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