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.
64 lines
2.2 KiB
Text
64 lines
2.2 KiB
Text
// SOLAR FOUNTAIN — a molten geyser: fountain particles in solar colors,
|
|
// strong gravity, bloom pushed hot.
|
|
{
|
|
name: "Solar Fountain"
|
|
engine: "particles"
|
|
mode: "fountain"
|
|
seed: 17
|
|
|
|
count: 7000
|
|
spread: 5.0
|
|
size: 0.11
|
|
rate: 0.6
|
|
gravity: 1.5
|
|
|
|
beat_pulse: "0.55 * (0.2 + 1.6*p0)"
|
|
// PERFORMANCE DIALS — mid-knob = the stock look, exact.
|
|
p0: 0.5 p1: 0.5 p2: 0.5
|
|
dials: [
|
|
{name: "PUMP", bind: "p0", default: 0.5},
|
|
{name: "FLARE", bind: "p1", default: 0.5},
|
|
{name: "GLOW", bind: "p2", default: 0.5}
|
|
]
|
|
|
|
color_bg: #x0c0300
|
|
color_a: #xffdd55
|
|
color_b: #xff5511
|
|
color_c: #xfff6dd
|
|
|
|
cam_dist: 12.0
|
|
cam_height: 1.0
|
|
cam_orbit: 0.08
|
|
fog: 0.025
|
|
|
|
stages: [
|
|
{kind: "bloom", threshold: "clamp(0.3 - (p1-0.5)*0.5, 0.02, 0.95)", strength: "1.8 * (0.25 + 1.5*p2)", levels: 3}
|
|
]
|
|
|
|
// 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 = life 0..1, attr = (id, spawn phase, hue, rnd).
|
|
// 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.DrawVjFxParticles {
|
|
fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
|
|
let base = self.col_a.mix(self.col_b, attr.z)
|
|
let hot = base.xyz + vec3(0.5, 0.4, 0.3) * pow(1.0 - t, 6.0)
|
|
let fade = (1.0 - t) * smoothstep(0.0, 0.08, t)
|
|
let boost = 0.85 + self.time_beat.w * 0.9
|
|
return vec4(hot * boost, fade)
|
|
}
|
|
|
|
fx_sprite: fn(uv: vec2, tint: vec4) -> vec4 {
|
|
let d = length(uv - vec2(0.5, 0.5)) * 2.0
|
|
let core = 1.0 - smoothstep(0.0, 0.5, d)
|
|
let halo = 1.0 - smoothstep(0.15, 1.0, d)
|
|
let a = clamp(core + halo * 0.5, 0.0, 1.0) * tint.w
|
|
return vec4(tint.x * a, tint.y * a, tint.z * a, 0.0)
|
|
}
|
|
}
|
|
}
|