makepad/apps/vj/resources/effects/93_attractor_storm.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

// ATTRACTOR STORM — the second stateful-particle program: particles spawn
// on a SHELL and fall into an orbiting attractor with a strong tangential
// swirl — a storm eye that wanders. Every kick blasts the accretion disc
// outward (impulse) and the disc collapses back because velocity is REAL
// STATE integrated frame over frame. Speed paints color (speed_color).
{
name: "Attractor Storm"
engine: "simswarm"
seed: 9
count: 20164
size: 0.06
stretch: 0.06
speed_color: 0.16
spawn: "shell"
curl: 0.5
attract: 2.6
swirl: 1.9
gravity: 0.0
impulse: "(1.2 + pulse * 3.2) * (0.2 + 1.6*p0)"
drag: 0.55
max_speed: 11.0
life: 30.0
bound: 6.5
beat_pulse: 0.4
// PERFORMANCE DIALS — mid-knob = the stock look, exact.
p0: 0.5 p1: 0.5 p2: 0.5
dials: [
{name: "KICK", bind: "p0", default: 0.5},
{name: "TRAIL", bind: "p1", default: 0.5},
{name: "GLOW", bind: "p2", default: 0.5}
]
color_bg: #x0c0508
color_a: #x8f2a2a
color_b: #xffb35a
color_c: #xfff2e0
cam_orbit: 0.10
cam_height: 2.2
glow: 1.3
stages: [
{kind: "feedback", amount: "min(0.6 + (p1-0.5)*0.7, 0.97)", zoom: 1.008, rotate: 0.003, dim: 0.93},
{kind: "bloom", threshold: 0.45, strength: "1.4 * (0.25 + 1.5*p2)", 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 = age 0..1, attr = (id, speed, rnd, state age).
// 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.DrawVjFxSimSwarmDraw {
fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
let sp = clamp(attr.y * self.flow.y, 0.0, 1.0)
let base = self.col_a.mix(self.col_b, sp)
let hot = base.xyz + self.col_c.xyz * pow(sp, 3.0) * 0.6
let fade = smoothstep(0.0, 0.06, t) * (1.0 - smoothstep(0.75, 1.0, t))
let boost = 0.8 + self.time_beat.w * 0.9
return vec4(hot * boost, fade)
}
fx_sprite: fn(uv: vec2, tint: vec4) -> vec4 {
let d = length(uv - vec2(0.5, 0.5)) * 2.0
let core = 1.0 - smoothstep(0.0, 0.45, d)
let halo = 1.0 - smoothstep(0.12, 1.0, d)
let a = clamp(core + halo * 0.55, 0.0, 1.0) * tint.w
return vec4(tint.x * a, tint.y * a, tint.z * a, 0.0)
}
}
}