makepad/apps/vj/resources/effects/72_serpent_strobe.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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// 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)
}
}
}