makepad/apps/vj/resources/effects/40_ocean_swell.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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2.1 KiB
Text

// OCEAN SWELL — low rolling water: smooth (unridged) noise, small height,
// slow scroll, blue-on-blue with a tiltshift horizon. Calm ambient.
{
name: "Ocean Swell"
engine: "heightmap"
res: 120
size: 32.0
height: 1.3
noise_scale: 0.13
scroll: 1.2
beat_pulse: "0.2 * (0.2 + 1.6*p0)"
beat_rate: 0.25
// PERFORMANCE DIALS — mid-knob = the stock look, exact.
p0: 0.5 p1: 0.42 p2: 0.5
dials: [
{name: "PUMP", bind: "p0", default: 0.5},
{name: "FOCUS", bind: "p1", default: 0.42},
{name: "GLOW", bind: "p2", default: 0.5}
]
color_bg: #x030a16
color_a: #x1a55aa
color_b: #x44bbee
color_c: #xcceeff
cam_fov: 58.0
cam_height: 2.2
fog: 0.045
glow: "1.1 * (0.25 + 1.5*p2)"
stages: [
{kind: "tiltshift", focus: "p1", width: 0.3, levels: 3},
{kind: "bloom", threshold: 0.6, strength: 1.0, levels: 2}
]
// 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 = height 0..1, attr = (slope, grid line, uv.x, uv.y).
// 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.DrawVjFxTerrain {
fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 {
let grad = self.col_a.mix(self.col_b, t).xyz
let beat_glow = 1.0 + self.time_beat.w * 1.1
let drape = content.xyz * (0.42 + 0.85 * attr.x)
* (1.0 + self.time_beat.w * 0.30)
let surface = (grad * 0.30 * attr.x)
.mix(drape, clamp(cmix * 1.25, 0.0, 1.0))
let gline = grad.mix(content.xyz * 1.3, cmix * 0.55)
let neon = gline * attr.y * beat_glow * 1.6
+ self.col_c.xyz * attr.y * t * 0.6
return vec4(surface + neon, 1.0)
}
}
}