makepad/apps/vj/resources/effects/97_pressure_manifold.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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Text

// PRESSURE MANIFOLD — hard-techno pipes: a dense acid-green lattice that
// GROWS ON THE KICK. The growth front is beat-locked (eight-beat rebuild)
// and `p0` shoves it forward on every pulse, so new lengths of pipe LURCH
// out of the manifold with the drum; the freshly grown stretch burns
// white through heavy bloom. Pattern taught: p0 is the front nudge — the
// binding turns steady growth into growth BURSTS.
{
name: "Pressure Manifold"
engine: "pipes"
seed: 66
pipes: 10
bound: 7
cell: 0.48
radius: 0.14
sides: 8
steps: 1600
turn_chance: 0.45
pop: 0.7
hot: 6.0
grow: "loop"
grow_beats: 8
beat_pulse: 0.8
p0: "0.06*env(phase)" // the kick shoves the front forward
p1: "0.5 + 1.2*pulse" // hot tail slams with the beat
p2: 0.6 // hard specular
// PERFORMANCE DIALS — the pipes engine's own p-levers; touching
// FRONT or HEAT holds its beat binding above at a fixed level.
dials: [
{name: "FRONT", bind: "p0", default: 0.1},
{name: "HEAT", bind: "p1", default: 0.5},
{name: "SHINE", bind: "p2", default: 0.6}
]
color_bg: #x050803
color_a: #x7dff1e
color_b: #x1e9840
color_c: #xf0ffd8
cam_orbit: 0.22
cam_fov: 54
fog: 0.040
glow: 1.3
stages: [
{kind: "bloom", threshold: 0.35, strength: 1.9, levels: 3},
{kind: "feedback", amount: "0.25 + 0.20*pulse", zoom: 1.006, rotate: 0.002, dim: 0.95}
]
// 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 = birth order 0..1, attr = (pipe, birth, hue, radius).
// 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.DrawVjFxPipes {
fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
let base = self.col_a.mix(self.col_b, attr.z)
let shade = 0.85 + 0.15 * sin(attr.z * 6.2831853)
return vec4(base.xyz * shade, 1.0)
}
}
}