makepad/apps/vj/resources/effects/94_neon_grid_city.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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// NEON GRID CITY — the retro synthwave flyover: wireframe-neon towers on
// glowing grid streets under a striped sun. Style "retro" swaps the window
// fills for neon cell edges and paints the sky cylinder with the banded
// sun disc; the street grid runs hot pink and pumps on the pulse. Pattern
// taught: one engine, three looks — `style` reskins the same static mesh
// entirely in the pixel shader, so a doc flip is a full genre change.
{
name: "Neon Grid City"
engine: "city"
seed: 84
style: "retro"
blocks: 8
block: 6.5
street: 0.36
towers: 220
max_h: 9.0
win: 0.42
density: 0.30
flicker: 0.10
alt: 10.0
fly: 1.35
bank: 1.6
beat_pulse: 0.6
p1: "0.4 + 0.8*pulse" // the sun flares on the beat
p2: 0.5 // extra edge glow
// PERFORMANCE DIALS — the city engine's own p-levers: DENS fills
// neon cells, SUN holds the flare binding when touched, EDGE gains
// the wire glow.
dials: [
{name: "DENS", bind: "p0", default: 0.0},
{name: "SUN", bind: "p1", default: 0.5},
{name: "EDGE", bind: "p2", default: 0.5}
]
color_bg: #x16082c
color_a: #x2cf6ff
color_b: #xff3fa8
color_c: #xffd24a
fog: 0.016
glow: 1.3
stages: [
{kind: "bloom", threshold: 0.42, strength: 1.6, levels: 3},
{kind: "feedback", amount: 0.30, zoom: 1.004, rotate: 0.0, dim: 0.96}
]
// 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
}
}
}