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
// METABALL KALEIDO — a MESH engine under a fullscreen warp: liquid blobs
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// folded six ways. Pattern taught: warp stages stack on ANY engine, not
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// just the screen family.
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{
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name: "Metaball Kaleido"
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engine: "metaballs"
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seed: 14
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blobs: 6
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grid: 30
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extent: 3.0
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blob_radius: 0.95
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orbit: 1.8
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orbit_speed: 0.9
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beat_swell: 0.5
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beat_pulse: "0.55 * (0.2 + 1.6*p2)"
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// PERFORMANCE DIALS — resting positions = the stock look, exact
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// (SEGS rides the kaleido fold count directly: p0 0.55 = today's 6-way).
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p0: 0.55 p1: 0.5 p2: 0.5
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dials: [
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{name: "SEGS", bind: "p0", default: 0.55},
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{name: "SPIN", bind: "p1", default: 0.5},
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{name: "PUMP", bind: "p2", default: 0.5}
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]
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color_bg: #x080210
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color_a: #xff5599
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color_b: #x5533ff
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color_c: #xffffff
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cam_orbit: 0.15
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fog: 0.03
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stages: [
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{kind: "kaleido", p1: "p0", p2: "(0.1 + pulse * 0.4) * (0.2 + 1.6*p1)"},
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{kind: "bloom", threshold: 0.45, strength: 1.4, levels: 3}
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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 = (blob, height, blob hue, distance).
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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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