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