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.
66 lines
2.2 KiB
Text
66 lines
2.2 KiB
Text
// NEON GRID CITY — the retro synthwave flyover: wireframe-neon towers on
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// glowing grid streets under a striped sun. Style "retro" swaps the window
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// fills for neon cell edges and paints the sky cylinder with the banded
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// sun disc; the street grid runs hot pink and pumps on the pulse. Pattern
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// taught: one engine, three looks — `style` reskins the same static mesh
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// entirely in the pixel shader, so a doc flip is a full genre change.
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{
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name: "Neon Grid City"
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engine: "city"
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seed: 84
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style: "retro"
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blocks: 8
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block: 6.5
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street: 0.36
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towers: 220
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max_h: 9.0
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win: 0.42
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density: 0.30
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flicker: 0.10
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alt: 10.0
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fly: 1.35
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bank: 1.6
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beat_pulse: 0.6
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p1: "0.4 + 0.8*pulse" // the sun flares on the beat
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p2: 0.5 // extra edge glow
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// PERFORMANCE DIALS — the city engine's own p-levers: DENS fills
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// neon cells, SUN holds the flare binding when touched, EDGE gains
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// the wire glow.
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dials: [
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{name: "DENS", bind: "p0", default: 0.0},
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{name: "SUN", bind: "p1", default: 0.5},
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{name: "EDGE", bind: "p2", default: 0.5}
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]
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color_bg: #x16082c
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color_a: #x2cf6ff
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color_b: #xff3fa8
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color_c: #xffd24a
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fog: 0.016
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glow: 1.3
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stages: [
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{kind: "bloom", threshold: 0.42, strength: 1.6, levels: 3},
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{kind: "feedback", amount: 0.30, zoom: 1.004, rotate: 0.0, dim: 0.96}
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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 = height 0..1, attr = (class, id, hash, height/phase).
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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.DrawVjFxCity {
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fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
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let v = 0.8 + 0.4 * attr.z
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return self.col_a.mix(self.col_b, clamp(t * 0.8 + attr.z * 0.3, 0.0, 1.0)) * v
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}
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}
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}
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