makepad/apps/vj/resources/effects/67_ink_loom.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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// INK LOOM — a Victorian harmonograph drawing pale ink in the dark: one
// ribbon traces the damped pendulum sum, redrawn pen-first every 16 beats
// (grow: "loop"), and the FIGURE ITSELF morphs to a fresh coefficient set
// on the same 16-beat clock — it never draws the same rosette twice.
// Pattern taught: grow_beats aligned with morph_beats = each figure gets
// exactly one complete drawing before the loom re-threads.
{
name: "Ink Loom"
engine: "harmonograph"
seed: 24
segments: 1800
strands: 1
freq_x: 2.0
freq_y: 3.0 // 2:3 — the classic rosette family
freq_z: 1.0
damping: 0.6
detune: 0.05
turns: 6.0
width: 0.05
morph_beats: 16
grow: "loop"
grow_beats: 16
beat_pulse: 0.4
p1: "0.35 * pulse" // the nib presses harder on the beat
// PERFORMANCE DIALS — all three are the engine's own p-levers:
// DETUNE splays the pendulum ratios, WIDTH overrides the nib-press
// binding above when touched, DEPTH pulls the figure into z.
dials: [
{name: "DETUNE", bind: "p0", default: 0.0},
{name: "WIDTH", bind: "p1", default: 0.5},
{name: "DEPTH", bind: "p2", default: 0.0}
]
color_bg: #x05060d
color_a: #xd8d0c0
color_b: #x8090b8
color_c: #xffffff
cam_orbit: 0.06
cam_dist: 5.2
fog: 0.02
glow: 1.1
stages: [
{kind: "feedback", amount: 0.55, zoom: 1.0, rotate: 0.0, dim: 0.955},
{kind: "bloom", threshold: 0.45, strength: 1.1, 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: t = curve position 0..1, attr = (strand, t, rnd, side).
// 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.DrawVjFxHarmono {
fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
let strand01 = self.geom.geom_uv.y
let hue = fract(t * 0.85 + strand01 * 0.34 + self.user.w)
return self.col_a.mix(self.col_b, hue)
}
}
}