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.
61 lines
2.1 KiB
Text
61 lines
2.1 KiB
Text
// SERPENT STROBE — hard techno dominoes: two thousand black tiles on a
|
|
// boustrophedon serpentine, sixteen per beat, neon pips flaring white-hot
|
|
// at the impact front. Pattern taught: `resurrect: 0` = the front is a
|
|
// SAW — when the run completes, every tile snaps upright at once (the
|
|
// hard reset IS the drop); high jitter roughs the ranks up.
|
|
{
|
|
name: "Serpent Strobe"
|
|
engine: "domino"
|
|
seed: 9
|
|
|
|
layout: "serpent"
|
|
count: 2000
|
|
per_beat: 16
|
|
spacing: 0.26
|
|
resurrect: 0 // saw front: full-run snap reset
|
|
pause_beats: 0
|
|
flash: 2.5
|
|
jitter: 0.30
|
|
|
|
beat_pulse: 0.9
|
|
p1: "0.8 * pulse"
|
|
p2: 0.8
|
|
|
|
// 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: 0.8}
|
|
]
|
|
|
|
color_bg: #x030308
|
|
color_a: #x323a4e
|
|
color_b: #x48586c
|
|
color_c: #x40f0ff
|
|
|
|
cam_orbit: 0.12
|
|
fog: 0.010
|
|
glow: 1.4
|
|
|
|
stages: [
|
|
{kind: "bloom", threshold: 0.3, strength: 2.0, levels: 3},
|
|
{kind: "feedback", amount: 0.35, zoom: 1.003, rotate: 0.0, dim: 0.92}
|
|
]
|
|
|
|
// 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)
|
|
}
|
|
}
|
|
}
|