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.
75 lines
2.6 KiB
Text
75 lines
2.6 KiB
Text
// MEADOW GALE — the LIVING WIND demo. `wind_field:` swaps the meadow's
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// analytic sway for a 64x64 GPU wind SIM FIELD (sim.rs): a curl-noise base
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// wind plus a gust channel that is INJECTED on the beat and ADVECTED
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// DOWNWIND every frame. A gust is a traveling object — watch one bright
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// band of bent, lit grass cross the field over a couple of seconds.
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// Pattern taught here: wind_field + the field keys (flow/gust/travel/
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// decay/scale/extent) read at document level.
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{
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name: "Meadow Gale"
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engine: "grass"
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seed: 12
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blades: 11000
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area: 10.0
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height: 0.95
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clump: 0.5
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// The wind field. flow = base wind, gust = beat impulse energy,
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// travel = how fast a gust crosses the field (uv/sec), decay = how
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// long it survives, extent = the world half-extent the field spans.
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wind_field: "wind"
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flow: 1.1
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gust: "(2.4 + pulse * 1.6) * (0.2 + 1.6*p0)"
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travel: 0.30
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decay: 0.45
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scale: 2.6
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extent: 11.0
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sway: "0.85 * (0.25 + 1.5*p1)"
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beat_pulse: 0.2
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beat_rate: 0.5
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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: "GUST", bind: "p0", default: 0.5},
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{name: "WIND", 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: #x101408
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color_a: #x4a6a14
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color_b: #xc8e05a
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color_c: #xfff8d0
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cam_orbit: 0.045
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cam_height: 3.4
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fog: 0.05
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glow: "1.1 * (0.25 + 1.5*p2)"
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stages: [
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{kind: "bloom", threshold: 0.6, strength: 1.05, 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 = arc along the blade 0..1, attr = (row, arc, hue, half width).
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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.DrawVjFxMeshField {
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fx_displace: fn(pos: vec3, normal: vec3, attr: vec4) -> vec3 {
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return vec3(0.0, 0.0, 0.0)
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}
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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, clamp(attr.z, 0.0, 1.0))
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let tip = self.col_c * (clamp(t, 0.0, 1.0) * 0.35)
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let flash = self.col_c * (self.time_beat.w * 0.5)
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return vec4(base.xyz + tip.xyz + flash.xyz, 1.0)
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}
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}
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}
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