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
2.6 KiB
Text
74 lines
2.6 KiB
Text
// INK DROP — the STABLE-FLUIDS engine: advect, divergence, a budgeted
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// jacobi pressure solve (`iters`) and projection run on a float GPU grid
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// every frame; dye splats inject ON THE KICK at a per-beat hashed point,
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// in a palette color that cycles per beat. The ink then genuinely FLOWS —
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// filaments curl, collide and fade like drops in dark water.
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{
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name: "Ink Drop"
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engine: "fluid"
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seed: 4
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grid: 176
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iters: 24
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force: 2.6
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dissipation: 0.10
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swirl: 0.35
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splat: "(2.2 + pulse * 0.9) * (0.2 + 1.6*p2)"
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dye_fade: 0.12
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radius: 0.075
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vortex: 3.2
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beat_pulse: 0.4
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beat_rate: 0.5
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// p0 = flow-warp of the (unused) input, p1 = input mix: pure ink here.
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p0: 0.0
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p1: 0.0
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p2: 0.5
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// PERFORMANCE DIALS — WARP/MIX are the fluid engine's own p0/p1
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// levers (MIX up brings the channel content through the ink, WARP
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// bends it with the flow); SPLAT routes p2 through the dye splats.
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dials: [
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{name: "WARP", bind: "p0", default: 0.0},
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{name: "MIX", bind: "p1", default: 0.0},
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{name: "SPLAT", bind: "p2", default: 0.5}
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]
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color_bg: #x06060a
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color_a: #x30c8ff
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color_b: #xff3a9a
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color_c: #xb0ff5a
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glow: 2.6
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stages: [
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{kind: "bloom", threshold: 0.6, strength: 1.0, levels: 2}
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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: uv, the dye and flow texels, and the base under the ink.
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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.DrawVjFxFluidView {
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fx_shade: fn(uv: vec2, dye: vec4, flow: vec4, base: vec3) -> vec4 {
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let glow = self.u_view.x
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let ink = vec3(dye.x, dye.y, dye.z) * glow
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let shimmer = clamp(length(flow.xy) * 0.35, 0.0, 0.6)
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let mut lit = ink + ink * shimmer
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// Soft-knee tone map: color survives density; only genuinely
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// dense ink approaches white.
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lit = lit / (vec3(1.0, 1.0, 1.0) + lit * 0.45)
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let rgb = vec3(1.0, 1.0, 1.0)
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- (vec3(1.0, 1.0, 1.0) - base)
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* clamp(vec3(1.0, 1.0, 1.0) - lit, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0))
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return vec4(rgb, 1.0)
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}
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}
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}
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