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.
93 lines
3.2 KiB
Text
93 lines
3.2 KiB
Text
// VIGIL — the same firefly engine wearing a sacred mood: flies become
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// candle flames just above a dark floor. Pattern taught: soft blink_sharp
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// (2.5) turns the strobe spike into slow breathing, tiny wander holds each
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// flame in place, and a gentle half-time sync swell (`env(bar)` at
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// beat_rate 0.5) makes the congregation of flames lean together per bar.
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{
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name: "Vigil"
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engine: "firefly"
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seed: 33
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flies: 520
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blades: 1600
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area: 6.5
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fly_height: 0.5 // flames hover near the floor
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fly_size: 0.17
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sync: 0.4
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p0: "0.3 * env(bar)"
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blink_rate: 0.25
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blink_sharp: 2.5 // breathing, not blinking
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wander: 0.1
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moon: 0.15
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grass_height: 0.35
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clump: 0.75
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beat_pulse: 0.35
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beat_rate: 0.5
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sway: 0.2
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sway_freq: 0.5
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// PERFORMANCE DIALS — SYNC/WANDER are the engine's own p0/p1 levers
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// (touching SYNC overrides the bar-swell binding above with a held
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// lean); GLOW routes p2 through the glow binding.
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p2: 0.5
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glow: "1.15 * (0.25 + 1.5*p2)"
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dials: [
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{name: "SYNC", bind: "p0", default: 0.5},
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{name: "WANDER", bind: "p1", default: 0.0},
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{name: "GLOW", bind: "p2", default: 0.5}
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]
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color_bg: #x070302
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color_a: #x180d04
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color_b: #xffaa33
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color_c: #xfff0c8
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cam_orbit: 0.035
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cam_height: 0.9
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cam_dist: 6.0
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fog: 0.07
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stages: [
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{kind: "bloom", threshold: 0.3, strength: 1.5, levels: 3},
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{kind: "tiltshift", focus: 0.6, width: 0.3, 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: blades (attr.y < 1.5) and flies (attr.y >= 2) share one hook.
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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.DrawVjFxFirefly {
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fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 {
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if attr.y > 1.5 {
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let mut body = self.col_b.mix(self.col_c, t * t).xyz
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if cmix > 0.001 {
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body = mix(
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body,
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content.xyz * (0.75 + 0.85 * t),
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clamp(cmix * 1.6, 0.0, 1.0)
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)
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}
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return vec4(body, 1.0)
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}
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let base = self.col_a.mix(self.col_b, t * 0.7 + attr.z * 0.15)
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let moon = self.shape.w * (0.25 + 0.75 * t)
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let breath = 1.0 + self.time_beat.w * 0.18
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return vec4(base.xyz * ((0.16 + moon) * breath * self.fog.y), 1.0)
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}
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fx_sprite: fn(uv: vec2, tint: vec4) -> vec4 {
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let d = length(uv - vec2(0.5, 0.5)) * 2.0
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let core = 1.0 - smoothstep(0.0, 0.35, d)
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let halo = 1.0 - smoothstep(0.08, 1.0, d)
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let a = clamp(core + halo * 0.6, 0.0, 1.0)
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return vec4(tint.xyz * a, 0.0)
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}
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}
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}
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