makepad/apps/vj/resources/effects/91_gale_grove.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

74 lines
2.4 KiB
Text

// GALE GROVE — the wind SIM FIELD driving L-SYSTEM trees: the same
// `wind_field:` opt-in as the meadow, on branching geometry. The field is
// sampled at each vertex's REST position, so parent and child branches
// read the same wind at their joint and can never tear; gusts light what
// they bend, so a kick sends a visible shudder traveling through the
// grove. Pattern taught here: one wind field, any mesh engine.
{
name: "Gale Grove"
engine: "lsystem"
seed: 23
axiom: "X"
rules: ["X=F[+X][-X][&X]FX", "F=FF"]
iterations: 5
angle: 24.0
angle_jitter: 5.0
step: 0.16
radius: 0.05
copies: 5
wind_field: "wind"
flow: 0.9
gust: "(2.0 + pulse * 1.8) * (0.2 + 1.6*p0)"
travel: 0.26
decay: 0.5
scale: 2.2
extent: 6.0
sway: 0.5
beat_pulse: "0.25 * (0.2 + 1.6*p1)"
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: "PUMP", bind: "p1", default: 0.5},
{name: "GLOW", bind: "p2", default: 0.5}
]
color_bg: #x0a0c14
color_a: #x2a5a3a
color_b: #x9adf7a
color_c: #xeaffe0
cam_orbit: 0.07
fog: 0.05
glow: "1.05 * (0.25 + 1.5*p2)"
stages: [
{kind: "bloom", threshold: 0.55, strength: 1.1, 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 from the root 0..1, attr = (depth, arc, hue, tube radius).
// 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)
}
}
}