@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 +1,1134 @@
1
+ /**
2
+ * Style B - "PCB Vector Field (Sci-Fi/Engineering)"
3
+ *
4
+ * A technical substrate: circuit-board routing traces and vector-field arrows that "route"
5
+ * energy around UI surfaces. Hover creates a "routing negotiation" (signals bend into nearest tracks);
6
+ * etch draws crisp conductor paths; click bursts like an oscilloscope impulse;
7
+ * latch becomes a pin/via node with persistent trace to origin.
8
+ */
9
+ import * as THREE from "three";
10
+ // -----------------------------------------------------------------------------
11
+ // Shader Code
12
+ // -----------------------------------------------------------------------------
13
+ export const PCB_VERTEX_SHADER = /* glsl */ `
14
+ varying vec2 vUv;
15
+ varying vec3 vPosition;
16
+
17
+ void main() {
18
+ vUv = uv;
19
+ vPosition = position;
20
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
21
+ }
22
+ `;
23
+ export const PCB_FRAGMENT_SHADER = /* glsl */ `
24
+ uniform float uTime;
25
+ uniform vec2 uResolution;
26
+ uniform vec4 uHover; // xy = uv, z = intent (0=probe, 1=etch), w = active
27
+ uniform vec4 uImpulses[24]; // xy = uv, z = radius, w = amp
28
+ uniform float uImpulsesAge[24];
29
+ uniform int uImpulseCount;
30
+ uniform vec4 uAnchors[8]; // xy = uv, z = strength, w = phase
31
+ uniform int uAnchorCount;
32
+ uniform sampler2D uTrailTex;
33
+ uniform float uTrailEnabled;
34
+ uniform float uProbeRadius;
35
+
36
+ // === Ultra-Fine Lattice Uniforms ===
37
+ uniform float uMicroGrid1; // Fine grid frequency (default ~60)
38
+ uniform float uMicroGrid2; // Ultra-fine grid frequency (default ~200)
39
+ uniform float uMicroGridStrength; // Overall micro-lattice visibility (0-1)
40
+ uniform float uRevealStrength; // How much hover reveals the lattice (0-1)
41
+ uniform float uBaseVisibility; // Base visibility without hover (0-1, default 0.05)
42
+ uniform float uMicroWarp; // Domain warp amount (subtle, ~0.01-0.05)
43
+ uniform float uEtchDistortion; // UV distortion in etched areas (0-0.02)
44
+
45
+ // === Phase Lens Uniforms ===
46
+ uniform vec4 uLens; // xy = center uv, z = radius, w = magnification
47
+ uniform float uLensVelocity; // 0..1 normalized cursor velocity
48
+ uniform float uLensChromatic; // chromatic aberration intensity (0-1)
49
+ uniform float uLensEnabled; // 0 or 1
50
+
51
+ // === Lattice Mode Uniform ===
52
+ uniform int uLatticeMode; // 0=rect, 1=hex, 2=tri
53
+
54
+ // === Etch Velocity Uniform ===
55
+ uniform float uEtchVelocity; // 0..1 for visual feedback in etch
56
+
57
+ // === Palette / Atmosphere Uniforms ===
58
+ uniform int uPaletteMode; // 0=glia-cyan, 1=orchid, 2=amber, 3=mono, 4=ice
59
+ uniform float uAccentIntensity; // 0-2, default 1.0
60
+ uniform float uIridescenceStrength; // 0-1
61
+ uniform float uIridescenceScale; // 1-40
62
+ uniform float uExposure; // 0.6-2.0
63
+ uniform float uFilmic; // 0-1
64
+ uniform float uGrainStrength; // 0-0.08
65
+ uniform float uCrtStrength; // 0-1
66
+ uniform float uCopperStrength; // 0-1
67
+
68
+ varying vec2 vUv;
69
+ varying vec3 vPosition;
70
+
71
+ const float PI = 3.14159265359;
72
+
73
+ // ============================================================================
74
+ // Noise Functions
75
+ // ============================================================================
76
+
77
+ float hash(vec2 p) {
78
+ return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
79
+ }
80
+
81
+ vec2 hash2(vec2 p) {
82
+ p = vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)));
83
+ return fract(sin(p) * 43758.5453);
84
+ }
85
+
86
+ float noise(vec2 p) {
87
+ vec2 i = floor(p);
88
+ vec2 f = fract(p);
89
+ f = f * f * (3.0 - 2.0 * f);
90
+
91
+ float a = hash(i);
92
+ float b = hash(i + vec2(1.0, 0.0));
93
+ float c = hash(i + vec2(0.0, 1.0));
94
+ float d = hash(i + vec2(1.0, 1.0));
95
+
96
+ return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
97
+ }
98
+
99
+ // Curl noise for vector field
100
+ vec2 curlNoise(vec2 p) {
101
+ float eps = 0.01;
102
+ float n1 = noise(p + vec2(eps, 0.0));
103
+ float n2 = noise(p - vec2(eps, 0.0));
104
+ float n3 = noise(p + vec2(0.0, eps));
105
+ float n4 = noise(p - vec2(0.0, eps));
106
+
107
+ return vec2(n3 - n4, n1 - n2) / (2.0 * eps);
108
+ }
109
+
110
+ // ============================================================================
111
+ // Ultra-Fine Micro-Lattice Functions
112
+ // ============================================================================
113
+
114
+ // Anti-aliased grid line using fwidth for stable rendering at any zoom
115
+ // Returns 0-1 where 1 = on the grid line
116
+ float gridAA(vec2 uv, float freq, float thickness) {
117
+ vec2 gridUv = fract(uv * freq);
118
+ vec2 gridDeriv = fwidth(uv * freq);
119
+
120
+ // Distance to nearest grid line (horizontal + vertical)
121
+ vec2 lineDistH = abs(gridUv - 0.5);
122
+ vec2 lineDistV = abs(gridUv);
123
+
124
+ // Use smoothstep with fwidth for anti-aliasing
125
+ float lineH = 1.0 - smoothstep(thickness - gridDeriv.y, thickness + gridDeriv.y, lineDistH.y);
126
+ float lineV = 1.0 - smoothstep(thickness - gridDeriv.x, thickness + gridDeriv.x, lineDistH.x);
127
+
128
+ // Also check lines at cell edges (0/1)
129
+ float edgeH = 1.0 - smoothstep(thickness - gridDeriv.y, thickness + gridDeriv.y, min(gridUv.y, 1.0 - gridUv.y));
130
+ float edgeV = 1.0 - smoothstep(thickness - gridDeriv.x, thickness + gridDeriv.x, min(gridUv.x, 1.0 - gridUv.x));
131
+
132
+ return max(max(lineH, lineV), max(edgeH, edgeV));
133
+ }
134
+
135
+ // Rotated grid lines for hex/tri lattice - returns AA line intensity
136
+ float gridRotatedAA(vec2 uv, float freq, float thickness, float angleDeg) {
137
+ float rad = angleDeg * PI / 180.0;
138
+ float c = cos(rad);
139
+ float s = sin(rad);
140
+ mat2 rot = mat2(c, -s, s, c);
141
+ vec2 rotUv = rot * uv;
142
+
143
+ float lineCoord = rotUv.x * freq;
144
+ float lineDeriv = fwidth(lineCoord);
145
+ float lineDist = abs(fract(lineCoord) - 0.5);
146
+
147
+ return 1.0 - smoothstep(thickness - lineDeriv, thickness + lineDeriv, lineDist);
148
+ }
149
+
150
+ // Triangular lattice: 3 sets of parallel lines at 0°, 60°, 120°
151
+ // Creates a hexagonal cell pattern with triangular subdivisions
152
+ float triLatticeAA(vec2 uv, float freq, float thickness) {
153
+ float line0 = gridRotatedAA(uv, freq, thickness, 0.0);
154
+ float line60 = gridRotatedAA(uv, freq, thickness, 60.0);
155
+ float line120 = gridRotatedAA(uv, freq, thickness, 120.0);
156
+
157
+ return max(line0, max(line60, line120));
158
+ }
159
+
160
+ // Hexagonal lattice with node emphasis at hex centers
161
+ float hexLatticeAA(vec2 uv, float freq, float thickness) {
162
+ // Base tri lattice already gives you the hex look.
163
+ float tri = triLatticeAA(uv, freq, thickness);
164
+ return tri; // <-- removes center “bulbs”
165
+ }
166
+
167
+
168
+ // Unified lattice function that selects mode
169
+ // mode: 0=rect, 1=hex, 2=tri
170
+ float latticeLines(vec2 uv, float freq, float thickness, int mode) {
171
+ if (mode == 1) {
172
+ return hexLatticeAA(uv, freq, thickness);
173
+ } else if (mode == 2) {
174
+ return triLatticeAA(uv, freq, thickness);
175
+ }
176
+ // Default: rect
177
+ return gridAA(uv, freq, thickness);
178
+ }
179
+
180
+ // ============================================================================
181
+ // Phase Lens Functions (WebGL1 compatible - no struct returns)
182
+ // ============================================================================
183
+
184
+ // Compute lens mask (0=outside, 1=center) for given UV
185
+ float computeLensMask(vec2 uv, vec2 lensCenter, float lensRadius) {
186
+ float lensDist = length(uv - lensCenter);
187
+ return smoothstep(lensRadius, lensRadius * 0.4, lensDist);
188
+ }
189
+
190
+ // Compute lens rim highlight (chromatic fringe zone)
191
+ float computeLensRim(vec2 uv, vec2 lensCenter, float lensRadius, float velocity) {
192
+ float lensDist = length(uv - lensCenter);
193
+ float rimInner = smoothstep(lensRadius * 0.75, lensRadius * 0.88, lensDist);
194
+ float rimOuter = smoothstep(lensRadius * 1.05, lensRadius * 0.92, lensDist);
195
+ float rim = rimInner * rimOuter;
196
+ return rim * (1.0 + velocity * 0.5);
197
+ }
198
+
199
+ // Compute lens-distorted UV for magnification effect
200
+ vec2 computeLensDistortedUv(vec2 uv, vec2 lensCenter, float lensRadius, float magnification) {
201
+ vec2 toLens = uv - lensCenter;
202
+ float lensDist = length(toLens);
203
+ float mask = smoothstep(lensRadius, lensRadius * 0.4, lensDist);
204
+
205
+ // Magnification distortion: pull UVs toward center inside lens
206
+ float distortionStrength = mask * (magnification - 1.0) * 0.25;
207
+ vec2 distortDir = normalize(toLens + 0.0001);
208
+ return uv - distortDir * distortionStrength * lensDist;
209
+ }
210
+
211
+ // Domain warping for organic feel - returns warped UV
212
+ vec2 warpUV(vec2 uv, float amount, float time) {
213
+ // Use curl noise for divergence-free warping (feels more natural)
214
+ vec2 warp = curlNoise(uv * 5.0 + time * 0.05);
215
+ return uv + warp * amount;
216
+ }
217
+
218
+ // Compute reveal mask - how much the lattice should be visible
219
+ // Based on distance to hover point, anchors, and etch trails
220
+ float computeReveal(vec2 uv, vec2 hoverUv, float hoverActive, float probeRadius, float revealStr) {
221
+ float reveal = 0.0;
222
+
223
+ // Hover probe reveals the lattice
224
+ if (hoverActive > 0.5) {
225
+ float hoverDist = length(uv - hoverUv);
226
+ // Wider, softer reveal zone
227
+ reveal = smoothstep(probeRadius * 3.0, probeRadius * 0.3, hoverDist) * revealStr;
228
+ }
229
+
230
+ return reveal;
231
+ }
232
+
233
+ // ============================================================================
234
+ // Palette System (Cinematic Color Scarcity)
235
+ // ============================================================================
236
+
237
+ // Get base/background color for palette mode
238
+ vec3 paletteBase(int mode) {
239
+ // All modes start near-black for scarcity
240
+ if (mode == 0) return vec3(0.003, 0.012, 0.010); // glia-cyan: deep teal-black
241
+ if (mode == 1) return vec3(0.008, 0.005, 0.015); // orchid: deep purple-black
242
+ if (mode == 2) return vec3(0.012, 0.008, 0.003); // amber: warm black
243
+ if (mode == 3) return vec3(0.008, 0.012, 0.008); // mono: green-black
244
+ if (mode == 4) return vec3(0.005, 0.010, 0.018); // ice: cold blue-black
245
+ // Techno-Gothic themes
246
+ if (mode == 5) return vec3(0.012, 0.005, 0.020); // gothic-cathedral: deep ecclesiastical purple
247
+ if (mode == 6) return vec3(0.008, 0.002, 0.002); // gothic-void: abyssal black with blood tint
248
+ if (mode == 7) return vec3(0.008, 0.010, 0.008); // gothic-sanctum: oxidized bronze black
249
+ if (mode == 8) return vec3(0.015, 0.003, 0.008); // gothic-rose: deep crimson black
250
+ return vec3(0.005, 0.010, 0.008);
251
+ }
252
+
253
+ // Get lattice color for palette mode (revealed state)
254
+ vec3 paletteLattice(int mode, float reveal) {
255
+ vec3 dim, bright;
256
+
257
+ if (mode == 0) { // glia-cyan - boosted for visibility
258
+ dim = vec3(0.03, 0.10, 0.08);
259
+ bright = vec3(0.08, 0.50, 0.42);
260
+ } else if (mode == 1) { // orchid
261
+ dim = vec3(0.04, 0.02, 0.06);
262
+ bright = vec3(0.25, 0.12, 0.45);
263
+ } else if (mode == 2) { // amber
264
+ dim = vec3(0.06, 0.04, 0.02);
265
+ bright = vec3(0.45, 0.30, 0.08);
266
+ } else if (mode == 3) { // mono
267
+ dim = vec3(0.02, 0.05, 0.02);
268
+ bright = vec3(0.08, 0.35, 0.12);
269
+ } else if (mode == 4) { // ice
270
+ dim = vec3(0.03, 0.05, 0.08);
271
+ bright = vec3(0.15, 0.35, 0.55);
272
+ } else if (mode == 5) { // gothic-cathedral: stained glass purple/gold
273
+ dim = vec3(0.06, 0.02, 0.10);
274
+ bright = vec3(0.35, 0.15, 0.55);
275
+ } else if (mode == 6) { // gothic-void: blood red tracery
276
+ dim = vec3(0.08, 0.01, 0.01);
277
+ bright = vec3(0.45, 0.05, 0.08);
278
+ } else if (mode == 7) { // gothic-sanctum: verdigris bronze
279
+ dim = vec3(0.04, 0.06, 0.04);
280
+ bright = vec3(0.15, 0.35, 0.20);
281
+ } else if (mode == 8) { // gothic-rose: crimson with gold
282
+ dim = vec3(0.10, 0.02, 0.04);
283
+ bright = vec3(0.50, 0.10, 0.15);
284
+ } else {
285
+ dim = vec3(0.03, 0.05, 0.08);
286
+ bright = vec3(0.15, 0.35, 0.55);
287
+ }
288
+
289
+ return mix(dim, bright, reveal);
290
+ }
291
+
292
+ // Get accent color for palette mode (etch, impulses, rim)
293
+ vec3 paletteAccent(int mode) {
294
+ if (mode == 0) return vec3(0.15, 1.0, 0.7); // glia-cyan: neon mint
295
+ if (mode == 1) return vec3(0.4, 0.9, 1.0); // orchid: cyan fringe
296
+ if (mode == 2) return vec3(0.2, 0.8, 0.7); // amber: teal edge
297
+ if (mode == 3) return vec3(0.3, 1.0, 0.4); // mono: bright green
298
+ if (mode == 4) return vec3(0.6, 0.85, 1.0); // ice: pale blue-white
299
+ // Techno-Gothic accents
300
+ if (mode == 5) return vec3(1.0, 0.85, 0.3); // gothic-cathedral: sacred gold
301
+ if (mode == 6) return vec3(1.0, 0.15, 0.2); // gothic-void: arterial red
302
+ if (mode == 7) return vec3(0.4, 0.9, 0.6); // gothic-sanctum: patina green
303
+ if (mode == 8) return vec3(1.0, 0.7, 0.2); // gothic-rose: gilded gold
304
+ return vec3(0.2, 1.0, 0.6);
305
+ }
306
+
307
+ // Get copper/trace color for palette mode (subdued)
308
+ vec3 paletteCopper(int mode) {
309
+ if (mode == 0) return vec3(0.06, 0.15, 0.12); // glia-cyan: dark teal
310
+ if (mode == 1) return vec3(0.12, 0.06, 0.18); // orchid: dark purple
311
+ if (mode == 2) return vec3(0.18, 0.12, 0.04); // amber: dark gold
312
+ if (mode == 3) return vec3(0.06, 0.12, 0.06); // mono: dark green
313
+ if (mode == 4) return vec3(0.08, 0.12, 0.18); // ice: dark blue
314
+ // Techno-Gothic copper/trace colors
315
+ if (mode == 5) return vec3(0.15, 0.08, 0.22); // gothic-cathedral: ecclesiastical purple
316
+ if (mode == 6) return vec3(0.18, 0.04, 0.06); // gothic-void: dried blood
317
+ if (mode == 7) return vec3(0.10, 0.14, 0.08); // gothic-sanctum: oxidized bronze
318
+ if (mode == 8) return vec3(0.20, 0.08, 0.10); // gothic-rose: aged crimson
319
+ return vec3(0.08, 0.15, 0.10);
320
+ }
321
+
322
+ // ============================================================================
323
+ // Iridescent Interference (Thin-Film Spectral Shimmer)
324
+ // ============================================================================
325
+
326
+ // Spectral color from phase (cheap cosine-based rainbow)
327
+ vec3 spectral(float t) {
328
+ // Phase-offset cosines for RGB
329
+ vec3 a = vec3(0.5, 0.5, 0.5);
330
+ vec3 b = vec3(0.5, 0.5, 0.5);
331
+ vec3 c = vec3(1.0, 1.0, 1.0);
332
+ vec3 d = vec3(0.0, 0.33, 0.67); // Phase offsets for rainbow
333
+ return a + b * cos(6.28318 * (c * t + d));
334
+ }
335
+
336
+ // Compute iridescence for a surface point
337
+ vec3 iridescence(vec2 uv, float time, float scale, float strength) {
338
+ // Phase based on UV position + time + noise for organic feel
339
+ float phase = dot(uv, vec2(0.7, 0.3)) * scale + time * 0.06;
340
+ phase += noise(uv * 12.0) * 0.3;
341
+
342
+ vec3 spec = spectral(phase);
343
+ // Return as deviation from neutral (centered around 0.5)
344
+ return (spec - 0.5) * strength;
345
+ }
346
+
347
+ // ============================================================================
348
+ // Atmosphere (Filmic Tonemap + Grain + CRT)
349
+ // ============================================================================
350
+
351
+ // ACES-ish filmic tonemap approximation
352
+ vec3 filmicTonemap(vec3 x) {
353
+ float a = 2.51;
354
+ float b = 0.03;
355
+ float c = 2.43;
356
+ float d = 0.59;
357
+ float e = 0.14;
358
+ return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0.0, 1.0);
359
+ }
360
+
361
+ // Film grain (stable, not flickery)
362
+ float filmGrain(vec2 uv, vec2 resolution, float time) {
363
+ vec2 px = uv * resolution;
364
+ // Use floor to get per-pixel noise, add time for subtle animation
365
+ float grain = hash(floor(px * 0.5) + floor(time * 30.0));
366
+ return grain - 0.5; // Center around 0
367
+ }
368
+
369
+ // CRT scanline + aperture grille effect
370
+ float crtEffect(vec2 uv, float time, float strength) {
371
+ // Scanlines (horizontal)
372
+ float scanline = sin(uv.y * 900.0 + time * 1.5) * 0.5 + 0.5;
373
+ scanline = pow(scanline, 1.5) * 0.15;
374
+
375
+ // Aperture grille (vertical RGB stripes, very subtle)
376
+ float grille = sin(uv.x * 1400.0) * 0.5 + 0.5;
377
+ grille = pow(grille, 2.0) * 0.08;
378
+
379
+ // Combine with vignette falloff (stronger at edges)
380
+ vec2 vigUv = uv * 2.0 - 1.0;
381
+ float vigDist = length(vigUv);
382
+ float edgeFalloff = smoothstep(0.3, 1.2, vigDist);
383
+
384
+ return (scanline + grille) * strength * (0.3 + edgeFalloff * 0.7);
385
+ }
386
+
387
+ // ============================================================================
388
+ // PCB Trace SDFs
389
+ // ============================================================================
390
+
391
+ // Manhattan distance grid
392
+ float manhattanGrid(vec2 uv, float spacing) {
393
+ vec2 grid = abs(fract(uv * spacing) - 0.5);
394
+ float manhattan = min(grid.x, grid.y);
395
+ return manhattan;
396
+ }
397
+
398
+ // Horizontal trace
399
+ float hTrace(vec2 uv, float y, float width) {
400
+ return abs(uv.y - y) - width * 0.5;
401
+ }
402
+
403
+ // Vertical trace
404
+ float vTrace(vec2 uv, float x, float width) {
405
+ return abs(uv.x - x) - width * 0.5;
406
+ }
407
+
408
+ // Via (circular pad)
409
+ float via(vec2 uv, vec2 center, float radius) {
410
+ return length(uv - center) - radius;
411
+ }
412
+
413
+ // Combined trace network (procedural)
414
+ float traceNetwork(vec2 uv, float scale) {
415
+ uv *= scale;
416
+
417
+ // Main grid lines
418
+ float gridSpacing = 0.2;
419
+ float traceWidth = 0.01;
420
+
421
+ vec2 gridUv = mod(uv, gridSpacing) - gridSpacing * 0.5;
422
+ float hLine = abs(gridUv.y) - traceWidth;
423
+ float vLine = abs(gridUv.x) - traceWidth;
424
+
425
+ // Create Manhattan-style traces with some randomization
426
+ float h1 = hTrace(uv, 0.1, traceWidth);
427
+ float h2 = hTrace(uv, 0.3, traceWidth * 0.8);
428
+ float h3 = hTrace(uv, 0.5, traceWidth);
429
+ float h4 = hTrace(uv, 0.7, traceWidth * 0.8);
430
+ float h5 = hTrace(uv, 0.9, traceWidth);
431
+
432
+ float v1 = vTrace(uv, 0.15, traceWidth);
433
+ float v2 = vTrace(uv, 0.35, traceWidth * 0.8);
434
+ float v3 = vTrace(uv, 0.55, traceWidth);
435
+ float v4 = vTrace(uv, 0.75, traceWidth * 0.8);
436
+ float v5 = vTrace(uv, 0.95, traceWidth);
437
+
438
+ float traces = min(min(min(min(h1, h2), min(h3, h4)), h5),
439
+ min(min(min(v1, v2), min(v3, v4)), v5));
440
+
441
+ return min(traces, min(hLine, vLine));
442
+ }
443
+
444
+ // ============================================================================
445
+ // Main Shader
446
+ // ============================================================================
447
+
448
+ void main() {
449
+ vec2 uv = vUv;
450
+
451
+ // Base: use palette-defined substrate color (near-black, cinematic)
452
+ vec3 baseColor = paletteBase(uPaletteMode);
453
+ vec3 color = baseColor;
454
+
455
+ // ========================================================================
456
+ // Sample Etch Trail Early (for UV distortion + reveal boost)
457
+ // ========================================================================
458
+
459
+ float trailIntensity = 0.0;
460
+ if (uTrailEnabled > 0.5) {
461
+ vec4 trailSample = texture2D(uTrailTex, uv);
462
+ trailIntensity = trailSample.r;
463
+ }
464
+
465
+ // ========================================================================
466
+ // UV Distortion in Etched Areas (makes it feel engraved)
467
+ // ========================================================================
468
+
469
+ vec2 distortedUv = uv;
470
+ if (trailIntensity > 0.01) {
471
+ // Add subtle UV distortion based on trail + noise
472
+ vec2 distortNoise = curlNoise(uv * 30.0 + uTime * 0.2);
473
+ distortedUv += distortNoise * trailIntensity * uEtchDistortion;
474
+ }
475
+
476
+ // ========================================================================
477
+ // Compute Reveal Mask (etch/anchor proximity increases lattice visibility)
478
+ // Only respond to ETCH (click+drag), not probe hover. uHover.z = 1 for etch.
479
+ // ========================================================================
480
+
481
+ // Only compute reveal from cursor if in etch mode (uHover.z > 0.5)
482
+ float isEtchMode = step(0.5, uHover.z);
483
+ float reveal = computeReveal(uv, uHover.xy, uHover.w * isEtchMode, uProbeRadius, uRevealStrength);
484
+
485
+ // Anchors also reveal the lattice
486
+ for (int i = 0; i < 8; i++) {
487
+ if (i >= uAnchorCount) break;
488
+ float anchorDist = length(uv - uAnchors[i].xy);
489
+ reveal = max(reveal, smoothstep(0.15, 0.02, anchorDist) * uAnchors[i].z * uRevealStrength);
490
+ }
491
+
492
+ // Etched areas (trails) are always revealed
493
+ reveal = max(reveal, trailIntensity * 1.5);
494
+ reveal = clamp(reveal, 0.0, 1.0);
495
+
496
+ // ========================================================================
497
+ // Phase Lens Setup (if enabled) - only active during ETCH, not hover
498
+ // ========================================================================
499
+
500
+ float lensMask = 0.0;
501
+ float lensRim = 0.0;
502
+ vec2 lensDistortedUv = distortedUv;
503
+
504
+ // Lens only activates in etch mode (click+drag), not probe hover
505
+ if (uLensEnabled > 0.5 && uHover.w > 0.5 && uHover.z > 0.5) {
506
+ vec2 lensCenter = uLens.xy;
507
+ float lensRadius = uLens.z;
508
+ float lensMag = uLens.w;
509
+
510
+ lensMask = computeLensMask(distortedUv, lensCenter, lensRadius);
511
+ lensRim = computeLensRim(distortedUv, lensCenter, lensRadius, uLensVelocity);
512
+ lensDistortedUv = computeLensDistortedUv(distortedUv, lensCenter, lensRadius, lensMag);
513
+ }
514
+
515
+ // ========================================================================
516
+ // Ultra-Fine Micro-Lattice Layer (THE STAR)
517
+ // ========================================================================
518
+
519
+ // Apply domain warping for organic, alive feel
520
+ vec2 warpedUv = warpUV(distortedUv, uMicroWarp, uTime);
521
+ vec2 warpedLensUv = warpUV(lensDistortedUv, uMicroWarp, uTime);
522
+
523
+ // Two-frequency micro-grid using selected lattice mode
524
+ float microGrid1 = latticeLines(warpedUv, uMicroGrid1, 0.02, uLatticeMode);
525
+ float microGrid2 = latticeLines(warpedUv, uMicroGrid2, 0.015, uLatticeMode);
526
+
527
+ // Lens-magnified versions (higher detail inside lens)
528
+ float microGrid1Lens = latticeLines(warpedLensUv, uMicroGrid1 * 1.3, 0.018, uLatticeMode);
529
+ float microGrid2Lens = latticeLines(warpedLensUv, uMicroGrid2 * 1.2, 0.012, uLatticeMode);
530
+
531
+ // Blend between normal and lens-magnified based on lens mask
532
+ float effectiveMicroGrid1 = mix(microGrid1, microGrid1Lens, lensMask);
533
+ float effectiveMicroGrid2 = mix(microGrid2, microGrid2Lens, lensMask);
534
+
535
+ // Combine grids with different weights
536
+ float microLattice = max(effectiveMicroGrid1 * 0.7, effectiveMicroGrid2 * 0.4);
537
+
538
+ // Lens boosts reveal effect (magnification = amplified visibility)
539
+ float lensRevealBoost = lensMask * 0.6;
540
+ float effectiveReveal = min(reveal + lensRevealBoost, 1.0);
541
+
542
+ // Base visibility can be set via uBaseVisibility; reveal increases it to full
543
+ // COLOR SCARCITY: Use baseVisibility for always-on backgrounds, low for reveal-based UX
544
+ float latticeVis = uMicroGridStrength * (uBaseVisibility + effectiveReveal * (1.0 - uBaseVisibility));
545
+
546
+ // Lattice color: use palette system
547
+ // IMPORTANT: Use max of baseVisibility and reveal for color lookup so lattice is visible
548
+ // without hover when baseVisibility is high (for always-on backgrounds)
549
+ float latticeColorMix = max(uBaseVisibility, effectiveReveal);
550
+ vec3 baseLatticeColor = paletteLattice(uPaletteMode, latticeColorMix);
551
+
552
+ // Inside lens: boost saturation + add iridescence
553
+ vec3 lensLatticeColor = baseLatticeColor * 1.3;
554
+ vec3 iridescentShift = iridescence(warpedLensUv, uTime, uIridescenceScale, uIridescenceStrength);
555
+ lensLatticeColor += iridescentShift * lensMask * 0.4;
556
+
557
+ vec3 latticeColor = mix(baseLatticeColor, lensLatticeColor, lensMask);
558
+
559
+ // Base energy from baseVisibility + boost from reveal/lens
560
+ float latticeEnergy = max(uBaseVisibility * 0.5, max(effectiveReveal, lensMask * 0.6));
561
+ // When baseVisibility is high, don't penalize - scale from 0.7 to 1.0
562
+ float baseMult = 0.7 + uBaseVisibility * 0.3;
563
+ color += latticeColor * microLattice * latticeVis * (baseMult + latticeEnergy * 0.3);
564
+
565
+ // Energy nodes at grid intersections - DISABLED for cleaner look
566
+ // (uncomment to re-enable pulsing intersection dots)
567
+
568
+ // ========================================================================
569
+ // Phase Lens Rim Effect (iridescent + chromatic fringe)
570
+ // ========================================================================
571
+
572
+ if (lensRim > 0.01) {
573
+ // Get accent color from palette
574
+ vec3 accentColor = paletteAccent(uPaletteMode);
575
+
576
+ // Chromatic aberration on rim
577
+ float rimOffset = lensRim * uLensChromatic;
578
+
579
+ // Iridescent shimmer on rim (the wow factor)
580
+ vec3 rimIridescence = iridescence(distortedUv, uTime * 1.5, uIridescenceScale * 2.0, 1.0);
581
+
582
+ // Base rim color from accent
583
+ vec3 rimColor = accentColor * 0.6;
584
+
585
+ // Add chromatic split
586
+ rimColor.r += rimOffset * 0.2;
587
+ rimColor.b -= rimOffset * 0.15;
588
+
589
+ // Add iridescence to rim
590
+ rimColor += rimIridescence * uIridescenceStrength * 0.5;
591
+
592
+ // Velocity adds warmth to rim
593
+ rimColor = mix(rimColor, accentColor * vec3(1.2, 0.8, 0.6), uLensVelocity * 0.3);
594
+
595
+ color += rimColor * lensRim * 0.3 * uAccentIntensity;
596
+ }
597
+
598
+ // ========================================================================
599
+ // PCB Traces Layer (SUBDUED - rails under the lattice, not the main show)
600
+ // ========================================================================
601
+
602
+ float traceScale = 5.0;
603
+ float traceSdf = traceNetwork(distortedUv, traceScale);
604
+ float traceEdge = smoothstep(0.002, -0.002, traceSdf);
605
+
606
+ // Copper color from palette (subdued to match theme)
607
+ vec3 copperColor = paletteCopper(uPaletteMode) * (0.8 + 0.2 * noise(uv * 20.0));
608
+
609
+ // Traces are very faint - controlled by copperStrength
610
+ // COLOR SCARCITY: Traces are just "rails", not the star
611
+ float traceVis = (0.05 + reveal * 0.3) * uCopperStrength;
612
+ color += copperColor * traceEdge * traceVis;
613
+
614
+ // ========================================================================
615
+ // Trail Layer (Etched Inscription - enhanced with char edge + velocity)
616
+ // ========================================================================
617
+
618
+ // Track etch mask for color scarcity
619
+ float etchMask = 0.0;
620
+
621
+ if (uTrailEnabled > 0.5 && trailIntensity > 0.01) {
622
+ // Sharpened edge for crisp inscription look
623
+ float sharpTrail = smoothstep(0.05, 0.3, trailIntensity);
624
+ etchMask = sharpTrail; // Store for accent calculation
625
+
626
+ // === Char Edge Detection (burned/charred rim around inscription) ===
627
+ vec2 texelSize = vec2(1.0 / 512.0);
628
+ float trailN = texture2D(uTrailTex, uv + vec2(0.0, texelSize.y)).r;
629
+ float trailS = texture2D(uTrailTex, uv - vec2(0.0, texelSize.y)).r;
630
+ float trailE = texture2D(uTrailTex, uv + vec2(texelSize.x, 0.0)).r;
631
+ float trailW = texture2D(uTrailTex, uv - vec2(texelSize.x, 0.0)).r;
632
+
633
+ vec2 trailGrad = vec2(trailE - trailW, trailN - trailS);
634
+ float edgeStrength = clamp(length(trailGrad) * 8.0, 0.0, 1.0);
635
+
636
+ // Char color: palette-aware burned edge
637
+ vec3 charColor = paletteCopper(uPaletteMode) * 0.5;
638
+
639
+ // Core glow: use palette accent for inscription
640
+ float velocityDim = 1.0 - uEtchVelocity * 0.2;
641
+ vec3 accentColor = paletteAccent(uPaletteMode);
642
+ vec3 coreColor = accentColor * velocityDim;
643
+
644
+ // Add subtle iridescence to inscription core
645
+ vec3 etchIridescence = iridescence(uv, uTime, uIridescenceScale * 0.5, uIridescenceStrength);
646
+ coreColor += etchIridescence * 0.2;
647
+
648
+ color += coreColor * sharpTrail * 0.5 * uAccentIntensity;
649
+
650
+ // Char edge: subtract warm dark at edges
651
+ color = mix(color, charColor, edgeStrength * sharpTrail * 0.35);
652
+
653
+ // Soft bloom edge using palette lattice color
654
+ float softTrail = smoothstep(0.0, 0.15, trailIntensity);
655
+ vec3 bloomColor = paletteLattice(uPaletteMode, 0.5);
656
+ float bloomFactor = 1.0 - uEtchVelocity * 0.4;
657
+ color += bloomColor * softTrail * 0.25 * bloomFactor;
658
+
659
+ // Increase micro-lattice visibility in etched areas
660
+ float latticeAcceptance = sharpTrail * (1.0 + edgeStrength * 0.3);
661
+ color += latticeColor * microLattice * latticeAcceptance * 0.35;
662
+
663
+ // Subtle sparkle using palette accent
664
+ float sparkleGate = sharpTrail * (1.0 - edgeStrength * 0.5);
665
+ float sparkle = noise(uv * 500.0 + uTime * 5.0);
666
+ color += accentColor * 0.3 * sparkle * sparkleGate * 0.12;
667
+
668
+ // Velocity streaking
669
+ if (uEtchVelocity > 0.3) {
670
+ float streak = noise(uv * 200.0 + uTime * 8.0) * uEtchVelocity;
671
+ color += accentColor * 0.4 * streak * sharpTrail * 0.08;
672
+ }
673
+ }
674
+
675
+ // ========================================================================
676
+ // Hover Probe Effect (enhanced with Phase Lens integration)
677
+ // ========================================================================
678
+
679
+ if (uHover.w > 0.5) {
680
+ vec2 hoverUv = uHover.xy;
681
+ float isEtch = uHover.z;
682
+ float hoverDist = length(uv - hoverUv);
683
+
684
+ // Routing highlight zone
685
+ float highlightZone = smoothstep(uProbeRadius * 2.0, uProbeRadius * 0.5, hoverDist);
686
+
687
+ // Highlight nearby traces using palette
688
+ float nearbyTraces = traceEdge * highlightZone;
689
+ vec3 accentColor = paletteAccent(uPaletteMode);
690
+ vec3 highlightColor = isEtch > 0.5
691
+ ? accentColor * vec3(1.2, 0.6, 0.3) // Warm accent for etch
692
+ : accentColor; // Cool accent for probe
693
+
694
+ color += highlightColor * nearbyTraces * 0.5 * uAccentIntensity;
695
+
696
+ // If lens is enabled, the lens rim acts as indicator (no square needed)
697
+ if (uLensEnabled < 0.5) {
698
+ float indicator = smoothstep(uProbeRadius * 0.4, uProbeRadius * 0.3, hoverDist);
699
+ indicator *= smoothstep(uProbeRadius * 0.2, uProbeRadius * 0.3, hoverDist);
700
+ color += highlightColor * indicator * 0.35;
701
+ }
702
+
703
+ // Data packet flow animation using lattice color
704
+ float flow = sin((hoverDist - uTime * 2.0) * 50.0) * 0.5 + 0.5;
705
+ float flowZone = smoothstep(uProbeRadius * 1.5, uProbeRadius * 0.3, hoverDist);
706
+ color += paletteLattice(uPaletteMode, 0.8) * flow * flowZone * nearbyTraces * 0.25;
707
+ }
708
+
709
+ // ========================================================================
710
+ // Impulse Rings (Square Engineering Bursts)
711
+ // ========================================================================
712
+
713
+ for (int i = 0; i < 24; i++) {
714
+ if (i >= uImpulseCount) break;
715
+
716
+ vec4 imp = uImpulses[i];
717
+ float age = uImpulsesAge[i];
718
+
719
+ if (age >= 1.0) continue;
720
+
721
+ vec2 impUv = imp.xy;
722
+ float baseRadius = imp.z;
723
+ float amp = imp.w;
724
+
725
+ // Square expanding ring (Manhattan distance)
726
+ vec2 toImp = abs(uv - impUv);
727
+ float sqDist = max(toImp.x, toImp.y);
728
+ float expandedRadius = baseRadius + age * 0.3;
729
+
730
+ // Ring with thickness
731
+ float ringThickness = 0.01 + (1.0 - age) * 0.015;
732
+ float ringOuter = smoothstep(expandedRadius + ringThickness, expandedRadius, sqDist);
733
+ float ringInner = smoothstep(expandedRadius - ringThickness, expandedRadius, sqDist);
734
+ float squareRing = ringOuter * ringInner;
735
+
736
+ // Fade with age
737
+ float fade = (1.0 - age * age) * amp;
738
+
739
+ // Burst color from palette accent with age transition
740
+ vec3 accentColor = paletteAccent(uPaletteMode);
741
+ vec3 burstColor = mix(
742
+ accentColor,
743
+ accentColor * vec3(1.3, 1.0, 0.6), // Warmer as it fades
744
+ age
745
+ );
746
+
747
+ color += burstColor * squareRing * fade * 0.7 * uAccentIntensity;
748
+
749
+ // Data traveling along traces from burst
750
+ float impDist = length(uv - impUv);
751
+ float traceActivation = smoothstep(0.3, 0.0, abs(traceSdf)) *
752
+ smoothstep(expandedRadius * 1.5, expandedRadius * 0.5, impDist) *
753
+ (1.0 - age);
754
+ color += paletteLattice(uPaletteMode, 0.7) * traceActivation * fade * 0.25;
755
+ }
756
+
757
+ // ========================================================================
758
+ // Anchors (Vias/Pins)
759
+ // ========================================================================
760
+
761
+ for (int i = 0; i < 8; i++) {
762
+ if (i >= uAnchorCount) break;
763
+
764
+ vec4 anchor = uAnchors[i];
765
+ vec2 anchorUv = anchor.xy;
766
+ float strength = anchor.z;
767
+ float phase = anchor.w;
768
+
769
+ float anchorDist = length(uv - anchorUv);
770
+
771
+ // Via pad (circular)
772
+ float viaPad = smoothstep(0.025, 0.02, anchorDist);
773
+
774
+ // Via hole (inner dark circle)
775
+ float viaHole = smoothstep(0.008, 0.012, anchorDist);
776
+
777
+ // Ring around via
778
+ float viaRing = smoothstep(0.03, 0.028, anchorDist) * smoothstep(0.025, 0.028, anchorDist);
779
+
780
+ // Pulsing glow
781
+ float pulse = 0.6 + 0.4 * sin(uTime * 2.0 + phase);
782
+
783
+ // Via color using palette
784
+ vec3 padColor = paletteCopper(uPaletteMode) * 2.0;
785
+ vec3 ringColor = paletteAccent(uPaletteMode);
786
+
787
+ color += padColor * viaPad * viaHole * strength * 0.7 * uCopperStrength;
788
+ color += ringColor * viaRing * strength * pulse * uAccentIntensity;
789
+
790
+ // Emanating trace activation
791
+ float emanate = smoothstep(0.15, 0.03, anchorDist) * traceEdge * strength;
792
+ float emanatePulse = sin(anchorDist * 50.0 - uTime * 3.0 + phase) * 0.5 + 0.5;
793
+ color += ringColor * emanate * emanatePulse * 0.25;
794
+ }
795
+
796
+ // ========================================================================
797
+ // Vector Field Visualization (Subtle, palette-aware)
798
+ // ========================================================================
799
+
800
+ vec2 flowDir = curlNoise(uv * 3.0 + uTime * 0.1);
801
+ float flowMag = length(flowDir);
802
+
803
+ // Subtle directional lines using palette lattice color
804
+ vec2 lineUv = uv + flowDir * 0.01;
805
+ float flowLine = abs(fract(dot(lineUv, normalize(flowDir + 0.001)) * 20.0) - 0.5);
806
+ float flowVis = smoothstep(0.1, 0.05, flowLine) * flowMag * 0.06;
807
+ color += paletteLattice(uPaletteMode, 0.2) * flowVis;
808
+
809
+ // ========================================================================
810
+ // Atmosphere Pass (Exposure + Filmic + Grain + CRT + Vignette)
811
+ // ========================================================================
812
+
813
+ // Apply exposure
814
+ color *= uExposure;
815
+
816
+ // Filmic tonemapping (blend between linear and filmic)
817
+ vec3 filmicColor = filmicTonemap(color);
818
+ color = mix(color, filmicColor, uFilmic);
819
+
820
+ // Film grain (subtle, stable)
821
+ if (uGrainStrength > 0.001) {
822
+ float grain = filmGrain(uv, uResolution, uTime);
823
+ color += grain * uGrainStrength;
824
+ }
825
+
826
+ // CRT effect (scanlines + aperture grille, gated by vignette)
827
+ if (uCrtStrength > 0.01) {
828
+ float crt = crtEffect(uv, uTime, uCrtStrength);
829
+ color -= crt * 0.1;
830
+ }
831
+
832
+ // Vignette (slightly stronger for cinematic focus)
833
+ vec2 vignetteUv = uv * 2.0 - 1.0;
834
+ float vignetteDist = length(vignetteUv);
835
+ float vignette = 1.0 - vignetteDist * vignetteDist * 0.2;
836
+ color *= vignette;
837
+
838
+ // Clamp to prevent negative values from grain/CRT
839
+ color = max(color, vec3(0.0));
840
+
841
+ gl_FragColor = vec4(color, 1.0);
842
+ }
843
+ `;
844
+ // -----------------------------------------------------------------------------
845
+ // Arrow Instance Shader
846
+ // -----------------------------------------------------------------------------
847
+ export const PCB_ARROWS_VERTEX_SHADER = /* glsl */ `
848
+ uniform float uTime;
849
+ uniform vec4 uHover;
850
+ uniform vec4 uAnchors[8];
851
+ uniform int uAnchorCount;
852
+ uniform float uProbeRadius;
853
+ // FIX: Add plane size uniform for correct UV normalization
854
+ uniform vec2 uPlaneSize;
855
+ // FIX: Add max point size uniform to prevent blowout
856
+ uniform float uMaxPointSize;
857
+
858
+ attribute float aPhase;
859
+ attribute float aSize;
860
+
861
+ varying float vBrightness;
862
+ varying float vPhase;
863
+ varying vec2 vArrowDir;
864
+
865
+ // Curl noise
866
+ float hash(vec2 p) {
867
+ return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
868
+ }
869
+
870
+ float noise(vec2 p) {
871
+ vec2 i = floor(p);
872
+ vec2 f = fract(p);
873
+ f = f * f * (3.0 - 2.0 * f);
874
+
875
+ float a = hash(i);
876
+ float b = hash(i + vec2(1.0, 0.0));
877
+ float c = hash(i + vec2(0.0, 1.0));
878
+ float d = hash(i + vec2(1.0, 1.0));
879
+
880
+ return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
881
+ }
882
+
883
+ vec2 curlNoise(vec2 p) {
884
+ float eps = 0.01;
885
+ float n1 = noise(p + vec2(eps, 0.0));
886
+ float n2 = noise(p - vec2(eps, 0.0));
887
+ float n3 = noise(p + vec2(0.0, eps));
888
+ float n4 = noise(p - vec2(0.0, eps));
889
+
890
+ return vec2(n3 - n4, n1 - n2) / (2.0 * eps);
891
+ }
892
+
893
+ void main() {
894
+ vec3 pos = position;
895
+
896
+ // FIX: Correct UV normalization - plane positions are in world coords (e.g. -10 to +10)
897
+ // Convert to 0-1 UV space by dividing by plane size
898
+ vec2 posUv = (pos.xy / uPlaneSize) + 0.5;
899
+
900
+ // Get flow direction from curl noise
901
+ vec2 flowDir = curlNoise(posUv * 3.0 + uTime * 0.1);
902
+
903
+ // Modify flow toward hover point (subtle)
904
+ if (uHover.w > 0.5) {
905
+ vec2 toHover = uHover.xy - posUv;
906
+ float hoverDist = length(toHover);
907
+ // FIX: Reduce attraction strength to prevent warping entire field
908
+ float attraction = smoothstep(uProbeRadius * 3.0, 0.0, hoverDist);
909
+ flowDir = mix(flowDir, normalize(toHover + 0.001), attraction * 0.3);
910
+ }
911
+
912
+ // Modify flow toward anchors (subtle)
913
+ for (int i = 0; i < 8; i++) {
914
+ if (i >= uAnchorCount) break;
915
+ vec2 anchorUv = uAnchors[i].xy;
916
+ float strength = uAnchors[i].z;
917
+ vec2 toAnchor = anchorUv - posUv;
918
+ float anchorDist = length(toAnchor);
919
+ float pull = smoothstep(0.2, 0.0, anchorDist) * strength;
920
+ flowDir = mix(flowDir, normalize(toAnchor + 0.001), pull * 0.3);
921
+ }
922
+
923
+ vArrowDir = normalize(flowDir + 0.001);
924
+
925
+ // Base brightness (reduced to prevent blowout)
926
+ float brightness = 0.15 + length(flowDir) * 1.0;
927
+
928
+ // Hover boost (reduced)
929
+ if (uHover.w > 0.5) {
930
+ float hoverDist = length(posUv - uHover.xy);
931
+ float hoverBoost = smoothstep(uProbeRadius * 2.0, uProbeRadius * 0.5, hoverDist);
932
+ brightness += hoverBoost * 0.3;
933
+ }
934
+
935
+ vBrightness = clamp(brightness, 0.0, 1.0);
936
+ vPhase = aPhase;
937
+
938
+ // FIX: REMOVED the rotation that was clustering everything toward origin
939
+ // The old code: pos.xy = rotation * pos.xy * 0.5; was scaling positions down by 0.5
940
+ // This caused all points to cluster in a small area
941
+ // Instead, just apply a tiny jitter for animation
942
+ pos.xy += flowDir * sin(uTime * 2.0 + aPhase * 6.28) * 0.02;
943
+
944
+ vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
945
+ gl_Position = projectionMatrix * mvPosition;
946
+
947
+ // FIX: Safer point size calculation with clamp to prevent giant points
948
+ float rawSize = aSize * (0.5 + brightness * 0.3) * (60.0 / -mvPosition.z);
949
+ gl_PointSize = clamp(rawSize, 1.0, uMaxPointSize);
950
+ }
951
+ `;
952
+ export const PCB_ARROWS_FRAGMENT_SHADER = /* glsl */ `
953
+ uniform float uTime;
954
+ uniform int uPaletteMode;
955
+ uniform float uAccentIntensity;
956
+
957
+ varying float vBrightness;
958
+ varying float vPhase;
959
+ varying vec2 vArrowDir;
960
+
961
+ // Palette-aware arrow colors (simplified versions of main shader palettes)
962
+ vec3 arrowColorDim(int mode) {
963
+ if (mode == 0) return vec3(0.03, 0.12, 0.10); // glia-cyan
964
+ if (mode == 1) return vec3(0.08, 0.04, 0.12); // orchid
965
+ if (mode == 2) return vec3(0.12, 0.08, 0.03); // amber
966
+ if (mode == 3) return vec3(0.04, 0.10, 0.04); // mono
967
+ if (mode == 4) return vec3(0.05, 0.10, 0.15); // ice
968
+ // Techno-Gothic arrow dims
969
+ if (mode == 5) return vec3(0.08, 0.03, 0.12); // gothic-cathedral
970
+ if (mode == 6) return vec3(0.10, 0.02, 0.03); // gothic-void
971
+ if (mode == 7) return vec3(0.06, 0.08, 0.05); // gothic-sanctum
972
+ if (mode == 8) return vec3(0.12, 0.03, 0.05); // gothic-rose
973
+ return vec3(0.05, 0.12, 0.10);
974
+ }
975
+
976
+ vec3 arrowColorBright(int mode) {
977
+ if (mode == 0) return vec3(0.08, 0.35, 0.30); // glia-cyan
978
+ if (mode == 1) return vec3(0.20, 0.15, 0.35); // orchid
979
+ if (mode == 2) return vec3(0.30, 0.22, 0.08); // amber
980
+ if (mode == 3) return vec3(0.10, 0.30, 0.12); // mono
981
+ if (mode == 4) return vec3(0.12, 0.28, 0.40); // ice
982
+ // Techno-Gothic arrow brights
983
+ if (mode == 5) return vec3(0.30, 0.15, 0.45); // gothic-cathedral: purple glow
984
+ if (mode == 6) return vec3(0.40, 0.08, 0.10); // gothic-void: blood glow
985
+ if (mode == 7) return vec3(0.18, 0.32, 0.22); // gothic-sanctum: verdigris
986
+ if (mode == 8) return vec3(0.45, 0.12, 0.18); // gothic-rose: rose glow
987
+ return vec3(0.10, 0.30, 0.25);
988
+ }
989
+
990
+ void main() {
991
+ vec2 center = gl_PointCoord - 0.5;
992
+
993
+ // Arrow shape (triangle pointing in flow direction)
994
+ float angle = atan(vArrowDir.y, vArrowDir.x);
995
+ mat2 rot = mat2(cos(-angle), -sin(-angle), sin(-angle), cos(-angle));
996
+ vec2 p = rot * center;
997
+
998
+ // Triangle SDF approximation
999
+ float arrow = max(abs(p.y) - (0.3 - p.x * 0.8), p.x - 0.25);
1000
+
1001
+ if (arrow > 0.0) discard;
1002
+
1003
+ float alpha = smoothstep(0.0, -0.05, arrow);
1004
+
1005
+ // Flow animation (subtle)
1006
+ float flow = sin(uTime * 4.0 + vPhase * 6.28) * 0.2 + 0.8;
1007
+
1008
+ // Color from palette (darker base, brighter tips)
1009
+ vec3 color = mix(
1010
+ arrowColorDim(uPaletteMode),
1011
+ arrowColorBright(uPaletteMode),
1012
+ vBrightness
1013
+ );
1014
+
1015
+ // Apply accent intensity
1016
+ color *= (0.8 + uAccentIntensity * 0.2);
1017
+
1018
+ // Reduced alpha to prevent additive blowout
1019
+ gl_FragColor = vec4(color, alpha * vBrightness * flow * 0.22);
1020
+ }
1021
+ `;
1022
+ export function createPcbUniforms() {
1023
+ return {
1024
+ uTime: { value: 0 },
1025
+ uResolution: { value: new THREE.Vector2(1920, 1080) },
1026
+ uHover: { value: new THREE.Vector4(0.5, 0.5, 0, 0) },
1027
+ uImpulses: {
1028
+ value: Array(24)
1029
+ .fill(null)
1030
+ .map(() => new THREE.Vector4(0, 0, 0, 0)),
1031
+ },
1032
+ uImpulsesAge: { value: new Float32Array(24) },
1033
+ uImpulseCount: { value: 0 },
1034
+ uAnchors: {
1035
+ value: Array(8)
1036
+ .fill(null)
1037
+ .map(() => new THREE.Vector4(0, 0, 0, 0)),
1038
+ },
1039
+ uAnchorCount: { value: 0 },
1040
+ uTrailTex: { value: null },
1041
+ uTrailEnabled: { value: 0 },
1042
+ uProbeRadius: { value: 0.08 },
1043
+ // FIX: New uniforms - will be set from PcbField.tsx
1044
+ uPlaneSize: { value: new THREE.Vector2(20, 15) },
1045
+ uMaxPointSize: { value: 8 },
1046
+ // === Ultra-Fine Lattice Uniforms ===
1047
+ uMicroGrid1: { value: 60 }, // Fine grid frequency
1048
+ uMicroGrid2: { value: 200 }, // Ultra-fine grid frequency
1049
+ uMicroGridStrength: { value: 0.8 }, // Overall lattice visibility
1050
+ uRevealStrength: { value: 1.0 }, // How much hover reveals lattice
1051
+ uBaseVisibility: { value: 0.05 }, // Base visibility without hover (0-1)
1052
+ uMicroWarp: { value: 0.015 }, // Subtle domain warping
1053
+ uEtchDistortion: { value: 0.008 }, // UV distortion in etched areas
1054
+ // === Phase Lens Uniforms ===
1055
+ uLens: { value: new THREE.Vector4(0.5, 0.5, 0.12, 1.0) }, // center, radius, mag
1056
+ uLensVelocity: { value: 0 },
1057
+ uLensChromatic: { value: 0.35 },
1058
+ uLensEnabled: { value: 1 },
1059
+ // === Lattice Mode Uniform ===
1060
+ uLatticeMode: { value: 0 }, // 0=rect, 1=hex, 2=tri
1061
+ // === Etch Velocity Uniform ===
1062
+ uEtchVelocity: { value: 0 },
1063
+ // === Palette / Atmosphere Uniforms ===
1064
+ uPaletteMode: { value: 1 }, // Default: orchid (museum-grade)
1065
+ uAccentIntensity: { value: 1.1 },
1066
+ uIridescenceStrength: { value: 0.35 },
1067
+ uIridescenceScale: { value: 14 },
1068
+ uExposure: { value: 1.0 },
1069
+ uFilmic: { value: 0.85 },
1070
+ uGrainStrength: { value: 0.015 },
1071
+ uCrtStrength: { value: 0.25 },
1072
+ uCopperStrength: { value: 0.15 },
1073
+ };
1074
+ }
1075
+ export function createPcbMaterial(uniforms) {
1076
+ return new THREE.ShaderMaterial({
1077
+ vertexShader: PCB_VERTEX_SHADER,
1078
+ fragmentShader: PCB_FRAGMENT_SHADER,
1079
+ uniforms,
1080
+ transparent: true,
1081
+ depthWrite: false,
1082
+ });
1083
+ }
1084
+ export function createPcbArrowsMaterial(uniforms, blending = "normal") {
1085
+ return new THREE.ShaderMaterial({
1086
+ vertexShader: PCB_ARROWS_VERTEX_SHADER,
1087
+ fragmentShader: PCB_ARROWS_FRAGMENT_SHADER,
1088
+ uniforms: {
1089
+ uTime: uniforms.uTime,
1090
+ uHover: uniforms.uHover,
1091
+ uAnchors: uniforms.uAnchors,
1092
+ uAnchorCount: uniforms.uAnchorCount,
1093
+ uProbeRadius: uniforms.uProbeRadius,
1094
+ // UV normalization and point size control
1095
+ uPlaneSize: uniforms.uPlaneSize,
1096
+ uMaxPointSize: uniforms.uMaxPointSize,
1097
+ // Palette uniforms for arrows
1098
+ uPaletteMode: uniforms.uPaletteMode,
1099
+ uAccentIntensity: uniforms.uAccentIntensity,
1100
+ },
1101
+ transparent: true,
1102
+ depthWrite: false,
1103
+ // FIX: Default to normal blending for debugging; additive can be enabled via config
1104
+ blending: blending === "additive" ? THREE.AdditiveBlending : THREE.NormalBlending,
1105
+ });
1106
+ }
1107
+ // -----------------------------------------------------------------------------
1108
+ // Arrows Geometry Factory
1109
+ // -----------------------------------------------------------------------------
1110
+ export function createPcbArrowsGeometry(count, planeWidth, planeHeight) {
1111
+ const geometry = new THREE.BufferGeometry();
1112
+ const positions = new Float32Array(count * 3);
1113
+ const phases = new Float32Array(count);
1114
+ const sizes = new Float32Array(count);
1115
+ // Grid distribution for arrows
1116
+ const gridSizeX = Math.ceil(Math.sqrt(count * (planeWidth / planeHeight)));
1117
+ const gridSizeY = Math.ceil(count / gridSizeX);
1118
+ for (let i = 0; i < count; i++) {
1119
+ const gx = i % gridSizeX;
1120
+ const gy = Math.floor(i / gridSizeX);
1121
+ // Position with slight jitter
1122
+ const jitterX = (Math.random() - 0.5) * 0.3;
1123
+ const jitterY = (Math.random() - 0.5) * 0.3;
1124
+ positions[i * 3] = ((gx + 0.5 + jitterX) / gridSizeX - 0.5) * planeWidth;
1125
+ positions[i * 3 + 1] = ((gy + 0.5 + jitterY) / gridSizeY - 0.5) * planeHeight;
1126
+ positions[i * 3 + 2] = 0.02;
1127
+ phases[i] = Math.random();
1128
+ sizes[i] = 2.0 + Math.random() * 1.5;
1129
+ }
1130
+ geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
1131
+ geometry.setAttribute("aPhase", new THREE.BufferAttribute(phases, 1));
1132
+ geometry.setAttribute("aSize", new THREE.BufferAttribute(sizes, 1));
1133
+ return geometry;
1134
+ }