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