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
// SCREENSAVER PIPES — the calm homage: six glossy plastic pipes walking
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// the lattice with bulged elbow balls, growing in over twenty-four beats
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// and starting over when the front loops (the screensaver clear-screen,
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// now beat-locked). Pattern taught: the pipes engine's whole animation IS
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// the shared growth front — `grow: "loop"` + `grow_beats` replays the
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// birth-ordered build, and every segment pops in with a soft overshoot.
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{
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name: "Screensaver Pipes"
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engine: "pipes"
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seed: 41
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pipes: 6
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bound: 6
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cell: 0.55
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radius: 0.17
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sides: 12
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steps: 1000
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turn_chance: 0.34
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pop: 0.45
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hot: 3.0
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grow: "loop"
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grow_beats: 24
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beat_pulse: 0.25
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p1: 0.3 // gentle hot-tip glow
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// PERFORMANCE DIALS — the pipes engine's own p-levers: FRONT shoves
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// the growth front forward, HEAT gains the fresh-growth burn, SHINE
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// hardens the plastic specular.
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dials: [
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{name: "FRONT", bind: "p0", default: 0.0},
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{name: "HEAT", bind: "p1", default: 0.3},
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{name: "SHINE", bind: "p2", default: 0.0}
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]
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color_bg: #x0a0e16
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color_a: #x37c8b4
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color_b: #xb45fd8
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color_c: #xf2f6ff
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cam_orbit: 0.10
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cam_fov: 48
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fog: 0.030
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glow: 1.1
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stages: [
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{kind: "bloom", threshold: 0.6, strength: 0.9, 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: t = birth order 0..1, attr = (pipe, birth, hue, radius).
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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.DrawVjFxPipes {
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fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
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let base = self.col_a.mix(self.col_b, attr.z)
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let shade = 0.85 + 0.15 * sin(attr.z * 6.2831853)
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return vec4(base.xyz * shade, 1.0)
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}
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}
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}
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