makepad/apps/vj/resources/effects/79_tile_lagoon.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

68 lines
2.3 KiB
Text

// TILE LAGOON — the calm ocean-of-tiles: the live content becomes a mosaic
// raft rolling on a slow swell. Pattern taught here: the tiles engine's
// "wave" mode tilts every tile with the LOCAL wave slope (the picture
// glitters like water), and p1 breathes extra amplitude in on the bar so
// the sea rises and settles once every four beats.
{
name: "Tile Lagoon"
engine: "tiles"
mode: "wave"
seed: 5
grid: 30
spread: 8.0
aspect: 0.66
gap: 0.05
amp: 0.42
freq: 0.9
// Gentle pulse; the bar swell is the real motion driver.
beat_pulse: 0.25
p1: "0.35 * env(bar)"
// A faint constant grout shimmer keeps the lattice readable.
p2: "0.05 + 0.08 * pulse"
p0: 0.5
// PERFORMANCE DIALS — SWELL/GROUT are the engine's own p1/p2 levers
// (touching one holds its binding above); FOCUS rides the tiltshift
// focus line directly (p0 0.5 = today's centre).
dials: [
{name: "FOCUS", bind: "p0", default: 0.5},
{name: "SWELL", bind: "p1", default: 0.5},
{name: "GROUT", bind: "p2", default: 0.5}
]
input0: "test"
color_bg: #x061018
color_a: #x3fd8c8
color_b: #x1a5f8a
color_c: #xbdf5ec
fog: 0.0
glow: 1.0
stages: [
{kind: "tiltshift", focus: "p0", width: 0.34, levels: 2},
{kind: "bloom", threshold: 0.72, strength: 0.8, 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 = the mode highlight drive, attr = (shade, edge, stagger, tumble).
// 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.DrawVjFxTiles {
fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 {
let border = attr.y
let lit = content.xyz * (attr.x * (0.35 + 0.65 * border))
let glowline = self.col_c.xyz * (1.0 - border)
* (t + clamp(self.user.z, 0.0, 4.0))
return vec4((lit + glowline) * self.fog.y, 1.0)
}
}
}