makepad/apps/vj/resources/effects/25_dragon_coil.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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Text

// DRAGON COIL — the dragon-curve rewriting system drawn as a glowing
// space-filling ribbon. Pattern taught: structure symbols X/Y carry the
// program; only F draws — 90-degree angles give the classic fold.
{
name: "Dragon Coil"
engine: "lsystem"
seed: 3
axiom: "FX"
rules: ["X=X+YF+", "Y=-FX-Y"]
iterations: 12
angle: 90.0
step: 0.10
radius: 0.035
sides: 4
grow: "loop"
grow_beats: 16
sway: 0.15
sway_freq: 0.4
beat_pulse: "0.5 * (0.2 + 1.6*p1)"
twist: 0.04
// PERFORMANCE DIALS — mid-knob = the stock look, exact.
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "TRAIL", bind: "p0", default: 0.5},
{name: "PUMP", bind: "p1", default: 0.5},
{name: "GLOW", bind: "p2", default: 0.5}
]
color_bg: #x0a0312
color_a: #xff3fd8
color_b: #x3fd8ff
color_c: #xffffff
cam_orbit: 0.11
fog: 0.03
glow: "1.35 * (0.25 + 1.5*p2)"
stages: [
{kind: "bloom", threshold: 0.45, strength: 1.4, levels: 3},
{kind: "feedback", amount: "min(0.45 + (p0-0.5)*0.8, 0.97)", zoom: 1.003, rotate: 0.002, dim: 0.94}
]
// 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)
}
}
}