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