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