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.
66 lines
2.2 KiB
Text
66 lines
2.2 KiB
Text
// CONFETTI SWARM — the hard-techno flock: five hundred additive neon
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// gliders, and a PREDATOR dives through the swarm on every bar so the
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// whole formation detonates and re-forms in four beats. Pattern taught
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// here: `predator` is the flock's bar-synced scatter (CPU-side boids, no
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// binding needed), `additive: 1` flips the same engine from silhouettes
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// to light streaks, and pulse-driven feedback smears the scatter into
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// trails.
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{
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name: "Confetti Swarm"
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engine: "flock"
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seed: 77
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birds: 500
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size: 0.11
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flight_speed: 3.4
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flap: 4.5
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bound: 6.0
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spacing: 0.34
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vision: 1.4
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goal_beats: 1
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predator: 0.85
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additive: 1.0
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bank: 1.6
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bar_beats: 4
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beat_pulse: "1.1 * (0.2 + 1.6*p1)"
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cam_orbit: 0.14
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fog: 0.05
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glow: "0.25 + 1.5*p2"
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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: "TRAIL", bind: "p0", default: 0.5},
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{name: "PUMP", bind: "p1", default: 0.5},
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{name: "GLOW", bind: "p2", default: 0.5}
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]
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color_bg: #x06040c
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color_a: #x22ffcc
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color_b: #xff2f9a
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color_c: #xffffff
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stages: [
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{kind: "feedback", amount: "min(0.5 + 0.25 * pulse + (p0-0.5)*0.6, 0.97)", zoom: 1.015,
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rotate: 0.006, dim: 0.95},
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{kind: "bloom", threshold: 0.35, strength: 1.5, 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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