@backbay/glia 0.2.0-alpha.1

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Files changed (1066) hide show
  1. package/LICENSE +22 -0
  2. package/README.md +492 -0
  3. package/dist/audio/hooks/index.d.ts +15 -0
  4. package/dist/audio/hooks/index.d.ts.map +1 -0
  5. package/dist/audio/hooks/index.js +7 -0
  6. package/dist/audio/hooks/useAudioOverlay.d.ts +43 -0
  7. package/dist/audio/hooks/useAudioOverlay.d.ts.map +1 -0
  8. package/dist/audio/hooks/useAudioOverlay.js +48 -0
  9. package/dist/audio/hooks/useAudioPlayer.d.ts +14 -0
  10. package/dist/audio/hooks/useAudioPlayer.d.ts.map +1 -0
  11. package/dist/audio/hooks/useAudioPlayer.js +96 -0
  12. package/dist/audio/hooks/useBargeIn.d.ts +27 -0
  13. package/dist/audio/hooks/useBargeIn.d.ts.map +1 -0
  14. package/dist/audio/hooks/useBargeIn.js +65 -0
  15. package/dist/audio/hooks/useCognitionSpeech.d.ts +52 -0
  16. package/dist/audio/hooks/useCognitionSpeech.d.ts.map +1 -0
  17. package/dist/audio/hooks/useCognitionSpeech.js +77 -0
  18. package/dist/audio/hooks/useHybridSpeech.d.ts +24 -0
  19. package/dist/audio/hooks/useHybridSpeech.d.ts.map +1 -0
  20. package/dist/audio/hooks/useHybridSpeech.js +40 -0
  21. package/dist/audio/hooks/useRunSpeechCues.d.ts +28 -0
  22. package/dist/audio/hooks/useRunSpeechCues.d.ts.map +1 -0
  23. package/dist/audio/hooks/useRunSpeechCues.js +47 -0
  24. package/dist/audio/hooks/useSpeechSynthesis.d.ts +58 -0
  25. package/dist/audio/hooks/useSpeechSynthesis.d.ts.map +1 -0
  26. package/dist/audio/hooks/useSpeechSynthesis.js +154 -0
  27. package/dist/audio/index.d.ts +12 -0
  28. package/dist/audio/index.d.ts.map +1 -0
  29. package/dist/audio/index.js +24 -0
  30. package/dist/audio/overlay.d.ts +9 -0
  31. package/dist/audio/overlay.d.ts.map +1 -0
  32. package/dist/audio/overlay.js +15 -0
  33. package/dist/audio/planner.d.ts +51 -0
  34. package/dist/audio/planner.d.ts.map +1 -0
  35. package/dist/audio/planner.js +122 -0
  36. package/dist/audio/providers/httpSpeechSynthesisProvider.d.ts +33 -0
  37. package/dist/audio/providers/httpSpeechSynthesisProvider.d.ts.map +1 -0
  38. package/dist/audio/providers/httpSpeechSynthesisProvider.js +83 -0
  39. package/dist/audio/schema.d.ts +1741 -0
  40. package/dist/audio/schema.d.ts.map +1 -0
  41. package/dist/audio/schema.js +116 -0
  42. package/dist/audio/types.d.ts +175 -0
  43. package/dist/audio/types.d.ts.map +1 -0
  44. package/dist/audio/types.js +18 -0
  45. package/dist/cognition/controller.d.ts +97 -0
  46. package/dist/cognition/controller.d.ts.map +1 -0
  47. package/dist/cognition/controller.js +145 -0
  48. package/dist/cognition/hooks/index.d.ts +3 -0
  49. package/dist/cognition/hooks/index.d.ts.map +1 -0
  50. package/dist/cognition/hooks/index.js +1 -0
  51. package/dist/cognition/hooks/useCognition.d.ts +36 -0
  52. package/dist/cognition/hooks/useCognition.d.ts.map +1 -0
  53. package/dist/cognition/hooks/useCognition.js +88 -0
  54. package/dist/cognition/index.d.ts +10 -0
  55. package/dist/cognition/index.d.ts.map +1 -0
  56. package/dist/cognition/index.js +20 -0
  57. package/dist/cognition/reducers.d.ts +27 -0
  58. package/dist/cognition/reducers.d.ts.map +1 -0
  59. package/dist/cognition/reducers.js +152 -0
  60. package/dist/cognition/schema.d.ts +594 -0
  61. package/dist/cognition/schema.d.ts.map +1 -0
  62. package/dist/cognition/schema.js +102 -0
  63. package/dist/cognition/types.d.ts +123 -0
  64. package/dist/cognition/types.d.ts.map +1 -0
  65. package/dist/cognition/types.js +26 -0
  66. package/dist/components/AgentPanel.d.ts +71 -0
  67. package/dist/components/AgentPanel.d.ts.map +1 -0
  68. package/dist/components/AgentPanel.js +55 -0
  69. package/dist/components/BBProvider.d.ts +47 -0
  70. package/dist/components/BBProvider.d.ts.map +1 -0
  71. package/dist/components/BBProvider.js +80 -0
  72. package/dist/components/ClusterHero/BriefingPanel.d.ts +15 -0
  73. package/dist/components/ClusterHero/BriefingPanel.d.ts.map +1 -0
  74. package/dist/components/ClusterHero/BriefingPanel.js +54 -0
  75. package/dist/components/ClusterHero/ClusterAtmosphere.d.ts +8 -0
  76. package/dist/components/ClusterHero/ClusterAtmosphere.d.ts.map +1 -0
  77. package/dist/components/ClusterHero/ClusterAtmosphere.js +9 -0
  78. package/dist/components/ClusterHero/ClusterHero.d.ts +22 -0
  79. package/dist/components/ClusterHero/ClusterHero.d.ts.map +1 -0
  80. package/dist/components/ClusterHero/ClusterHero.js +42 -0
  81. package/dist/components/ClusterHero/ClusterHeroPage.d.ts +27 -0
  82. package/dist/components/ClusterHero/ClusterHeroPage.d.ts.map +1 -0
  83. package/dist/components/ClusterHero/ClusterHeroPage.js +189 -0
  84. package/dist/components/ClusterHero/ClusterRail.d.ts +13 -0
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  86. package/dist/components/ClusterHero/ClusterRail.js +84 -0
  87. package/dist/components/ClusterHero/GradientVeil.d.ts +11 -0
  88. package/dist/components/ClusterHero/GradientVeil.d.ts.map +1 -0
  89. package/dist/components/ClusterHero/GradientVeil.js +22 -0
  90. package/dist/components/ClusterHero/HeroContent.d.ts +14 -0
  91. package/dist/components/ClusterHero/HeroContent.d.ts.map +1 -0
  92. package/dist/components/ClusterHero/HeroContent.js +49 -0
  93. package/dist/components/ClusterHero/LiveStrip.d.ts +8 -0
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  96. package/dist/components/ClusterHero/ScrollIndicator.d.ts +10 -0
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  99. package/dist/components/ClusterHero/SigilMonument.d.ts +13 -0
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  101. package/dist/components/ClusterHero/SigilMonument.js +87 -0
  102. package/dist/components/ClusterHero/StructuralElements.d.ts +8 -0
  103. package/dist/components/ClusterHero/StructuralElements.d.ts.map +1 -0
  104. package/dist/components/ClusterHero/StructuralElements.js +47 -0
  105. package/dist/components/ClusterHero/VideoBackground.d.ts +37 -0
  106. package/dist/components/ClusterHero/VideoBackground.d.ts.map +1 -0
  107. package/dist/components/ClusterHero/VideoBackground.js +135 -0
  108. package/dist/components/ClusterHero/config.d.ts +20 -0
  109. package/dist/components/ClusterHero/config.d.ts.map +1 -0
  110. package/dist/components/ClusterHero/config.js +289 -0
  111. package/dist/components/ClusterHero/index.d.ts +17 -0
  112. package/dist/components/ClusterHero/index.d.ts.map +1 -0
  113. package/dist/components/ClusterHero/index.js +20 -0
  114. package/dist/components/ClusterHero/sections/CTASection.d.ts +14 -0
  115. package/dist/components/ClusterHero/sections/CTASection.d.ts.map +1 -0
  116. package/dist/components/ClusterHero/sections/CTASection.js +105 -0
  117. package/dist/components/ClusterHero/sections/ClusterStatsSection.d.ts +11 -0
  118. package/dist/components/ClusterHero/sections/ClusterStatsSection.d.ts.map +1 -0
  119. package/dist/components/ClusterHero/sections/ClusterStatsSection.js +121 -0
  120. package/dist/components/ClusterHero/sections/FeatureCardsSection.d.ts +15 -0
  121. package/dist/components/ClusterHero/sections/FeatureCardsSection.d.ts.map +1 -0
  122. package/dist/components/ClusterHero/sections/FeatureCardsSection.js +187 -0
  123. package/dist/components/ClusterHero/sections/index.d.ts +4 -0
  124. package/dist/components/ClusterHero/sections/index.d.ts.map +1 -0
  125. package/dist/components/ClusterHero/sections/index.js +3 -0
  126. package/dist/components/ClusterHero/types.d.ts +111 -0
  127. package/dist/components/ClusterHero/types.d.ts.map +1 -0
  128. package/dist/components/ClusterHero/types.js +1 -0
  129. package/dist/components/ClusterHero/useVideoPreload.d.ts +28 -0
  130. package/dist/components/ClusterHero/useVideoPreload.d.ts.map +1 -0
  131. package/dist/components/ClusterHero/useVideoPreload.js +60 -0
  132. package/dist/components/PlaySession.d.ts +48 -0
  133. package/dist/components/PlaySession.d.ts.map +1 -0
  134. package/dist/components/PlaySession.js +51 -0
  135. package/dist/components/SyncDocument.d.ts +50 -0
  136. package/dist/components/SyncDocument.d.ts.map +1 -0
  137. package/dist/components/SyncDocument.js +37 -0
  138. package/dist/components/index.d.ts +9 -0
  139. package/dist/components/index.d.ts.map +1 -0
  140. package/dist/components/index.js +8 -0
  141. package/dist/core.d.ts +19 -0
  142. package/dist/core.d.ts.map +1 -0
  143. package/dist/core.js +24 -0
  144. package/dist/desktop/components/desktop/Desktop.d.ts +49 -0
  145. package/dist/desktop/components/desktop/Desktop.d.ts.map +1 -0
  146. package/dist/desktop/components/desktop/Desktop.js +110 -0
  147. package/dist/desktop/components/desktop/DesktopIcon.d.ts +52 -0
  148. package/dist/desktop/components/desktop/DesktopIcon.d.ts.map +1 -0
  149. package/dist/desktop/components/desktop/DesktopIcon.js +185 -0
  150. package/dist/desktop/components/desktop/SnapZoneOverlay.d.ts +68 -0
  151. package/dist/desktop/components/desktop/SnapZoneOverlay.d.ts.map +1 -0
  152. package/dist/desktop/components/desktop/SnapZoneOverlay.js +138 -0
  153. package/dist/desktop/components/desktop/index.d.ts +9 -0
  154. package/dist/desktop/components/desktop/index.d.ts.map +1 -0
  155. package/dist/desktop/components/desktop/index.js +8 -0
  156. package/dist/desktop/components/index.d.ts +11 -0
  157. package/dist/desktop/components/index.d.ts.map +1 -0
  158. package/dist/desktop/components/index.js +13 -0
  159. package/dist/desktop/components/shell/Clock.d.ts +35 -0
  160. package/dist/desktop/components/shell/Clock.d.ts.map +1 -0
  161. package/dist/desktop/components/shell/Clock.js +159 -0
  162. package/dist/desktop/components/shell/ContextMenu.d.ts +44 -0
  163. package/dist/desktop/components/shell/ContextMenu.d.ts.map +1 -0
  164. package/dist/desktop/components/shell/ContextMenu.js +158 -0
  165. package/dist/desktop/components/shell/Taskbar.d.ts +111 -0
  166. package/dist/desktop/components/shell/Taskbar.d.ts.map +1 -0
  167. package/dist/desktop/components/shell/Taskbar.js +182 -0
  168. package/dist/desktop/components/shell/TaskbarButton.d.ts +54 -0
  169. package/dist/desktop/components/shell/TaskbarButton.d.ts.map +1 -0
  170. package/dist/desktop/components/shell/TaskbarButton.js +116 -0
  171. package/dist/desktop/components/shell/index.d.ts +31 -0
  172. package/dist/desktop/components/shell/index.d.ts.map +1 -0
  173. package/dist/desktop/components/shell/index.js +31 -0
  174. package/dist/desktop/components/window/Window.d.ts +122 -0
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  176. package/dist/desktop/components/window/Window.js +416 -0
  177. package/dist/desktop/components/window/WindowTitlebar.d.ts +71 -0
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  180. package/dist/desktop/components/window/index.d.ts +10 -0
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  183. package/dist/desktop/core/desktop/index.d.ts +6 -0
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  189. package/dist/desktop/core/desktop/useSnapZones.d.ts +52 -0
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  192. package/dist/desktop/core/index.d.ts +10 -0
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  204. package/dist/desktop/core/window/index.d.ts +6 -0
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  213. package/dist/desktop/index.d.ts +40 -0
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  216. package/dist/desktop/providers/DesktopOSProvider.d.ts +93 -0
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  219. package/dist/desktop/providers/ThemeProvider.d.ts +51 -0
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@@ -0,0 +1,128 @@
1
+ /**
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+ * Style B - "PCB Vector Field (Sci-Fi/Engineering)"
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+ *
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+ * A technical substrate: circuit-board routing traces and vector-field arrows that "route"
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+ * energy around UI surfaces. Hover creates a "routing negotiation" (signals bend into nearest tracks);
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+ * etch draws crisp conductor paths; click bursts like an oscilloscope impulse;
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+ * latch becomes a pin/via node with persistent trace to origin.
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+ */
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+ import * as THREE from "three";
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+ export declare const PCB_VERTEX_SHADER = "\nvarying vec2 vUv;\nvarying vec3 vPosition;\n\nvoid main() {\n vUv = uv;\n vPosition = position;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}\n";
11
+ export declare const PCB_FRAGMENT_SHADER = "\nuniform float uTime;\nuniform vec2 uResolution;\nuniform vec4 uHover; // xy = uv, z = intent (0=probe, 1=etch), w = active\nuniform vec4 uImpulses[24]; // xy = uv, z = radius, w = amp\nuniform float uImpulsesAge[24];\nuniform int uImpulseCount;\nuniform vec4 uAnchors[8]; // xy = uv, z = strength, w = phase\nuniform int uAnchorCount;\nuniform sampler2D uTrailTex;\nuniform float uTrailEnabled;\nuniform float uProbeRadius;\n\n// === Ultra-Fine Lattice Uniforms ===\nuniform float uMicroGrid1; // Fine grid frequency (default ~60)\nuniform float uMicroGrid2; // Ultra-fine grid frequency (default ~200)\nuniform float uMicroGridStrength; // Overall micro-lattice visibility (0-1)\nuniform float uRevealStrength; // How much hover reveals the lattice (0-1)\nuniform float uBaseVisibility; // Base visibility without hover (0-1, default 0.05)\nuniform float uMicroWarp; // Domain warp amount (subtle, ~0.01-0.05)\nuniform float uEtchDistortion; // UV distortion in etched areas (0-0.02)\n\n// === Phase Lens Uniforms ===\nuniform vec4 uLens; // xy = center uv, z = radius, w = magnification\nuniform float uLensVelocity; // 0..1 normalized cursor velocity\nuniform float uLensChromatic; // chromatic aberration intensity (0-1)\nuniform float uLensEnabled; // 0 or 1\n\n// === Lattice Mode Uniform ===\nuniform int uLatticeMode; // 0=rect, 1=hex, 2=tri\n\n// === Etch Velocity Uniform ===\nuniform float uEtchVelocity; // 0..1 for visual feedback in etch\n\n// === Palette / Atmosphere Uniforms ===\nuniform int uPaletteMode; // 0=glia-cyan, 1=orchid, 2=amber, 3=mono, 4=ice\nuniform float uAccentIntensity; // 0-2, default 1.0\nuniform float uIridescenceStrength; // 0-1\nuniform float uIridescenceScale; // 1-40\nuniform float uExposure; // 0.6-2.0\nuniform float uFilmic; // 0-1\nuniform float uGrainStrength; // 0-0.08\nuniform float uCrtStrength; // 0-1\nuniform float uCopperStrength; // 0-1\n\nvarying vec2 vUv;\nvarying vec3 vPosition;\n\nconst float PI = 3.14159265359;\n\n// ============================================================================\n// Noise Functions\n// ============================================================================\n\nfloat hash(vec2 p) {\n return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);\n}\n\nvec2 hash2(vec2 p) {\n p = vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)));\n return fract(sin(p) * 43758.5453);\n}\n\nfloat noise(vec2 p) {\n vec2 i = floor(p);\n vec2 f = fract(p);\n f = f * f * (3.0 - 2.0 * f);\n \n float a = hash(i);\n float b = hash(i + vec2(1.0, 0.0));\n float c = hash(i + vec2(0.0, 1.0));\n float d = hash(i + vec2(1.0, 1.0));\n \n return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);\n}\n\n// Curl noise for vector field\nvec2 curlNoise(vec2 p) {\n float eps = 0.01;\n float n1 = noise(p + vec2(eps, 0.0));\n float n2 = noise(p - vec2(eps, 0.0));\n float n3 = noise(p + vec2(0.0, eps));\n float n4 = noise(p - vec2(0.0, eps));\n \n return vec2(n3 - n4, n1 - n2) / (2.0 * eps);\n}\n\n// ============================================================================\n// Ultra-Fine Micro-Lattice Functions\n// ============================================================================\n\n// Anti-aliased grid line using fwidth for stable rendering at any zoom\n// Returns 0-1 where 1 = on the grid line\nfloat gridAA(vec2 uv, float freq, float thickness) {\n vec2 gridUv = fract(uv * freq);\n vec2 gridDeriv = fwidth(uv * freq);\n \n // Distance to nearest grid line (horizontal + vertical)\n vec2 lineDistH = abs(gridUv - 0.5);\n vec2 lineDistV = abs(gridUv);\n \n // Use smoothstep with fwidth for anti-aliasing\n float lineH = 1.0 - smoothstep(thickness - gridDeriv.y, thickness + gridDeriv.y, lineDistH.y);\n float lineV = 1.0 - smoothstep(thickness - gridDeriv.x, thickness + gridDeriv.x, lineDistH.x);\n \n // Also check lines at cell edges (0/1)\n float edgeH = 1.0 - smoothstep(thickness - gridDeriv.y, thickness + gridDeriv.y, min(gridUv.y, 1.0 - gridUv.y));\n float edgeV = 1.0 - smoothstep(thickness - gridDeriv.x, thickness + gridDeriv.x, min(gridUv.x, 1.0 - gridUv.x));\n \n return max(max(lineH, lineV), max(edgeH, edgeV));\n}\n\n// Rotated grid lines for hex/tri lattice - returns AA line intensity\nfloat gridRotatedAA(vec2 uv, float freq, float thickness, float angleDeg) {\n float rad = angleDeg * PI / 180.0;\n float c = cos(rad);\n float s = sin(rad);\n mat2 rot = mat2(c, -s, s, c);\n vec2 rotUv = rot * uv;\n \n float lineCoord = rotUv.x * freq;\n float lineDeriv = fwidth(lineCoord);\n float lineDist = abs(fract(lineCoord) - 0.5);\n \n return 1.0 - smoothstep(thickness - lineDeriv, thickness + lineDeriv, lineDist);\n}\n\n// Triangular lattice: 3 sets of parallel lines at 0\u00B0, 60\u00B0, 120\u00B0\n// Creates a hexagonal cell pattern with triangular subdivisions\nfloat triLatticeAA(vec2 uv, float freq, float thickness) {\n float line0 = gridRotatedAA(uv, freq, thickness, 0.0);\n float line60 = gridRotatedAA(uv, freq, thickness, 60.0);\n float line120 = gridRotatedAA(uv, freq, thickness, 120.0);\n \n return max(line0, max(line60, line120));\n}\n\n// Hexagonal lattice with node emphasis at hex centers\nfloat hexLatticeAA(vec2 uv, float freq, float thickness) {\n // Base tri lattice already gives you the hex look.\n float tri = triLatticeAA(uv, freq, thickness);\n return tri; // <-- removes center \u201Cbulbs\u201D\n}\n\n\n// Unified lattice function that selects mode\n// mode: 0=rect, 1=hex, 2=tri\nfloat latticeLines(vec2 uv, float freq, float thickness, int mode) {\n if (mode == 1) {\n return hexLatticeAA(uv, freq, thickness);\n } else if (mode == 2) {\n return triLatticeAA(uv, freq, thickness);\n }\n // Default: rect\n return gridAA(uv, freq, thickness);\n}\n\n// ============================================================================\n// Phase Lens Functions (WebGL1 compatible - no struct returns)\n// ============================================================================\n\n// Compute lens mask (0=outside, 1=center) for given UV\nfloat computeLensMask(vec2 uv, vec2 lensCenter, float lensRadius) {\n float lensDist = length(uv - lensCenter);\n return smoothstep(lensRadius, lensRadius * 0.4, lensDist);\n}\n\n// Compute lens rim highlight (chromatic fringe zone)\nfloat computeLensRim(vec2 uv, vec2 lensCenter, float lensRadius, float velocity) {\n float lensDist = length(uv - lensCenter);\n float rimInner = smoothstep(lensRadius * 0.75, lensRadius * 0.88, lensDist);\n float rimOuter = smoothstep(lensRadius * 1.05, lensRadius * 0.92, lensDist);\n float rim = rimInner * rimOuter;\n return rim * (1.0 + velocity * 0.5);\n}\n\n// Compute lens-distorted UV for magnification effect\nvec2 computeLensDistortedUv(vec2 uv, vec2 lensCenter, float lensRadius, float magnification) {\n vec2 toLens = uv - lensCenter;\n float lensDist = length(toLens);\n float mask = smoothstep(lensRadius, lensRadius * 0.4, lensDist);\n \n // Magnification distortion: pull UVs toward center inside lens\n float distortionStrength = mask * (magnification - 1.0) * 0.25;\n vec2 distortDir = normalize(toLens + 0.0001);\n return uv - distortDir * distortionStrength * lensDist;\n}\n\n// Domain warping for organic feel - returns warped UV\nvec2 warpUV(vec2 uv, float amount, float time) {\n // Use curl noise for divergence-free warping (feels more natural)\n vec2 warp = curlNoise(uv * 5.0 + time * 0.05);\n return uv + warp * amount;\n}\n\n// Compute reveal mask - how much the lattice should be visible\n// Based on distance to hover point, anchors, and etch trails\nfloat computeReveal(vec2 uv, vec2 hoverUv, float hoverActive, float probeRadius, float revealStr) {\n float reveal = 0.0;\n \n // Hover probe reveals the lattice\n if (hoverActive > 0.5) {\n float hoverDist = length(uv - hoverUv);\n // Wider, softer reveal zone\n reveal = smoothstep(probeRadius * 3.0, probeRadius * 0.3, hoverDist) * revealStr;\n }\n \n return reveal;\n}\n\n// ============================================================================\n// Palette System (Cinematic Color Scarcity)\n// ============================================================================\n\n// Get base/background color for palette mode\nvec3 paletteBase(int mode) {\n // All modes start near-black for scarcity\n if (mode == 0) return vec3(0.003, 0.012, 0.010); // glia-cyan: deep teal-black\n if (mode == 1) return vec3(0.008, 0.005, 0.015); // orchid: deep purple-black\n if (mode == 2) return vec3(0.012, 0.008, 0.003); // amber: warm black\n if (mode == 3) return vec3(0.008, 0.012, 0.008); // mono: green-black\n if (mode == 4) return vec3(0.005, 0.010, 0.018); // ice: cold blue-black\n // Techno-Gothic themes\n if (mode == 5) return vec3(0.012, 0.005, 0.020); // gothic-cathedral: deep ecclesiastical purple\n if (mode == 6) return vec3(0.008, 0.002, 0.002); // gothic-void: abyssal black with blood tint\n if (mode == 7) return vec3(0.008, 0.010, 0.008); // gothic-sanctum: oxidized bronze black\n if (mode == 8) return vec3(0.015, 0.003, 0.008); // gothic-rose: deep crimson black\n return vec3(0.005, 0.010, 0.008);\n}\n\n// Get lattice color for palette mode (revealed state)\nvec3 paletteLattice(int mode, float reveal) {\n vec3 dim, bright;\n\n if (mode == 0) { // glia-cyan - boosted for visibility\n dim = vec3(0.03, 0.10, 0.08);\n bright = vec3(0.08, 0.50, 0.42);\n } else if (mode == 1) { // orchid\n dim = vec3(0.04, 0.02, 0.06);\n bright = vec3(0.25, 0.12, 0.45);\n } else if (mode == 2) { // amber\n dim = vec3(0.06, 0.04, 0.02);\n bright = vec3(0.45, 0.30, 0.08);\n } else if (mode == 3) { // mono\n dim = vec3(0.02, 0.05, 0.02);\n bright = vec3(0.08, 0.35, 0.12);\n } else if (mode == 4) { // ice\n dim = vec3(0.03, 0.05, 0.08);\n bright = vec3(0.15, 0.35, 0.55);\n } else if (mode == 5) { // gothic-cathedral: stained glass purple/gold\n dim = vec3(0.06, 0.02, 0.10);\n bright = vec3(0.35, 0.15, 0.55);\n } else if (mode == 6) { // gothic-void: blood red tracery\n dim = vec3(0.08, 0.01, 0.01);\n bright = vec3(0.45, 0.05, 0.08);\n } else if (mode == 7) { // gothic-sanctum: verdigris bronze\n dim = vec3(0.04, 0.06, 0.04);\n bright = vec3(0.15, 0.35, 0.20);\n } else if (mode == 8) { // gothic-rose: crimson with gold\n dim = vec3(0.10, 0.02, 0.04);\n bright = vec3(0.50, 0.10, 0.15);\n } else {\n dim = vec3(0.03, 0.05, 0.08);\n bright = vec3(0.15, 0.35, 0.55);\n }\n\n return mix(dim, bright, reveal);\n}\n\n// Get accent color for palette mode (etch, impulses, rim)\nvec3 paletteAccent(int mode) {\n if (mode == 0) return vec3(0.15, 1.0, 0.7); // glia-cyan: neon mint\n if (mode == 1) return vec3(0.4, 0.9, 1.0); // orchid: cyan fringe\n if (mode == 2) return vec3(0.2, 0.8, 0.7); // amber: teal edge\n if (mode == 3) return vec3(0.3, 1.0, 0.4); // mono: bright green\n if (mode == 4) return vec3(0.6, 0.85, 1.0); // ice: pale blue-white\n // Techno-Gothic accents\n if (mode == 5) return vec3(1.0, 0.85, 0.3); // gothic-cathedral: sacred gold\n if (mode == 6) return vec3(1.0, 0.15, 0.2); // gothic-void: arterial red\n if (mode == 7) return vec3(0.4, 0.9, 0.6); // gothic-sanctum: patina green\n if (mode == 8) return vec3(1.0, 0.7, 0.2); // gothic-rose: gilded gold\n return vec3(0.2, 1.0, 0.6);\n}\n\n// Get copper/trace color for palette mode (subdued)\nvec3 paletteCopper(int mode) {\n if (mode == 0) return vec3(0.06, 0.15, 0.12); // glia-cyan: dark teal\n if (mode == 1) return vec3(0.12, 0.06, 0.18); // orchid: dark purple\n if (mode == 2) return vec3(0.18, 0.12, 0.04); // amber: dark gold\n if (mode == 3) return vec3(0.06, 0.12, 0.06); // mono: dark green\n if (mode == 4) return vec3(0.08, 0.12, 0.18); // ice: dark blue\n // Techno-Gothic copper/trace colors\n if (mode == 5) return vec3(0.15, 0.08, 0.22); // gothic-cathedral: ecclesiastical purple\n if (mode == 6) return vec3(0.18, 0.04, 0.06); // gothic-void: dried blood\n if (mode == 7) return vec3(0.10, 0.14, 0.08); // gothic-sanctum: oxidized bronze\n if (mode == 8) return vec3(0.20, 0.08, 0.10); // gothic-rose: aged crimson\n return vec3(0.08, 0.15, 0.10);\n}\n\n// ============================================================================\n// Iridescent Interference (Thin-Film Spectral Shimmer)\n// ============================================================================\n\n// Spectral color from phase (cheap cosine-based rainbow)\nvec3 spectral(float t) {\n // Phase-offset cosines for RGB\n vec3 a = vec3(0.5, 0.5, 0.5);\n vec3 b = vec3(0.5, 0.5, 0.5);\n vec3 c = vec3(1.0, 1.0, 1.0);\n vec3 d = vec3(0.0, 0.33, 0.67); // Phase offsets for rainbow\n return a + b * cos(6.28318 * (c * t + d));\n}\n\n// Compute iridescence for a surface point\nvec3 iridescence(vec2 uv, float time, float scale, float strength) {\n // Phase based on UV position + time + noise for organic feel\n float phase = dot(uv, vec2(0.7, 0.3)) * scale + time * 0.06;\n phase += noise(uv * 12.0) * 0.3;\n \n vec3 spec = spectral(phase);\n // Return as deviation from neutral (centered around 0.5)\n return (spec - 0.5) * strength;\n}\n\n// ============================================================================\n// Atmosphere (Filmic Tonemap + Grain + CRT)\n// ============================================================================\n\n// ACES-ish filmic tonemap approximation\nvec3 filmicTonemap(vec3 x) {\n float a = 2.51;\n float b = 0.03;\n float c = 2.43;\n float d = 0.59;\n float e = 0.14;\n return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0.0, 1.0);\n}\n\n// Film grain (stable, not flickery)\nfloat filmGrain(vec2 uv, vec2 resolution, float time) {\n vec2 px = uv * resolution;\n // Use floor to get per-pixel noise, add time for subtle animation\n float grain = hash(floor(px * 0.5) + floor(time * 30.0));\n return grain - 0.5; // Center around 0\n}\n\n// CRT scanline + aperture grille effect\nfloat crtEffect(vec2 uv, float time, float strength) {\n // Scanlines (horizontal)\n float scanline = sin(uv.y * 900.0 + time * 1.5) * 0.5 + 0.5;\n scanline = pow(scanline, 1.5) * 0.15;\n \n // Aperture grille (vertical RGB stripes, very subtle)\n float grille = sin(uv.x * 1400.0) * 0.5 + 0.5;\n grille = pow(grille, 2.0) * 0.08;\n \n // Combine with vignette falloff (stronger at edges)\n vec2 vigUv = uv * 2.0 - 1.0;\n float vigDist = length(vigUv);\n float edgeFalloff = smoothstep(0.3, 1.2, vigDist);\n \n return (scanline + grille) * strength * (0.3 + edgeFalloff * 0.7);\n}\n\n// ============================================================================\n// PCB Trace SDFs\n// ============================================================================\n\n// Manhattan distance grid\nfloat manhattanGrid(vec2 uv, float spacing) {\n vec2 grid = abs(fract(uv * spacing) - 0.5);\n float manhattan = min(grid.x, grid.y);\n return manhattan;\n}\n\n// Horizontal trace\nfloat hTrace(vec2 uv, float y, float width) {\n return abs(uv.y - y) - width * 0.5;\n}\n\n// Vertical trace\nfloat vTrace(vec2 uv, float x, float width) {\n return abs(uv.x - x) - width * 0.5;\n}\n\n// Via (circular pad)\nfloat via(vec2 uv, vec2 center, float radius) {\n return length(uv - center) - radius;\n}\n\n// Combined trace network (procedural)\nfloat traceNetwork(vec2 uv, float scale) {\n uv *= scale;\n \n // Main grid lines\n float gridSpacing = 0.2;\n float traceWidth = 0.01;\n \n vec2 gridUv = mod(uv, gridSpacing) - gridSpacing * 0.5;\n float hLine = abs(gridUv.y) - traceWidth;\n float vLine = abs(gridUv.x) - traceWidth;\n \n // Create Manhattan-style traces with some randomization\n float h1 = hTrace(uv, 0.1, traceWidth);\n float h2 = hTrace(uv, 0.3, traceWidth * 0.8);\n float h3 = hTrace(uv, 0.5, traceWidth);\n float h4 = hTrace(uv, 0.7, traceWidth * 0.8);\n float h5 = hTrace(uv, 0.9, traceWidth);\n \n float v1 = vTrace(uv, 0.15, traceWidth);\n float v2 = vTrace(uv, 0.35, traceWidth * 0.8);\n float v3 = vTrace(uv, 0.55, traceWidth);\n float v4 = vTrace(uv, 0.75, traceWidth * 0.8);\n float v5 = vTrace(uv, 0.95, traceWidth);\n \n float traces = min(min(min(min(h1, h2), min(h3, h4)), h5),\n min(min(min(v1, v2), min(v3, v4)), v5));\n \n return min(traces, min(hLine, vLine));\n}\n\n// ============================================================================\n// Main Shader\n// ============================================================================\n\nvoid main() {\n vec2 uv = vUv;\n \n // Base: use palette-defined substrate color (near-black, cinematic)\n vec3 baseColor = paletteBase(uPaletteMode);\n vec3 color = baseColor;\n \n // ========================================================================\n // Sample Etch Trail Early (for UV distortion + reveal boost)\n // ========================================================================\n \n float trailIntensity = 0.0;\n if (uTrailEnabled > 0.5) {\n vec4 trailSample = texture2D(uTrailTex, uv);\n trailIntensity = trailSample.r;\n }\n \n // ========================================================================\n // UV Distortion in Etched Areas (makes it feel engraved)\n // ========================================================================\n \n vec2 distortedUv = uv;\n if (trailIntensity > 0.01) {\n // Add subtle UV distortion based on trail + noise\n vec2 distortNoise = curlNoise(uv * 30.0 + uTime * 0.2);\n distortedUv += distortNoise * trailIntensity * uEtchDistortion;\n }\n \n // ========================================================================\n // Compute Reveal Mask (etch/anchor proximity increases lattice visibility)\n // Only respond to ETCH (click+drag), not probe hover. uHover.z = 1 for etch.\n // ========================================================================\n\n // Only compute reveal from cursor if in etch mode (uHover.z > 0.5)\n float isEtchMode = step(0.5, uHover.z);\n float reveal = computeReveal(uv, uHover.xy, uHover.w * isEtchMode, uProbeRadius, uRevealStrength);\n\n // Anchors also reveal the lattice\n for (int i = 0; i < 8; i++) {\n if (i >= uAnchorCount) break;\n float anchorDist = length(uv - uAnchors[i].xy);\n reveal = max(reveal, smoothstep(0.15, 0.02, anchorDist) * uAnchors[i].z * uRevealStrength);\n }\n\n // Etched areas (trails) are always revealed\n reveal = max(reveal, trailIntensity * 1.5);\n reveal = clamp(reveal, 0.0, 1.0);\n\n // ========================================================================\n // Phase Lens Setup (if enabled) - only active during ETCH, not hover\n // ========================================================================\n\n float lensMask = 0.0;\n float lensRim = 0.0;\n vec2 lensDistortedUv = distortedUv;\n\n // Lens only activates in etch mode (click+drag), not probe hover\n if (uLensEnabled > 0.5 && uHover.w > 0.5 && uHover.z > 0.5) {\n vec2 lensCenter = uLens.xy;\n float lensRadius = uLens.z;\n float lensMag = uLens.w;\n \n lensMask = computeLensMask(distortedUv, lensCenter, lensRadius);\n lensRim = computeLensRim(distortedUv, lensCenter, lensRadius, uLensVelocity);\n lensDistortedUv = computeLensDistortedUv(distortedUv, lensCenter, lensRadius, lensMag);\n }\n \n // ========================================================================\n // Ultra-Fine Micro-Lattice Layer (THE STAR)\n // ========================================================================\n \n // Apply domain warping for organic, alive feel\n vec2 warpedUv = warpUV(distortedUv, uMicroWarp, uTime);\n vec2 warpedLensUv = warpUV(lensDistortedUv, uMicroWarp, uTime);\n \n // Two-frequency micro-grid using selected lattice mode\n float microGrid1 = latticeLines(warpedUv, uMicroGrid1, 0.02, uLatticeMode);\n float microGrid2 = latticeLines(warpedUv, uMicroGrid2, 0.015, uLatticeMode);\n \n // Lens-magnified versions (higher detail inside lens)\n float microGrid1Lens = latticeLines(warpedLensUv, uMicroGrid1 * 1.3, 0.018, uLatticeMode);\n float microGrid2Lens = latticeLines(warpedLensUv, uMicroGrid2 * 1.2, 0.012, uLatticeMode);\n \n // Blend between normal and lens-magnified based on lens mask\n float effectiveMicroGrid1 = mix(microGrid1, microGrid1Lens, lensMask);\n float effectiveMicroGrid2 = mix(microGrid2, microGrid2Lens, lensMask);\n \n // Combine grids with different weights\n float microLattice = max(effectiveMicroGrid1 * 0.7, effectiveMicroGrid2 * 0.4);\n \n // Lens boosts reveal effect (magnification = amplified visibility)\n float lensRevealBoost = lensMask * 0.6;\n float effectiveReveal = min(reveal + lensRevealBoost, 1.0);\n \n // Base visibility can be set via uBaseVisibility; reveal increases it to full\n // COLOR SCARCITY: Use baseVisibility for always-on backgrounds, low for reveal-based UX\n float latticeVis = uMicroGridStrength * (uBaseVisibility + effectiveReveal * (1.0 - uBaseVisibility));\n\n // Lattice color: use palette system\n // IMPORTANT: Use max of baseVisibility and reveal for color lookup so lattice is visible\n // without hover when baseVisibility is high (for always-on backgrounds)\n float latticeColorMix = max(uBaseVisibility, effectiveReveal);\n vec3 baseLatticeColor = paletteLattice(uPaletteMode, latticeColorMix);\n \n // Inside lens: boost saturation + add iridescence\n vec3 lensLatticeColor = baseLatticeColor * 1.3;\n vec3 iridescentShift = iridescence(warpedLensUv, uTime, uIridescenceScale, uIridescenceStrength);\n lensLatticeColor += iridescentShift * lensMask * 0.4;\n \n vec3 latticeColor = mix(baseLatticeColor, lensLatticeColor, lensMask);\n \n // Base energy from baseVisibility + boost from reveal/lens\n float latticeEnergy = max(uBaseVisibility * 0.5, max(effectiveReveal, lensMask * 0.6));\n // When baseVisibility is high, don't penalize - scale from 0.7 to 1.0\n float baseMult = 0.7 + uBaseVisibility * 0.3;\n color += latticeColor * microLattice * latticeVis * (baseMult + latticeEnergy * 0.3);\n \n // Energy nodes at grid intersections - DISABLED for cleaner look\n // (uncomment to re-enable pulsing intersection dots)\n \n // ========================================================================\n // Phase Lens Rim Effect (iridescent + chromatic fringe)\n // ========================================================================\n \n if (lensRim > 0.01) {\n // Get accent color from palette\n vec3 accentColor = paletteAccent(uPaletteMode);\n \n // Chromatic aberration on rim\n float rimOffset = lensRim * uLensChromatic;\n \n // Iridescent shimmer on rim (the wow factor)\n vec3 rimIridescence = iridescence(distortedUv, uTime * 1.5, uIridescenceScale * 2.0, 1.0);\n \n // Base rim color from accent\n vec3 rimColor = accentColor * 0.6;\n \n // Add chromatic split\n rimColor.r += rimOffset * 0.2;\n rimColor.b -= rimOffset * 0.15;\n \n // Add iridescence to rim\n rimColor += rimIridescence * uIridescenceStrength * 0.5;\n \n // Velocity adds warmth to rim\n rimColor = mix(rimColor, accentColor * vec3(1.2, 0.8, 0.6), uLensVelocity * 0.3);\n \n color += rimColor * lensRim * 0.3 * uAccentIntensity;\n }\n \n // ========================================================================\n // PCB Traces Layer (SUBDUED - rails under the lattice, not the main show)\n // ========================================================================\n \n float traceScale = 5.0;\n float traceSdf = traceNetwork(distortedUv, traceScale);\n float traceEdge = smoothstep(0.002, -0.002, traceSdf);\n \n // Copper color from palette (subdued to match theme)\n vec3 copperColor = paletteCopper(uPaletteMode) * (0.8 + 0.2 * noise(uv * 20.0));\n \n // Traces are very faint - controlled by copperStrength\n // COLOR SCARCITY: Traces are just \"rails\", not the star\n float traceVis = (0.05 + reveal * 0.3) * uCopperStrength;\n color += copperColor * traceEdge * traceVis;\n \n // ========================================================================\n // Trail Layer (Etched Inscription - enhanced with char edge + velocity)\n // ========================================================================\n \n // Track etch mask for color scarcity\n float etchMask = 0.0;\n \n if (uTrailEnabled > 0.5 && trailIntensity > 0.01) {\n // Sharpened edge for crisp inscription look\n float sharpTrail = smoothstep(0.05, 0.3, trailIntensity);\n etchMask = sharpTrail; // Store for accent calculation\n \n // === Char Edge Detection (burned/charred rim around inscription) ===\n vec2 texelSize = vec2(1.0 / 512.0);\n float trailN = texture2D(uTrailTex, uv + vec2(0.0, texelSize.y)).r;\n float trailS = texture2D(uTrailTex, uv - vec2(0.0, texelSize.y)).r;\n float trailE = texture2D(uTrailTex, uv + vec2(texelSize.x, 0.0)).r;\n float trailW = texture2D(uTrailTex, uv - vec2(texelSize.x, 0.0)).r;\n \n vec2 trailGrad = vec2(trailE - trailW, trailN - trailS);\n float edgeStrength = clamp(length(trailGrad) * 8.0, 0.0, 1.0);\n \n // Char color: palette-aware burned edge\n vec3 charColor = paletteCopper(uPaletteMode) * 0.5;\n \n // Core glow: use palette accent for inscription\n float velocityDim = 1.0 - uEtchVelocity * 0.2;\n vec3 accentColor = paletteAccent(uPaletteMode);\n vec3 coreColor = accentColor * velocityDim;\n \n // Add subtle iridescence to inscription core\n vec3 etchIridescence = iridescence(uv, uTime, uIridescenceScale * 0.5, uIridescenceStrength);\n coreColor += etchIridescence * 0.2;\n \n color += coreColor * sharpTrail * 0.5 * uAccentIntensity;\n \n // Char edge: subtract warm dark at edges\n color = mix(color, charColor, edgeStrength * sharpTrail * 0.35);\n \n // Soft bloom edge using palette lattice color\n float softTrail = smoothstep(0.0, 0.15, trailIntensity);\n vec3 bloomColor = paletteLattice(uPaletteMode, 0.5);\n float bloomFactor = 1.0 - uEtchVelocity * 0.4;\n color += bloomColor * softTrail * 0.25 * bloomFactor;\n \n // Increase micro-lattice visibility in etched areas\n float latticeAcceptance = sharpTrail * (1.0 + edgeStrength * 0.3);\n color += latticeColor * microLattice * latticeAcceptance * 0.35;\n \n // Subtle sparkle using palette accent\n float sparkleGate = sharpTrail * (1.0 - edgeStrength * 0.5);\n float sparkle = noise(uv * 500.0 + uTime * 5.0);\n color += accentColor * 0.3 * sparkle * sparkleGate * 0.12;\n \n // Velocity streaking\n if (uEtchVelocity > 0.3) {\n float streak = noise(uv * 200.0 + uTime * 8.0) * uEtchVelocity;\n color += accentColor * 0.4 * streak * sharpTrail * 0.08;\n }\n }\n \n // ========================================================================\n // Hover Probe Effect (enhanced with Phase Lens integration)\n // ========================================================================\n \n if (uHover.w > 0.5) {\n vec2 hoverUv = uHover.xy;\n float isEtch = uHover.z;\n float hoverDist = length(uv - hoverUv);\n \n // Routing highlight zone\n float highlightZone = smoothstep(uProbeRadius * 2.0, uProbeRadius * 0.5, hoverDist);\n \n // Highlight nearby traces using palette\n float nearbyTraces = traceEdge * highlightZone;\n vec3 accentColor = paletteAccent(uPaletteMode);\n vec3 highlightColor = isEtch > 0.5 \n ? accentColor * vec3(1.2, 0.6, 0.3) // Warm accent for etch\n : accentColor; // Cool accent for probe\n \n color += highlightColor * nearbyTraces * 0.5 * uAccentIntensity;\n \n // If lens is enabled, the lens rim acts as indicator (no square needed)\n if (uLensEnabled < 0.5) {\n float indicator = smoothstep(uProbeRadius * 0.4, uProbeRadius * 0.3, hoverDist);\n indicator *= smoothstep(uProbeRadius * 0.2, uProbeRadius * 0.3, hoverDist);\n color += highlightColor * indicator * 0.35;\n }\n \n // Data packet flow animation using lattice color\n float flow = sin((hoverDist - uTime * 2.0) * 50.0) * 0.5 + 0.5;\n float flowZone = smoothstep(uProbeRadius * 1.5, uProbeRadius * 0.3, hoverDist);\n color += paletteLattice(uPaletteMode, 0.8) * flow * flowZone * nearbyTraces * 0.25;\n }\n \n // ========================================================================\n // Impulse Rings (Square Engineering Bursts)\n // ========================================================================\n \n for (int i = 0; i < 24; i++) {\n if (i >= uImpulseCount) break;\n \n vec4 imp = uImpulses[i];\n float age = uImpulsesAge[i];\n \n if (age >= 1.0) continue;\n \n vec2 impUv = imp.xy;\n float baseRadius = imp.z;\n float amp = imp.w;\n \n // Square expanding ring (Manhattan distance)\n vec2 toImp = abs(uv - impUv);\n float sqDist = max(toImp.x, toImp.y);\n float expandedRadius = baseRadius + age * 0.3;\n \n // Ring with thickness\n float ringThickness = 0.01 + (1.0 - age) * 0.015;\n float ringOuter = smoothstep(expandedRadius + ringThickness, expandedRadius, sqDist);\n float ringInner = smoothstep(expandedRadius - ringThickness, expandedRadius, sqDist);\n float squareRing = ringOuter * ringInner;\n \n // Fade with age\n float fade = (1.0 - age * age) * amp;\n \n // Burst color from palette accent with age transition\n vec3 accentColor = paletteAccent(uPaletteMode);\n vec3 burstColor = mix(\n accentColor,\n accentColor * vec3(1.3, 1.0, 0.6), // Warmer as it fades\n age\n );\n \n color += burstColor * squareRing * fade * 0.7 * uAccentIntensity;\n \n // Data traveling along traces from burst\n float impDist = length(uv - impUv);\n float traceActivation = smoothstep(0.3, 0.0, abs(traceSdf)) * \n smoothstep(expandedRadius * 1.5, expandedRadius * 0.5, impDist) * \n (1.0 - age);\n color += paletteLattice(uPaletteMode, 0.7) * traceActivation * fade * 0.25;\n }\n \n // ========================================================================\n // Anchors (Vias/Pins)\n // ========================================================================\n \n for (int i = 0; i < 8; i++) {\n if (i >= uAnchorCount) break;\n \n vec4 anchor = uAnchors[i];\n vec2 anchorUv = anchor.xy;\n float strength = anchor.z;\n float phase = anchor.w;\n \n float anchorDist = length(uv - anchorUv);\n \n // Via pad (circular)\n float viaPad = smoothstep(0.025, 0.02, anchorDist);\n \n // Via hole (inner dark circle)\n float viaHole = smoothstep(0.008, 0.012, anchorDist);\n \n // Ring around via\n float viaRing = smoothstep(0.03, 0.028, anchorDist) * smoothstep(0.025, 0.028, anchorDist);\n \n // Pulsing glow\n float pulse = 0.6 + 0.4 * sin(uTime * 2.0 + phase);\n \n // Via color using palette\n vec3 padColor = paletteCopper(uPaletteMode) * 2.0;\n vec3 ringColor = paletteAccent(uPaletteMode);\n \n color += padColor * viaPad * viaHole * strength * 0.7 * uCopperStrength;\n color += ringColor * viaRing * strength * pulse * uAccentIntensity;\n \n // Emanating trace activation\n float emanate = smoothstep(0.15, 0.03, anchorDist) * traceEdge * strength;\n float emanatePulse = sin(anchorDist * 50.0 - uTime * 3.0 + phase) * 0.5 + 0.5;\n color += ringColor * emanate * emanatePulse * 0.25;\n }\n \n // ========================================================================\n // Vector Field Visualization (Subtle, palette-aware)\n // ========================================================================\n \n vec2 flowDir = curlNoise(uv * 3.0 + uTime * 0.1);\n float flowMag = length(flowDir);\n \n // Subtle directional lines using palette lattice color\n vec2 lineUv = uv + flowDir * 0.01;\n float flowLine = abs(fract(dot(lineUv, normalize(flowDir + 0.001)) * 20.0) - 0.5);\n float flowVis = smoothstep(0.1, 0.05, flowLine) * flowMag * 0.06;\n color += paletteLattice(uPaletteMode, 0.2) * flowVis;\n \n // ========================================================================\n // Atmosphere Pass (Exposure + Filmic + Grain + CRT + Vignette)\n // ========================================================================\n \n // Apply exposure\n color *= uExposure;\n \n // Filmic tonemapping (blend between linear and filmic)\n vec3 filmicColor = filmicTonemap(color);\n color = mix(color, filmicColor, uFilmic);\n \n // Film grain (subtle, stable)\n if (uGrainStrength > 0.001) {\n float grain = filmGrain(uv, uResolution, uTime);\n color += grain * uGrainStrength;\n }\n \n // CRT effect (scanlines + aperture grille, gated by vignette)\n if (uCrtStrength > 0.01) {\n float crt = crtEffect(uv, uTime, uCrtStrength);\n color -= crt * 0.1;\n }\n \n // Vignette (slightly stronger for cinematic focus)\n vec2 vignetteUv = uv * 2.0 - 1.0;\n float vignetteDist = length(vignetteUv);\n float vignette = 1.0 - vignetteDist * vignetteDist * 0.2;\n color *= vignette;\n \n // Clamp to prevent negative values from grain/CRT\n color = max(color, vec3(0.0));\n \n gl_FragColor = vec4(color, 1.0);\n}\n";
12
+ export declare const PCB_ARROWS_VERTEX_SHADER = "\nuniform float uTime;\nuniform vec4 uHover;\nuniform vec4 uAnchors[8];\nuniform int uAnchorCount;\nuniform float uProbeRadius;\n// FIX: Add plane size uniform for correct UV normalization\nuniform vec2 uPlaneSize;\n// FIX: Add max point size uniform to prevent blowout\nuniform float uMaxPointSize;\n\nattribute float aPhase;\nattribute float aSize;\n\nvarying float vBrightness;\nvarying float vPhase;\nvarying vec2 vArrowDir;\n\n// Curl noise\nfloat hash(vec2 p) {\n return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);\n}\n\nfloat noise(vec2 p) {\n vec2 i = floor(p);\n vec2 f = fract(p);\n f = f * f * (3.0 - 2.0 * f);\n \n float a = hash(i);\n float b = hash(i + vec2(1.0, 0.0));\n float c = hash(i + vec2(0.0, 1.0));\n float d = hash(i + vec2(1.0, 1.0));\n \n return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);\n}\n\nvec2 curlNoise(vec2 p) {\n float eps = 0.01;\n float n1 = noise(p + vec2(eps, 0.0));\n float n2 = noise(p - vec2(eps, 0.0));\n float n3 = noise(p + vec2(0.0, eps));\n float n4 = noise(p - vec2(0.0, eps));\n \n return vec2(n3 - n4, n1 - n2) / (2.0 * eps);\n}\n\nvoid main() {\n vec3 pos = position;\n \n // FIX: Correct UV normalization - plane positions are in world coords (e.g. -10 to +10)\n // Convert to 0-1 UV space by dividing by plane size\n vec2 posUv = (pos.xy / uPlaneSize) + 0.5;\n \n // Get flow direction from curl noise\n vec2 flowDir = curlNoise(posUv * 3.0 + uTime * 0.1);\n \n // Modify flow toward hover point (subtle)\n if (uHover.w > 0.5) {\n vec2 toHover = uHover.xy - posUv;\n float hoverDist = length(toHover);\n // FIX: Reduce attraction strength to prevent warping entire field\n float attraction = smoothstep(uProbeRadius * 3.0, 0.0, hoverDist);\n flowDir = mix(flowDir, normalize(toHover + 0.001), attraction * 0.3);\n }\n \n // Modify flow toward anchors (subtle)\n for (int i = 0; i < 8; i++) {\n if (i >= uAnchorCount) break;\n vec2 anchorUv = uAnchors[i].xy;\n float strength = uAnchors[i].z;\n vec2 toAnchor = anchorUv - posUv;\n float anchorDist = length(toAnchor);\n float pull = smoothstep(0.2, 0.0, anchorDist) * strength;\n flowDir = mix(flowDir, normalize(toAnchor + 0.001), pull * 0.3);\n }\n \n vArrowDir = normalize(flowDir + 0.001);\n \n // Base brightness (reduced to prevent blowout)\n float brightness = 0.15 + length(flowDir) * 1.0;\n \n // Hover boost (reduced)\n if (uHover.w > 0.5) {\n float hoverDist = length(posUv - uHover.xy);\n float hoverBoost = smoothstep(uProbeRadius * 2.0, uProbeRadius * 0.5, hoverDist);\n brightness += hoverBoost * 0.3;\n }\n \n vBrightness = clamp(brightness, 0.0, 1.0);\n vPhase = aPhase;\n \n // FIX: REMOVED the rotation that was clustering everything toward origin\n // The old code: pos.xy = rotation * pos.xy * 0.5; was scaling positions down by 0.5\n // This caused all points to cluster in a small area\n // Instead, just apply a tiny jitter for animation\n pos.xy += flowDir * sin(uTime * 2.0 + aPhase * 6.28) * 0.02;\n \n vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);\n gl_Position = projectionMatrix * mvPosition;\n \n // FIX: Safer point size calculation with clamp to prevent giant points\n float rawSize = aSize * (0.5 + brightness * 0.3) * (60.0 / -mvPosition.z);\n gl_PointSize = clamp(rawSize, 1.0, uMaxPointSize);\n}\n";
13
+ export declare const PCB_ARROWS_FRAGMENT_SHADER = "\nuniform float uTime;\nuniform int uPaletteMode;\nuniform float uAccentIntensity;\n\nvarying float vBrightness;\nvarying float vPhase;\nvarying vec2 vArrowDir;\n\n// Palette-aware arrow colors (simplified versions of main shader palettes)\nvec3 arrowColorDim(int mode) {\n if (mode == 0) return vec3(0.03, 0.12, 0.10); // glia-cyan\n if (mode == 1) return vec3(0.08, 0.04, 0.12); // orchid\n if (mode == 2) return vec3(0.12, 0.08, 0.03); // amber\n if (mode == 3) return vec3(0.04, 0.10, 0.04); // mono\n if (mode == 4) return vec3(0.05, 0.10, 0.15); // ice\n // Techno-Gothic arrow dims\n if (mode == 5) return vec3(0.08, 0.03, 0.12); // gothic-cathedral\n if (mode == 6) return vec3(0.10, 0.02, 0.03); // gothic-void\n if (mode == 7) return vec3(0.06, 0.08, 0.05); // gothic-sanctum\n if (mode == 8) return vec3(0.12, 0.03, 0.05); // gothic-rose\n return vec3(0.05, 0.12, 0.10);\n}\n\nvec3 arrowColorBright(int mode) {\n if (mode == 0) return vec3(0.08, 0.35, 0.30); // glia-cyan\n if (mode == 1) return vec3(0.20, 0.15, 0.35); // orchid\n if (mode == 2) return vec3(0.30, 0.22, 0.08); // amber\n if (mode == 3) return vec3(0.10, 0.30, 0.12); // mono\n if (mode == 4) return vec3(0.12, 0.28, 0.40); // ice\n // Techno-Gothic arrow brights\n if (mode == 5) return vec3(0.30, 0.15, 0.45); // gothic-cathedral: purple glow\n if (mode == 6) return vec3(0.40, 0.08, 0.10); // gothic-void: blood glow\n if (mode == 7) return vec3(0.18, 0.32, 0.22); // gothic-sanctum: verdigris\n if (mode == 8) return vec3(0.45, 0.12, 0.18); // gothic-rose: rose glow\n return vec3(0.10, 0.30, 0.25);\n}\n\nvoid main() {\n vec2 center = gl_PointCoord - 0.5;\n \n // Arrow shape (triangle pointing in flow direction)\n float angle = atan(vArrowDir.y, vArrowDir.x);\n mat2 rot = mat2(cos(-angle), -sin(-angle), sin(-angle), cos(-angle));\n vec2 p = rot * center;\n \n // Triangle SDF approximation\n float arrow = max(abs(p.y) - (0.3 - p.x * 0.8), p.x - 0.25);\n \n if (arrow > 0.0) discard;\n \n float alpha = smoothstep(0.0, -0.05, arrow);\n \n // Flow animation (subtle)\n float flow = sin(uTime * 4.0 + vPhase * 6.28) * 0.2 + 0.8;\n \n // Color from palette (darker base, brighter tips)\n vec3 color = mix(\n arrowColorDim(uPaletteMode),\n arrowColorBright(uPaletteMode),\n vBrightness\n );\n \n // Apply accent intensity\n color *= (0.8 + uAccentIntensity * 0.2);\n \n // Reduced alpha to prevent additive blowout\n gl_FragColor = vec4(color, alpha * vBrightness * flow * 0.22);\n}\n";
14
+ export interface PcbUniforms {
15
+ [key: string]: {
16
+ value: unknown;
17
+ };
18
+ uTime: {
19
+ value: number;
20
+ };
21
+ uResolution: {
22
+ value: THREE.Vector2;
23
+ };
24
+ uHover: {
25
+ value: THREE.Vector4;
26
+ };
27
+ uImpulses: {
28
+ value: THREE.Vector4[];
29
+ };
30
+ uImpulsesAge: {
31
+ value: Float32Array;
32
+ };
33
+ uImpulseCount: {
34
+ value: number;
35
+ };
36
+ uAnchors: {
37
+ value: THREE.Vector4[];
38
+ };
39
+ uAnchorCount: {
40
+ value: number;
41
+ };
42
+ uTrailTex: {
43
+ value: THREE.Texture | null;
44
+ };
45
+ uTrailEnabled: {
46
+ value: number;
47
+ };
48
+ uProbeRadius: {
49
+ value: number;
50
+ };
51
+ uPlaneSize: {
52
+ value: THREE.Vector2;
53
+ };
54
+ uMaxPointSize: {
55
+ value: number;
56
+ };
57
+ uMicroGrid1: {
58
+ value: number;
59
+ };
60
+ uMicroGrid2: {
61
+ value: number;
62
+ };
63
+ uMicroGridStrength: {
64
+ value: number;
65
+ };
66
+ uRevealStrength: {
67
+ value: number;
68
+ };
69
+ uBaseVisibility: {
70
+ value: number;
71
+ };
72
+ uMicroWarp: {
73
+ value: number;
74
+ };
75
+ uEtchDistortion: {
76
+ value: number;
77
+ };
78
+ uLens: {
79
+ value: THREE.Vector4;
80
+ };
81
+ uLensVelocity: {
82
+ value: number;
83
+ };
84
+ uLensChromatic: {
85
+ value: number;
86
+ };
87
+ uLensEnabled: {
88
+ value: number;
89
+ };
90
+ uLatticeMode: {
91
+ value: number;
92
+ };
93
+ uEtchVelocity: {
94
+ value: number;
95
+ };
96
+ uPaletteMode: {
97
+ value: number;
98
+ };
99
+ uAccentIntensity: {
100
+ value: number;
101
+ };
102
+ uIridescenceStrength: {
103
+ value: number;
104
+ };
105
+ uIridescenceScale: {
106
+ value: number;
107
+ };
108
+ uExposure: {
109
+ value: number;
110
+ };
111
+ uFilmic: {
112
+ value: number;
113
+ };
114
+ uGrainStrength: {
115
+ value: number;
116
+ };
117
+ uCrtStrength: {
118
+ value: number;
119
+ };
120
+ uCopperStrength: {
121
+ value: number;
122
+ };
123
+ }
124
+ export declare function createPcbUniforms(): PcbUniforms;
125
+ export declare function createPcbMaterial(uniforms: PcbUniforms): THREE.ShaderMaterial;
126
+ export declare function createPcbArrowsMaterial(uniforms: PcbUniforms, blending?: "normal" | "additive"): THREE.ShaderMaterial;
127
+ export declare function createPcbArrowsGeometry(count: number, planeWidth: number, planeHeight: number): THREE.BufferGeometry;
128
+ //# sourceMappingURL=styleB.d.ts.map
@@ -0,0 +1 @@
1
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