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