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.
68 lines
2.3 KiB
Text
68 lines
2.3 KiB
Text
// PRESSURE MANIFOLD — hard-techno pipes: a dense acid-green lattice that
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// GROWS ON THE KICK. The growth front is beat-locked (eight-beat rebuild)
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// and `p0` shoves it forward on every pulse, so new lengths of pipe LURCH
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// out of the manifold with the drum; the freshly grown stretch burns
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// white through heavy bloom. Pattern taught: p0 is the front nudge — the
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// binding turns steady growth into growth BURSTS.
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{
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name: "Pressure Manifold"
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engine: "pipes"
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seed: 66
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pipes: 10
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bound: 7
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cell: 0.48
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radius: 0.14
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sides: 8
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steps: 1600
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turn_chance: 0.45
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pop: 0.7
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hot: 6.0
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grow: "loop"
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grow_beats: 8
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beat_pulse: 0.8
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p0: "0.06*env(phase)" // the kick shoves the front forward
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p1: "0.5 + 1.2*pulse" // hot tail slams with the beat
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p2: 0.6 // hard specular
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// PERFORMANCE DIALS — the pipes engine's own p-levers; touching
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// FRONT or HEAT holds its beat binding above at a fixed level.
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dials: [
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{name: "FRONT", bind: "p0", default: 0.1},
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{name: "HEAT", bind: "p1", default: 0.5},
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{name: "SHINE", bind: "p2", default: 0.6}
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]
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color_bg: #x050803
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color_a: #x7dff1e
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color_b: #x1e9840
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color_c: #xf0ffd8
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cam_orbit: 0.22
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cam_fov: 54
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fog: 0.040
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glow: 1.3
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stages: [
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{kind: "bloom", threshold: 0.35, strength: 1.9, levels: 3},
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{kind: "feedback", amount: "0.25 + 0.20*pulse", zoom: 1.006, rotate: 0.002, dim: 0.95}
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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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