makepad/apps/vj/resources/effects/71_snare_garden.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

62 lines
2 KiB
Text

// SNARE GARDEN — a branching domino tree: the trunk topples up the middle
// and every branch fires IN STEP the moment the front crosses its
// junction (branch arcs continue the trunk count — parallel toppling is
// pure per-vertex math). Pattern taught: tree layout + a pulse-bound
// impact flash (`p1`) so every landing hits like a snare; branches are
// hue-shifted by their branch id.
{
name: "Snare Garden"
engine: "domino"
seed: 71
layout: "tree"
count: 800
branches: 7
per_beat: 8
spacing: 0.28
resurrect: 1
pause_beats: 2
flash: 1.4
jitter: 0.18
beat_pulse: 0.7
p1: "1.2 * pulse" // impacts flash WITH the beat envelope
p2: 0.6
// PERFORMANCE DIALS — the engine's own p-levers; touching FLASH
// overrides the pulse binding above with a held gain.
dials: [
{name: "NUDGE", bind: "p0", default: 0.0},
{name: "FLASH", bind: "p1", default: 0.5},
{name: "ANTIC", bind: "p2", default: 0.6}
]
color_bg: #x05070d
color_a: #x2a3242
color_b: #x33ff88
color_c: #xff3366
cam_orbit: 0.10
fog: 0.012
glow: 1.35
stages: [
{kind: "bloom", threshold: 0.4, strength: 1.6, levels: 3}
]
// 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)
}
}
}