makepad/apps/vj/resources/effects/76_copper_reef.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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Text

// COPPER REEF — rasterbars reborn as 3D lacquered slabs: a stack of
// full-width copper bars sine-dancing and weaving in depth. Pattern
// taught: the choreography CROSSFADE — `mode` (sine) rolls into
// `mode_b` (curtain) and back on every bar via `p3: "0.5-0.5*cos(bar*
// tau)"` (curtain keeps each bar's side of the centre, so the morph
// never collapses the stack); `p0` pumps the dance amplitude with the
// bass and `p1` is the classic rasterbar thickness breath.
{
name: "Copper Reef"
engine: "copperbars"
seed: 7
bars: 22
mode: "sine"
mode_b: "curtain"
width: 15.0
span: 6.5
thickness: 0.44
depth: 1.3
amplitude: 1.7
weave: 1.3
metal: 3.0
beat_pulse: 0.6
p0: "0.3 + 0.9*bass + 0.5*pulse" // amplitude gain
p1: "0.4 + 0.9*env(phase)" // the thickness pump
p3: "0.5 - 0.5*cos(bar*tau)" // sine <-> curtain each bar
// PERFORMANCE DIALS — DANCE/THICK are the engine's own p0/p1 levers
// (touching one holds its binding above); GLOW routes p2.
p2: 0.5
dials: [
{name: "DANCE", bind: "p0", default: 0.5},
{name: "THICK", bind: "p1", default: 0.5},
{name: "GLOW", bind: "p2", default: 0.5}
]
color_bg: #x0a0708
color_a: #xff9a3c // copper core
color_b: #x571f10 // lacquer edge
color_c: #xffe8c0 // specular line
cam_orbit: 0.045
cam_fov: 50.0
fog: 0.020
glow: "1.1 * (0.25 + 1.5*p2)"
stages: [
{kind: "bloom", threshold: 0.55, strength: 1.0, levels: 3},
{kind: "feedback", amount: "0.3 + 0.2*pulse", zoom: 1.004, dim: 0.95}
]
// 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 = the bar gradient axis 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.DrawVjFxCopper {
fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
let band = pow(clamp(sin(t * 3.14159265), 0.0, 1.0), max(self.flow.z, 0.5))
let base = self.col_b.mix(self.col_a, band)
let sline = 1.0 - clamp(abs(t - 0.68) * 9.0, 0.0, 1.0)
let spec = pow(sline, 3.0) * (0.5 + self.time_beat.w * 0.8)
let vary = 0.85 + 0.30 * attr.z
return vec4(base.xyz * vary + self.col_c.xyz * spec, 1.0)
}
}
}