makepad/apps/vj/resources/effects/82_dusk_murmuration.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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// DUSK MURMURATION — three hundred starlings against a violet evening sky.
// Pattern taught here: the flock engine's GOAL POINT jumps every two beats,
// so the cloud of birds banks and swings IN TIME without a single binding;
// wing flap runs per bird in the vertex shader off baked phase hashes.
// Silhouette mode (additive: 0) fogs the far birds into the sky — depth
// for free.
{
name: "Dusk Murmuration"
engine: "flock"
seed: 44
birds: 340
size: 0.16
flight_speed: 2.5
flap: 2.6
bound: 7.0
spacing: 0.58
vision: 1.9
goal_beats: 2
predator: 0.0
additive: 0.0
bank: 1.3
beat_pulse: "0.3 * (0.2 + 1.6*p0)"
cam_orbit: 0.05
fog: "0.055 * (0.2 + 1.6*p2)"
glow: "0.25 + 1.5*p1"
// PERFORMANCE DIALS — mid-knob = the stock look, exact.
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "PUMP", bind: "p0", default: 0.5},
{name: "GLOW", bind: "p1", default: 0.5},
{name: "HAZE", bind: "p2", default: 0.5}
]
// Dark birds on a GLOWING dusk sky — the contrast IS the picture.
color_bg: #x33204f
color_a: #x150e24
color_b: #x3a2547
color_c: #xffb489
stages: [
{kind: "bloom", threshold: 0.8, strength: 0.7, 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 = speed 0..1, attr = (bird, speed01, hue, flap amplitude).
// 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.DrawVjFxFlock {
fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
let base = self.col_a.mix(self.col_b, attr.z)
let gain = 0.5 + 0.6 * t + self.time_beat.w * 0.35
return vec4(base.xyz * gain, 1.0)
}
}
}