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.
63 lines
2.1 KiB
Text
63 lines
2.1 KiB
Text
// DUSK MURMURATION — three hundred starlings against a violet evening sky.
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// Pattern taught here: the flock engine's GOAL POINT jumps every two beats,
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// so the cloud of birds banks and swings IN TIME without a single binding;
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// wing flap runs per bird in the vertex shader off baked phase hashes.
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// Silhouette mode (additive: 0) fogs the far birds into the sky — depth
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// for free.
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{
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name: "Dusk Murmuration"
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engine: "flock"
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seed: 44
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birds: 340
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size: 0.16
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flight_speed: 2.5
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flap: 2.6
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bound: 7.0
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spacing: 0.58
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vision: 1.9
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goal_beats: 2
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predator: 0.0
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additive: 0.0
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bank: 1.3
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beat_pulse: "0.3 * (0.2 + 1.6*p0)"
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cam_orbit: 0.05
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fog: "0.055 * (0.2 + 1.6*p2)"
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glow: "0.25 + 1.5*p1"
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// PERFORMANCE DIALS — mid-knob = the stock look, exact.
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p0: 0.5 p1: 0.5 p2: 0.5
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dials: [
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{name: "PUMP", bind: "p0", default: 0.5},
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{name: "GLOW", bind: "p1", default: 0.5},
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{name: "HAZE", bind: "p2", default: 0.5}
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]
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// Dark birds on a GLOWING dusk sky — the contrast IS the picture.
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color_bg: #x33204f
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color_a: #x150e24
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color_b: #x3a2547
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color_c: #xffb489
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stages: [
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{kind: "bloom", threshold: 0.8, strength: 0.7, levels: 3}
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]
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// THE LOOK LIVES HERE. This block is not a reference to the
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// engine's shader — it IS the pixel math this effect runs.
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// Rewrite it and the effect looks different; everything else
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// (geometry, motion, the content coupling, the beat) keeps
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// working, because the block SUBCLASSES the engine shader.
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// Inputs: t = speed 0..1, attr = (bird, speed01, hue, flap amplitude).
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// Signals: self.time_beat (time, beat, phase, pulse),
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// self.sig (bar, bpm, energy, dt), self.user (p0..p3),
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// self.col_a/b/c/bg, self.fog (density, glow, content, -).
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shader: draw.DrawVjFxFlock {
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fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
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let base = self.col_a.mix(self.col_b, attr.z)
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let gain = 0.5 + 0.6 * t + self.time_beat.w * 0.35
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return vec4(base.xyz * gain, 1.0)
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}
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}
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}
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