.0, 0.82)
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let wg = vec3(1.05, 1.0, 0.92)
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let wa = vec3(1.0, 0.55, -0.4)
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let contrast = 1.0 + (self.user.x - 0.5) * 2.0
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let gain = 0.25 + 1.5 * self.user.y
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let add = (self.user.z - 0.5) * 0.5
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let half = vec3(0.5, 0.5, 0.5)
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let one = vec3(1.0, 1.0, 1.0)
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let cmul = one + (contrast - 1.0) * wc
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let gmul = one + (gain - 1.0) * wg
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let stretched = (content.xyz - half) * cmul + half
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let gained = stretched * gmul
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let out = gained + add * wa
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return vec4(clamp(out, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0)), 1.0)
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}
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}
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}
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