@chromatic-coherence/generative-engine 1.3.0 → 1.4.0

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package/README.md CHANGED
@@ -119,6 +119,14 @@ individually in the vertex stage (shadow pass included): per-instance scattered
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  height-scaled displacement, a second harmonic so the motion breathes. `w.wind = { dir,
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  speed }` is the one wind that blows through every swaying batch. Zero CPU per frame.
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+ ## GPU flight (v1.4)
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+
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+ `meshInstanced(wingMesh, Array.from({ length: 10000 }, () => ({})), { flight: true })` —
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+ the batch IS a murmuration: per-bird orbit parameters ride the instance buffer, and the
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+ whole flock (a wandering heart, lobes that split and merge, a ripple phase, flapping
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+ wings) is evaluated in the vertex stage from time alone. Ten thousand birds, zero CPU.
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+ The instance matrices are the shared flock frame — place, scale and steer it whole.
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+
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  ## Roadmap
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  Planar mirrors · real water · skeletal figures. The chart editions stay lean.
package/dist/shaders.d.ts CHANGED
@@ -1,7 +1,7 @@
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  export declare const FACE_VS = "#version 300 es\nin vec3 aPos; in vec3 aNorm; in vec4 aCol; in float aBlood; in float aGrp;\nin vec3 aPos2; in vec3 aNorm2;\nuniform mat4 uVP; uniform mat4 uSVP;\nuniform mat4 uGM[8]; uniform mat3 uNM[8]; uniform float uMW[8]; uniform float uGA[8];\nout vec3 vPos; out vec3 vNorm; out vec4 vCol; out float vZ; out vec4 vSh;\nout float vGA; out float vBlood;\nvoid main(){\n int g = int(aGrp + 0.5);\n float w = uMW[g];\n vec3 p = mix(aPos, aPos2, w), n = mix(aNorm, aNorm2, w);\n vec4 wp = uGM[g] * vec4(p, 1.0);\n vPos = wp.xyz; vNorm = uNM[g] * n; vCol = aCol; vGA = uGA[g]; vBlood = aBlood;\n vec4 cp = uVP * wp; vZ = cp.w; vSh = uSVP * wp; gl_Position = cp;\n}";
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  export declare const FACE_FS = "#version 300 es\nprecision highp float;\nin vec3 vPos; in vec3 vNorm; in vec4 vCol; in float vZ; in vec4 vSh;\nin float vGA; in float vBlood;\nuniform vec3 uLdir; uniform float uAmb; uniform float uDif; uniform float uSigned;\nuniform vec3 uLp[8]; uniform float uLi[8]; uniform float uLf[8]; uniform int uLn;\nuniform vec3 uCam; uniform float uFogK; uniform float uSpec; uniform vec3 uBg;\nuniform vec3 uSkyC; uniform vec3 uGroundC; uniform float uPulse;\nuniform float uShadowOn; uniform float uShadowSoft; uniform float uShadowBias;\nuniform lowp sampler2DShadow uShadow; uniform float uShadowPx;\nout vec4 fragColor;\nfloat h3(vec3 p){ return fract(sin(dot(p, vec3(12.9898, 78.233, 37.719))) * 43758.5453); }\nfloat vnoise(vec3 p){ vec3 i = floor(p), f = fract(p); f = f * f * (3.0 - 2.0 * f);\n return mix(mix(mix(h3(i), h3(i + vec3(1,0,0)), f.x), mix(h3(i + vec3(0,1,0)), h3(i + vec3(1,1,0)), f.x), f.y),\n mix(mix(h3(i + vec3(0,0,1)), h3(i + vec3(1,0,1)), f.x), mix(h3(i + vec3(0,1,1)), h3(i + vec3(1,1,1)), f.x), f.y), f.z); }\nfloat shadowFactor(){\n vec3 pr = vSh.xyz / vSh.w * 0.5 + 0.5;\n if (pr.x < 0.0 || pr.x > 1.0 || pr.y < 0.0 || pr.y > 1.0 || pr.z > 1.0) return 1.0;\n float ref = pr.z - uShadowBias;\n // 3x3 taps over a hardware-compared (LINEAR sampler2DShadow => free 2x2 PCF each) map\n float s = 0.0;\n for (int sy = -1; sy <= 1; sy++)\n for (int sx = -1; sx <= 1; sx++)\n s += texture(uShadow, vec3(pr.xy + vec2(float(sx), float(sy)) * uShadowPx * uShadowSoft, ref));\n s /= 9.0;\n return 0.35 + 0.65 * s;\n}\nvoid main(){\n vec3 n = normalize(vNorm);\n vec3 V = normalize(uCam - vPos);\n float skin = clamp(vBlood * 5.0, 0.0, 1.0);\n { // procedural micro-relief: perturb the shading normal by a fine noise gradient\n float bs = 5.5, e = 0.12, n0 = vnoise(vPos * bs);\n vec3 g = vec3(vnoise(vPos * bs + vec3(e, 0.0, 0.0)) - n0,\n vnoise(vPos * bs + vec3(0.0, e, 0.0)) - n0,\n vnoise(vPos * bs + vec3(0.0, 0.0, e)) - n0) / e;\n n = normalize(n - g * (0.10 + 0.30 * skin));\n }\n float d = dot(n, normalize(uLdir));\n float shade = uAmb + uDif * mix(abs(d), max(d, 0.0), uSigned);\n float spec = 0.0;\n float sh = uShadowOn > 0.5 ? shadowFactor() : 1.0;\n for (int i = 0; i < 8; i++) { if (i >= uLn) break;\n vec3 v = uLp[i] - vPos; float d2 = dot(v, v); vec3 L = v * inversesqrt(d2 + 1e-4);\n float lam = dot(n, L); lam = mix(abs(lam), max(lam, 0.0), uSigned);\n float fall = 1.0 / (1.0 + d2 / (uLf[i] * uLf[i]));\n float k = (i == 0) ? sh : 1.0;\n shade += uLi[i] * lam * fall * k;\n // GGX microfacet + Fresnel \u2014 roughness from the face's gloss (colour alpha slot)\n vec3 H = normalize(L + V);\n float nh = max(dot(n, H), 0.0);\n float rough = clamp(1.0 - vCol.a, 0.08, 1.0), a2 = rough * rough; a2 = a2 * a2;\n float dnm = nh * nh * (a2 - 1.0) + 1.0;\n float ggx = a2 / (3.14159 * dnm * dnm);\n float fres = 0.04 + 0.96 * pow(1.0 - max(dot(H, V), 0.0), 5.0);\n spec += uLi[i] * min(ggx, 6.0) * fres * fall * k * 0.16;\n }\n // coloured hemispheric ambient: cool from above, warm from below\n vec3 tint = mix(uGroundC, uSkyC, n.y * 0.5 + 0.5);\n vec3 lit = vCol.rgb * (uAmb * tint + vec3(shade - uAmb));\n // the perfusion term: blood near the surface changes how it meets the light\n float b = clamp(vBlood + uPulse * vBlood * 6.0, 0.0, 1.0);\n lit *= mix(vec3(1.0), vec3(1.07, 0.95, 0.94), b);\n lit += vec3(0.62, 0.06, 0.08) * (b * 0.20 * (1.0 - abs(d)));\n // pore noise, only where there is blood (skin, not cloth)\n float pore = vnoise(vPos * 2.4) * 0.6 + vnoise(vPos * 6.0) * 0.4;\n lit *= 1.0 + (pore - 0.5) * 0.09 * skin;\n // subsurface rim: grazing light bleeds through thin tissue, warm\n float fres = pow(1.0 - clamp(dot(n, V), 0.0, 1.0), 3.0);\n lit += vec3(0.55, 0.09, 0.10) * fres * skin * (0.28 + 0.5 * b);\n float fog = clamp(uFogK / vZ, 0.08, 1.0);\n vec3 outC = lit + vec3(1.0) * spec * uSpec * vCol.a;\n // fog and fades resolve toward the REAL background colour (the engine owns its ground)\n fragColor = vec4(mix(uBg, outC, fog * vGA), 1.0);\n}";
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- export declare const FACE_INST_VS = "#version 300 es\nin vec3 aPos; in vec3 aNorm; in vec4 aCol; in float aBlood; in float aGrp;\nin vec3 aPos2; in vec3 aNorm2;\nin vec4 aI0; in vec4 aI1; in vec4 aI2; in vec4 aI3; in vec4 aIP;\nuniform mat4 uVP; uniform mat4 uSVP; uniform float uT; uniform vec3 uWindDir;\nuniform mat4 uGM[8]; uniform mat3 uNM[8]; uniform float uMW[8]; uniform float uGA[8];\nout vec3 vPos; out vec3 vNorm; out vec4 vCol; out float vZ; out vec4 vSh;\nout float vGA; out float vBlood;\nvoid main(){\n int g = int(aGrp + 0.5);\n float w = uMW[g];\n mat4 inst = mat4(aI0, aI1, aI2, aI3);\n vec3 p = mix(aPos, aPos2, w), n = mix(aNorm, aNorm2, w);\n // W9 GPU WIND: per-instance (phase, freq, amp); displacement grows with height,\n // plus a second harmonic so the sway breathes instead of ticking\n float sw = sin(uT * aIP.y + aIP.x) + 0.5 * sin(uT * aIP.y * 2.3 + aIP.x * 1.7);\n p += uWindDir * (sw * aIP.z * max(p.y, 0.0));\n vec4 wp = uGM[g] * (inst * vec4(p, 1.0));\n vPos = wp.xyz; vNorm = uNM[g] * (mat3(inst) * n); vCol = aCol; vGA = uGA[g]; vBlood = aBlood;\n vec4 cp = uVP * wp; vZ = cp.w; vSh = uSVP * wp; gl_Position = cp;\n}";
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- export declare const DEPTH_INST_VS = "#version 300 es\nin vec3 aPos; in float aGrp; in vec3 aPos2;\nin vec4 aI0; in vec4 aI1; in vec4 aI2; in vec4 aI3; in vec4 aIP;\nuniform mat4 uVP; uniform float uT; uniform vec3 uWindDir;\nuniform mat4 uGM[8]; uniform mat3 uNM[8]; uniform float uMW[8]; uniform float uGA[8];\nvoid main(){\n int g = int(aGrp + 0.5);\n vec3 p = mix(aPos, aPos2, uMW[g]);\n float sw = sin(uT * aIP.y + aIP.x) + 0.5 * sin(uT * aIP.y * 2.3 + aIP.x * 1.7);\n p += uWindDir * (sw * aIP.z * max(p.y, 0.0));\n gl_Position = uVP * (uGM[g] * (mat4(aI0, aI1, aI2, aI3) * vec4(p, 1.0)));\n}";
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+ export declare const FACE_INST_VS = "#version 300 es\nin vec3 aPos; in vec3 aNorm; in vec4 aCol; in float aBlood; in float aGrp;\nin vec3 aPos2; in vec3 aNorm2;\nin vec4 aI0; in vec4 aI1; in vec4 aI2; in vec4 aI3; in vec4 aIP;\nuniform mat4 uVP; uniform mat4 uSVP; uniform float uT; uniform vec3 uWindDir;\nuniform float uFlight;\nuniform mat4 uGM[8]; uniform mat3 uNM[8]; uniform float uMW[8]; uniform float uGA[8];\nout vec3 vPos; out vec3 vNorm; out vec4 vCol; out float vZ; out vec4 vSh;\nout float vGA; out float vBlood;\n// W10 FLIGHT: aIP = (a0, r0, ph, lobe). The flock's heart wanders, three lobes orbit\n// it breathing apart and back, each bird orbits its lobe with a ripple phase \u2014 the\n// murmuration, evaluated per vertex from uT alone. The instance matrix is the flock\n// frame (shared), so one batch = one flock you can place, scale and steer.\nvec3 flightPos(vec4 ip, float t){\n float a0 = ip.x, r0 = ip.y, ph = ip.z, lobe = ip.w;\n float cx = sin(t * 0.11) * 700.0, cz = -500.0 + cos(t * 0.07) * 380.0;\n float cy = 430.0 + sin(t * 0.16) * 110.0;\n float spread = 180.0 + 140.0 * sin(t * 0.21 + 1.3);\n float la = t * 0.34 + lobe * 2.0944;\n vec3 lc = vec3(cx + cos(la) * spread, cy + sin(la * 2.0 + lobe) * 60.0, cz + sin(la) * spread * 0.7);\n float aa = a0 + t * (0.5 + 0.25 * sin(ph));\n float wob = sin(t * 1.1 + ph) * 0.35;\n float rr = r0 * (0.75 + 0.25 * sin(t * 0.5 + ph + lobe));\n return lc + vec3(cos(aa) * rr, sin(aa * 1.7 + ph) * rr * 0.32 + wob * 24.0, sin(aa) * rr * (0.55 + wob * 0.2));\n}\nvec3 flightLocal(vec3 pl, vec4 ip, float t){\n float aa = ip.x + t * (0.5 + 0.25 * sin(ip.z));\n pl.y += sin(t * 11.0 + ip.z * 3.0) * abs(pl.z) * 0.9; // the flap, growing to the wingtips\n float ca = cos(aa + 1.5708), sa = sin(aa + 1.5708); // heading = the orbit tangent\n return vec3(pl.x * ca - pl.z * sa, pl.y, pl.x * sa + pl.z * ca);\n}\nvoid main(){\n int g = int(aGrp + 0.5);\n float w = uMW[g];\n mat4 inst = mat4(aI0, aI1, aI2, aI3);\n vec3 p = mix(aPos, aPos2, w), n = mix(aNorm, aNorm2, w);\n if (uFlight > 0.5) {\n p = flightPos(aIP, uT) + flightLocal(p, aIP, uT);\n } else {\n // W9 GPU WIND: per-instance (phase, freq, amp); displacement grows with height,\n // plus a second harmonic so the sway breathes instead of ticking\n float sw = sin(uT * aIP.y + aIP.x) + 0.5 * sin(uT * aIP.y * 2.3 + aIP.x * 1.7);\n p += uWindDir * (sw * aIP.z * max(p.y, 0.0));\n }\n vec4 wp = uGM[g] * (inst * vec4(p, 1.0));\n vPos = wp.xyz; vNorm = uNM[g] * (mat3(inst) * n); vCol = aCol; vGA = uGA[g]; vBlood = aBlood;\n vec4 cp = uVP * wp; vZ = cp.w; vSh = uSVP * wp; gl_Position = cp;\n}";
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+ export declare const DEPTH_INST_VS = "#version 300 es\nin vec3 aPos; in float aGrp; in vec3 aPos2;\nin vec4 aI0; in vec4 aI1; in vec4 aI2; in vec4 aI3; in vec4 aIP;\nuniform mat4 uVP; uniform float uT; uniform vec3 uWindDir;\nuniform float uFlight;\nuniform mat4 uGM[8]; uniform mat3 uNM[8]; uniform float uMW[8]; uniform float uGA[8];\n// W10 FLIGHT: aIP = (a0, r0, ph, lobe). The flock's heart wanders, three lobes orbit\n// it breathing apart and back, each bird orbits its lobe with a ripple phase \u2014 the\n// murmuration, evaluated per vertex from uT alone. The instance matrix is the flock\n// frame (shared), so one batch = one flock you can place, scale and steer.\nvec3 flightPos(vec4 ip, float t){\n float a0 = ip.x, r0 = ip.y, ph = ip.z, lobe = ip.w;\n float cx = sin(t * 0.11) * 700.0, cz = -500.0 + cos(t * 0.07) * 380.0;\n float cy = 430.0 + sin(t * 0.16) * 110.0;\n float spread = 180.0 + 140.0 * sin(t * 0.21 + 1.3);\n float la = t * 0.34 + lobe * 2.0944;\n vec3 lc = vec3(cx + cos(la) * spread, cy + sin(la * 2.0 + lobe) * 60.0, cz + sin(la) * spread * 0.7);\n float aa = a0 + t * (0.5 + 0.25 * sin(ph));\n float wob = sin(t * 1.1 + ph) * 0.35;\n float rr = r0 * (0.75 + 0.25 * sin(t * 0.5 + ph + lobe));\n return lc + vec3(cos(aa) * rr, sin(aa * 1.7 + ph) * rr * 0.32 + wob * 24.0, sin(aa) * rr * (0.55 + wob * 0.2));\n}\nvec3 flightLocal(vec3 pl, vec4 ip, float t){\n float aa = ip.x + t * (0.5 + 0.25 * sin(ip.z));\n pl.y += sin(t * 11.0 + ip.z * 3.0) * abs(pl.z) * 0.9; // the flap, growing to the wingtips\n float ca = cos(aa + 1.5708), sa = sin(aa + 1.5708); // heading = the orbit tangent\n return vec3(pl.x * ca - pl.z * sa, pl.y, pl.x * sa + pl.z * ca);\n}\nvoid main(){\n int g = int(aGrp + 0.5);\n vec3 p = mix(aPos, aPos2, uMW[g]);\n if (uFlight > 0.5) {\n p = flightPos(aIP, uT) + flightLocal(p, aIP, uT);\n } else {\n float sw = sin(uT * aIP.y + aIP.x) + 0.5 * sin(uT * aIP.y * 2.3 + aIP.x * 1.7);\n p += uWindDir * (sw * aIP.z * max(p.y, 0.0));\n }\n gl_Position = uVP * (uGM[g] * (mat4(aI0, aI1, aI2, aI3) * vec4(p, 1.0)));\n}";
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  export declare const DEPTH_VS = "#version 300 es\nin vec3 aPos; in float aGrp; in vec3 aPos2;\nuniform mat4 uVP;\nuniform mat4 uGM[8]; uniform mat3 uNM[8]; uniform float uMW[8]; uniform float uGA[8];\nvoid main(){\n int g = int(aGrp + 0.5);\n vec3 p = mix(aPos, aPos2, uMW[g]);\n gl_Position = uVP * (uGM[g] * vec4(p, 1.0));\n}";
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  export declare const DEPTH_FS = "#version 300 es\nprecision mediump float;\nvoid main(){}";
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  export declare const LINE_VS = "#version 300 es\nin vec3 aPos; in vec4 aCol; in float aGrp;\nuniform mat4 uVP;\nuniform mat4 uGM[8]; uniform mat3 uNM[8]; uniform float uMW[8]; uniform float uGA[8];\nout vec4 vCol; out float vZ; out float vGA;\nvoid main(){\n int g = int(aGrp + 0.5);\n vCol = aCol; vGA = uGA[g];\n vec4 p = uVP * (uGM[g] * vec4(aPos, 1.0)); vZ = p.w; gl_Position = p;\n}";
package/dist/shaders.js CHANGED
@@ -105,18 +105,45 @@ export const FACE_INST_VS = `#version 300 es
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  in vec3 aPos; in vec3 aNorm; in vec4 aCol; in float aBlood; in float aGrp;
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  in vec3 aPos2; in vec3 aNorm2;
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  in vec4 aI0; in vec4 aI1; in vec4 aI2; in vec4 aI3; in vec4 aIP;
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- uniform mat4 uVP; uniform mat4 uSVP; uniform float uT; uniform vec3 uWindDir;${GROUPS}
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+ uniform mat4 uVP; uniform mat4 uSVP; uniform float uT; uniform vec3 uWindDir;
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+ uniform float uFlight;${GROUPS}
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  out vec3 vPos; out vec3 vNorm; out vec4 vCol; out float vZ; out vec4 vSh;
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  out float vGA; out float vBlood;
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+ // W10 FLIGHT: aIP = (a0, r0, ph, lobe). The flock's heart wanders, three lobes orbit
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+ // it breathing apart and back, each bird orbits its lobe with a ripple phase — the
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+ // murmuration, evaluated per vertex from uT alone. The instance matrix is the flock
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+ // frame (shared), so one batch = one flock you can place, scale and steer.
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+ vec3 flightPos(vec4 ip, float t){
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+ float a0 = ip.x, r0 = ip.y, ph = ip.z, lobe = ip.w;
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+ float cx = sin(t * 0.11) * 700.0, cz = -500.0 + cos(t * 0.07) * 380.0;
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+ float cy = 430.0 + sin(t * 0.16) * 110.0;
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+ float spread = 180.0 + 140.0 * sin(t * 0.21 + 1.3);
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+ float la = t * 0.34 + lobe * 2.0944;
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+ vec3 lc = vec3(cx + cos(la) * spread, cy + sin(la * 2.0 + lobe) * 60.0, cz + sin(la) * spread * 0.7);
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+ float aa = a0 + t * (0.5 + 0.25 * sin(ph));
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+ float wob = sin(t * 1.1 + ph) * 0.35;
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+ float rr = r0 * (0.75 + 0.25 * sin(t * 0.5 + ph + lobe));
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+ return lc + vec3(cos(aa) * rr, sin(aa * 1.7 + ph) * rr * 0.32 + wob * 24.0, sin(aa) * rr * (0.55 + wob * 0.2));
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+ }
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+ vec3 flightLocal(vec3 pl, vec4 ip, float t){
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+ float aa = ip.x + t * (0.5 + 0.25 * sin(ip.z));
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+ pl.y += sin(t * 11.0 + ip.z * 3.0) * abs(pl.z) * 0.9; // the flap, growing to the wingtips
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+ float ca = cos(aa + 1.5708), sa = sin(aa + 1.5708); // heading = the orbit tangent
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+ return vec3(pl.x * ca - pl.z * sa, pl.y, pl.x * sa + pl.z * ca);
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+ }
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  void main(){
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  int g = int(aGrp + 0.5);
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  float w = uMW[g];
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  mat4 inst = mat4(aI0, aI1, aI2, aI3);
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  vec3 p = mix(aPos, aPos2, w), n = mix(aNorm, aNorm2, w);
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- // W9 GPU WIND: per-instance (phase, freq, amp); displacement grows with height,
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- // plus a second harmonic so the sway breathes instead of ticking
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- float sw = sin(uT * aIP.y + aIP.x) + 0.5 * sin(uT * aIP.y * 2.3 + aIP.x * 1.7);
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- p += uWindDir * (sw * aIP.z * max(p.y, 0.0));
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+ if (uFlight > 0.5) {
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+ p = flightPos(aIP, uT) + flightLocal(p, aIP, uT);
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+ } else {
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+ // W9 GPU WIND: per-instance (phase, freq, amp); displacement grows with height,
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+ // plus a second harmonic so the sway breathes instead of ticking
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+ float sw = sin(uT * aIP.y + aIP.x) + 0.5 * sin(uT * aIP.y * 2.3 + aIP.x * 1.7);
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+ p += uWindDir * (sw * aIP.z * max(p.y, 0.0));
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+ }
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  vec4 wp = uGM[g] * (inst * vec4(p, 1.0));
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  vPos = wp.xyz; vNorm = uNM[g] * (mat3(inst) * n); vCol = aCol; vGA = uGA[g]; vBlood = aBlood;
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  vec4 cp = uVP * wp; vZ = cp.w; vSh = uSVP * wp; gl_Position = cp;
@@ -124,12 +151,39 @@ void main(){
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  export const DEPTH_INST_VS = `#version 300 es
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  in vec3 aPos; in float aGrp; in vec3 aPos2;
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  in vec4 aI0; in vec4 aI1; in vec4 aI2; in vec4 aI3; in vec4 aIP;
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- uniform mat4 uVP; uniform float uT; uniform vec3 uWindDir;${GROUPS}
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+ uniform mat4 uVP; uniform float uT; uniform vec3 uWindDir;
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+ uniform float uFlight;${GROUPS}
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+ // W10 FLIGHT: aIP = (a0, r0, ph, lobe). The flock's heart wanders, three lobes orbit
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+ // it breathing apart and back, each bird orbits its lobe with a ripple phase — the
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+ // murmuration, evaluated per vertex from uT alone. The instance matrix is the flock
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+ // frame (shared), so one batch = one flock you can place, scale and steer.
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+ vec3 flightPos(vec4 ip, float t){
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+ float a0 = ip.x, r0 = ip.y, ph = ip.z, lobe = ip.w;
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+ float cx = sin(t * 0.11) * 700.0, cz = -500.0 + cos(t * 0.07) * 380.0;
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+ float cy = 430.0 + sin(t * 0.16) * 110.0;
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+ float spread = 180.0 + 140.0 * sin(t * 0.21 + 1.3);
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+ float la = t * 0.34 + lobe * 2.0944;
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+ vec3 lc = vec3(cx + cos(la) * spread, cy + sin(la * 2.0 + lobe) * 60.0, cz + sin(la) * spread * 0.7);
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+ float aa = a0 + t * (0.5 + 0.25 * sin(ph));
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+ float wob = sin(t * 1.1 + ph) * 0.35;
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+ float rr = r0 * (0.75 + 0.25 * sin(t * 0.5 + ph + lobe));
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+ return lc + vec3(cos(aa) * rr, sin(aa * 1.7 + ph) * rr * 0.32 + wob * 24.0, sin(aa) * rr * (0.55 + wob * 0.2));
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+ }
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+ vec3 flightLocal(vec3 pl, vec4 ip, float t){
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+ float aa = ip.x + t * (0.5 + 0.25 * sin(ip.z));
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+ pl.y += sin(t * 11.0 + ip.z * 3.0) * abs(pl.z) * 0.9; // the flap, growing to the wingtips
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+ float ca = cos(aa + 1.5708), sa = sin(aa + 1.5708); // heading = the orbit tangent
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+ return vec3(pl.x * ca - pl.z * sa, pl.y, pl.x * sa + pl.z * ca);
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+ }
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  void main(){
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  int g = int(aGrp + 0.5);
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  vec3 p = mix(aPos, aPos2, uMW[g]);
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- float sw = sin(uT * aIP.y + aIP.x) + 0.5 * sin(uT * aIP.y * 2.3 + aIP.x * 1.7);
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- p += uWindDir * (sw * aIP.z * max(p.y, 0.0));
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+ if (uFlight > 0.5) {
182
+ p = flightPos(aIP, uT) + flightLocal(p, aIP, uT);
183
+ } else {
184
+ float sw = sin(uT * aIP.y + aIP.x) + 0.5 * sin(uT * aIP.y * 2.3 + aIP.x * 1.7);
185
+ p += uWindDir * (sw * aIP.z * max(p.y, 0.0));
186
+ }
133
187
  gl_Position = uVP * (uGM[g] * (mat4(aI0, aI1, aI2, aI3) * vec4(p, 1.0)));
134
188
  }`;
135
189
  export const DEPTH_VS = `#version 300 es
package/dist/world.d.ts CHANGED
@@ -255,6 +255,12 @@ export declare class World {
255
255
  amp: number;
256
256
  freq?: number;
257
257
  };
258
+ /** W10 GPU flight: the batch IS a murmuration — per-bird orbit params generated
259
+ * here, positions evaluated in the vertex stage from time alone. The instance
260
+ * matrices become the shared flock frame (place / scale / steer the whole flock). */
261
+ flight?: boolean | {
262
+ lobes?: number;
263
+ };
258
264
  }): void;
259
265
  grow(fn: GrowFn): void;
260
266
  drawLine(a: V3, b: V3, color: string, alpha: number, width?: number): void;
package/dist/world.js CHANGED
@@ -395,13 +395,22 @@ export class World {
395
395
  this.pushFace(store, v3(P[i], P[i + 1], P[i + 2]), v3(P[i + 3], P[i + 4], P[i + 5]), v3(P[i + 6], P[i + 7], P[i + 8]), o, v3(N[i], N[i + 1], N[i + 2]), v3(N[i + 3], N[i + 4], N[i + 5]), v3(N[i + 6], N[i + 7], N[i + 8]));
396
396
  }
397
397
  const mats = new Float32Array(instances.length * 20); // mat4 + sway vec4, one stride
398
+ const lobes = typeof o.flight === "object" ? (o.flight.lobes ?? 3) : 3;
398
399
  instances.forEach((m, i) => {
399
400
  mats.set(m instanceof Float32Array ? m : mCompose(m), i * 20);
400
401
  const ph = ((i * 2654435761) % 6283) / 1000; // scattered phase
401
- mats[i * 20 + 16] = ph;
402
- mats[i * 20 + 17] = (o.sway?.freq ?? 1.3) * (0.85 + ((i * 97) % 30) / 100);
403
- mats[i * 20 + 18] = (o.sway?.amp ?? 0) * 0.01;
404
- mats[i * 20 + 19] = 0;
402
+ if (o.flight) { // aIP = (a0, r0, ph, lobe)
403
+ mats[i * 20 + 16] = ((i * 40503) % 6283) / 1000;
404
+ mats[i * 20 + 17] = 40 + ((i * 9973) % 1000) / 5;
405
+ mats[i * 20 + 18] = ph;
406
+ mats[i * 20 + 19] = i % lobes;
407
+ }
408
+ else {
409
+ mats[i * 20 + 16] = ph;
410
+ mats[i * 20 + 17] = (o.sway?.freq ?? 1.3) * (0.85 + ((i * 97) % 30) / 100);
411
+ mats[i * 20 + 18] = (o.sway?.amp ?? 0) * 0.01;
412
+ mats[i * 20 + 19] = 0;
413
+ }
405
414
  });
406
415
  const vbuf = gl.createBuffer();
407
416
  gl.bindBuffer(gl.ARRAY_BUFFER, vbuf);
@@ -409,7 +418,7 @@ export class World {
409
418
  const ibuf = gl.createBuffer();
410
419
  gl.bindBuffer(gl.ARRAY_BUFFER, ibuf);
411
420
  gl.bufferData(gl.ARRAY_BUFFER, mats, gl.STATIC_DRAW);
412
- this.instanced.push({ vbuf, ibuf, verts: store.length / FACE_STRIDE, count: instances.length });
421
+ this.instanced.push({ vbuf, ibuf, verts: store.length / FACE_STRIDE, count: instances.length, flight: !!o.flight });
413
422
  }
414
423
  grow(fn) { this.hooks.push(fn); }
415
424
  // ── the living verbs (gathered per frame) ──
@@ -611,6 +620,7 @@ export class World {
611
620
  return;
612
621
  const gl = this.gl;
613
622
  for (const rec of this.instanced) {
623
+ gl.uniform1f(p.u("uFlight"), rec.flight ? 1 : 0);
614
624
  gl.bindBuffer(gl.ARRAY_BUFFER, rec.vbuf);
615
625
  this.attrib(p, "aPos", 3, FACE_STRIDE, 0);
616
626
  if (!depthOnly) {
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@chromatic-coherence/generative-engine",
3
- "version": "1.3.0",
3
+ "version": "1.4.0",
4
4
  "description": "THE THIRD ENGINE — a zero-dependency WebGL2 graphics engine grown from generative-charts-3d: HDR + bloom + SSAO post chain, hardware-PCF shadow maps, a geometry stdlib, ribbon strokes, group transforms and morph targets. The charts API rides on top unchanged.",
5
5
  "type": "module",
6
6
  "main": "./dist/index.js",