makepad/apps/vj/resources/effects/93_midnight_metropolis.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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// MIDNIGHT METROPOLIS — a realistic night city flown over by a slow
// banking camera. The whole city is one static mesh; every lit window is
// pixel math on the facade uv (baked in window units), and each beat a
// fraction of the windows re-roll their state: hash(tower, window,
// floor(beat)) — the city itself flickers in tempo. Rooftop beacons blink
// on tall towers, and the tiltshift stage turns the blocks into a
// miniature. Pattern taught: the city engine's camera is engine-authored
// (a Lissajous drift with view-space banking) — cam_* keys don't steer it,
// `alt`/`fly`/`bank` do.
//
// SCALE: `blocks` is the DEPTH dial. The drift radius, the look-ahead, the
// ground and the sky all scale with the city's half-extent, so raising the
// block count at a FIXED `block` pitch keeps the near field exactly as it
// framed and adds rows RECEDING TO THE HORIZON — 18 blocks is ~1060 towers,
// four times the old nine-block cluster, and the fog is thinned to match so
// the far rows read as a dim glittering skyline instead of being eaten.
{
name: "Midnight Metropolis"
engine: "city"
seed: 12
style: "night"
blocks: 18
block: 6.0
street: 0.32
towers: 1100
max_h: 11.0
win: 0.30
density: 0.52
flicker: 0.14
alt: 12.5
fly: 1.1
bank: 1.2
beat_pulse: 0.35
p0: "0.05 + 0.10*energy" // the city wakes up with the music
p2: 0.6 // beacon gain
// PERFORMANCE DIALS — the city engine's own p-levers: DENS lights
// extra windows (touching it holds the energy binding), RUSH scrubs
// the window re-roll front forward, BEACON gains the rooftop blinks.
dials: [
{name: "DENS", bind: "p0", default: 0.1},
{name: "RUSH", bind: "p1", default: 0.0},
{name: "BEACON", bind: "p2", default: 0.6}
]
color_bg: #x060a18
color_a: #x36405c
color_b: #x141a30
color_c: #xffe6b0
fog: 0.015
glow: 1.15
stages: [
{kind: "bloom", threshold: 0.55, strength: 1.0, levels: 2},
{kind: "tiltshift", focus: 0.62, width: 0.30, levels: 2}
]
// 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 = height 0..1, attr = (class, id, hash, height/phase).
// 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.DrawVjFxCity {
fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
let v = 0.8 + 0.4 * attr.z
return self.col_a.mix(self.col_b, clamp(t * 0.8 + attr.z * 0.3, 0.0, 1.0)) * v
}
}
}