makepad/apps/vj/resources/effects/81_conveyor_wall.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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// CONVEYOR WALL — the endless belt: alternate tile rows stream the picture
// in opposite directions forever, rolling away over the lip at each edge.
// Pattern taught here: the conveyor's motion NEVER speed-modulates (a
// time-scaled position would jump when a binding moved) — the beat lives
// in the light instead: lanes flash in golden-ratio sequence every beat
// (shader-side) and p2 pumps the grout lattice.
{
name: "Conveyor Wall"
engine: "tiles"
mode: "conveyor"
seed: 31
grid: 30
spread: 8.5
aspect: 0.72
gap: 0.08
amp: 0.35
freq: 1.5
beat_pulse: 0.8
p2: "0.10 + 0.30 * pulse"
p0: 0.5 p1: 0.5
glow: "0.25 + 1.5*p0"
// PERFORMANCE DIALS — GROUT is the engine's own p2 lever (touching it
// holds the lattice pump); GLOW and SPLIT route p0/p1 through the glow
// key and the chroma stage. Mid-knob = the stock look, exact.
dials: [
{name: "GLOW", bind: "p0", default: 0.5},
{name: "SPLIT", bind: "p1", default: 0.5},
{name: "GROUT", bind: "p2", default: 0.5}
]
input0: "test"
color_bg: #x120806
color_a: #xffb35a
color_b: #xd84518
color_c: #xffd9a8
stages: [
{kind: "chroma", p1: "(0.10 + 0.14 * pulse) * (0.2 + 1.6*p1)", p2: 0.0},
{kind: "bloom", threshold: 0.6, strength: 1.0, 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)
}
}
}