makepad/apps/vj/resources/effects/66_vigil.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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// VIGIL — the same firefly engine wearing a sacred mood: flies become
// candle flames just above a dark floor. Pattern taught: soft blink_sharp
// (2.5) turns the strobe spike into slow breathing, tiny wander holds each
// flame in place, and a gentle half-time sync swell (`env(bar)` at
// beat_rate 0.5) makes the congregation of flames lean together per bar.
{
name: "Vigil"
engine: "firefly"
seed: 33
flies: 520
blades: 1600
area: 6.5
fly_height: 0.5 // flames hover near the floor
fly_size: 0.17
sync: 0.4
p0: "0.3 * env(bar)"
blink_rate: 0.25
blink_sharp: 2.5 // breathing, not blinking
wander: 0.1
moon: 0.15
grass_height: 0.35
clump: 0.75
beat_pulse: 0.35
beat_rate: 0.5
sway: 0.2
sway_freq: 0.5
// PERFORMANCE DIALS — SYNC/WANDER are the engine's own p0/p1 levers
// (touching SYNC overrides the bar-swell binding above with a held
// lean); GLOW routes p2 through the glow binding.
p2: 0.5
glow: "1.15 * (0.25 + 1.5*p2)"
dials: [
{name: "SYNC", bind: "p0", default: 0.5},
{name: "WANDER", bind: "p1", default: 0.0},
{name: "GLOW", bind: "p2", default: 0.5}
]
color_bg: #x070302
color_a: #x180d04
color_b: #xffaa33
color_c: #xfff0c8
cam_orbit: 0.035
cam_height: 0.9
cam_dist: 6.0
fog: 0.07
stages: [
{kind: "bloom", threshold: 0.3, strength: 1.5, levels: 3},
{kind: "tiltshift", focus: 0.6, width: 0.3, 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: blades (attr.y < 1.5) and flies (attr.y >= 2) share one hook.
// 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.DrawVjFxFirefly {
fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 {
if attr.y > 1.5 {
let mut body = self.col_b.mix(self.col_c, t * t).xyz
if cmix > 0.001 {
body = mix(
body,
content.xyz * (0.75 + 0.85 * t),
clamp(cmix * 1.6, 0.0, 1.0)
)
}
return vec4(body, 1.0)
}
let base = self.col_a.mix(self.col_b, t * 0.7 + attr.z * 0.15)
let moon = self.shape.w * (0.25 + 0.75 * t)
let breath = 1.0 + self.time_beat.w * 0.18
return vec4(base.xyz * ((0.16 + moon) * breath * self.fog.y), 1.0)
}
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, 0.35, d)
let halo = 1.0 - smoothstep(0.08, 1.0, d)
let a = clamp(core + halo * 0.6, 0.0, 1.0)
return vec4(tint.xyz * a, 0.0)
}
}
}