makepad/apps/vj/resources/effects/23_thunder_veins.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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2.4 KiB
Text

// THUNDER VEINS — lightning as an L-system: huge angle jitter turns the
// bracketed rule into forked bolts, and a ONE-BEAT growth loop makes it
// STRIKE on every beat. Pattern taught: grow_beats 1 = per-beat regrowth.
{
name: "Thunder Veins"
engine: "lsystem"
seed: 66
axiom: "X"
rules: ["X=F[+X][-X]FX", "F=F!F"]
iterations: 6
angle: 18.0
angle_jitter: 24.0
step: 0.09
radius: 0.035
radius_decay: 0.88
sides: 3
// The bolt stays fully built; the STROBE lives in the glow binding —
// near-dark between beats, white-hot on the hit. (A growth loop reads
// as drawing, not striking.)
sway: 0.1
speed: 1.4
beat_pulse: "1.2 * (0.2 + 1.6*p2)"
glow: "(0.15 + env(phase) * 2.8) * (0.2 + 1.6*p0)"
// PERFORMANCE DIALS — mid-knob = the stock look, exact.
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "STROBE", bind: "p0", default: 0.5},
{name: "TRAIL", bind: "p1", default: 0.5},
{name: "PUMP", bind: "p2", default: 0.5}
]
color_bg: #x030308
color_a: #x99bbff
color_b: #xffffff
color_c: #xcce0ff
cam_orbit: 0.05
fog: 0.02
stages: [
{kind: "bloom", threshold: 0.3, strength: 1.8, levels: 3},
{kind: "feedback", amount: "min(0.6 + (p1-0.5)*0.7, 0.97)", zoom: 1.0, rotate: 0.0, dim: 0.82}
]
// 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 = arc from the root 0..1, attr = (depth, arc, hue, tube radius).
// 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.DrawVjFxMesh {
fx_displace: fn(pos: vec3, normal: vec3, attr: vec4) -> vec3 {
return vec3(0.0, 0.0, 0.0)
}
fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
let base = self.col_a.mix(self.col_b, clamp(attr.z, 0.0, 1.0))
let tip = self.col_c * (clamp(t, 0.0, 1.0) * 0.35)
let flash = self.col_c * (self.time_beat.w * 0.5)
return vec4(base.xyz + tip.xyz + flash.xyz, 1.0)
}
}
}