makepad/apps/vj/resources/effects/90_meadow_gale.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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Text

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