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 KiB
Text
61 lines
2 KiB
Text
// WHEAT WIND — tall pale stalks leaning hard in a strong wind, warm
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// noon light, growth loop sprouting the field every eight bars.
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{
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name: "Wheat Wind"
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engine: "grass"
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seed: 71
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blades: 8000
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area: 10.0
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height: 1.3
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width: 0.045
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clump: 0.25
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grow: "loop"
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grow_beats: 32
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sway: "1.4 * (0.25 + 1.5*p0)"
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sway_freq: 1.1
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beat_pulse: "0.3 * (0.2 + 1.6*p1)"
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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: "WIND", 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: #x141006
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color_a: #x8a6a2a
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color_b: #xf0dc8a
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color_c: #xfffbe8
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cam_orbit: 0.06
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fog: 0.05
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glow: "1.1 * (0.25 + 1.5*p2)"
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stages: [
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{kind: "bloom", threshold: 0.6, strength: 1.05, 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 = arc along the blade 0..1, attr = (row, arc, hue, half width).
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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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