makepad/apps/vj/resources/effects/70_monastery_spiral.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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// MONASTERY SPIRAL — seven hundred ivory dominoes on an Archimedean
// spiral, toppling at exactly four per beat (sixteenths in 4/4), candle
// light flaring at each impact. When the run completes it rests four
// beats, then the whole liturgy RESURRECTS in reverse (the front is a
// triangle wave of the beat — pure shader math). Pattern taught: the
// domino engine's musical clock is `per_beat`; anticipation glow (`p2`)
// makes the pins ahead of the line breathe on the pulse.
{
name: "Monastery Spiral"
engine: "domino"
seed: 47
layout: "spiral"
count: 700
per_beat: 4
spacing: 0.30
resurrect: 1
pause_beats: 4
flash: 1.0
jitter: 0.10
beat_pulse: 0.4
p2: 0.4 // soft anticipation ahead of the front
// PERFORMANCE DIALS — the engine's own p-levers: NUDGE scratches the
// topple front forward (in beats), FLASH gains the impact light,
// ANTIC breathes the pins ahead of the line.
dials: [
{name: "NUDGE", bind: "p0", default: 0.0},
{name: "FLASH", bind: "p1", default: 0.0},
{name: "ANTIC", bind: "p2", default: 0.4}
]
color_bg: #x120a04
color_a: #xf2e8d0
color_b: #x8a6a3a
color_c: #xffd890
cam_orbit: 0.07
fog: 0.018
glow: 1.3
stages: [
{kind: "bloom", threshold: 0.5, strength: 1.1, levels: 2},
{kind: "tiltshift", focus: 0.5, width: 0.35, 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 = topple ease 0..1, attr = (branch, arc index, tile hash, yaw).
// 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.DrawVjFxDomino {
fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
let mix_t = clamp(attr.x * 0.23 + attr.z * 0.12, 0.0, 1.0)
return self.col_a.mix(self.col_b, mix_t)
}
}
}