makepad/apps/vj/resources/effects/69_pendulum_cathedral.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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Text

// PENDULUM CATHEDRAL — the camera stands INSIDE a huge, slowly morphing
// harmonograph figure with real z-depth. Pattern taught: `p2` adds depth
// to the third pendulum axis so the figure becomes architecture; grow is
// OFF (the figure stands complete) and the drama comes from the 32-beat
// figure morph + a width swell that follows the bar like an organ.
{
name: "Pendulum Cathedral"
engine: "harmonograph"
seed: 12
segments: 2400
strands: 2
freq_x: 2.0
freq_y: 3.0
freq_z: 2.0
damping: 0.3
detune: 0.07
turns: 9.0
width: 0.09
morph_beats: 32 // the liturgy pace
grow: "off"
beat_pulse: 0.5
p1: "0.5 * env(bar)" // organ swell per bar
p2: 1.4 // the cathedral depth
// PERFORMANCE DIALS — the engine's own p-levers; DEPTH rests at the
// knob's ceiling (the doc holds 1.4 until the knob is touched).
dials: [
{name: "DETUNE", bind: "p0", default: 0.0},
{name: "WIDTH", bind: "p1", default: 0.5},
{name: "DEPTH", bind: "p2", default: 1.0}
]
color_bg: #x060410
color_a: #x8060ff
color_b: #x30a0c0
color_c: #xfff8f0
cam_orbit: 0.16
cam_dist: 3.6
cam_height: 0.4
cam_fov: 70
fog: 0.10
glow: 1.2
stages: [
{kind: "bloom", threshold: 0.4, strength: 1.4, levels: 3},
{kind: "feedback", amount: 0.4, zoom: 1.002, rotate: 0.0, dim: 0.93}
]
// 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)
}
}
}