makepad/apps/vj/resources/effects/73_kick_forge.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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// KICK FORGE — a drumhead piled with steel shards: every kick fires an
// impulse that launches the pile ballistically; shards tumble, glint and
// rain back before the next hit, and the membrane rings a damped radial
// wave from the same impulse. Pattern taught: THE forge binding is `p0`
// (impulse gain) — bass slams real metal once audio is wired, while the
// `pulse` term keeps it forging on the free-running clock. Physics is
// stateless: position is a pure function of (phase, bpm, seeds), and a
// fading gain pulls its own shards back down.
{
name: "Kick Forge"
engine: "forge"
seed: 11
shards: 2200
radius: 4.2
impulse: 9.0
gravity: 46.0 // high gravity = HIGH jumps (launches land per beat)
spin: 1.2
membrane_wave: 0.5
shard_size: 0.17
scatter: 0.55
falloff: 0.55
pile: 0.6
glint: 1.2
beat_pulse: 0.6
p0: "0.6 + 2.6*bass" // impulse gain — the kick moves the metal
p1: "0.35 + 1.3*bass" // membrane wave rides the lows
p2: "0.25 + 1.5*high" // hats fire the glints
// PERFORMANCE DIALS — the engine's own p-levers; touching one holds
// its audio binding above at a fixed gain.
dials: [
{name: "HEAT", bind: "p0", default: 0.5},
{name: "RING", bind: "p1", default: 0.5},
{name: "EMBER", bind: "p2", default: 0.5}
]
color_bg: #x070608
color_a: #x8a93a6 // cold steel
color_b: #xff7a2a // forge ember
color_c: #xfff3d8 // white-hot glint
cam_orbit: 0.10
cam_fov: 52.0
fog: 0.030
glow: 1.3
stages: [
{kind: "bloom", threshold: 0.5, strength: "1.2 + 0.8*pulse", 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 = flight heat 0..1, attr = (id, aux, r0, r1).
// 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.DrawVjFxForge {
fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
let base = self.col_a.mix(self.col_b, fract(attr.w * 7.93))
let flash = self.col_c * (t * 0.55)
return vec4(base.xyz + flash.xyz, 1.0)
}
}
}