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.
66 lines
2.2 KiB
Text
66 lines
2.2 KiB
Text
// DRAGON COIL — the dragon-curve rewriting system drawn as a glowing
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// space-filling ribbon. Pattern taught: structure symbols X/Y carry the
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// program; only F draws — 90-degree angles give the classic fold.
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{
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name: "Dragon Coil"
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engine: "lsystem"
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seed: 3
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axiom: "FX"
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rules: ["X=X+YF+", "Y=-FX-Y"]
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iterations: 12
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angle: 90.0
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step: 0.10
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radius: 0.035
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sides: 4
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grow: "loop"
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grow_beats: 16
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sway: 0.15
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sway_freq: 0.4
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beat_pulse: "0.5 * (0.2 + 1.6*p1)"
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twist: 0.04
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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: "TRAIL", 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: #x0a0312
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color_a: #xff3fd8
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color_b: #x3fd8ff
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color_c: #xffffff
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cam_orbit: 0.11
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fog: 0.03
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glow: "1.35 * (0.25 + 1.5*p2)"
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stages: [
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{kind: "bloom", threshold: 0.45, strength: 1.4, levels: 3},
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{kind: "feedback", amount: "min(0.45 + (p0-0.5)*0.8, 0.97)", zoom: 1.003, rotate: 0.002, dim: 0.94}
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]
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// THE LOOK LIVES HERE. This block is not a reference to the
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// engine's shader — it IS the pixel math this effect runs.
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// Rewrite it and the effect looks different; everything else
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// (geometry, motion, the content coupling, the beat) keeps
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// working, because the block SUBCLASSES the engine shader.
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// Inputs: t = arc from the root 0..1, attr = (depth, arc, hue, tube radius).
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// 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.DrawVjFxMesh {
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fx_displace: fn(pos: vec3, normal: vec3, attr: vec4) -> vec3 {
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return vec3(0.0, 0.0, 0.0)
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}
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fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
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let base = self.col_a.mix(self.col_b, clamp(attr.z, 0.0, 1.0))
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let tip = self.col_c * (clamp(t, 0.0, 1.0) * 0.35)
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let flash = self.col_c * (self.time_beat.w * 0.5)
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return vec4(base.xyz + tip.xyz + flash.xyz, 1.0)
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}
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}
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}
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