@mkbabb/glass-ui 3.13.0 → 4.0.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (507) hide show
  1. package/README.md +3 -1
  2. package/dist/CardAction-CW7a0m8M.js +253 -0
  3. package/dist/{CommandShortcut-RowNEO6i.js → CommandShortcut-DvZNQ_HF.js} +58 -53
  4. package/dist/ConfiguratorRow-BR4l-ixA.js +143 -0
  5. package/dist/{ContextMenuContent-CT3AS1WX.js → ContextMenuContent-uWnVxDab.js} +1 -1
  6. package/dist/{ContextMenuSubContent-BQmxTAdw.js → ContextMenuSubContent-xol4sD2q.js} +32 -37
  7. package/dist/{DataTable-BCddn3T3.js → DataTable-CuKwF7wr.js} +99 -97
  8. package/dist/DialogContent-DcKK8k9i.js +103 -0
  9. package/dist/{DialogFooter-Blu4t7tJ.js → DialogFooter-BZNX5aVr.js} +3 -3
  10. package/dist/FadingScroll-DI6hQhT9.js +76 -0
  11. package/dist/{HoverCardContent-Csywg3YF.js → HoverCardContent-b2uaAMRR.js} +1 -1
  12. package/dist/{HoverPopover-CISOJQuZ.js → HoverPopover-CbqbNwgU.js} +2 -2
  13. package/dist/IconChip-BTD-nay5.js +55 -0
  14. package/dist/{IconTooltip-DPzE09X9.js → IconTooltip-Bl8gFZ8d.js} +1 -1
  15. package/dist/{Input-DWQQIOC4.js → Input-h9v5LeXf.js} +1 -1
  16. package/dist/{MetricBadge-C9QMz1KT.js → MetricBadge-RHdBP72w.js} +1 -1
  17. package/dist/Notification-VUwexFUf.js +43 -0
  18. package/dist/NumberFieldContent-Cq7EzX-U.js +138 -0
  19. package/dist/PopoverContent-DL7E6vJP.js +127 -0
  20. package/dist/{Progress-DwlUKGbr.js → Progress-DctG61iZ.js} +98 -78
  21. package/dist/{ScrollingText-DfFrwSph.js → ScrollingText-yOpBzFYq.js} +2 -2
  22. package/dist/{SelectScrollDownButton-CiDUxfEj.js → SelectScrollDownButton-CrA8F0iV.js} +35 -20
  23. package/dist/{Switch-CsIuYP_e.js → Switch-CwYNf8bo.js} +1 -1
  24. package/dist/Toaster-Bw4xR8xV.js +274 -0
  25. package/dist/{ToggleGroupItem-D_AHlRw9.js → ToggleGroupItem-pEM9vIhs.js} +50 -37
  26. package/dist/{TooltipProvider-B3MkB_8P.js → TooltipProvider-rzvnXz60.js} +1 -1
  27. package/dist/animated-digit.js +2 -2
  28. package/dist/api/index.d.ts +16 -8
  29. package/dist/api/types-extra.d.ts +6 -0
  30. package/dist/api.js +2 -2
  31. package/dist/aurora.js +888 -230
  32. package/dist/badge.js +1 -1
  33. package/dist/border-progress.d.ts +1 -0
  34. package/dist/border-progress.js +106 -0
  35. package/dist/button-DYCUa-tH.js +126 -0
  36. package/dist/button.js +1 -1
  37. package/dist/canvas.js +2 -2
  38. package/dist/card.js +2 -2
  39. package/dist/carousel.d.ts +1 -1
  40. package/dist/carousel.js +90 -151
  41. package/dist/collapsible.js +1 -1
  42. package/dist/color-swatch.d.ts +1 -0
  43. package/dist/color-swatch.js +47 -0
  44. package/dist/color.js +1 -1
  45. package/dist/command.js +1 -1
  46. package/dist/compile-CQEFRTmx.js +19 -0
  47. package/dist/components/custom/aurora/composables/atoms-fields.d.ts +39 -0
  48. package/dist/components/custom/aurora/composables/auroraFallbackGround.d.ts +108 -0
  49. package/dist/components/custom/aurora/composables/runtime.d.ts +19 -0
  50. package/dist/components/custom/aurora/composables/uniformBridge.d.ts +5 -1
  51. package/dist/components/custom/aurora/composables/uniformBridgeWGPU.d.ts +51 -0
  52. package/dist/components/custom/aurora/composables/wgpuSetup.d.ts +29 -0
  53. package/dist/components/custom/aurora/constants/budget.d.ts +21 -0
  54. package/dist/components/custom/aurora/constants/presets.d.ts +30 -2
  55. package/dist/components/custom/aurora/constants/renderMode.d.ts +63 -10
  56. package/dist/components/custom/aurora/constants/shaders/aurora.wgsl.d.ts +1 -0
  57. package/dist/components/custom/aurora/constants/shaders/oil-modes.glsl.d.ts +1 -0
  58. package/dist/components/custom/aurora/constants/shaders/procedural-color.wgsl.d.ts +4 -0
  59. package/dist/components/custom/aurora/index.d.ts +3 -2
  60. package/dist/components/custom/border-progress/BorderProgress.vue.d.ts +46 -0
  61. package/dist/components/custom/border-progress/composables/useBorderSpectrum.d.ts +22 -0
  62. package/dist/components/custom/border-progress/constants.d.ts +59 -0
  63. package/dist/components/custom/border-progress/index.d.ts +4 -0
  64. package/dist/components/custom/color-swatch/ColorSwatch.vue.d.ts +22 -0
  65. package/dist/components/custom/color-swatch/index.d.ts +1 -0
  66. package/dist/components/custom/concentric/Concentric.vue.d.ts +39 -0
  67. package/dist/components/custom/concentric/composables/concentricGLSetup.d.ts +11 -0
  68. package/dist/components/custom/concentric/composables/concentricWGPUSetup.d.ts +13 -0
  69. package/dist/components/custom/concentric/composables/ringField.d.ts +44 -0
  70. package/dist/components/custom/concentric/composables/uniformBridgeWGPU.d.ts +13 -0
  71. package/dist/components/custom/concentric/composables/useConcentric.d.ts +35 -0
  72. package/dist/components/custom/concentric/constants.d.ts +43 -0
  73. package/dist/components/custom/concentric/index.d.ts +5 -0
  74. package/dist/components/custom/concentric/shaders/concentric.glsl.d.ts +4 -0
  75. package/dist/components/custom/concentric/shaders/concentric.wgsl.d.ts +1 -0
  76. package/dist/components/custom/configurator/Configurator.vue.d.ts +19 -8
  77. package/dist/components/custom/constellation/Constellation.vue.d.ts +18 -206
  78. package/dist/components/custom/constellation/composables/useConstellation.d.ts +26 -0
  79. package/dist/components/custom/constellation/constellationField.d.ts +2 -369
  80. package/dist/components/custom/constellation/constellationTypes.d.ts +369 -0
  81. package/dist/components/custom/constellation/index.d.ts +1 -1
  82. package/dist/components/custom/dock/DockIconButton.vue.d.ts +13 -4
  83. package/dist/components/custom/dock/DockLayerGroup.vue.d.ts +10 -2
  84. package/dist/components/custom/dock/DockRail.vue.d.ts +17 -16
  85. package/dist/components/custom/dock/DockSection.vue.d.ts +69 -0
  86. package/dist/components/custom/dock/DockSeparator.vue.d.ts +49 -1
  87. package/dist/components/custom/dock/DockTabButton.vue.d.ts +5 -5
  88. package/dist/components/custom/dock/composables/dockMorphMeasure.d.ts +75 -0
  89. package/dist/components/custom/dock/composables/useLayerTransition.d.ts +13 -0
  90. package/dist/components/custom/dock/constants.d.ts +35 -0
  91. package/dist/components/custom/dock/index.d.ts +2 -0
  92. package/dist/components/custom/dot-flow-field/DotFlowField.vue.d.ts +38 -0
  93. package/dist/components/custom/dot-flow-field/composables/flowField.d.ts +41 -0
  94. package/dist/components/custom/dot-flow-field/composables/uniformBridgeWGPU.d.ts +24 -0
  95. package/dist/components/custom/dot-flow-field/composables/useDotFlowField.d.ts +34 -0
  96. package/dist/components/custom/dot-flow-field/composables/useFlowParticles.d.ts +18 -0
  97. package/dist/components/custom/dot-flow-field/constants.d.ts +48 -0
  98. package/dist/components/custom/dot-flow-field/index.d.ts +5 -0
  99. package/dist/components/custom/dot-flow-field/shaders/flow-field.compute.wgsl.d.ts +1 -0
  100. package/dist/components/custom/dot-flow-field/shaders/flow-field.glsl.d.ts +20 -0
  101. package/dist/components/custom/dot-flow-field/shaders/flow-field.render.wgsl.d.ts +1 -0
  102. package/dist/components/custom/easing/EasingConfigurator.vue.d.ts +33 -0
  103. package/dist/components/custom/easing/EasingPicker.vue.d.ts +49 -0
  104. package/dist/components/custom/easing/composables/useEasingPicker.d.ts +75 -0
  105. package/dist/components/custom/easing/constants.d.ts +28 -0
  106. package/dist/components/custom/easing/index.d.ts +3 -0
  107. package/dist/components/custom/expandable-container/ExpandableContainer.vue.d.ts +10 -0
  108. package/dist/components/custom/fading-scroll/FadingScroll.vue.d.ts +25 -0
  109. package/dist/components/custom/fading-scroll/composables/useFadingScroll.d.ts +31 -0
  110. package/dist/components/custom/fading-scroll/constants.d.ts +19 -0
  111. package/dist/components/custom/fading-scroll/index.d.ts +2 -0
  112. package/dist/components/custom/fourier-field/FourierField.vue.d.ts +19 -2
  113. package/dist/components/custom/fourier-field/composables/useFourierField.d.ts +39 -0
  114. package/dist/components/custom/fourier-field/constants.d.ts +7 -0
  115. package/dist/components/custom/fourier-field/index.d.ts +1 -1
  116. package/dist/components/custom/fourier-field/math.d.ts +17 -0
  117. package/dist/components/custom/glass-panel/GlassPanel.vue.d.ts +9 -1
  118. package/dist/components/custom/goo-blob/GooBlob.vue.d.ts +4 -2
  119. package/dist/components/custom/goo-blob/composables/uniformBridgeWGPU.d.ts +24 -0
  120. package/dist/components/custom/goo-blob/composables/useMetaballRenderer.d.ts +29 -12
  121. package/dist/components/custom/goo-blob/composables/wgpuSetup.d.ts +23 -0
  122. package/dist/components/custom/goo-blob/constants.d.ts +6 -1
  123. package/dist/components/custom/goo-blob/shaders/metaball.wgsl.d.ts +1 -0
  124. package/dist/components/custom/handmark/HandMark.vue.d.ts +29 -0
  125. package/dist/components/custom/handmark/brush.d.ts +269 -0
  126. package/dist/components/custom/handmark/composables/useHandMark.d.ts +89 -0
  127. package/dist/components/custom/handmark/constants.d.ts +39 -0
  128. package/dist/components/custom/handmark/freehand.d.ts +69 -0
  129. package/dist/components/custom/handmark/geometry.d.ts +52 -0
  130. package/dist/components/custom/handmark/index.d.ts +27 -0
  131. package/dist/components/custom/handmark/ink.d.ts +11 -0
  132. package/dist/components/custom/handmark/texture.d.ts +39 -0
  133. package/dist/components/custom/handmark/types.d.ts +62 -0
  134. package/dist/components/custom/icon-chip/IconChip.vue.d.ts +4 -0
  135. package/dist/components/custom/icon-chip/index.d.ts +2 -0
  136. package/dist/components/custom/icon-chip/types.d.ts +82 -0
  137. package/dist/components/custom/instrument-chassis/InstrumentChassis.vue.d.ts +17 -2
  138. package/dist/components/custom/metric-stack/MetricStack.vue.d.ts +1 -1
  139. package/dist/components/custom/pager-dots/PagerDots.vue.d.ts +39 -0
  140. package/dist/components/custom/pager-dots/index.d.ts +2 -0
  141. package/dist/components/custom/spa-view/SpaView.vue.d.ts +50 -0
  142. package/dist/components/custom/spa-view/index.d.ts +2 -0
  143. package/dist/components/custom/tabs/SegmentedTabs.vue.d.ts +29 -24
  144. package/dist/components/custom/tabs/composables/useTabDragMorph.d.ts +42 -0
  145. package/dist/components/custom/tabs/composables/useTabIndicator.d.ts +30 -21
  146. package/dist/components/custom/tabs/constants.d.ts +9 -3
  147. package/dist/components/custom/tabs/index.d.ts +1 -1
  148. package/dist/components/custom/watercolor-dot/WatercolorDot.vue.d.ts +15 -1
  149. package/dist/components/ui/_shared/index.d.ts +2 -0
  150. package/dist/components/ui/_shared/menuItemVariants.d.ts +19 -0
  151. package/dist/components/ui/_shared/useSurfaceAxis.d.ts +41 -0
  152. package/dist/components/ui/badge/index.d.ts +1 -1
  153. package/dist/components/ui/button/Button.vue.d.ts +5 -2
  154. package/dist/components/ui/button/index.d.ts +2 -2
  155. package/dist/components/ui/card/Card.vue.d.ts +34 -4
  156. package/dist/components/ui/card/CardHeader.vue.d.ts +42 -16
  157. package/dist/components/ui/card/ScrollCard.vue.d.ts +33 -0
  158. package/dist/components/ui/card/ScrollCardHeader.vue.d.ts +17 -0
  159. package/dist/components/ui/card/index.d.ts +2 -0
  160. package/dist/components/ui/carousel/CarouselNext.vue.d.ts +2 -2
  161. package/dist/components/ui/carousel/CarouselPrevious.vue.d.ts +2 -2
  162. package/dist/components/ui/carousel/GlassCarouselPager.vue.d.ts +2 -2
  163. package/dist/components/ui/carousel/index.d.ts +0 -1
  164. package/dist/components/ui/command/Command.vue.d.ts +4 -1
  165. package/dist/components/ui/dialog/DialogContent.vue.d.ts +8 -3
  166. package/dist/components/ui/drawer/Drawer.vue.d.ts +46 -33
  167. package/dist/components/ui/drawer/DrawerContent.vue.d.ts +12 -8
  168. package/dist/components/ui/drawer/DrawerDescription.vue.d.ts +2 -2
  169. package/dist/components/ui/drawer/DrawerOverlay.vue.d.ts +1 -1
  170. package/dist/components/ui/drawer/DrawerTitle.vue.d.ts +2 -2
  171. package/dist/components/ui/drawer/composables/drawerSnapContext.d.ts +26 -0
  172. package/dist/components/ui/drawer/composables/useDrawerSnap.d.ts +17 -0
  173. package/dist/components/ui/drawer/constants.d.ts +45 -0
  174. package/dist/components/ui/drawer/index.d.ts +23 -15
  175. package/dist/components/ui/focus-scope/FocusScope.vue.d.ts +20 -0
  176. package/dist/components/ui/focus-scope/index.d.ts +2 -0
  177. package/dist/components/ui/index.d.ts +1 -1
  178. package/dist/components/ui/popover/PopoverContent.vue.d.ts +3 -0
  179. package/dist/components/ui/progress/ProgressDefault.vue.d.ts +3 -2
  180. package/dist/components/ui/progress/ProgressSectioned.vue.d.ts +14 -3
  181. package/dist/components/ui/select/SelectContent.vue.d.ts +1 -1
  182. package/dist/components/ui/select/SelectTrigger.vue.d.ts +27 -4
  183. package/dist/components/ui/sheet/SheetContent.vue.d.ts +6 -0
  184. package/dist/components/ui/sheet/index.d.ts +1 -1
  185. package/dist/components/ui/skeleton/Skeleton.vue.d.ts +3 -0
  186. package/dist/components/ui/tags-input/TagsInput.vue.d.ts +2 -2
  187. package/dist/components/ui/toast/Toast.vue.d.ts +5 -2
  188. package/dist/components/ui/toast/use-toast.d.ts +14 -0
  189. package/dist/components/ui/toggle/Toggle.vue.d.ts +1 -1
  190. package/dist/composables/dark/index.d.ts +1 -1
  191. package/dist/composables/dark/useGlobalDark.d.ts +23 -1
  192. package/dist/composables/glass/canvas2d/useCanvas2D.d.ts +13 -6
  193. package/dist/composables/glass/index.d.ts +5 -2
  194. package/dist/composables/glass/useSpecularPointer.d.ts +33 -0
  195. package/dist/composables/glass/useSpecularTracking.d.ts +20 -0
  196. package/dist/composables/glass/vSpecular.d.ts +2 -0
  197. package/dist/composables/glass/webgl/shaders/flow.glsl.d.ts +1 -0
  198. package/dist/composables/glass/webgl/useWebGLCanvas.d.ts +16 -0
  199. package/dist/composables/glass/webgpu/index.d.ts +2 -0
  200. package/dist/composables/glass/webgpu/useGpuSubstrate.d.ts +54 -0
  201. package/dist/composables/glass/webgpu/useWebGPUCanvas.d.ts +84 -0
  202. package/dist/composables/motion/core/index.d.ts +1 -0
  203. package/dist/composables/motion/index.d.ts +4 -0
  204. package/dist/composables/motion/useDockCtaReceive.d.ts +59 -0
  205. package/dist/composables/motion/useDragMorph.d.ts +77 -0
  206. package/dist/composables/motion/useLiquidFlex.d.ts +11 -0
  207. package/dist/composables/motion/useLiquidPress.d.ts +71 -0
  208. package/dist/composables/motion/useLiquidReveal.d.ts +51 -0
  209. package/dist/composables/motion/useNumericTransition.d.ts +3 -3
  210. package/dist/composables/motion/usePointerVelocityField.d.ts +98 -0
  211. package/dist/composables/motion/useViewTransition.d.ts +36 -1
  212. package/dist/concentric.d.ts +1 -0
  213. package/dist/concentric.js +562 -0
  214. package/dist/configurator.js +3 -2
  215. package/dist/confirm-dialog.js +22 -24
  216. package/dist/constellation.js +93 -95
  217. package/dist/context-menu.js +3 -3
  218. package/dist/controls.js +10 -4
  219. package/dist/createCanvasLifecycle-CHD5XrDW.js +82 -0
  220. package/dist/dark.d.ts +1 -1
  221. package/dist/dark.js +1 -1
  222. package/dist/data-table.js +1 -1
  223. package/dist/dialog.js +2 -2
  224. package/dist/dock.js +738 -442
  225. package/dist/{dockContext-BegmJVmx.js → dockContext-BNfyPLe9.js} +1 -1
  226. package/dist/dom.js +5 -5
  227. package/dist/dot-flow-field.d.ts +1 -0
  228. package/dist/dot-flow-field.js +604 -0
  229. package/dist/drawer.d.ts +1 -0
  230. package/dist/drawer.js +380 -0
  231. package/dist/{dropdown-menu-DzkkyBwX.js → dropdown-menu-CofSZuk8.js} +14 -15
  232. package/dist/dropdown-menu.js +1 -1
  233. package/dist/easing.d.ts +1 -0
  234. package/dist/easing.js +463 -0
  235. package/dist/expandable-container.js +45 -38
  236. package/dist/fading-scroll.d.ts +1 -0
  237. package/dist/fading-scroll.js +2 -0
  238. package/dist/focus-scope.d.ts +1 -0
  239. package/dist/focus-scope.js +23 -0
  240. package/dist/forms.js +7 -7
  241. package/dist/fourier-field.js +135 -122
  242. package/dist/fourier-math.js +2 -2
  243. package/dist/glass-panel.js +39 -36
  244. package/dist/glass-ui.css +1 -1
  245. package/dist/glass-ui.js +154 -362
  246. package/dist/goo-blob.js +838 -227
  247. package/dist/handmark.d.ts +1 -0
  248. package/dist/handmark.js +707 -0
  249. package/dist/header-ribbon.js +1 -1
  250. package/dist/hover-card.js +1 -1
  251. package/dist/hover-popover.js +1 -1
  252. package/dist/icon-chip.d.ts +1 -0
  253. package/dist/icon-chip.js +2 -0
  254. package/dist/icon-tooltip.js +1 -1
  255. package/dist/index.d.ts +3 -3
  256. package/dist/instrument-chassis.js +1 -1
  257. package/dist/keyboard.js +1 -1
  258. package/dist/label.js +1 -1
  259. package/dist/labeled-field.js +6 -6
  260. package/dist/{math-U6-RrLmV.js → math-BINYmg5z.js} +11 -3
  261. package/dist/{menuItemVariants-DPiEarb0.js → menuItemVariants-D8VNHq22.js} +10 -4
  262. package/dist/metric-badge.js +1 -1
  263. package/dist/metric-cell.js +25 -22
  264. package/dist/metric-stack.js +4 -8
  265. package/dist/motion-core.js +36 -35
  266. package/dist/motion-curves.js +1 -1
  267. package/dist/motion.js +157 -55
  268. package/dist/notification.js +1 -1
  269. package/dist/number-field.js +1 -1
  270. package/dist/pager-dots.d.ts +1 -0
  271. package/dist/pager-dots.js +91 -0
  272. package/dist/paper-backdrop.js +1 -1
  273. package/dist/popover.js +1 -1
  274. package/dist/{presets-BKVyQfbt.js → presets-BW2b-fr1.js} +14 -1
  275. package/dist/{compile-B7NGOBcP.js → procedural-color.glsl-CIFsJhwI.js} +1 -155
  276. package/dist/procedural-color.wgsl-CToRHugY.js +224 -0
  277. package/dist/progress.js +1 -1
  278. package/dist/pulse.js +1 -1
  279. package/dist/reactive.js +2 -2
  280. package/dist/scrolling-text.js +1 -1
  281. package/dist/search.js +10 -12
  282. package/dist/select.js +3 -3
  283. package/dist/separator.js +1 -1
  284. package/dist/sheet-tZMg0E0w.js +218 -0
  285. package/dist/sheet.js +1 -1
  286. package/dist/{slider-B-JP2JlI.js → slider-DVb4HXU-.js} +7 -7
  287. package/dist/slider.js +1 -1
  288. package/dist/sortable-list.js +3 -3
  289. package/dist/spa-view.d.ts +1 -0
  290. package/dist/spa-view.js +46 -0
  291. package/dist/styles/animations.css +40 -31
  292. package/dist/styles/border-progress.css +109 -0
  293. package/dist/styles/cards.css +76 -0
  294. package/dist/styles/components.css +1 -1
  295. package/dist/styles/configurator.css +35 -0
  296. package/dist/styles/critical-partition.mjs +140 -0
  297. package/dist/styles/critical.css +12 -0
  298. package/dist/styles/deferred.css +31 -0
  299. package/dist/styles/dock/density.css +64 -0
  300. package/dist/styles/dock/layers.css +54 -30
  301. package/dist/styles/dock/morph.css +124 -7
  302. package/dist/styles/dock/overflow.css +31 -2
  303. package/dist/styles/dock/rail-extend.css +168 -71
  304. package/dist/styles/dock/section.css +59 -0
  305. package/dist/styles/dock/shell.css +83 -16
  306. package/dist/styles/dock-controls/icon-button.css +11 -1
  307. package/dist/styles/dock-controls/tab-button.css +24 -83
  308. package/dist/styles/dock-controls/triggers.css +7 -0
  309. package/dist/styles/dock.css +38 -3
  310. package/dist/styles/drawer.css +127 -35
  311. package/dist/styles/feedback-tone.css +104 -0
  312. package/dist/styles/glass/deep.css +44 -0
  313. package/dist/styles/glass/ladder.css +154 -52
  314. package/dist/styles/glass/material.css +78 -15
  315. package/dist/styles/glass/reveal.css +136 -0
  316. package/dist/styles/glass/rim.css +100 -0
  317. package/dist/styles/glass/surface-axis.css +113 -0
  318. package/dist/styles/glass/surfaces.css +189 -15
  319. package/dist/styles/glass-refract.css +96 -44
  320. package/dist/styles/glass-specular-track.css +7 -0
  321. package/dist/styles/glass.css +8 -2
  322. package/dist/styles/hover-popover.css +7 -6
  323. package/dist/styles/icon-chip.css +211 -0
  324. package/dist/styles/index.css +78 -4
  325. package/dist/styles/instrument-chassis.css +107 -2
  326. package/dist/styles/menu.css +127 -0
  327. package/dist/styles/scroll-choreography.css +300 -0
  328. package/dist/styles/segmented-tabs.css +188 -86
  329. package/dist/styles/select.css +50 -0
  330. package/dist/styles/theme/bridges.css +22 -1
  331. package/dist/styles/theme/literals.css +11 -2
  332. package/dist/styles/theme/radius.css +6 -1
  333. package/dist/styles/tokens/color-radius.css +40 -13
  334. package/dist/styles/tokens/dark-arm.css +200 -20
  335. package/dist/styles/tokens/glass-deep.css +75 -0
  336. package/dist/styles/tokens/glass-fx.css +333 -0
  337. package/dist/styles/tokens/glass.css +95 -315
  338. package/dist/styles/tokens/light-dark.css +64 -22
  339. package/dist/styles/tokens/offsets.css +116 -0
  340. package/dist/styles/tokens/on-glass-fg.css +39 -0
  341. package/dist/styles/tokens/property-regs.css +130 -10
  342. package/dist/styles/tokens/scale-paper.css +155 -84
  343. package/dist/styles/tokens/scheme-motion.css +102 -46
  344. package/dist/styles/tokens/scroll-tokens.css +123 -0
  345. package/dist/styles/tokens/{offsets-sizing.css → sizing.css} +88 -89
  346. package/dist/styles/tokens.css +9 -3
  347. package/dist/styles/transitions.css +7 -7
  348. package/dist/styles/typography/scale.css +153 -0
  349. package/dist/styles/typography/semantic.css +220 -0
  350. package/dist/styles/typography/utilities.css +174 -0
  351. package/dist/styles/typography.css +23 -507
  352. package/dist/styles/utilities/a11y-overrides.css +33 -4
  353. package/dist/styles/utilities/animate.css +27 -24
  354. package/dist/styles/utilities/base-misc.css +255 -0
  355. package/dist/styles/utilities/base.css +100 -138
  356. package/dist/styles/utilities/btn.css +21 -202
  357. package/dist/styles/utilities/metal.css +189 -0
  358. package/dist/styles/utilities.css +14 -7
  359. package/dist/styles/view-transition.css +4 -1
  360. package/dist/switch.js +1 -1
  361. package/dist/tabs.js +275 -191
  362. package/dist/timeline.js +2 -2
  363. package/dist/toast.js +1 -1
  364. package/dist/toggle-chip.js +3 -1
  365. package/dist/toggle-group.js +1 -1
  366. package/dist/tooltip.js +1 -1
  367. package/dist/typewriter.js +1 -1
  368. package/dist/{useAnimatedNumber-C5I3wWd8.js → useAnimatedNumber-BfUq2bUM.js} +1 -1
  369. package/dist/useCanvas2D-B8w_E3Rr.js +83 -0
  370. package/dist/useConfiguratorState-DNlOh6c8.js +161 -0
  371. package/dist/useDragMorph-DgxnsVJz.js +102 -0
  372. package/dist/{useGlobalDark-yhL4Wp-s.js → useGlobalDark-C28t0VWJ.js} +22 -3
  373. package/dist/useLiquidPress-kfb4KX79.js +39 -0
  374. package/dist/usePointerVelocityField-JbRd5CrM.js +137 -0
  375. package/dist/{useRAFLoop-Bxv0o6L5.js → useRAFLoop-UYa4zoiN.js} +1 -1
  376. package/dist/useSpring-C0jyvEJB.js +40 -0
  377. package/dist/useSpringMount-q1amq1SJ.js +71 -0
  378. package/dist/useSpringPress-BsqPr7FJ.js +34 -0
  379. package/dist/useSurfaceAxis-g0NloYEF.js +7 -0
  380. package/dist/{useTouchGate-Dg7MQI1G.js → useTouchGate-CBZTD4SD.js} +1 -1
  381. package/dist/vReveal-Czsb7zQC.js +10 -0
  382. package/dist/vSpecular-CQFmLNzA.js +68 -0
  383. package/dist/vendor-CKmzio-i.js +226 -0
  384. package/dist/watercolor-dot.js +12 -5
  385. package/package.json +193 -25
  386. package/src/styles/animations.css +40 -31
  387. package/src/styles/border-progress.css +109 -0
  388. package/src/styles/cards.css +76 -0
  389. package/src/styles/configurator.css +35 -0
  390. package/src/styles/critical-partition.mjs +140 -0
  391. package/src/styles/dock/density.css +64 -0
  392. package/src/styles/dock/layers.css +54 -30
  393. package/src/styles/dock/morph.css +124 -7
  394. package/src/styles/dock/overflow.css +31 -2
  395. package/src/styles/dock/rail-extend.css +168 -71
  396. package/src/styles/dock/section.css +59 -0
  397. package/src/styles/dock/shell.css +83 -16
  398. package/src/styles/dock-controls/icon-button.css +11 -1
  399. package/src/styles/dock-controls/tab-button.css +24 -83
  400. package/src/styles/dock-controls/triggers.css +7 -0
  401. package/src/styles/dock.css +38 -3
  402. package/src/styles/drawer.css +123 -35
  403. package/src/styles/feedback-tone.css +104 -0
  404. package/src/styles/glass/deep.css +44 -0
  405. package/src/styles/glass/ladder.css +154 -52
  406. package/src/styles/glass/material.css +78 -15
  407. package/src/styles/glass/reveal.css +136 -0
  408. package/src/styles/glass/rim.css +100 -0
  409. package/src/styles/glass/surface-axis.css +113 -0
  410. package/src/styles/glass/surfaces.css +189 -15
  411. package/src/styles/glass-refract.css +96 -44
  412. package/src/styles/glass-specular-track.css +7 -0
  413. package/src/styles/glass.css +8 -2
  414. package/src/styles/hover-popover.css +7 -6
  415. package/src/styles/icon-chip.css +211 -0
  416. package/src/styles/index.css +78 -4
  417. package/src/styles/instrument-chassis.css +107 -2
  418. package/src/styles/menu.css +127 -0
  419. package/src/styles/scroll-choreography.css +300 -0
  420. package/src/styles/segmented-tabs.css +184 -84
  421. package/src/styles/select.css +50 -0
  422. package/src/styles/theme/bridges.css +22 -1
  423. package/src/styles/theme/literals.css +11 -2
  424. package/src/styles/theme/radius.css +6 -1
  425. package/src/styles/tokens/color-radius.css +40 -13
  426. package/src/styles/tokens/dark-arm.css +200 -20
  427. package/src/styles/tokens/glass-deep.css +75 -0
  428. package/src/styles/tokens/glass-fx.css +333 -0
  429. package/src/styles/tokens/glass.css +95 -315
  430. package/src/styles/tokens/light-dark.css +64 -22
  431. package/src/styles/tokens/offsets.css +116 -0
  432. package/src/styles/tokens/on-glass-fg.css +39 -0
  433. package/src/styles/tokens/property-regs.css +130 -10
  434. package/src/styles/tokens/scale-paper.css +155 -84
  435. package/src/styles/tokens/scheme-motion.css +102 -46
  436. package/src/styles/tokens/scroll-tokens.css +123 -0
  437. package/src/styles/tokens/{offsets-sizing.css → sizing.css} +88 -89
  438. package/src/styles/tokens.css +9 -3
  439. package/src/styles/transitions.css +7 -7
  440. package/src/styles/typography/scale.css +153 -0
  441. package/src/styles/typography/semantic.css +220 -0
  442. package/src/styles/typography/utilities.css +174 -0
  443. package/src/styles/typography.css +23 -507
  444. package/src/styles/utilities/a11y-overrides.css +33 -4
  445. package/src/styles/utilities/animate.css +27 -24
  446. package/src/styles/utilities/base-misc.css +255 -0
  447. package/src/styles/utilities/base.css +100 -138
  448. package/src/styles/utilities/btn.css +21 -202
  449. package/src/styles/utilities/metal.css +189 -0
  450. package/src/styles/utilities.css +14 -7
  451. package/src/styles/view-transition.css +4 -1
  452. package/dist/CardAction-Cj2eycQ2.js +0 -157
  453. package/dist/DialogContent-Dl9WkAoS.js +0 -100
  454. package/dist/Notification-DdwNxIrI.js +0 -100
  455. package/dist/NumberFieldContent-CqaN-SvN.js +0 -145
  456. package/dist/PopoverContent-BYwt2-4x.js +0 -121
  457. package/dist/TabsList-Dttss653.js +0 -105
  458. package/dist/Toaster-D6q4HtXu.js +0 -263
  459. package/dist/button-ChXMfsud.js +0 -81
  460. package/dist/check-njhk-vfu.js +0 -7
  461. package/dist/chevron-down-DKkxb4VV.js +0 -7
  462. package/dist/chevron-right-CPXbqQQz.js +0 -7
  463. package/dist/chevron-up-n_24SqI-.js +0 -7
  464. package/dist/components/custom/underline/GlassUnderline.vue.d.ts +0 -84
  465. package/dist/components/custom/underline/index.d.ts +0 -2
  466. package/dist/components/custom/underline/types.d.ts +0 -56
  467. package/dist/components/ui/carousel/CarouselDots.vue.d.ts +0 -4
  468. package/dist/createLucideIcon-DydS2qgk.js +0 -43
  469. package/dist/minimize-2-BV31Ob_h.js +0 -38
  470. package/dist/search-BSGrf2Sk.js +0 -12
  471. package/dist/sheet-1fChZjtw.js +0 -214
  472. package/dist/underline.d.ts +0 -1
  473. package/dist/underline.js +0 -85
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  476. package/dist/useSpecularTracking-Bo5su68i.js +0 -32
  477. package/dist/useSpringMount-CI2jOstM.js +0 -108
  478. package/dist/vReveal-CqaCz_mC.js +0 -44
  479. package/dist/x-BUwTKe50.js +0 -10
  480. /package/dist/{CollapsibleContent-CP9qF1v4.js → CollapsibleContent-68dEXIAl.js} +0 -0
  481. /package/dist/{InstrumentChassis-UUJX0-mW.js → InstrumentChassis-Bx0F_q5g.js} +0 -0
  482. /package/dist/{Label-r3WzWrsj.js → Label-C2ejNWeC.js} +0 -0
  483. /package/dist/{ModalOverlay-DVLI2VRr.js → ModalOverlay-D1VrWyoi.js} +0 -0
  484. /package/dist/{PaperBackdrop-DIXTtVq6.js → PaperBackdrop-Vf3tlpvd.js} +0 -0
  485. /package/dist/{SelectGroup-aumMgWLs.js → SelectGroup-DwwjicPY.js} +0 -0
  486. /package/dist/{SelectSeparator-BQ_1Fcbp.js → SelectSeparator-DXswVdRz.js} +0 -0
  487. /package/dist/{Separator-0JE6LtNu.js → Separator-pKF0oA4M.js} +0 -0
  488. /package/dist/{_plugin-vue_export-helper-ok8pgSl5.js → _plugin-vue_export-helper-C1je1s0u.js} +0 -0
  489. /package/dist/{badge-UILT_3pZ.js → badge-D9XWW4GT.js} +0 -0
  490. /package/dist/{color-CUYeFbgd.js → color-DweYl7pE.js} +0 -0
  491. /package/dist/{constants-CS75AWHG.js → constants-BPOqYJAm.js} +0 -0
  492. /package/dist/{createContext-BM46COQ-.js → createContext-CpBNTRMI.js} +0 -0
  493. /package/dist/{prng-D27-B3tK.js → prng-Za0Rmgag.js} +0 -0
  494. /package/dist/{resolveCanvasColor-BBiYfp8g.js → resolveCanvasColor-CUyHr5Uu.js} +0 -0
  495. /package/dist/{springPresets--YdWTHtm.js → springPresets-CFQGQfdl.js} +0 -0
  496. /package/dist/{useIntersectionPause-Cc-H9ees.js → useIntersectionPause-Bj4sPkMh.js} +0 -0
  497. /package/dist/{useInterval-iHludrxk.js → useInterval-CvK1mL92.js} +0 -0
  498. /package/dist/{useKeyboardShortcuts-Be3w_Rwk.js → useKeyboardShortcuts-BXWXOZ-9.js} +0 -0
  499. /package/dist/{useLiquidFlex-BL0lLLN2.js → useLiquidFlex-mZPMiNXh.js} +0 -0
  500. /package/dist/{useResizeObserver-BhgdhOIj.js → useResizeObserver-Bpoi7tRE.js} +0 -0
  501. /package/dist/{useResolveTokenColor-Dvn2RZJW.js → useResolveTokenColor-vAylyR0x.js} +0 -0
  502. /package/dist/{useScrollProgress-Dlvx-L3v.js → useScrollProgress-D7bYU2RK.js} +0 -0
  503. /package/dist/{useSortable-muI29agz.js → useSortable-DHjtZSEd.js} +0 -0
  504. /package/dist/{useTextHighlight-DmRYkOBx.js → useTextHighlight-CWEi25hf.js} +0 -0
  505. /package/dist/{useTimer-Dzarvzuk.js → useTimer-BHJOKr35.js} +0 -0
  506. /package/dist/{useUserInvalidAria-B2h6jAM_.js → useUserInvalidAria-y5namzeE.js} +0 -0
  507. /package/dist/{useViewportReady-B40FK4Pa.js → useViewportReady-anbac3m6.js} +0 -0
package/dist/aurora.js CHANGED
@@ -1,13 +1,15 @@
1
- import { t as e } from "./_plugin-vue_export-helper-ok8pgSl5.js";
2
- import { a as t, c as n, i as r, l as i, n as a, o, r as s, s as c, t as l, u } from "./compile-B7NGOBcP.js";
3
- import { n as d, r as f, t as p } from "./presets-BKVyQfbt.js";
4
- import { a as m, c as h, i as g, l as _, o as v, t as y } from "./color-CUYeFbgd.js";
5
- import { t as ee } from "./useIntersectionPause-Cc-H9ees.js";
6
- import { t as te } from "./useScrollProgress-Dlvx-L3v.js";
7
- import { computed as b, createElementBlock as x, createElementVNode as S, defineComponent as ne, normalizeClass as re, normalizeStyle as C, onBeforeUnmount as w, onMounted as T, openBlock as ie, readonly as E, ref as D, unref as O, watch as k } from "vue";
8
- import { interpolateHue as ae, rawOklabToOklch as oe, srgbToOKLab as se } from "@mkbabb/value.js";
1
+ import { t as e } from "./_plugin-vue_export-helper-C1je1s0u.js";
2
+ import { a as t, i as n, n as r, r as i, t as a } from "./procedural-color.glsl-CIFsJhwI.js";
3
+ import { a as o, c as s, i as c, l, n as u, r as d, s as f, t as p } from "./procedural-color.wgsl-CToRHugY.js";
4
+ import { n as m, t as h } from "./compile-CQEFRTmx.js";
5
+ import { i as g, n as _, r as v, t as y } from "./presets-BW2b-fr1.js";
6
+ import { a as ee, c as b, i as te, l as ne, o as x, t as S } from "./color-DweYl7pE.js";
7
+ import { t as re } from "./useIntersectionPause-Bj4sPkMh.js";
8
+ import { t as ie } from "./useScrollProgress-D7bYU2RK.js";
9
+ import { computed as C, createElementBlock as ae, createElementVNode as oe, defineComponent as se, normalizeClass as ce, normalizeStyle as le, onBeforeUnmount as w, onMounted as T, openBlock as ue, readonly as de, ref as E, unref as D, watch as O } from "vue";
10
+ import { interpolateHue as fe, rawOklabToOklch as pe, srgbToOKLab as me } from "@mkbabb/value.js";
9
11
  //#region src/components/custom/aurora/constants/shaders/aurora.vert.ts
10
- var ce = "#version 300 es\nin vec2 aPos;\nout vec2 vUv;\nvoid main() {\n vUv = aPos * 0.5 + 0.5;\n gl_Position = vec4(aPos, 0.0, 1.0);\n}", le = "// ── Palette LUT (W5 — OKLCh/OKLab interpolation) ──────────────────────────────\n// The endpoints stay CPU-baked to LINEAR sRGB (the Aras precompute pattern); only\n// the BETWEEN-endpoint interpolation runs in perceptual space. AX.W11 — the ramp\n// itself (the smoothstep ease + the OKLab-rectangular-vs-OKLCh-hue-arc dispatch on\n// uHuePath) is the shared samplePaletteRamp from procedural-color.glsl, the SAME\n// source the WebGPU twin splices; samplePalette here only selects the bracketing\n// stop pair + the raw inter-stop t and hands them to the shared ramp.\nvec3 samplePalette(float id) {\n id = clamp(id, 0.0, 1.0);\n float scaled = id * float(uStopCount - 1);\n int i0 = int(floor(scaled));\n int i1 = min(i0 + 1, uStopCount - 1);\n float t = fract(scaled);\n return samplePaletteRamp(uPalette[i0], uPalette[i1], t, uHuePath);\n}\n\n// ── Nuclei field ──────────────────────────────────────────────────────────\nvoid nucleiField(vec2 p, float t, out float paletteId, out float valueMod) {\n float accumBias = 0.0;\n float accumValue = 0.0;\n float accumW = 0.0;\n for (int i = 0; i < MAX_NUCLEI; i++) {\n if (i >= uNucleiCount) break;\n vec2 posI = uNucleiPos[i]\n + uNucleiDriftRadius[i] * vec2(\n cos(t * uNucleiDrift * K_NUCLEI + uNucleiDriftPhase[i]),\n sin(t * uNucleiDrift * K_NUCLEI + uNucleiDriftPhase[i] * 1.13)\n );\n vec2 diff = p - posI;\n // Anisotropic Gaussian: rotate diff into the nucleus's local frame\n // (major axis along uNucleiAngle), then scale the major-axis component by\n // 1/elongation so the squared distance describes an ellipse. Defaults\n // 1.0/0.0 reduce to the isotropic dot(diff, diff).\n float ca = cos(uNucleiAngle[i]);\n float sa = sin(uNucleiAngle[i]);\n vec2 local = vec2( ca * diff.x + sa * diff.y,\n -sa * diff.x + ca * diff.y);\n float along = local.x / max(uNucleiElong[i], 0.01);\n float across = local.y;\n float d2 = along * along + across * across;\n float r = max(uNucleiRadius[i], 0.01);\n float w = exp(-uSoftmaxBeta * d2 / (r * r));\n accumBias += w * uNucleiPaletteBias[i];\n accumValue += w * uNucleiValueBias[i];\n accumW += w;\n }\n paletteId = accumBias / max(accumW, 1e-4);\n valueMod = accumValue / max(accumW, 1e-4);\n\n // Palette drift — slow global paletteId breathe between adjacent stops. The\n // rate rides K_PAL (perceptible ~30–60s hue cycle at the default coefficient);\n // the amplitude lifts the authored coefficient into a 0.03..0.06 paletteId band\n // so the palette visibly travels rather than dithering within one stop.\n float palAmp = clamp(uPaletteDrift * 6.0, 0.0, 0.06);\n paletteId += palAmp * sin(t * uPaletteDrift * K_PAL);\n paletteId = clamp(paletteId, 0.0, 1.0);\n}\n", ue = "// ── Flow field ────────────────────────────────────────────────────────────\n// Structure-tensor prototype (body defined post-sampleBase in the mediums block).\n// Returns vec3(dir.x, dir.y, coherence) — the minor-eigenvector tangent + A.\nvec3 structureTensorField(vec2 p, float t, vec2 fallbackDir);\n\nvec2 flowField(vec2 p, float t) {\n vec2 dir = vec2(1.0, 0.0);\n if (uFlowPattern == 1) {\n // radial\n dir = normalize(p - uFlowFocal + 1e-4);\n } else if (uFlowPattern == 2) {\n // swirl — tangent to radial\n vec2 rad = normalize(p - uFlowFocal + 1e-4);\n dir = vec2(-rad.y, rad.x);\n } else if (uFlowPattern == 3) {\n // diagonal\n float a = radians(uFlowAngle);\n dir = vec2(cos(a), sin(a));\n } else if (uFlowPattern == 4) {\n // multi — curl-noise driven\n float n = fbm(p * 2.0 + t * 0.02);\n float a = n * 6.2831;\n dir = vec2(cos(a), sin(a));\n } else if (uFlowPattern == 5) {\n // tensor / ETF — the color field's OWN edge-tangent flow (AW.W4.1). The\n // diagonal angle seeds the smooth fallback the coherence-weighted blend\n // relaxes toward in low-structure zones. Returns directly (no curl/cursor\n // post-mix — the tensor field already carries the structure orientation;\n // the cursor warp still drives the underlying color field in domainWarp).\n float a = radians(uFlowAngle);\n vec2 fallback = vec2(cos(a), sin(a));\n return structureTensorField(p, t, fallback).xy;\n }\n // curl — perturb by noise. Radial gets much less curl so rays stay clean.\n if (uFlowCurl > 0.0) {\n float n = fbm(p * 3.0) - 0.5;\n float curlAmt = uFlowCurl;\n if (uFlowPattern == 1) curlAmt *= 0.25; // radial: preserve ray clarity\n if (uFlowPattern == 2) curlAmt *= 0.55; // swirl: allow moderate curl\n float a = atan(dir.y, dir.x) + n * 3.14159 * curlAmt;\n dir = vec2(cos(a), sin(a));\n }\n // cursor influence — swirl around the cursor position\n if (uCursorStrength > 0.001) {\n vec2 toCur = uCursor - p;\n float d = length(toCur);\n float r = max(uCursorRadius, 0.01);\n float w = exp(-(d * d) / (r * r * 0.5));\n // swirl tangent\n vec2 tangent = vec2(-toCur.y, toCur.x) / max(d, 1e-4);\n float a0 = atan(dir.y, dir.x);\n float a1 = atan(tangent.y, tangent.x);\n // blend angle\n float da = a1 - a0;\n da = atan(sin(da), cos(da)); // wrap to [-pi, pi]\n float a = a0 + da * w * uCursorStrength;\n dir = vec2(cos(a), sin(a));\n }\n // AW.W8.1 — velocity-reactive swirl-BURST: a fast flick (uCursorBurst, decaying\n // over ~1s) injects a transient flow bias along the pointer velocity, distinct from\n // the steady attraction above (the stateless swirl is SUPERSEDED by this form). The\n // burst is gated by the master tempo scalar on the CPU side (it decays to 0 under\n // PRM/pause), so this term cannot leak motion under reduced-motion.\n if (uCursorBurst > 0.001) {\n vec2 toCur = uCursor - p;\n float d = length(toCur);\n float r = max(uCursorRadius, 0.01);\n float w = exp(-(d * d) / (r * r * 0.7));\n // Bias the flow toward the velocity direction, scaled by the decaying burst.\n vec2 velDir = uCursorVelocity / max(length(uCursorVelocity), 1e-4);\n float a0 = atan(dir.y, dir.x);\n float a1 = atan(velDir.y, velDir.x);\n float da = atan(sin(a1 - a0), cos(a1 - a0));\n float a = a0 + da * w * uCursorBurst * 0.8;\n dir = vec2(cos(a), sin(a));\n }\n return dir;\n}\n", de = "// Khronos PBR-Neutral tonemap (hue + saturation preserving)\nvec3 aces(vec3 color) {\n const float startCompression = 0.8 - 0.04;\n const float desaturation = 0.15;\n float x = min(color.r, min(color.g, color.b));\n float offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n color -= offset;\n float peak = max(color.r, max(color.g, color.b));\n if (peak < startCompression) return clamp(color, 0.0, 1.0);\n float d = 1.0 - startCompression;\n float newPeak = 1.0 - d * d / (peak + d - startCompression);\n color *= newPeak / peak;\n float g = 1.0 - 1.0 / (desaturation * (peak - newPeak) + 1.0);\n return clamp(mix(color, newPeak * vec3(1.0), g), 0.0, 1.0);\n}\n", fe = "// ── Curved swept brushstroke primitive ────────────────────────────────────\n// A stroke is a curved spine from A to B with quadratic bulge K (sideways offset\n// at midpoint). Width varies along length via a shape profile. Edge is ragged\n// (bristle-modulated), ends are rounded blobs, inside has streak modulation.\n//\n// For pixel p, we invert an approximate projection onto the curved spine:\n// 1) project p onto straight AB axis -> along0, cross0\n// 2) at parameter along0, spine offset = 4·K·along0·(1-along0) perpendicular\n// 3) cross = cross0 - spineOffset, refine along one iteration\n// Coverage blends paint atop col based on per-stroke color sampled from the\n// underlying base at spine midpoint — so overlapping strokes from different\n// palette regions meet at hard, ragged demarcations.\n\nstruct StrokeHit {\n float coverage; // 0..1\n vec3 color;\n float alongT; // 0..1 along spine, for internal modulation\n float crossN; // cross distance / current half-width, signed\n float edgeN; // distance to edge in half-widths (0 = at edge, 1 = at spine)\n};\n\nStrokeHit noHit() { return StrokeHit(0.0, vec3(0.0), 0.0, 0.0, 0.0); }\n\nvec2 rotateDir(vec2 dir, float angle) {\n float ca = cos(angle), sa = sin(angle);\n return vec2(dir.x * ca - dir.y * sa, dir.x * sa + dir.y * ca);\n}\n\nvec2 safeDir(vec2 dir) {\n float len = length(dir);\n return len > 1e-4 ? dir / len : vec2(1.0, 0.0);\n}\n\n// Shape profile along the stroke. type:\n// 0 tapered — thin-fat-thin (classic brush)\n// 1 load-drag — fat start, tapers to a point\n// 2 dab — ellipse-like, round center\n// 3 even — near-constant, slight end taper\n// 4 comma — van-Gogh atomic dab: ASYMMETRIC taper, fat near one end and\n// drawn to a fine point at the other (the divisionist crescent\n// mark). The width peak sits off-centre (~0.32) so the two ends\n// taper at DIFFERENT rates — a loaded round head + a dragged tail.\nfloat strokeShape(float t, int type) {\n t = clamp(t, 0.0, 1.0);\n if (type == 1) {\n // loaded at t=0, tapering\n return pow(1.0 - t, 0.55) * smoothstep(0.0, 0.08, t);\n } else if (type == 2) {\n // dab / blob\n float d = t - 0.5;\n return exp(-d * d * 12.0);\n } else if (type == 3) {\n // mostly even, slight end softening\n return smoothstep(0.0, 0.08, t) * smoothstep(1.0, 0.92, t) * 0.95 + 0.05;\n } else if (type == 4) {\n // comma / crescent — width peaks at ~0.32 then drags to a fine tail. The two\n // sides of the peak fall at different exponents (a fat round head, a long thin\n // tail), so the mark reads as a directional van-Gogh comma, not a symmetric oval.\n float peak = 0.32;\n float head = smoothstep(0.0, peak, t); // rounded loaded head\n float tail = pow(clamp((1.0 - t) / (1.0 - peak), 0.0, 1.0), 1.6); // dragged thin tail\n return clamp(min(head, tail) * 1.04, 0.0, 1.0);\n }\n // 0 tapered\n return smoothstep(0.0, 0.22, t) * smoothstep(1.0, 0.78, t);\n}\n\n// A single curved stroke.\n// a, b — endpoints\n// halfW — base half-width (world units)\n// bulge — signed perpendicular midpoint offset, in world units\n// shapeType — 0..3\n// bristleFreq — spatial frequency of edge raggedness\n// bristleAmp — 0..0.5 fraction of halfW chewed away at edge extrema\n// streakSeed — uniqueness seed for internal streaks\n// colAtMid — pre-sampled color at midpoint\nStrokeHit curvedStroke(vec2 p, vec2 a, vec2 b, float halfW,\n float bulge, int shapeType,\n float bristleFreq, float bristleAmp,\n float streakSeed, vec3 colAtMid) {\n vec2 ab = b - a;\n float L = length(ab);\n if (L < 1e-5) return noHit();\n vec2 tang = ab / L;\n vec2 norm = vec2(-tang.y, tang.x);\n\n vec2 rel = p - a;\n float along0 = dot(rel, tang) / L; // straight projection 0..1 along AB\n float cross0 = dot(rel, norm); // signed cross\n\n // Spine sideways offset due to bulge (parabolic)\n float bend = 4.0 * bulge * along0 * (1.0 - along0);\n float cross1 = cross0 - bend;\n\n // One refinement step: as the spine bends, the closest-point along shifts.\n // Spine tangent differs from straight tangent; first-order correction:\n float dBend = 4.0 * bulge * (1.0 - 2.0 * along0); // d(bend)/d(along)\n float along1 = along0 + (cross1 * dBend) / (L * (1.0 + dBend * dBend / (L * L)));\n\n // Bristle-ragged edge: half-width gets chewed by 1D noise along the spine\n float edgeNoise = fbm(vec2(along1 * bristleFreq, streakSeed * 7.3)) - 0.5;\n float edgeNoise2 = fbm(vec2(along1 * bristleFreq * 2.3, streakSeed * 3.1 + 17.0)) - 0.5;\n float edgeMod = 1.0 - bristleAmp * (0.6 + 0.4 * edgeNoise) * (0.5 + edgeNoise2);\n\n // Width profile along the stroke\n float shape = strokeShape(along1, shapeType);\n float halfWNow = halfW * shape * edgeMod;\n\n // Inside-segment coverage\n float cov = 0.0;\n if (along1 >= 0.0 && along1 <= 1.0 && halfWNow > 1e-6) {\n float cn = abs(cross1) / halfWNow;\n // fwidth-derived AA: half-width from the field's screen-space gradient so the\n // edge holds ~1px regardless of zoom/DPR (mirrors metaball.frag.ts:252-255).\n float aaC = max(fwidth(cn), 1e-6);\n cov = 1.0 - smoothstep(1.0 - aaC, 1.0 + aaC, cn);\n }\n\n // End-cap blobs (rounded tips, not perpendicular cuts)\n float capA = 0.0, capB = 0.0;\n {\n vec2 capCenterA = a + norm * (bulge * 0.0); // at a\n vec2 capCenterB = a + tang * L + norm * bend * 0.0 + norm * 0.0; // at b; bend is 0 at endpoints\n capCenterB = b;\n float endShapeA = strokeShape(0.02, shapeType);\n float endShapeB = strokeShape(0.98, shapeType);\n float rA = halfW * endShapeA * (0.9 + 0.2 * fbm(vec2(streakSeed * 13.0)));\n float rB = halfW * endShapeB * (0.9 + 0.2 * fbm(vec2(streakSeed * 19.0 + 5.0)));\n float dA = length(p - capCenterA);\n float dB = length(p - capCenterB);\n // fwidth-derived AA on the clean Euclidean cap distances (mirrors metaball.frag.ts:252-255).\n float aaA = max(fwidth(dA), 1e-6);\n float aaB = max(fwidth(dB), 1e-6);\n capA = 1.0 - smoothstep(rA - aaA, rA + aaA, dA);\n capB = 1.0 - smoothstep(rB - aaB, rB + aaB, dB);\n // Only apply caps if we're BEYOND the segment; otherwise the segment wins.\n capA *= (along1 < 0.05) ? 1.0 : 0.0;\n capB *= (along1 > 0.95) ? 1.0 : 0.0;\n }\n\n float coverage = max(cov, max(capA, capB));\n if (coverage < 0.002) return noHit();\n\n // Edge distance (for impasto later): 0 at edge, 1 at spine\n float edgeDist = halfWNow > 1e-6 ? clamp(1.0 - abs(cross1) / halfWNow, 0.0, 1.0) : 0.0;\n\n return StrokeHit(\n coverage,\n colAtMid,\n clamp(along1, 0.0, 1.0),\n halfWNow > 1e-6 ? cross1 / halfWNow : 0.0,\n edgeDist\n );\n}\n\n// The painterly STROKE mediums (those that deposit via paintStrokeLayers/paintOver):\n// oil (3), van-Gogh (5), oil-pastel (6). For these the stroke OVER-composite runs in\n// OKLab so overlapping complementaries mix through a chromatic path, not the linear-\n// RGB grey mud; the smooth/atmospheric pole never reaches paintOver so it pays nothing.\nbool isPainterlyStroke() {\n return uMedium == 3 || uMedium == 5 || uMedium == 6;\n}\n\n// OKLab OVER-composite: lerp L,a,b of the over-color toward the under-color (the\n// Ottosson matrices spliced from procedural-color.glsl.ts — no new color math). Two\n// complementary-hued strokes overlapping transition through OKLab, where the midpoint\n// holds chroma, instead of the linear mix() that desaturates toward grey (slice 8 F2).\nvec3 paintOverOklab(vec3 under, vec3 over, float alpha) {\n vec3 labU = linOklab(under);\n vec3 labO = linOklab(over);\n return max(oklabToLinearSrgb(mix(labU, labO, alpha)), vec3(0.0));\n}\n\n// Composite stroke over col with internal streaking + ACCUMULATE paint HEIGHT.\n// streakAmp — 0..0.2 how much internal streaks darken/lighten\n// impastoAmp — 0..1 paint-thickness contribution (the height the relight reads)\n// hardness — 0..1 how crisp the compositing transition is (1 = razor, 0 = creamy)\n//\n// AW.W4.2 — the fixed-RGB edge rim (the phantom upper-left light) is RETIRED. Each\n// stroke now deposits PAINT HEIGHT into the height accumulator (coverage x per-stroke\n// thickness, perturbed by the bristle/streak fbm for ridges/grooves); mediumOil\n// derives a normal from the accumulated height gradient (dFdx/dFdy) and relights it\n// once with the movable uLightDir source (relightImpasto), in linear before aces().\n//\n// AX.W13 — the internal streak now perturbs HUE + CHROMA in OKLCh (not value-only),\n// so a single stroke carries a small hue gradient (broken color at the ATOM level —\n// adjacent strokes shimmer like real impasto, not flat stamped swatches; slice 8 F5);\n// and the OVER-composite runs in OKLab on the painterly stroke mediums so overlapping\n// complementaries mix as pigment, not the linear-mix grey (slice 8 F2).\n// impastoFloor — the per-stroke height-crown floor: oil's 0.4+0.6*edgeN reads\n// floor=0.4 (the crown tapers to 40% at the stroke edge); the van-Gogh\n// profile passes floor=1.0 so each atomic dab catches a FULL-height\n// glint (scope item 1d). The crown magnitude is floor + (1-floor)*edgeN.\nvoid paintOver(inout vec3 col, inout float height, StrokeHit s,\n float streakFreq, float streakAmp,\n float impastoAmp, float hardness, float streakSeed,\n float impastoFloor) {\n if (s.coverage < 0.002) return;\n float strokeOpacity = clamp(uStrokeAmount, 0.0, 1.0);\n if (strokeOpacity <= 0.001) return;\n vec3 c = s.color;\n\n // Internal streaks — fbm along spine, modulated by cross position. Gives\n // the loaded-brush look: some bristles carry more pigment than others.\n float streakA = fbm(vec2(s.alongT * streakFreq, s.crossN * 2.7 + streakSeed));\n float streakB = fbm(vec2(s.alongT * streakFreq * 0.6 + streakSeed * 3.7, s.crossN * 4.1));\n float streak = 0.6 * (streakA - 0.5) + 0.4 * (streakB - 0.5);\n\n // ── WITHIN-stroke OKLCh broken color (AX.W13, slice 8 F5). The streak fBm perturbs\n // the stroke's HUE + CHROMA along alongT/crossN, seeded per-stroke, so a single\n // stroke reads a small hue gradient (the atom-level broken-color shimmer). Value is\n // carried by the same streak so the loaded-brush light/dark survives. Gated to the\n // painterly stroke mediums + uBrokenColor (the smooth pole keeps the cheap value-only\n // streak). A second decorrelated fBm drives the hue axis so hue ≠ a scaled value.\n float hueStreak = fbm(vec2(s.alongT * streakFreq * 0.45 + streakSeed * 5.3,\n s.crossN * 1.9 + streakSeed * 1.7)) - 0.5;\n if (isPainterlyStroke() && uBrokenColor > 0.001) {\n vec3 lch = oklabToOklch(linOklab(c));\n // ±~10° within-stroke hue swing + ±~9% chroma, scaled by uBrokenColor. Smaller\n // than the per-stroke cell jitter (brokenColorJitter) — this is the intra-stroke\n // gradient layered on top of the per-cell pigment patch.\n lch.z += hueStreak * (20.0 * PI / 180.0) * uBrokenColor;\n lch.y = max(lch.y * (1.0 + (streak) * 0.18 * uBrokenColor), 0.0);\n c = max(oklabToLinearSrgb(oklchToOklab(lch)), vec3(0.0));\n }\n // Value streak (the loaded-brush light/dark across the bristles) — kept for every\n // medium that reaches paintOver (the smooth pole never does). The along-spine value\n // modulation is the loaded-brush light/dark that gives each stroke its OWN directional\n // luminance band — the structure-tensor signal a low-contrast color field (a uniform-hue\n // oil field) has no other source for (the §4.2 anisotropy lift on the flat-palette case).\n c *= 1.0 + streak * streakAmp * 3.2;\n\n // Cross-stroke ridge/valley shading — a catch-light along the spine centre, darkening to\n // the stroke edges. This is the strongest DIRECTIONAL luminance cue: it carves a bright\n // ridge down the stroke's length and dark grooves between adjacent strokes, so a field of\n // parallel strokes reads as parallel light/dark bands (the high-A van-Gogh signature) even\n // where the underlying colour is flat. s.edgeN is 0 at the edge, 1 at the spine.\n float ridgeShade = smoothstep(0.0, 0.55, s.edgeN);\n c *= 1.0 + (ridgeShade - 0.5) * 0.30;\n\n float softLimit = mix(0.35, 0.98, hardness);\n float alpha = smoothstep(0.0, 1.0 - softLimit, s.coverage) * strokeOpacity;\n // OKLab OVER-composite on the painterly stroke mediums (overlap mixes as pigment,\n // not grey); the smooth pole never reaches paintOver, so it keeps the cheap path.\n col = isPainterlyStroke() ? paintOverOklab(col, c, alpha) : mix(col, c, alpha);\n\n // ── Accumulate paint HEIGHT (AW.W4.2). Thickness peaks at the stroke spine and\n // falls toward the impastoFloor at the edge (edgeN: 0=edge, 1=spine), perturbed by\n // the bristle streak so ridges/grooves form. The relight reads the gradient of this\n // field. The van-Gogh profile's floor=1.0 gives every atomic dab a full-height crown.\n float ridge = 0.7 + 0.3 * (streak + 0.5);\n float crown = impastoFloor + (1.0 - impastoFloor) * s.edgeN;\n height += s.coverage * impastoAmp * crown * ridge * alpha;\n}\n\n// AW.W4.2 — relight the accumulated paint height. Derive a normal from the height\n// gradient (dFdx/dFdy — derivatives are in-pattern; fwidth is already used for AA),\n// then apply diffuse + Blinn specular from the movable uLightDir/uLightColor source.\n// LINEAR-space lighting BEFORE aces() (the tonemap/OETF stay locked); thin strokes\n// inherit a low shininess, thick impasto raises it (high-height ridges catch a sharp\n// glint). canvasBase is the tooth height so the canvas weave also catches the light.\nvec3 relightImpasto(vec3 col, float height, float canvasBase) {\n float h = height + canvasBase;\n // Height-gradient normal. heightScale trades relief depth for surface flatness.\n float heightScale = 6.0;\n vec3 N = normalize(vec3(-dFdx(h) * 40.0, -dFdy(h) * 40.0, 1.0 / heightScale));\n vec3 L = normalize(uLightDir);\n vec3 V = vec3(0.0, 0.0, 1.0); // view straight on\n vec3 H = normalize(L + V);\n float diff = max(dot(N, L), 0.0);\n // Thick impasto → high shininess (sharp glint); thin paint → broad soft sheen.\n float shininess = mix(8.0, 64.0, clamp(height * 2.0, 0.0, 1.0));\n float spec = pow(max(dot(N, H), 0.0), shininess);\n // Modulate the lit terms by how much paint sits here (no relief on bare ground).\n float relief = clamp(h * 1.5, 0.0, 1.0);\n vec3 lit = col * (1.0 + uImpasto * relief * (diff - 0.5) * 0.5 * uLightColor);\n // The specular glint is gated to ACCUMULATED-thick paint (height²) — a per-fine-stroke\n // sharp glint on every thin fill dab read as bright isotropic SPECKLE that buried the\n // directional stroke bands (the §4.2 anisotropy / §4.3 slope sink on the low-contrast\n // oil field). Only where real impasto has built up does the raked glint fire, so the\n // highlight tracks the macro ridges, not the fine speckle.\n float specGate = clamp(height, 0.0, 1.0);\n lit += uImpasto * relief * spec * specGate * 0.5 * uLightColor;\n return lit;\n}\n\n// Best-of-9-neighbor placement: sample 3x3 surrounding cells and take the\n// stroke that covers this pixel most. Breaks the grid by per-cell jitter and\n// sparse density via noise thresholding.\n// energyGrade — the SBR energy-grade magnitude (0 = none, the oil/oil-pastel\n// baseline; 1 = the full van-Gogh Starry-Night cascade — long\n// confident strokes in the lights/coherent zones, short dabs in\n// the darks/flat zones). The van-Gogh profile carries 1.0 (the\n// energy grade is a PROFILE field, not a buried uMedium==5 branch).\nStrokeHit bestOil(vec2 p, float cellSize, float lenMul, float halfWMul,\n float jitterAmt, float density, int shapeType,\n float bristleAmp, vec2 flow, float t, float seed,\n float energyGrade) {\n vec2 cell = floor(p / cellSize);\n\n StrokeHit best = noHit();\n // 3x3 neighborhood\n for (int dy = -1; dy <= 1; dy++) {\n for (int dx = -1; dx <= 1; dx++) {\n vec2 cc = cell + vec2(float(dx), float(dy));\n vec2 hh = hash22(cc + seed) - 0.5;\n // Density gate — noise threshold; sparse placement.\n float gate = hash21(cc * 1.7 + seed * 0.3);\n if (gate > density) continue;\n\n vec2 center = (cc + 0.5 + hh * jitterAmt) * cellSize;\n\n // Per-stroke direction source — the AW.W4.1 strokeOrient switch:\n // uStrokeOrient==0 (flow) — the layer-provided hand-authored flowField.\n // uStrokeOrient==1 (tensor) — the structure-tensor minor eigenvector at the\n // cell center (the color field's edge-tangent),\n // so strokes hug the color zones (van Gogh).\n // coh carries the per-cell coherence A for the W4.3 energy grading (long\n // confident strokes where structure is coherent, stubby dabs in flat zones).\n vec2 f;\n float coh = 1.0;\n if (uStrokeOrient == 1) {\n vec3 tf = structureTensorField(center, t, safeDir(flow));\n f = safeDir(tf.xy);\n coh = tf.z;\n } else {\n f = safeDir(flow);\n }\n // Per-stroke deterministic local perturbation so alternate stroke layers stay\n // live. Tensor strokes get FAR less angular jitter (the field already orients them\n // — over-jittering the tensor strokes scatters their directions and the rendered\n // field reads isotropic, the §4.2 anisotropy floor). The flow-oriented (non-tensor)\n // strokes keep the full jitter (they have no per-cell orientation source).\n float jScale = (uStrokeOrient == 1) ? 0.15 : 1.0;\n float angJ = (hash21(cc + seed + 11.0) - 0.5) * 0.9 * jScale; // +/- 0.45/0.07 rad\n float curlScale = (uStrokeOrient == 1) ? 0.30 : 1.0;\n float localCurl = (fbm(center * (2.6 + seed * 0.11) + seed * 1.9) - 0.5) * 0.55 * uFlowCurl * curlScale;\n vec2 dir = rotateDir(f, angJ + localCurl);\n\n // AX.W13 — the SBR energy grade is a PROFILE field (energyGrade), not a buried\n // uMedium==5 branch. The van-Gogh profile passes energyGrade=1.0 (the full\n // Starry-Night cascade); oil/oil-pastel pass 0.0 (uniform length). The grade\n // modulates stroke length by local luminance (bright → long confident strokes,\n // dark → short dabs, the Kolmogorov/Batchelor congruence) AND by coherence\n // (coherent zones → long, flat → stubby), lerped in by energyGrade so a profile\n // can dial the cascade from off (0) to full (1).\n float energy = 1.0;\n if (energyGrade > 0.001) {\n float luma = clamp(dot(sampleBase(center, t), W_LUMA), 0.0, 1.0);\n float graded = mix(0.5, 1.5, luma) * mix(0.6, 1.0, coh);\n energy = mix(1.0, graded, energyGrade);\n }\n\n float lenV = cellSize * lenMul * (0.65 + 0.55 * hash21(cc + seed + 23.0)) * energy;\n float halfW = cellSize * halfWMul * (0.70 + 0.55 * hash21(cc + seed + 41.0));\n float bulge = (hash21(cc + seed + 53.0) - 0.5) * lenV * 0.35;\n\n vec2 a = center - dir * (lenV * 0.5);\n vec2 b = center + dir * (lenV * 0.5);\n\n vec3 colMid = brokenColorJitter(\n sampleBase(center, t),\n hash21(cc + seed + 89.0),\n hash21(cc * 2.3 + seed + 97.0),\n 1.0\n );\n\n StrokeHit h = curvedStroke(p, a, b, halfW, bulge, shapeType,\n 7.0, bristleAmp,\n hash21(cc + seed + 67.0), colMid);\n if (h.coverage > best.coverage) best = h;\n }\n }\n return best;\n}\n", pe = "// ── Van-Gogh — DEDICATED atomic-dab body (W-AUR-VANGOGH-REBUILD) ─────────────\n// REBUILT FROM FIRST PRINCIPLES. The prior path routed van-Gogh through the shared\n// oil paintStrokeMedium cascade — four DENSE layers of LONG-THIN tensor-oriented\n// strokes (lenMul up to 5.2, widMul 0.22) hugging a continuous coherent field. Packed\n// that tight, thin strokes that follow continuous iso-bands MERGE into smooth flowing\n// filaments — the \"marbled flow-bands\" read (a spirograph/fingerprint, not impasto),\n// AND the per-cell 8-tap structure tensor × 4 layers × 9 cells = ~324 sampleBase/pixel\n// made it run at ~4fps. Van Gogh's sky is NOT continuous flow — it is DISCRETE, SHORT,\n// LOADED comma dabs, separated by visible ground, queued into swirl ROWS.\n//\n// The rebuild is a purpose-built two-layer DAB pass, disjoint from the oil cascade:\n// • orientation from the analytic SWIRL flowField (van-Gogh skies ARE swirl rows) +\n// per-cell angular jitter — NOT the expensive per-cell tensor (the lag source, and\n// the marble source: a jittered discrete dab can NOT merge into a continuous\n// filament the way a tensor-locked thin stroke does).\n// • SHORT comma dabs (len/wid ≈ 2.6 : 1 — a loaded crescent mark, not a 10:1\n// filament), so each reads as a SEPARABLE atom.\n// • SPARSE placement with visible inter-dab ground (density ≈ 0.42), over a darkened\n// swirl underpainting (the Starry-Night visible ground the bright dabs read over).\n// • a single sampleBase per cell + OKLCh broken-color jitter (pigment shimmer);\n// full-height impasto crown per dab (each catches its own raked glint).\n// This is ~2 layers × 9 cells × ~1 sampleBase ≈ 20/pixel (a ~16× cost cut, ~60fps), and\n// jittered short dabs CANNOT marble.\n\n// One atomic comma dab — a CLEAN analytic crescent SDF (NOT the oil curvedStroke).\n// The oil curvedStroke's spine-projection + rounded end-caps + fwidth-AA + bristle\n// edge each leave a thin sub-pixel skirt, and a field of those skirts over open ground\n// abuts into a faint network of SEAM LINES. A van-Gogh dab needs none of that\n// machinery — it is a short oriented capsule (rounded line segment) whose half-width\n// tapers along its length (the loaded-head → dragged-tail comma). The capsule SDF is\n// derivative-free (smoothstep AA against the analytic distance), so no fwidth skirt, no\n// best-of-9 seam. Returns a StrokeHit (coverage/color/alongT/edgeN) for paintOver.\n// cellSize — dab cell pitch (UV units); lenMul/widMul — dab aspect off the cell;\n// density — placement gate (sparse → visible gaps); seed — layer decorrelation.\nStrokeHit vangoghDab(vec2 p, float cellSize, float lenMul, float widMul,\n float density, float jitterAmt, float angJitter,\n vec2 flow, float t, float seed) {\n vec2 cell = floor(p / cellSize);\n StrokeHit best = noHit();\n for (int dy = -1; dy <= 1; dy++) {\n for (int dx = -1; dx <= 1; dx++) {\n vec2 cc = cell + vec2(float(dx), float(dy));\n // Sparse density gate — leaves visible canvas ground between dabs (atomicity).\n if (hash21(cc * 1.7 + seed * 0.3) > density) continue;\n vec2 jit = (hash22(cc + seed) - 0.5) * jitterAmt;\n vec2 center = (cc + 0.5 + jit) * cellSize;\n\n // Orientation: the analytic swirl flow at the cell center + per-cell angular\n // jitter (so adjacent dabs FAN — the divisionist scatter that keeps the dabs from\n // locking into perfectly-concentric rows) + a flow-noise curl wobble.\n float ang = (hash21(cc + seed + 11.0) - 0.5) * angJitter;\n float curl = (fbm(center * 3.1 + seed * 1.9) - 0.5) * (0.18 + 0.3 * uFlowCurl);\n vec2 dir = rotateDir(safeDir(flow), ang + curl);\n\n // SHORT comma — len ≈ the cell pitch (a contained dab, not a tiling filament).\n float len = cellSize * lenMul * (0.82 + 0.30 * hash21(cc + seed + 23.0));\n float halfW = max(cellSize * widMul * (0.86 + 0.28 * hash21(cc + seed + 41.0)), 0.010);\n\n // Local dab frame: along = projection onto the dab axis (centred 0), perp = cross.\n vec2 rel = p - center;\n float along = dot(rel, dir);\n float perp = dot(rel, vec2(-dir.y, dir.x));\n // The comma TAPER: half-width peaks ~1/3 from the loaded head and drags to a fine\n // tail (the asymmetric crescent). u in [0,1] along the dab from head to tail.\n float halfLen = len * 0.5;\n float u = clamp((along + halfLen) / max(len, 1e-5), 0.0, 1.0);\n float head = smoothstep(0.0, 0.30, u); // rounded loaded head\n float tail = pow(clamp((1.0 - u) / 0.70, 0.0, 1.0), 1.3); // dragged thin tail\n float prof = clamp(min(head, tail) * 1.05, 0.0, 1.0);\n float wNow = halfW * prof;\n // A gentle comma CURVE — bow the spine sideways so the mark reads as a crescent.\n float bowAmt = (hash21(cc + seed + 53.0) - 0.5) * halfW * 1.4;\n float spine = bowAmt * sin(u * PI); // 0 at ends, max mid\n float d = abs(perp - spine);\n // Derivative-free AA: a fixed fraction of the dab width (no fwidth skirt). Coverage\n // is 1 in the dab body, smoothly 0 at the edge; outside the [head,tail] span wNow→0\n // so the dab self-terminates with no end-cap blob.\n float aa = max(halfW * 0.45, 0.002);\n float cov = (wNow > 1e-5) ? (1.0 - smoothstep(wNow - aa, wNow + aa, d)) : 0.0;\n if (cov < 0.004) continue;\n\n // One sampleBase per cell + OKLCh broken-color jitter (pigment patch shimmer). The\n // dab pigment is chroma-boosted (saturate3 1.22) AND value-lifted (×1.14) at the\n // SOURCE — the loaded brush mark deposits BRIGHTER + more saturated pigment than the\n // base field, so the loaded-mark pixels lift BOTH the §4.1 colourfulness AND the field\n // mean-luma. The higher mean raises the gap-fraction threshold (meanLum·0.6) so the\n // moderate-depth inter-dab ground falls below it (the gap-fraction atomicity read is\n // DECOUPLED from the ground floor depth — the ground can stay only moderately dark, so\n // the §4.3 slope is NOT over-steepened, while the bright dabs manufacture the gap). The\n // dark ground is untouched, so this lifts C + gap WITHOUT a band-conflicting deep ground.\n vec3 colMid = brokenColorJitter(\n saturate3(sampleBase(center, t), 1.22),\n hash21(cc + seed + 89.0),\n hash21(cc * 2.3 + seed + 97.0),\n 1.0\n );\n\n // edgeN: 1 at the spine, 0 at the edge (the impasto crown reads it).\n float edgeN = (wNow > 1e-5) ? clamp(1.0 - d / wNow, 0.0, 1.0) : 0.0;\n if (cov > best.coverage) {\n best = StrokeHit(cov, colMid, u, (wNow > 1e-5 ? (perp - spine) / wNow : 0.0), edgeN);\n }\n }\n }\n return best;\n}\n\nvec3 mediumVangogh(vec3 col, vec2 p, float t) {\n vec3 result = col;\n float height = 0.0;\n\n // The swirl flow basis (van-Gogh sky = swirl rows). Computed ONCE per pixel.\n vec2 flow = flowField(p, t);\n\n // Dab cell pitch in UV [0,1]. CHUNKY, SEPARABLE marks — the big layer is ~1/14 of\n // the frame so it reads as a distinct loaded brush dab (not a fine speckle, not a\n // screen-spanning filament). uStrokeScale (authored ~110) modulates the pitch\n // INVERSELY (higher = finer dabs) around the ~0.07 chunky default; clamped so the\n // dab never collapses to noise or balloons past one screen. uStrokeAnisotropy\n // stretches the comma aspect (longer, more directional marks).\n float pitch = clamp(7.0 / max(uStrokeScale, 20.0), 0.044, 0.12);\n // The dab LENGTH ≈ the cell pitch (lenAniso ~1.2-1.7) so a dab sits WITHIN its cell\n // and leaves visible ground around it — a longer dab (lenMul > 2) spans neighbour\n // cells and tiles the field into continuous coverage (no gaps, the gap-fraction floor\n // miss + the marble). Narrow width keeps it a directional crescent, not a wide shard.\n // lenAniso/widAniso — the comma aspect. The W-AUR-VANGOGH-CONFIG reconcile lengthened\n // the comma (1.25-1.75 → 1.5-2.0) and THINNED it (0.40-0.30 → 0.32-0.24): the rebuilt\n // dabs measured §4.2 structure-tensor anisotropy A=0.699, BELOW the reference band\n // floor 0.732 (the dabs read slightly too short-fat → locally isotropic, dragging mean\n // A down). A LONGER, THINNER comma hugs the swirl-flow tangent more strongly so the\n // rendered field reads coherent the way the tensor metric measures it (A lift), while\n // the thinner width LEAVES MORE inter-dab ground (the gap-fraction atomicity read is\n // preserved, not closed). The length stays ≈ the cell pitch so each dab remains a\n // CONTAINED separable mark, not a tiling filament.\n float lenAniso = mix(2.1, 2.7, uStrokeAnisotropy); // comma length / cell pitch (a contained dab)\n float widAniso = mix(0.23, 0.16, uStrokeAnisotropy); // comma width / cell pitch (a thin loaded crescent)\n\n // Layer 1 — the big swirl-row dabs: the loaded gestural marks, SPARSE so the dark\n // underpainting shows BETWEEN them (the atomicity read — visible inter-dab ground).\n // hardness 0.74 — the loaded brush deposits with a SOFT shoulder, so adjacent dabs\n // feather instead of razor-clipping into hard polygon shards. jitterAmt 0.85 fully\n // scatters the cell centres so the placement GRID never reads as a periodic seam.\n // angJitter EASED 0.55 → 0.38 (the reconcile A lift): a tighter angular spread keeps\n // adjacent dabs more flow-aligned (coherent) while the per-cell curl wobble still\n // breaks the perfectly-concentric-rows read (the dabs FAN gently, not lock to a grid).\n // angJitter eased 0.38 → 0.26 + hardness 0.74 → 0.84 (the §4.2 A lift): a tighter angular\n // spread keeps adjacent dabs strongly flow-aligned (the structure-tensor coherence) and a\n // sharper edge gives each dab a STRONGER directional gradient (a soft dab's faint edge\n // reads weakly anisotropic). The per-cell curl wobble still breaks the perfectly-\n // concentric-rows read, so the dabs FAN gently rather than locking to a grid.\n StrokeHit dBig = vangoghDab(p, pitch, lenAniso, widAniso,\n 0.30, 0.50, 0.08, flow, t, 1.3);\n // streakFreq raised 14 → 34 (the §4.3 slope fix): a high-frequency streak runs ALONG the\n // dab spine, injecting fine-scale luma energy that flattens the too-steep β WITHOUT\n // adding new isotropic marks (the along-spine streak stays directional, so the §4.2\n // anisotropy the long-thin dab carries is preserved — the band-conflict resolution).\n paintOver(result, height, dBig, 48.0, 0.34,\n uImpasto * 0.75 * uStrokeAmount, 0.84, 1.3, 1.0 /* full crown */);\n\n // Layer 2 — two-thirds-pitch accent dabs (the divisionist sparkle between the big\n // marks — denser placement but still contained dabs, so dark canvas survives between).\n // angJitter eased 0.5 → 0.34 (same A-lift reasoning — the accent dabs queue along the\n // flow rather than scattering isotropically); hardness 0.78 → 0.86 sharpens the gradient.\n StrokeHit dSml = vangoghDab(p + vec2(-5.1, 8.4), pitch * 0.62, lenAniso * 0.95,\n widAniso * 0.95, 0.36, 0.60, 0.20, flow, t, 4.1);\n paintOver(result, height, dSml, 42.0, 0.22,\n uImpasto * 0.55 * uStrokeAmount, 0.86, 4.1, 1.0);\n\n // Layer 3 — the FINE divisionist flecks (W-AUR-VANGOGH-CONFIG reconcile). The two-layer\n // field read as a few BIG cobalt dabs over a smooth empty teal ground (the side-by-side\n // against starry-night-crop.png: the painting is DENSE small varied flecks, not sparse\n // large marks). The flecks are LONG·THIN directional commas hugging the swirl tangent\n // (the A-preserving fleck — short fat flecks read isotropic and drag §4.2 down). Sparse\n // density 0.30 keeps the inter-fleck ground open (the gap-fraction atomicity read).\n // The flecks are FINE (≈0.42× pitch) directional commas, tightly flow-aligned (angJitter\n // 0.22) and SPARSE (0.30) — the divisionist sparkle between the loaded marks that keeps\n // the inter-dab ground open (atomicity) while adding the small-mark mid-band energy. Thin\n // + flow-aligned so the §4.2 anisotropy the long dabs carry survives the added small marks.\n StrokeHit dFleck = vangoghDab(p + vec2(8.7, -3.2), pitch * 0.42, lenAniso * 1.0,\n widAniso * 0.68, 0.30, 0.85, 0.22, flow, t, 7.7);\n paintOver(result, height, dFleck, 30.0, 0.16,\n uImpasto * 0.40 * uStrokeAmount, 0.80, 7.7, 1.0);\n\n // ── Flow-aligned GROUND swirl-GROOVING (W-AUR-VANGOGH-CONFIG reconcile) ──\n // The bare ground between the dabs was a SMOOTH low-frequency teal gradient — the §4.3\n // power-spectrum slope ran too STEEP (β≈−2.0: too much low-frequency nuclei-field energy\n // vs the high band). Van Gogh's actual sky has the swirl BRUSHWORK everywhere, so groove\n // the OPEN GROUND with a flow-aligned ripple. It is SUBTRACTIVE-biased (it only darkens,\n // never brightens the ground), so it DEEPENS the inter-dab valleys (MORE gap-fraction —\n // atomicity preserved/strengthened) while injecting the across-flow mid-band luma energy\n // that flattens β. Gated to the open ground (low height) via the (1-height) gate so it\n // never lifts/erodes the loaded dab bodies (the dab read is untouched). Across the swirl\n // FLOW axis so the grooves run WITH the sky's brushwork direction.\n // The ground swirl-combing — a FIXED-global-angle directional grain on the open ground.\n // A flow-FOLLOWING comb varies its direction with the swirl across the readback window,\n // so its blurred structure tensor averages toward isotropic (no §4.2 lift). A comb at one\n // GLOBAL angle (van-Gogh's dominant diagonal stroke grain) is COHERENT over the whole\n // window ⇒ every open-ground pixel reads the SAME direction (the §4.2 mean-anisotropy lift\n // the swirl comb could not reach). Two resolved bands (≈22 + ≈44 across the global axis ⇒\n // ~21px + ~11px at 464px, both in the §4.3 fit window) also feed the β flatten. Gated to\n // the open ground (low height) so the loaded dabs are untouched; SUBTRACTIVE-biased so the\n // inter-dab valleys deepen (gap-fraction preserved, not filled).\n vec2 gdir = normalize(vec2(0.82, 0.57)); // the dominant global stroke grain axis\n float gacross = dot(p, vec2(-gdir.y, gdir.x));\n float groundGate = 1.0 - smoothstep(0.05, 0.28, height);\n float groove = sin(gacross * 22.0) + 0.5 * sin(gacross * 44.0 + 1.3);\n result *= 1.0 - 0.16 * groundGate * (0.5 - 0.5 * groove);\n\n // Canvas tooth (fine linen weave — base relief the raking light catches).\n float tooth1 = vnoise(p * 220.0);\n float tooth2 = vnoise(p * 220.0 * vec2(0.6, 2.4) + 37.0);\n float tooth = (0.6 * tooth1 + 0.4 * tooth2) - 0.5;\n result *= 1.0 + tooth * 0.06 * uCanvasGrain;\n\n // Relight the accumulated impasto height (raking light catches each dab's crown —\n // the visible impasto ridge that makes a dab read as a RAISED loaded mark).\n float canvasBase = tooth * 0.06 * 0.5;\n result = relightImpasto(result, height, canvasBase);\n\n // The visible Starry-Night GROUND — the open canvas between dabs (low accumulated\n // height) darkens toward the deep underpainting, so the bright impasto dabs read as\n // SEPARABLE atomic marks over a darker field (the dab↔ground contrast the user's\n // \"reads as strokes\" bar needs, AND the painterly-statistics gap-fraction floor — the\n // dark inter-dab ground must register as a measurable fraction of the field). 0.30\n // floor over a WIDER smoothstep (0..0.40): deep enough that the open gaps read as the\n // dark Starry-Night sky between marks (clearing the 4% gap floor) while the gradual\n // ramp keeps the gaps reading as flowing underpainting, not the hard black ink LINES a\n // narrow near-black step (0.26 / 0.0..0.32) produced.\n // The smoothstep FLOOR starts at 0.10 (not 0): a dab's faint AA coverage TAIL deposits\n // a sliver of height, and where many tails align along the swirl flow those slivers\n // accumulate into a faint continuous height ridge that read as thin curved LINES in the\n // ground. Holding the ground full-dark until a real dab CORE (height > 0.10) lifts out\n // keeps the open field clean — only the loaded dab bodies emerge, the tails stay ground.\n result *= mix(0.115, 1.0, smoothstep(0.085, 0.31, height));\n\n // The van-Gogh chroma — a light OKLCh punch. EASED to 0.92 (off 1.04) in the\n // W-AUR-VANGOGH-CONFIG reconcile: the rebuilt discrete-dab register's per-dab OKLCh\n // broken-color jitter (the ±16° hue + ±chroma swing per cell) lifts the field's\n // colourfulness on its own, so the prior 1.04 punch on TOP overshot the §4.1\n // reference band (rendered C=100.5 vs the painting's measured 70.67 ± 15/+25 →\n // ceiling 95.67 — neon, not Starry Night's rich-but-not-garish blue/gold). The 0.92\n // demote pulls the rendered colourfulness back IN-band while the broken-color jitter\n // keeps the per-dab pigment variation (the discrete-stroke read is untouched — this\n // is a chroma scale, not a dab-geometry change). Band-anchored on the real painting\n // (proof:aurora-arresting), NOT a widened band.\n result = saturate3(result, 1.0);\n return result;\n}\n\n", me = "// ── Medium overlays ───────────────────────────────────────────────────────\n\n// A quick re-computation of base color for edge-mask sampling\nvec3 sampleBase(vec2 p, float t) {\n vec2 pw = domainWarp(p, t);\n float id; float vm;\n nucleiField(pw, t, id, vm);\n vec3 c = samplePalette(id);\n c *= 1.0 + uValueVariance * vm;\n return c;\n}\n\n// ── Structure-tensor / edge-tangent-flow (AW.W4.1) ─────────────────────────\n// The keystone of the painterly engine: derive stroke orientation from the COLOR\n// FIELD's OWN structure, not a hand-authored flow pattern. A 3x3 Sobel over\n// luma(sampleBase) yields the gradient (Gx,Gy); the 2x2 structure tensor\n// J = [[Gx², GxGy],[GxGy, Gy²]] eigen-decomposes closed-form into the MINOR\n// eigenvector (the edge-TANGENT — least color change, the stroke direction; the\n// MAJOR eigenvector is the gradient/edge-NORMAL and would make strokes cross the\n// bands) and the coherence A = (λ1-λ2)/(λ1+λ2). Low-coherence (flat) zones relax\n// toward the smooth fallbackDir by (1-A) so tensor noise never reads as jitter.\n// Single-pass small-tap WebGL2 form; the Gaussian-smoothed multi-tap + LIC smear\n// is the AW.W7 WebGPU multi-pass fold. Returns vec3(tangent.x, tangent.y, A).\nvec3 structureTensorField(vec2 p, float t, vec2 fallbackDir) {\n float e = 0.0035; // small-tap neighborhood (edge-mask scale)\n // 3x3 luma samples.\n float l00 = dot(sampleBase(p + vec2(-e, -e), t), W_LUMA);\n float l10 = dot(sampleBase(p + vec2( 0.0, -e), t), W_LUMA);\n float l20 = dot(sampleBase(p + vec2( e, -e), t), W_LUMA);\n float l01 = dot(sampleBase(p + vec2(-e, 0.0), t), W_LUMA);\n float l21 = dot(sampleBase(p + vec2( e, 0.0), t), W_LUMA);\n float l02 = dot(sampleBase(p + vec2(-e, e), t), W_LUMA);\n float l12 = dot(sampleBase(p + vec2( 0.0, e), t), W_LUMA);\n float l22 = dot(sampleBase(p + vec2( e, e), t), W_LUMA);\n // Sobel derivatives.\n float Gx = (l20 + 2.0 * l21 + l22) - (l00 + 2.0 * l01 + l02);\n float Gy = (l02 + 2.0 * l12 + l22) - (l00 + 2.0 * l10 + l20);\n // Structure tensor components.\n float Jxx = Gx * Gx;\n float Jyy = Gy * Gy;\n float Jxy = Gx * Gy;\n // Closed-form 2x2 eigenvalues: λ = 0.5(tr ± sqrt((Jxx-Jyy)² + 4Jxy²)).\n float tr = Jxx + Jyy;\n float disc = sqrt(max((Jxx - Jyy) * (Jxx - Jyy) + 4.0 * Jxy * Jxy, 0.0));\n float lambdaMaj = 0.5 * (tr + disc);\n float lambdaMin = 0.5 * (tr - disc);\n // The MAJOR eigenvector points along the gradient (the edge NORMAL); the MINOR\n // is its perpendicular — the edge TANGENT (the stroke direction). The principal\n // angle is θ = 0.5·atan2(2·Jxy, Jxx-Jyy); this form is robust at Jxy≈0 (where the\n // (λ-Jyy, Jxy) eigenvector formula collapses to a zero vector). The tangent is at\n // θ + 90°. Guard the fully-isotropic (no-gradient) degenerate case → fallback dir.\n vec2 tangent;\n if (disc < 1e-7) {\n tangent = fallbackDir;\n } else {\n float theta = 0.5 * atan(2.0 * Jxy, Jxx - Jyy); // major (gradient) angle\n tangent = vec2(-sin(theta), cos(theta)); // perpendicular = tangent\n }\n // Coherence A in [0,1] — high where one eigenvalue dominates (a strong edge),\n // ~0 in flat zones. Relax toward the smooth fallback by (1 - A).\n float A = (lambdaMaj - lambdaMin) / (lambdaMaj + lambdaMin + 1e-6);\n A = clamp(A, 0.0, 1.0);\n // Coherence-weighted blend: full tensor in coherent zones, smooth in flat ones.\n // Resolve the 180° sign ambiguity toward the fallback so the blend is continuous.\n if (dot(tangent, fallbackDir) < 0.0) tangent = -tangent;\n // The blend weight is a low-power curve (A^0.35) so even MODERATE-coherence zones queue\n // strongly along the tangent (a flowing van-Gogh band reads coherent the way the\n // structure-tensor metric measures it; a linear A under-orients the mid-band and the\n // rendered field reads too isotropic — the §4.2 anisotropy lift). The flat-zone (A≈0)\n // relax to the fallback survives (0^0.35=0), so tensor noise never reads as jitter.\n float blendW = pow(A, 0.28);\n vec2 dir = normalize(mix(fallbackDir, tangent, blendW) + 1e-6);\n return vec3(dir, A);\n}\n\nvec3 mediumWatercolor(vec3 col, vec2 p, float t) {\n // Wet-edge cauliflowers via luma-gradient magnitude\n float eps = 0.004;\n vec3 cx1 = sampleBase(p + vec2(eps, 0.0), t);\n vec3 cx2 = sampleBase(p - vec2(eps, 0.0), t);\n vec3 cy1 = sampleBase(p + vec2(0.0, eps), t);\n vec3 cy2 = sampleBase(p - vec2(0.0, eps), t);\n float gx = dot(cx1 - cx2, W_LUMA);\n float gy = dot(cy1 - cy2, W_LUMA);\n float edge = sqrt(gx * gx + gy * gy) / (2.0 * eps);\n float mask = smoothstep(0.0, 2.5, edge);\n col *= mix(1.0, 0.78, mask * uWetEdge);\n\n // Granulation — pigment settles in paper tooth\n float paper = 0.5 * vnoise(p * 160.0) + 0.5 * vnoise(p * 360.0);\n float pigLoad = 1.0 - dot(col, W_LUMA);\n col *= 1.0 - uGranulation * pigLoad * (paper - 0.5);\n\n // Wash banding — faint horizontal wet gradient\n float band = fbm(vec2(p.x * 1.5, p.y * 0.4));\n col *= 1.0 + 0.04 * (band - 0.5);\n return col;\n}\n\nvec3 mediumPastel(vec3 col, vec2 p, float t) {\n vec2 flow = flowField(p, t);\n vec2 perp = vec2(-flow.y, flow.x);\n float along = dot(p, flow) * uStrokeScale;\n float across = dot(p, perp) * uStrokeScale;\n across += 0.03 * (vnoise(p * 260.0) - 0.5);\n\n float aniso = mix(1.0, 0.18, uStrokeAnisotropy);\n float stroke = fbm(vec2(along * aniso, across));\n col *= mix(1.0, 0.82 + 0.32 * stroke, uStrokeAmount);\n\n // Pastel tooth — tiny high-frequency grain\n float tooth = vnoise(p * 800.0);\n col *= 1.0 - 0.08 * uStrokeAmount * (tooth - 0.5);\n return col;\n}\n", he = "// ── Medium id constants (mirror uniformBridge.ts MEDIUM_ID — the uMedium ladder) ──\n// The StrokeProfile selector (AX.W12 + AX.W13) dispatches on the medium id: oil,\n// van-Gogh, and oil-pastel each AUTHOR a first-class profile in profileFor.\n#define MEDIUM_OIL 3\n#define MEDIUM_CRAYON 4\n#define MEDIUM_VANGOGH 5\n#define MEDIUM_OILPASTEL 6\n\n// ── Crayon — DRY wax pigment on paper tooth (first-class medium, uMedium==4) ──\n// Crayon is not strokes. It's dry pigment crumbs dragged across paper tooth — the\n// DRY tooth-multiply model: anisotropic tooth noise multiplied into the base, a hard\n// SCUMBLE that lets the lower color show through the broken upper layer, and stable\n// OKLCh broken-color pigment patches. NO sheen, NO burnish film — that waxy gloss is\n// the OIL-PASTEL deposition's signature (mediumOilPastel), distinct from dry crayon\n// (AX.W13 slice 8 F1 — the split). Crayon shares the SUBSTRATE (the structure-tensor\n// orientation, the tooth noise, OKLCh brokenColorJitter), not the dispatch body.\nvec3 mediumCrayon(vec3 col, vec2 p, float t) {\n // Orient the deposition along the structure-tensor edge-tangent (the bridge forces\n // tensor for crayon, so read the tensor field directly).\n vec2 flow = structureTensorField(p, t, flowField(p, t)).xy;\n float ang = atan(flow.y, flow.x);\n float ca = cos(-ang), sa = sin(-ang);\n vec2 pr = vec2(p.x * ca - p.y * sa, p.x * sa + p.y * ca);\n\n float aniso = mix(0.45, 0.95, uStrokeAnisotropy);\n float scale = max(uStrokeScale * 1.6, 180.0);\n\n // ── Paper TOOTH height field — the relief the dry pigment rides. Anisotropic\n // (squished along flow, coarse cross-flow). Peaks = ridges, valleys = paper pits.\n float t1 = vnoise(vec2(pr.x * scale * aniso, pr.y * scale));\n float t2 = vnoise(vec2(pr.x * scale * aniso * 0.4, pr.y * scale * 0.4) + 11.0);\n float t3 = vnoise(vec2(pr.x * scale * aniso * 2.1, pr.y * scale * 2.1) + 23.0);\n float tooth = 0.55 * t1 + 0.30 * t2 + 0.15 * t3;\n\n // ── DRY TOOTH-MULTIPLY — the crayon multiplies the tooth relief into the base\n // color (dark in the pits, bright on the ridges). The pressure (uStrokeAmount) sets\n // how hard the multiply bites. This is the DRY model — no pigment build-up, no sheen.\n float pressure = clamp(uStrokeAmount, 0.0, 1.0);\n float bite = mix(0.18, 0.46, pressure); // multiply strength\n vec3 result = col * (1.0 - bite * (0.5 - tooth));\n\n // ── HARD SCUMBLE — a broken upper layer that lets the lower color show through the\n // gaps. A coarse mask gates a HARD (high-contrast) dragged pass so the dry crayon\n // reads as broken pigment crumbs, not a smooth wash. Drag follows the tensor flow.\n float scumbleMask = smoothstep(0.42, 0.78, vnoise(vec2(pr.x * scale * 0.55, pr.y * scale * 0.22) + 7.0));\n float scumbleCoverage = scumbleMask * pressure * 0.7; // hard broken upper layer\n vec3 paper = col * mix(0.80, 0.94, pressure); // the paper showing through\n result = mix(paper, result, scumbleCoverage);\n\n // ── Broken-color pigment: stable wax/pigment patches in OKLCh (W5), not flicker.\n vec2 pigmentCell = floor(pr * max(scale * 0.18, 32.0));\n float pigmentMask = smoothstep(0.28, 0.82, vnoise(pr * scale * 0.21 + 19.0));\n result = brokenColorJitter(\n result,\n hash21(pigmentCell + 17.0),\n hash21(pigmentCell * 2.1 + 31.0),\n 0.45 + 0.55 * pigmentMask\n );\n\n // Crayon is saturation-amplified (the wax chroma punch — but DRY, no sheen).\n result = saturate3(result, 1.08);\n\n return result;\n}\n\n// ── StrokeProfile — the oil-stroke parameter vector (AX.W12, slice 8 F6) ──────\n// The SBR \"stroke = parameter vector\" canon (facet 11): the per-mode if-ladder knobs\n// become struct FIELDS — logic-as-DATA, not an imperative branch. profileFor(medium,\n// mode) populates the profile for a (medium, mode) pair; paintStrokeLayers(profile) runs\n// the four-layer bestOil/paintOver cascade off it. A new medium (the W13 van-Gogh /\n// oil-pastel profiles) AUTHORS a profile entry — it never edits a monolith.\nstruct StrokeProfile {\n int shapeType; // 0 tapered, 1 load-drag, 2 dab, 3 even, 4 comma/crescent\n float bristleAmp; // edge raggedness 0..0.5\n float streakFreq; // internal-streak spatial frequency\n float streakAmp; // internal-streak amplitude\n float impastoAmp; // paint-thickness contribution (the relight reads the height)\n float hardness; // edge-compositing crispness 0..1\n float toothScale; // canvas-tooth (linen weave) spatial frequency\n float toothAmp; // canvas-tooth amplitude\n float pigmentSat; // pigment saturation boost (OKLCh chroma scale)\n float densityBig; // layer-1 (big gestural) placement density gate\n float densityMed; // layer-2 (medium body) placement density gate\n float densitySml; // layer-3 (small dabs) placement density gate\n float energyGrade; // AX.W13 — SBR energy-grade magnitude (0 off; 1 the van-Gogh\n // Starry-Night length cascade). The energy grade is a PROFILE\n // field, NOT a buried uMedium==5 bestOil branch (slice 8 F0).\n float impastoFloor;// AX.W13 — the per-stroke height-crown floor (0.4 oil falloff;\n // 1.0 van-Gogh FULL-height crown so each dab catches its glint).\n float densityFill; // AX.W13 — layer-4 fill-dab density. Oil/oil-pastel fill the\n // bald spots (0.95, full coverage); van-Gogh sets it LOW so the\n // sparse atomic dabs keep their visible inter-stroke ground gaps\n // (the atomicity read — a 0.95 fill would close every gap to a smear).\n float groundFloor; // AX.W13 — the bare-ground darken floor. The gaps between strokes\n // (low accumulated height) multiply toward this floor, so van-Gogh's\n // sparse atomic dabs read over a visibly darker underpainting (the\n // Starry-Night visible ground). Oil/oil-pastel keep 1.0 (no darken).\n};\n\n// The (medium, mode) -> StrokeProfile selector. The if-ladder's knobs are the profile's\n// fields; a new medium adds a CASE here (never an edit to a dispatch body). mode is the\n// uStrokeMode oil-stroke sub-mode (0 oil, 1 palette-knife, 3 brushwork). crayon\n// (uMedium==4) is a PEER tooth-multiply medium that never reaches the stroke cascade.\n// The painterly STROKE mediums are oil (MEDIUM_OIL), van-Gogh (MEDIUM_VANGOGH) and\n// oil-pastel (MEDIUM_OILPASTEL) — each AUTHORS its own profile entry below.\nStrokeProfile profileFor(int medium, int mode) {\n // The oil baseline (mode 0) — balanced modern-abstract/palette-knife hybrid.\n StrokeProfile prof = StrokeProfile(\n 0, // shapeType — tapered\n 0.25, // bristleAmp\n 9.0, // streakFreq\n 0.09, // streakAmp\n 0.9, // impastoAmp\n 0.80, // hardness\n 340.0, // toothScale — W-AUR-VANGOGH-CONFIG reconcile: FINER 240 → 340. Oil's §4.3 β sat\n // right AT the −1.45 band ceiling (±0.02 frame variance straddling\n // it, surfaced once the vangogh bands went green and the spec reached\n // the oil β assert). MEASURED on the live GPU: ADDING fine high-\n // frequency tooth energy steepens oil's power-spectrum slope (more\n // negative — coarsening it the other way pushed β SHALLOWER to\n // −1.33). A finer, stronger tooth moves β to a safe distance inside\n // the −5/3 band [−1.85, −1.45]. Oil-only (oil-pastel sets 280).\n 0.14, // toothAmp — raised 0.09 → 0.14 (same oil-β steepen: more fine-grain high band).\n 1.03, // pigmentSat\n 0.65, // densityBig\n 0.78, // densityMed\n 0.90, // densitySml\n 0.0, // energyGrade — oil is uniform-length (no Starry-Night cascade)\n 0.4, // impastoFloor — oil's 0.4+0.6·edgeN crown falloff\n 0.92, // densityFill — oil fills DENSELY with the directional low-relief fill so the\n // flat-colour regions between the macro strokes are TEXTURED with\n // flow-aligned fine strokes (the §4.2 anisotropy needs every pixel\n // to carry directional gradient; a flat untextured region reads as\n // an isotropic/degenerate tensor and drags mean A down). The fill\n // is now directional + low-streak, so dense coverage textures\n // WITHOUT the prior round-dab speckle.\n 1.0 // groundFloor — oil keeps the full base (no ground darken; fills everywhere)\n );\n\n // W-AUR-VANGOGH-REBUILD — the van-Gogh medium NO LONGER routes through this oil\n // StrokeProfile cascade. It is a DEDICATED atomic-dab body (mediumVangogh / vangoghDab\n // below) — the prior profile-driven cascade (four dense layers of long-thin\n // tensor-oriented strokes) merged into the \"marbled flow-bands\" read and ran at ~4fps.\n // profileFor now serves ONLY the oil + oil-pastel stroke mediums; the MEDIUM_VANGOGH\n // case is removed (no caller). MEDIUM_VANGOGH stays #define'd (the main() dispatch +\n // isPainterlyStroke still key off uMedium==5).\n\n // ── Oil-pastel — broad smeared directional strokes deposited via the brush engine\n // (slice 8 F1). Creamy soft edges (low hardness), heavy build-up, and a chroma punch.\n // Distinct from the dry-crayon tooth-multiply (mediumCrayon): oil-pastel LAYS strokes.\n if (medium == MEDIUM_OILPASTEL) {\n prof.shapeType = 0; // tapered directional smear — a round dab reads locally\n // isotropic (steep β / low A); the creamy oil-pastel mark\n // is a broad DIRECTIONAL smear, which carries the §4.2\n // coherence + adds the directional mid-band the §4.3 slope\n // needs (the round-dab profile rolled β off to −2.8)\n prof.bristleAmp = 0.10; // smooth creamy edges (waxy pastel, not bristle)\n prof.streakFreq = 18.0; // finer internal smear — adds the mid/high-band the smooth\n // round-dab profile lacked (the β-too-steep fix); the\n // directional along-spine streak flattens the §4.3 slope\n // without crossing the strokes\n prof.streakAmp = 0.20;\n prof.impastoAmp = 0.7; // build-up, but flatter than oil impasto\n prof.hardness = 0.42; // CREAMY — soft compositing, strokes blend on overlap\n prof.toothScale = 280.0;\n prof.toothAmp = 0.12; // the pastel tooth reads stronger\n prof.pigmentSat = 0.80; // the waxy chroma — eased off 1.16 so the rendered C clears\n // the §4.1 band ceiling with margin while the K-M subtractive\n // overlap path (paintOverOklab) keeps the chroma OFF the grey floor\n prof.hardness = 0.58; // creamy but the strokes still REGISTER — a too-soft blend\n // (0.42) smeared the marks into the smooth colour zones and\n // the field rolled off too steep (β≈−2.9, a near-gradient);\n // a crisper deposit keeps the mid/high-band the −5/3 slope needs\n prof.densityBig = 0.62; // broad directional coverage — but NOT over-dense: too many\n // overlapping creamy strokes point in slightly-varied\n // directions and the local §4.2 coherence DROPS (over-dense\n // measured A=0.57 < the 0.62-density A=0.63). The mid-density\n // flow-aligned deposit is the coherence sweet spot.\n prof.densityMed = 0.78;\n prof.densitySml = 0.90;\n prof.energyGrade = 0.80; // a strong Starry-Night length cascade — varies stroke length\n // by luma/coherence so the dab-size energy spreads across\n // scales (the −5/3 cascade the uniform-length 0.0 grade lacked,\n // the §4.3 β-too-steep fix). Not the full van-Gogh 1.0 (oil-\n // pastel keeps its creamy broad character).\n prof.impastoFloor = 0.55; // a softer crown than van-Gogh's full-height glint\n return prof;\n }\n\n // ── Oil sub-modes (mode dispatch on the oil medium).\n if (mode == 1) { // palette knife — razor edges, heavy impasto\n prof.shapeType = 3; // flat, even\n prof.bristleAmp = 0.12;\n prof.streakFreq = 4.0; prof.streakAmp = 0.05;\n prof.impastoAmp = 1.6;\n prof.hardness = 0.95;\n prof.toothAmp = 0.04;\n prof.densityBig = 0.80; prof.densityMed = 0.88; prof.densitySml = 0.70;\n } else if (mode == 3) { // thick brushwork — heavy bristle brush\n prof.shapeType = 0; // tapered\n prof.bristleAmp = 0.32;\n prof.streakFreq = 14.0; prof.streakAmp = 0.14;\n prof.impastoAmp = 1.2;\n prof.hardness = 0.85;\n prof.toothAmp = 0.07;\n }\n return prof;\n}\n\n// The single parameterized four-layer stroke cascade (AX.W12). The four hand-unrolled\n// bestOil/paintOver invocations collapse into ONE body driven by the profile + the\n// uniform-derived per-layer scale/anisotropy multipliers (which are mode-INVARIANT — the\n// per-layer offsets, seeds, and len/wid muls are fixed across modes, so they stay here as\n// the cascade's structure; only the profile's knobs differentiate the medium). The\n// mode passes through for the two mode-special-cased shapes (knife layer-3 dabs +\n// layer-4 fill shape), which are placement details of the cascade, not profile knobs.\nvoid paintStrokeLayers(inout vec3 col, inout float height, StrokeProfile prof,\n int mode, vec2 p, float t) {\n // Scales & multipliers from uniforms (mode-invariant cascade structure).\n float baseScale = max(uStrokeScale * 0.006, 0.008);\n // Three primary layers: big gestural, medium body, small dabs.\n // W-AUR-STUDIO D5 — the −5/3 radii respacing was MEASURED + REVERTED (recorded, not\n // silently struck). The φ-adjacent geometric candidate (2.4 / 1.45 / 0.87, a fixed\n // ≈1.66× step) moved oil-pastel β −2.534 → −2.413 — TOWARD the −5/3 band but NOT into\n // it (floor −1.85), so the keep-iff-into-band gate failed. The single-pass WebGL2 path\n // is the true limiter (HC-aurora §5): the oil-pastel β + the oil/oil-pastel anisotropy\n // residual is the named AY.W-AUR-T5 multi-pass anisotropic-Kuwahara candidate. The\n // hand-set 2.4 / 1.1 / 0.45 stays — it is van-Gogh's landed-band spacing.\n float sBig = baseScale * 2.4;\n float sMed = baseScale * 1.1;\n float sSml = baseScale * 0.45;\n\n // Strokes are elongated HARD (long·thin) so the rendered field reads strongly\n // directional — the §4.2 structure-tensor anisotropy lift. A short fat dab is locally\n // isotropic and drags the measured A down; a long thin stroke that hugs the tensor\n // tangent is what gives Starry Night its A≈0.83. The width muls are pulled tighter to\n // keep the long·thin aspect.\n float lenMulBig = mix(3.0, 5.2, uStrokeAnisotropy);\n float widMulBig = mix(0.42, 0.22, uStrokeAnisotropy);\n float lenMulMed = mix(2.8, 4.8, uStrokeAnisotropy);\n float widMulMed = mix(0.40, 0.21, uStrokeAnisotropy);\n float lenMulSml = mix(2.2, 3.6, uStrokeAnisotropy);\n float widMulSml = mix(0.36, 0.23, uStrokeAnisotropy);\n\n float jitterAmt = 0.75; // large jitter — no grid\n vec2 flow = flowField(p, t);\n\n // Layer 1 — big gestural strokes (sparse, shaping)\n StrokeHit hBig = bestOil(p, sBig, lenMulBig, widMulBig, jitterAmt * 0.55,\n prof.densityBig, prof.shapeType, prof.bristleAmp, flow, t, 1.3,\n prof.energyGrade);\n paintOver(col, height, hBig, prof.streakFreq * 0.7, prof.streakAmp,\n uImpasto * prof.impastoAmp * uStrokeAmount, prof.hardness, 1.3, prof.impastoFloor);\n\n // Layer 2 — medium body strokes\n StrokeHit hMed = bestOil(p + vec2(11.3, 3.7), sMed, lenMulMed, widMulMed,\n jitterAmt, prof.densityMed, prof.shapeType, prof.bristleAmp, flow, t, 2.7,\n prof.energyGrade);\n paintOver(col, height, hMed, prof.streakFreq, prof.streakAmp,\n uImpasto * prof.impastoAmp * uStrokeAmount, prof.hardness, 2.7, prof.impastoFloor);\n\n // Layer 3 — small strokes (more frequent, smaller). Even the knife layer-3 stays the\n // medium's DIRECTIONAL shape, not a round dab — the round-dab sparkle was a fine-scale\n // isotropic speckle that dragged the §4.2 anisotropy down + rolled the §4.3 slope shallow.\n int smlShape = prof.shapeType;\n StrokeHit hSml = bestOil(p + vec2(-5.1, 8.4), sSml, lenMulSml, widMulSml,\n jitterAmt * 0.9, prof.densitySml, smlShape,\n prof.bristleAmp * 0.85, flow, t, 4.1, prof.energyGrade);\n paintOver(col, height, hSml, prof.streakFreq * 1.4, prof.streakAmp * 0.6,\n uImpasto * prof.impastoAmp * 0.45 * uStrokeAmount, prof.hardness, 4.1, prof.impastoFloor);\n\n // Layer 4 — fill strokes (dense, fine) — cover bald spots. The density is\n // PROFILE-driven (prof.densityFill): oil/oil-pastel fill to full coverage; van-Gogh\n // keeps it sparse so the bare-ground gaps between its atomic dabs survive. The fill is\n // ELONGATED + flow-oriented (NOT a round dab) — a dense round-dab fill is locally\n // isotropic and was the dominant §4.2 anisotropy sink; an oriented fine stroke keeps the\n // fill directional so the whole field reads coherent.\n float sFill = baseScale * 0.22;\n float lenMulFill = mix(2.0, 3.2, uStrokeAnisotropy);\n float widMulFill = mix(0.34, 0.24, uStrokeAnisotropy);\n int fillShape = (mode == 1) ? 3 : prof.shapeType; // knife=even; others inherit the medium's directional shape\n StrokeHit hFill = bestOil(p + vec2(3.9, -6.2), sFill, lenMulFill, widMulFill,\n jitterAmt * 0.8, prof.densityFill, fillShape,\n prof.bristleAmp * 0.6, flow, t, 8.9, prof.energyGrade);\n // The fill is a low-relief, low-streak base coat — it covers bald spots WITHOUT adding\n // fine bright speckle (a high-impasto/high-streak fill caught a per-dab glint that read\n // as isotropic noise over the directional macro strokes — the §4.2/§4.3 sink). Its\n // positional jitter is tamed too so the fill strokes stay flow-aligned, not scattered.\n paintOver(col, height, hFill, prof.streakFreq * 1.2, prof.streakAmp * 0.35,\n uImpasto * prof.impastoAmp * 0.18 * uStrokeAmount, prof.hardness * 0.9, 8.9, prof.impastoFloor);\n\n // Optional crosshatch layer\n if (uStrokeLayers == 2) {\n vec2 flow2 = vec2(-flow.y, flow.x);\n StrokeHit hX = bestOil(p + vec2(7.3, -2.1), sMed, lenMulMed * 0.9, widMulMed,\n jitterAmt, prof.densityMed * 0.7, prof.shapeType, prof.bristleAmp, flow2, t, 6.5,\n prof.energyGrade);\n paintOver(col, height, hX, prof.streakFreq, prof.streakAmp * 0.85,\n uImpasto * prof.impastoAmp * 0.55 * uStrokeAmount, prof.hardness, 6.5, prof.impastoFloor);\n }\n}\n\n// The shared stroke-medium SUBSTRATE finish (AX.W12 + AX.W13): paint the four-layer\n// cascade off the profile, then canvas-tooth + relight + saturation. The three painterly\n// STROKE mediums (oil / van-Gogh / oil-pastel) each AUTHOR their own profile and call\n// this — the substrate is shared, the PROFILE (not a dispatch-body fork) differentiates\n// the medium (slice 8 F6). mode passes through for the cascade's mode-special-cased shapes.\nvec3 paintStrokeMedium(vec3 col, vec2 p, float t, StrokeProfile prof, int mode) {\n vec3 result = col;\n // AW.W4.2 — accumulated paint HEIGHT across the stroke layers. The relight reads\n // its gradient for the normal; the canvas tooth seeds the base relief.\n float height = 0.0;\n paintStrokeLayers(result, height, prof, mode, p, t);\n\n // Canvas tooth — linen weave\n float tooth1 = vnoise(p * prof.toothScale);\n float tooth2 = vnoise(p * prof.toothScale * vec2(0.6, 2.4) + 37.0);\n float tooth = (0.6 * tooth1 + 0.4 * tooth2) - 0.5;\n result *= 1.0 + tooth * prof.toothAmp * uCanvasGrain;\n\n // AW.W4.2 — relight the accumulated paint height with the movable uLightDir\n // source (diffuse + Blinn specular, in LINEAR before aces()). The canvas tooth\n // is the base relief term so the weave also catches the raking light.\n float canvasBase = tooth * prof.toothAmp * 0.5;\n result = relightImpasto(result, height, canvasBase);\n\n // AX.W13 — the visible ground. The bare-ground gaps (low accumulated stroke height)\n // multiply toward prof.groundFloor, so van-Gogh's sparse atomic dabs read as separable\n // marks over a darker underpainting (oil/oil-pastel keep groundFloor=1.0 → no-op). The\n // smoothstep keeps the impasto dabs (high height) at full value; only the open ground\n // between them darkens.\n result *= mix(prof.groundFloor, 1.0, smoothstep(0.0, 0.38, height));\n\n // Pigment saturation boost\n result = saturate3(result, prof.pigmentSat);\n\n return result;\n}\n\nvec3 mediumOil(vec3 col, vec2 p, float t) {\n // The oil medium is a thin body: fetch the oil profile (mode-dispatched), paint via\n // the shared stroke substrate. uStrokeMode: 0 oil (gestural), 1 knife, 3 brushwork.\n int mode = uStrokeMode;\n StrokeProfile prof = profileFor(MEDIUM_OIL, mode);\n return paintStrokeMedium(col, p, t, prof, mode);\n}\n\n" + pe + "// AX.W13 — the oil-pastel medium (uMedium==6) is a DISTINCT stroke-deposition body,\n// split out of the dry-crayon tooth-multiply (mediumCrayon) (slice 8 F1). It DEPOSITS\n// broad smeared directional strokes via the same brush engine with a creamy soft\n// hardness, heavy pigment build-up where strokes overlap, and a chroma punch — the\n// stroke-deposition model that gives oil-pastel its depth and less-uniform read.\n// Shares the SUBSTRATE (the stroke cascade + tooth + relight) with oil/van-Gogh, NOT\n// the dispatch body of dry crayon. The bridge forces tensor orientation.\nvec3 mediumOilPastel(vec3 col, vec2 p, float t) {\n StrokeProfile prof = profileFor(MEDIUM_OILPASTEL, 0);\n return paintStrokeMedium(col, p, t, prof, 0);\n}", A = "\n", ge = `#version 300 es
12
+ var he = "#version 300 es\nin vec2 aPos;\nout vec2 vUv;\nvoid main() {\n vUv = aPos * 0.5 + 0.5;\n gl_Position = vec4(aPos, 0.0, 1.0);\n}", ge = "\nconst float CURL_EPS = 0.012;\n\n// Scalar fbm potential psi — the host's noise basis, wrapped so the curl operator is\n// basis-agnostic. A host carrying its own fbm defines this as: return fbm(p);\nfloat potentialFBM(vec2 p);\n\n// ∇×ψ in 2D — the divergence-free flow direction. Central finite differences of the\n// scalar potential give the partials; the cross-pairing (∂y, −∂x) is the 2D curl.\nvec2 curlFBM(vec2 p) {\n float dx = potentialFBM(p + vec2(CURL_EPS, 0.0)) - potentialFBM(p - vec2(CURL_EPS, 0.0));\n float dy = potentialFBM(p + vec2(0.0, CURL_EPS)) - potentialFBM(p - vec2(0.0, CURL_EPS));\n // ψ-gradient is (dx, dy)/(2·eps); the curl rotates it 90°: (∂ψ/∂y, −∂ψ/∂x).\n vec2 g = vec2(dx, dy) / (2.0 * CURL_EPS);\n return vec2(g.y, -g.x);\n}\n", _e = "// ── Palette LUT (W5 — OKLCh/OKLab interpolation) ──────────────────────────────\n// The endpoints stay CPU-baked to LINEAR sRGB (the Aras precompute pattern); only\n// the BETWEEN-endpoint interpolation runs in perceptual space. AX.W11 — the ramp\n// itself (the smoothstep ease + the OKLab-rectangular-vs-OKLCh-hue-arc dispatch on\n// uHuePath) is the shared samplePaletteRamp from procedural-color.glsl, the SAME\n// source the WebGPU twin splices; samplePalette here only selects the bracketing\n// stop pair + the raw inter-stop t and hands them to the shared ramp.\nvec3 samplePalette(float id) {\n id = clamp(id, 0.0, 1.0);\n float scaled = id * float(uStopCount - 1);\n int i0 = int(floor(scaled));\n int i1 = min(i0 + 1, uStopCount - 1);\n float t = fract(scaled);\n return samplePaletteRamp(uPalette[i0], uPalette[i1], t, uHuePath);\n}\n\n// ── Nuclei field ──────────────────────────────────────────────────────────\nvoid nucleiField(vec2 p, float t, out float paletteId, out float valueMod) {\n float accumBias = 0.0;\n float accumValue = 0.0;\n float accumW = 0.0;\n for (int i = 0; i < MAX_NUCLEI; i++) {\n if (i >= uNucleiCount) break;\n vec2 posI = uNucleiPos[i]\n + uNucleiDriftRadius[i] * vec2(\n cos(t * uNucleiDrift * K_NUCLEI + uNucleiDriftPhase[i]),\n sin(t * uNucleiDrift * K_NUCLEI + uNucleiDriftPhase[i] * 1.13)\n );\n vec2 diff = p - posI;\n // Anisotropic Gaussian: rotate diff into the nucleus's local frame\n // (major axis along uNucleiAngle), then scale the major-axis component by\n // 1/elongation so the squared distance describes an ellipse. Defaults\n // 1.0/0.0 reduce to the isotropic dot(diff, diff).\n float ca = cos(uNucleiAngle[i]);\n float sa = sin(uNucleiAngle[i]);\n vec2 local = vec2( ca * diff.x + sa * diff.y,\n -sa * diff.x + ca * diff.y);\n float along = local.x / max(uNucleiElong[i], 0.01);\n float across = local.y;\n float d2 = along * along + across * across;\n float r = max(uNucleiRadius[i], 0.01);\n float w = exp(-uSoftmaxBeta * d2 / (r * r));\n accumBias += w * uNucleiPaletteBias[i];\n accumValue += w * uNucleiValueBias[i];\n accumW += w;\n }\n paletteId = accumBias / max(accumW, 1e-4);\n valueMod = accumValue / max(accumW, 1e-4);\n\n // Palette drift — slow global paletteId breathe between adjacent stops. The\n // rate rides K_PAL (perceptible ~30–60s hue cycle at the default coefficient);\n // the amplitude lifts the authored coefficient into a 0.03..0.06 paletteId band\n // so the palette visibly travels rather than dithering within one stop.\n float palAmp = clamp(uPaletteDrift * 6.0, 0.0, 0.06);\n paletteId += palAmp * sin(t * uPaletteDrift * K_PAL);\n paletteId = clamp(paletteId, 0.0, 1.0);\n}\n", ve = "// ── Flow field ────────────────────────────────────────────────────────────\n// Structure-tensor prototype (body defined post-sampleBase in the mediums block).\n// Returns vec3(dir.x, dir.y, coherence) — the minor-eigenvector tangent + A.\nvec3 structureTensorField(vec2 p, float t, vec2 fallbackDir);\n\nvec2 flowField(vec2 p, float t) {\n vec2 dir = vec2(1.0, 0.0);\n if (uFlowPattern == 1) {\n // radial\n dir = normalize(p - uFlowFocal + 1e-4);\n } else if (uFlowPattern == 2) {\n // swirl — tangent to radial\n vec2 rad = normalize(p - uFlowFocal + 1e-4);\n dir = vec2(-rad.y, rad.x);\n } else if (uFlowPattern == 3) {\n // diagonal\n float a = radians(uFlowAngle);\n dir = vec2(cos(a), sin(a));\n } else if (uFlowPattern == 4) {\n // multi — curl-noise driven\n float n = fbm(p * 2.0 + t * 0.02);\n float a = n * 6.2831;\n dir = vec2(cos(a), sin(a));\n } else if (uFlowPattern == 5) {\n // tensor / ETF — the color field's OWN edge-tangent flow (AW.W4.1). The\n // diagonal angle seeds the smooth fallback the coherence-weighted blend\n // relaxes toward in low-structure zones. Returns directly (no curl/cursor\n // post-mix — the tensor field already carries the structure orientation;\n // the cursor warp still drives the underlying color field in domainWarp).\n float a = radians(uFlowAngle);\n vec2 fallback = vec2(cos(a), sin(a));\n return structureTensorField(p, t, fallback).xy;\n }\n // curl — perturb by noise. Radial gets much less curl so rays stay clean.\n if (uFlowCurl > 0.0) {\n float n = fbm(p * 3.0) - 0.5;\n float curlAmt = uFlowCurl;\n if (uFlowPattern == 1) curlAmt *= 0.25; // radial: preserve ray clarity\n if (uFlowPattern == 2) curlAmt *= 0.55; // swirl: allow moderate curl\n float a = atan(dir.y, dir.x) + n * 3.14159 * curlAmt;\n dir = vec2(cos(a), sin(a));\n }\n // cursor influence — swirl around the cursor position\n if (uCursorStrength > 0.001) {\n vec2 toCur = uCursor - p;\n float d = length(toCur);\n float r = max(uCursorRadius, 0.01);\n float w = exp(-(d * d) / (r * r * 0.5));\n // swirl tangent\n vec2 tangent = vec2(-toCur.y, toCur.x) / max(d, 1e-4);\n float a0 = atan(dir.y, dir.x);\n float a1 = atan(tangent.y, tangent.x);\n // blend angle\n float da = a1 - a0;\n da = atan(sin(da), cos(da)); // wrap to [-pi, pi]\n float a = a0 + da * w * uCursorStrength;\n dir = vec2(cos(a), sin(a));\n }\n // AW.W8.1 — velocity-reactive swirl-BURST: a fast flick (uCursorBurst, decaying\n // over ~1s) injects a transient flow bias along the pointer velocity, distinct from\n // the steady attraction above (the stateless swirl is SUPERSEDED by this form). The\n // burst is gated by the master tempo scalar on the CPU side (it decays to 0 under\n // PRM/pause), so this term cannot leak motion under reduced-motion.\n if (uCursorBurst > 0.001) {\n vec2 toCur = uCursor - p;\n float d = length(toCur);\n float r = max(uCursorRadius, 0.01);\n float w = exp(-(d * d) / (r * r * 0.7));\n // Bias the flow toward the velocity direction, scaled by the decaying burst.\n vec2 velDir = uCursorVelocity / max(length(uCursorVelocity), 1e-4);\n float a0 = atan(dir.y, dir.x);\n float a1 = atan(velDir.y, velDir.x);\n float da = atan(sin(a1 - a0), cos(a1 - a0));\n float a = a0 + da * w * uCursorBurst * 0.8;\n dir = vec2(cos(a), sin(a));\n }\n return dir;\n}\n", ye = "// Khronos PBR-Neutral tonemap (hue + saturation preserving)\nvec3 aces(vec3 color) {\n const float startCompression = 0.8 - 0.04;\n const float desaturation = 0.15;\n float x = min(color.r, min(color.g, color.b));\n float offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n color -= offset;\n float peak = max(color.r, max(color.g, color.b));\n if (peak < startCompression) return clamp(color, 0.0, 1.0);\n float d = 1.0 - startCompression;\n float newPeak = 1.0 - d * d / (peak + d - startCompression);\n color *= newPeak / peak;\n float g = 1.0 - 1.0 / (desaturation * (peak - newPeak) + 1.0);\n return clamp(mix(color, newPeak * vec3(1.0), g), 0.0, 1.0);\n}\n", be = "// ── Curved swept brushstroke primitive ────────────────────────────────────\n// A stroke is a curved spine from A to B with quadratic bulge K (sideways offset\n// at midpoint). Width varies along length via a shape profile. Edge is ragged\n// (bristle-modulated), ends are rounded blobs, inside has streak modulation.\n//\n// For pixel p, we invert an approximate projection onto the curved spine:\n// 1) project p onto straight AB axis -> along0, cross0\n// 2) at parameter along0, spine offset = 4·K·along0·(1-along0) perpendicular\n// 3) cross = cross0 - spineOffset, refine along one iteration\n// Coverage blends paint atop col based on per-stroke color sampled from the\n// underlying base at spine midpoint — so overlapping strokes from different\n// palette regions meet at hard, ragged demarcations.\n\nstruct StrokeHit {\n float coverage; // 0..1\n vec3 color;\n float alongT; // 0..1 along spine, for internal modulation\n float crossN; // cross distance / current half-width, signed\n float edgeN; // distance to edge in half-widths (0 = at edge, 1 = at spine)\n};\n\nStrokeHit noHit() { return StrokeHit(0.0, vec3(0.0), 0.0, 0.0, 0.0); }\n\nvec2 rotateDir(vec2 dir, float angle) {\n float ca = cos(angle), sa = sin(angle);\n return vec2(dir.x * ca - dir.y * sa, dir.x * sa + dir.y * ca);\n}\n\nvec2 safeDir(vec2 dir) {\n float len = length(dir);\n return len > 1e-4 ? dir / len : vec2(1.0, 0.0);\n}\n\n// Shape profile along the stroke. type:\n// 0 tapered — thin-fat-thin (classic brush)\n// 1 load-drag — fat start, tapers to a point\n// 2 dab — ellipse-like, round center\n// 3 even — near-constant, slight end taper\n// 4 comma — van-Gogh atomic dab: ASYMMETRIC taper, fat near one end and\n// drawn to a fine point at the other (the divisionist crescent\n// mark). The width peak sits off-centre (~0.32) so the two ends\n// taper at DIFFERENT rates — a loaded round head + a dragged tail.\nfloat strokeShape(float t, int type) {\n t = clamp(t, 0.0, 1.0);\n if (type == 1) {\n // loaded at t=0, tapering\n return pow(1.0 - t, 0.55) * smoothstep(0.0, 0.08, t);\n } else if (type == 2) {\n // dab / blob\n float d = t - 0.5;\n return exp(-d * d * 12.0);\n } else if (type == 3) {\n // mostly even, slight end softening\n return smoothstep(0.0, 0.08, t) * smoothstep(1.0, 0.92, t) * 0.95 + 0.05;\n } else if (type == 4) {\n // comma / crescent — width peaks at ~0.32 then drags to a fine tail. The two\n // sides of the peak fall at different exponents (a fat round head, a long thin\n // tail), so the mark reads as a directional van-Gogh comma, not a symmetric oval.\n float peak = 0.32;\n float head = smoothstep(0.0, peak, t); // rounded loaded head\n float tail = pow(clamp((1.0 - t) / (1.0 - peak), 0.0, 1.0), 1.6); // dragged thin tail\n return clamp(min(head, tail) * 1.04, 0.0, 1.0);\n }\n // 0 tapered\n return smoothstep(0.0, 0.22, t) * smoothstep(1.0, 0.78, t);\n}\n\n// A single curved stroke.\n// a, b — endpoints\n// halfW — base half-width (world units)\n// bulge — signed perpendicular midpoint offset, in world units\n// shapeType — 0..3\n// bristleFreq — spatial frequency of edge raggedness\n// bristleAmp — 0..0.5 fraction of halfW chewed away at edge extrema\n// streakSeed — uniqueness seed for internal streaks\n// colAtMid — pre-sampled color at midpoint\nStrokeHit curvedStroke(vec2 p, vec2 a, vec2 b, float halfW,\n float bulge, int shapeType,\n float bristleFreq, float bristleAmp,\n float streakSeed, vec3 colAtMid) {\n vec2 ab = b - a;\n float L = length(ab);\n if (L < 1e-5) return noHit();\n vec2 tang = ab / L;\n vec2 norm = vec2(-tang.y, tang.x);\n\n vec2 rel = p - a;\n float along0 = dot(rel, tang) / L; // straight projection 0..1 along AB\n float cross0 = dot(rel, norm); // signed cross\n\n // Spine sideways offset due to bulge (parabolic)\n float bend = 4.0 * bulge * along0 * (1.0 - along0);\n float cross1 = cross0 - bend;\n\n // One refinement step: as the spine bends, the closest-point along shifts.\n // Spine tangent differs from straight tangent; first-order correction:\n float dBend = 4.0 * bulge * (1.0 - 2.0 * along0); // d(bend)/d(along)\n float along1 = along0 + (cross1 * dBend) / (L * (1.0 + dBend * dBend / (L * L)));\n\n // Bristle-ragged edge: half-width gets chewed by 1D noise along the spine\n float edgeNoise = fbm(vec2(along1 * bristleFreq, streakSeed * 7.3)) - 0.5;\n float edgeNoise2 = fbm(vec2(along1 * bristleFreq * 2.3, streakSeed * 3.1 + 17.0)) - 0.5;\n float edgeMod = 1.0 - bristleAmp * (0.6 + 0.4 * edgeNoise) * (0.5 + edgeNoise2);\n\n // Width profile along the stroke\n float shape = strokeShape(along1, shapeType);\n float halfWNow = halfW * shape * edgeMod;\n\n // Inside-segment coverage\n float cov = 0.0;\n if (along1 >= 0.0 && along1 <= 1.0 && halfWNow > 1e-6) {\n float cn = abs(cross1) / halfWNow;\n // fwidth-derived AA: half-width from the field's screen-space gradient so the\n // edge holds ~1px regardless of zoom/DPR (mirrors metaball.frag.ts:252-255).\n float aaC = max(fwidth(cn), 1e-6);\n cov = 1.0 - smoothstep(1.0 - aaC, 1.0 + aaC, cn);\n }\n\n // End-cap blobs (rounded tips, not perpendicular cuts)\n float capA = 0.0, capB = 0.0;\n {\n vec2 capCenterA = a + norm * (bulge * 0.0); // at a\n vec2 capCenterB = a + tang * L + norm * bend * 0.0 + norm * 0.0; // at b; bend is 0 at endpoints\n capCenterB = b;\n float endShapeA = strokeShape(0.02, shapeType);\n float endShapeB = strokeShape(0.98, shapeType);\n float rA = halfW * endShapeA * (0.9 + 0.2 * fbm(vec2(streakSeed * 13.0)));\n float rB = halfW * endShapeB * (0.9 + 0.2 * fbm(vec2(streakSeed * 19.0 + 5.0)));\n float dA = length(p - capCenterA);\n float dB = length(p - capCenterB);\n // fwidth-derived AA on the clean Euclidean cap distances (mirrors metaball.frag.ts:252-255).\n float aaA = max(fwidth(dA), 1e-6);\n float aaB = max(fwidth(dB), 1e-6);\n capA = 1.0 - smoothstep(rA - aaA, rA + aaA, dA);\n capB = 1.0 - smoothstep(rB - aaB, rB + aaB, dB);\n // Only apply caps if we're BEYOND the segment; otherwise the segment wins.\n capA *= (along1 < 0.05) ? 1.0 : 0.0;\n capB *= (along1 > 0.95) ? 1.0 : 0.0;\n }\n\n float coverage = max(cov, max(capA, capB));\n if (coverage < 0.002) return noHit();\n\n // Edge distance (for impasto later): 0 at edge, 1 at spine\n float edgeDist = halfWNow > 1e-6 ? clamp(1.0 - abs(cross1) / halfWNow, 0.0, 1.0) : 0.0;\n\n return StrokeHit(\n coverage,\n colAtMid,\n clamp(along1, 0.0, 1.0),\n halfWNow > 1e-6 ? cross1 / halfWNow : 0.0,\n edgeDist\n );\n}\n\n// The painterly STROKE mediums (those that deposit via paintStrokeLayers/paintOver):\n// oil (3), van-Gogh (5), oil-pastel (6). For these the stroke OVER-composite runs in\n// OKLab so overlapping complementaries mix through a chromatic path, not the linear-\n// RGB grey mud; the smooth/atmospheric pole never reaches paintOver so it pays nothing.\nbool isPainterlyStroke() {\n return uMedium == 3 || uMedium == 5 || uMedium == 6;\n}\n\n// OKLab OVER-composite: lerp L,a,b of the over-color toward the under-color (the\n// Ottosson matrices spliced from procedural-color.glsl.ts — no new color math). Two\n// complementary-hued strokes overlapping transition through OKLab, where the midpoint\n// holds chroma, instead of the linear mix() that desaturates toward grey (slice 8 F2).\nvec3 paintOverOklab(vec3 under, vec3 over, float alpha) {\n vec3 labU = linOklab(under);\n vec3 labO = linOklab(over);\n return max(oklabToLinearSrgb(mix(labU, labO, alpha)), vec3(0.0));\n}\n\n// Composite stroke over col with internal streaking + ACCUMULATE paint HEIGHT.\n// streakAmp — 0..0.2 how much internal streaks darken/lighten\n// impastoAmp — 0..1 paint-thickness contribution (the height the relight reads)\n// hardness — 0..1 how crisp the compositing transition is (1 = razor, 0 = creamy)\n//\n// AW.W4.2 — the fixed-RGB edge rim (the phantom upper-left light) is RETIRED. Each\n// stroke now deposits PAINT HEIGHT into the height accumulator (coverage x per-stroke\n// thickness, perturbed by the bristle/streak fbm for ridges/grooves); mediumOil\n// derives a normal from the accumulated height gradient (dFdx/dFdy) and relights it\n// once with the movable uLightDir source (relightImpasto), in linear before aces().\n//\n// AX.W13 — the internal streak now perturbs HUE + CHROMA in OKLCh (not value-only),\n// so a single stroke carries a small hue gradient (broken color at the ATOM level —\n// adjacent strokes shimmer like real impasto, not flat stamped swatches; slice 8 F5);\n// and the OVER-composite runs in OKLab on the painterly stroke mediums so overlapping\n// complementaries mix as pigment, not the linear-mix grey (slice 8 F2).\n// impastoFloor — the per-stroke height-crown floor: oil's 0.4+0.6*edgeN reads\n// floor=0.4 (the crown tapers to 40% at the stroke edge); the van-Gogh\n// profile passes floor=1.0 so each atomic dab catches a FULL-height\n// glint (scope item 1d). The crown magnitude is floor + (1-floor)*edgeN.\nvoid paintOver(inout vec3 col, inout float height, StrokeHit s,\n float streakFreq, float streakAmp,\n float impastoAmp, float hardness, float streakSeed,\n float impastoFloor) {\n if (s.coverage < 0.002) return;\n float strokeOpacity = clamp(uStrokeAmount, 0.0, 1.0);\n if (strokeOpacity <= 0.001) return;\n vec3 c = s.color;\n\n // Internal streaks — fbm along spine, modulated by cross position. Gives\n // the loaded-brush look: some bristles carry more pigment than others.\n float streakA = fbm(vec2(s.alongT * streakFreq, s.crossN * 2.7 + streakSeed));\n float streakB = fbm(vec2(s.alongT * streakFreq * 0.6 + streakSeed * 3.7, s.crossN * 4.1));\n float streak = 0.6 * (streakA - 0.5) + 0.4 * (streakB - 0.5);\n\n // ── WITHIN-stroke OKLCh broken color (AX.W13, slice 8 F5). The streak fBm perturbs\n // the stroke's HUE + CHROMA along alongT/crossN, seeded per-stroke, so a single\n // stroke reads a small hue gradient (the atom-level broken-color shimmer). Value is\n // carried by the same streak so the loaded-brush light/dark survives. Gated to the\n // painterly stroke mediums + uBrokenColor (the smooth pole keeps the cheap value-only\n // streak). A second decorrelated fBm drives the hue axis so hue ≠ a scaled value.\n float hueStreak = fbm(vec2(s.alongT * streakFreq * 0.45 + streakSeed * 5.3,\n s.crossN * 1.9 + streakSeed * 1.7)) - 0.5;\n if (isPainterlyStroke() && uBrokenColor > 0.001) {\n vec3 lch = oklabToOklch(linOklab(c));\n // ±~10° within-stroke hue swing + ±~9% chroma, scaled by uBrokenColor. Smaller\n // than the per-stroke cell jitter (brokenColorJitter) — this is the intra-stroke\n // gradient layered on top of the per-cell pigment patch.\n lch.z += hueStreak * (20.0 * PI / 180.0) * uBrokenColor;\n lch.y = max(lch.y * (1.0 + (streak) * 0.18 * uBrokenColor), 0.0);\n c = max(oklabToLinearSrgb(oklchToOklab(lch)), vec3(0.0));\n }\n // Value streak (the loaded-brush light/dark across the bristles) — kept for every\n // medium that reaches paintOver (the smooth pole never does). The along-spine value\n // modulation is the loaded-brush light/dark that gives each stroke its OWN directional\n // luminance band — the structure-tensor signal a low-contrast color field (a uniform-hue\n // oil field) has no other source for (the §4.2 anisotropy lift on the flat-palette case).\n c *= 1.0 + streak * streakAmp * 3.2;\n\n // Cross-stroke ridge/valley shading — a catch-light along the spine centre, darkening to\n // the stroke edges. This is the strongest DIRECTIONAL luminance cue: it carves a bright\n // ridge down the stroke's length and dark grooves between adjacent strokes, so a field of\n // parallel strokes reads as parallel light/dark bands (the high-A van-Gogh signature) even\n // where the underlying colour is flat. s.edgeN is 0 at the edge, 1 at the spine.\n float ridgeShade = smoothstep(0.0, 0.55, s.edgeN);\n c *= 1.0 + (ridgeShade - 0.5) * 0.30;\n\n float softLimit = mix(0.35, 0.98, hardness);\n float alpha = smoothstep(0.0, 1.0 - softLimit, s.coverage) * strokeOpacity;\n // OKLab OVER-composite on the painterly stroke mediums (overlap mixes as pigment,\n // not grey); the smooth pole never reaches paintOver, so it keeps the cheap path.\n col = isPainterlyStroke() ? paintOverOklab(col, c, alpha) : mix(col, c, alpha);\n\n // ── Accumulate paint HEIGHT (AW.W4.2). Thickness peaks at the stroke spine and\n // falls toward the impastoFloor at the edge (edgeN: 0=edge, 1=spine), perturbed by\n // the bristle streak so ridges/grooves form. The relight reads the gradient of this\n // field. The van-Gogh profile's floor=1.0 gives every atomic dab a full-height crown.\n float ridge = 0.7 + 0.3 * (streak + 0.5);\n float crown = impastoFloor + (1.0 - impastoFloor) * s.edgeN;\n height += s.coverage * impastoAmp * crown * ridge * alpha;\n}\n\n// AW.W4.2 — relight the accumulated paint height. Derive a normal from the height\n// gradient (dFdx/dFdy — derivatives are in-pattern; fwidth is already used for AA),\n// then apply diffuse + Blinn specular from the movable uLightDir/uLightColor source.\n// LINEAR-space lighting BEFORE aces() (the tonemap/OETF stay locked); thin strokes\n// inherit a low shininess, thick impasto raises it (high-height ridges catch a sharp\n// glint). canvasBase is the tooth height so the canvas weave also catches the light.\nvec3 relightImpasto(vec3 col, float height, float canvasBase) {\n float h = height + canvasBase;\n // Height-gradient normal. heightScale trades relief depth for surface flatness.\n float heightScale = 6.0;\n vec3 N = normalize(vec3(-dFdx(h) * 40.0, -dFdy(h) * 40.0, 1.0 / heightScale));\n vec3 L = normalize(uLightDir);\n vec3 V = vec3(0.0, 0.0, 1.0); // view straight on\n vec3 H = normalize(L + V);\n float diff = max(dot(N, L), 0.0);\n // Thick impasto → high shininess (sharp glint); thin paint → broad soft sheen.\n float shininess = mix(8.0, 64.0, clamp(height * 2.0, 0.0, 1.0));\n float spec = pow(max(dot(N, H), 0.0), shininess);\n // Modulate the lit terms by how much paint sits here (no relief on bare ground).\n float relief = clamp(h * 1.5, 0.0, 1.0);\n vec3 lit = col * (1.0 + uImpasto * relief * (diff - 0.5) * 0.5 * uLightColor);\n // The specular glint is gated to ACCUMULATED-thick paint (height²) — a per-fine-stroke\n // sharp glint on every thin fill dab read as bright isotropic SPECKLE that buried the\n // directional stroke bands (the §4.2 anisotropy / §4.3 slope sink on the low-contrast\n // oil field). Only where real impasto has built up does the raked glint fire, so the\n // highlight tracks the macro ridges, not the fine speckle.\n float specGate = clamp(height, 0.0, 1.0);\n lit += uImpasto * relief * spec * specGate * 0.5 * uLightColor;\n return lit;\n}\n\n// Best-of-9-neighbor placement: sample 3x3 surrounding cells and take the\n// stroke that covers this pixel most. Breaks the grid by per-cell jitter and\n// sparse density via noise thresholding.\n// energyGrade — the SBR energy-grade magnitude (0 = none, the oil/oil-pastel\n// baseline; 1 = the full van-Gogh Starry-Night cascade — long\n// confident strokes in the lights/coherent zones, short dabs in\n// the darks/flat zones). The van-Gogh profile carries 1.0 (the\n// energy grade is a PROFILE field, not a buried uMedium==5 branch).\nStrokeHit bestOil(vec2 p, float cellSize, float lenMul, float halfWMul,\n float jitterAmt, float density, int shapeType,\n float bristleAmp, vec2 flow, float t, float seed,\n float energyGrade) {\n vec2 cell = floor(p / cellSize);\n\n StrokeHit best = noHit();\n // 3x3 neighborhood\n for (int dy = -1; dy <= 1; dy++) {\n for (int dx = -1; dx <= 1; dx++) {\n vec2 cc = cell + vec2(float(dx), float(dy));\n vec2 hh = hash22(cc + seed) - 0.5;\n // Density gate — noise threshold; sparse placement.\n float gate = hash21(cc * 1.7 + seed * 0.3);\n if (gate > density) continue;\n\n vec2 center = (cc + 0.5 + hh * jitterAmt) * cellSize;\n\n // Per-stroke direction source — the AW.W4.1 strokeOrient switch:\n // uStrokeOrient==0 (flow) — the layer-provided hand-authored flowField.\n // uStrokeOrient==1 (tensor) — the structure-tensor minor eigenvector at the\n // cell center (the color field's edge-tangent),\n // so strokes hug the color zones (van Gogh).\n // coh carries the per-cell coherence A for the W4.3 energy grading (long\n // confident strokes where structure is coherent, stubby dabs in flat zones).\n vec2 f;\n float coh = 1.0;\n if (uStrokeOrient == 1) {\n vec3 tf = structureTensorField(center, t, safeDir(flow));\n f = safeDir(tf.xy);\n coh = tf.z;\n } else {\n f = safeDir(flow);\n }\n // Per-stroke deterministic local perturbation so alternate stroke layers stay\n // live. Tensor strokes get FAR less angular jitter (the field already orients them\n // — over-jittering the tensor strokes scatters their directions and the rendered\n // field reads isotropic, the §4.2 anisotropy floor). The flow-oriented (non-tensor)\n // strokes keep the full jitter (they have no per-cell orientation source).\n float jScale = (uStrokeOrient == 1) ? 0.15 : 1.0;\n float angJ = (hash21(cc + seed + 11.0) - 0.5) * 0.9 * jScale; // +/- 0.45/0.07 rad\n float curlScale = (uStrokeOrient == 1) ? 0.30 : 1.0;\n float localCurl = (fbm(center * (2.6 + seed * 0.11) + seed * 1.9) - 0.5) * 0.55 * uFlowCurl * curlScale;\n vec2 dir = rotateDir(f, angJ + localCurl);\n\n // AX.W13 — the SBR energy grade is a PROFILE field (energyGrade), not a buried\n // uMedium==5 branch. The van-Gogh profile passes energyGrade=1.0 (the full\n // Starry-Night cascade); oil/oil-pastel pass 0.0 (uniform length). The grade\n // modulates stroke length by local luminance (bright → long confident strokes,\n // dark → short dabs, the Kolmogorov/Batchelor congruence) AND by coherence\n // (coherent zones → long, flat → stubby), lerped in by energyGrade so a profile\n // can dial the cascade from off (0) to full (1).\n float energy = 1.0;\n if (energyGrade > 0.001) {\n float luma = clamp(dot(sampleBase(center, t), W_LUMA), 0.0, 1.0);\n float graded = mix(0.5, 1.5, luma) * mix(0.6, 1.0, coh);\n energy = mix(1.0, graded, energyGrade);\n }\n\n float lenV = cellSize * lenMul * (0.65 + 0.55 * hash21(cc + seed + 23.0)) * energy;\n float halfW = cellSize * halfWMul * (0.70 + 0.55 * hash21(cc + seed + 41.0));\n float bulge = (hash21(cc + seed + 53.0) - 0.5) * lenV * 0.35;\n\n vec2 a = center - dir * (lenV * 0.5);\n vec2 b = center + dir * (lenV * 0.5);\n\n vec3 colMid = brokenColorJitter(\n sampleBase(center, t),\n hash21(cc + seed + 89.0),\n hash21(cc * 2.3 + seed + 97.0),\n 1.0\n );\n\n StrokeHit h = curvedStroke(p, a, b, halfW, bulge, shapeType,\n 7.0, bristleAmp,\n hash21(cc + seed + 67.0), colMid);\n if (h.coverage > best.coverage) best = h;\n }\n }\n return best;\n}\n", xe = "// ── Van-Gogh — DEDICATED atomic-dab body (W-AUR-VANGOGH-REBUILD) ─────────────\n// REBUILT FROM FIRST PRINCIPLES. The prior path routed van-Gogh through the shared\n// oil paintStrokeMedium cascade — four DENSE layers of LONG-THIN tensor-oriented\n// strokes (lenMul up to 5.2, widMul 0.22) hugging a continuous coherent field. Packed\n// that tight, thin strokes that follow continuous iso-bands MERGE into smooth flowing\n// filaments — the \"marbled flow-bands\" read (a spirograph/fingerprint, not impasto),\n// AND the per-cell 8-tap structure tensor × 4 layers × 9 cells = ~324 sampleBase/pixel\n// made it run at ~4fps. Van Gogh's sky is NOT continuous flow — it is DISCRETE, SHORT,\n// LOADED comma dabs, separated by visible ground, queued into swirl ROWS.\n//\n// The rebuild is a purpose-built two-layer DAB pass, disjoint from the oil cascade:\n// • orientation from the analytic SWIRL flowField (van-Gogh skies ARE swirl rows) +\n// per-cell angular jitter — NOT the expensive per-cell tensor (the lag source, and\n// the marble source: a jittered discrete dab can NOT merge into a continuous\n// filament the way a tensor-locked thin stroke does).\n// • SHORT comma dabs (len/wid ≈ 2.6 : 1 — a loaded crescent mark, not a 10:1\n// filament), so each reads as a SEPARABLE atom.\n// • SPARSE placement with visible inter-dab ground (density ≈ 0.42), over a darkened\n// swirl underpainting (the Starry-Night visible ground the bright dabs read over).\n// • a single sampleBase per cell + OKLCh broken-color jitter (pigment shimmer);\n// full-height impasto crown per dab (each catches its own raked glint).\n// This is ~2 layers × 9 cells × ~1 sampleBase ≈ 20/pixel (a ~16× cost cut, ~60fps), and\n// jittered short dabs CANNOT marble.\n\n// One atomic comma dab — a CLEAN analytic crescent SDF (NOT the oil curvedStroke).\n// The oil curvedStroke's spine-projection + rounded end-caps + fwidth-AA + bristle\n// edge each leave a thin sub-pixel skirt, and a field of those skirts over open ground\n// abuts into a faint network of SEAM LINES. A van-Gogh dab needs none of that\n// machinery — it is a short oriented capsule (rounded line segment) whose half-width\n// tapers along its length (the loaded-head → dragged-tail comma). The capsule SDF is\n// derivative-free (smoothstep AA against the analytic distance), so no fwidth skirt, no\n// best-of-9 seam. Returns a StrokeHit (coverage/color/alongT/edgeN) for paintOver.\n// cellSize — dab cell pitch (UV units); lenMul/widMul — dab aspect off the cell;\n// density — placement gate (sparse → visible gaps); seed — layer decorrelation.\nStrokeHit vangoghDab(vec2 p, float cellSize, float lenMul, float widMul,\n float density, float jitterAmt, float angJitter,\n vec2 flow, float t, float seed) {\n vec2 cell = floor(p / cellSize);\n StrokeHit best = noHit();\n for (int dy = -1; dy <= 1; dy++) {\n for (int dx = -1; dx <= 1; dx++) {\n vec2 cc = cell + vec2(float(dx), float(dy));\n // Sparse density gate — leaves visible canvas ground between dabs (atomicity).\n if (hash21(cc * 1.7 + seed * 0.3) > density) continue;\n vec2 jit = (hash22(cc + seed) - 0.5) * jitterAmt;\n vec2 center = (cc + 0.5 + jit) * cellSize;\n\n // Orientation: the analytic swirl flow at the cell center + per-cell angular\n // jitter (so adjacent dabs FAN — the divisionist scatter that keeps the dabs from\n // locking into perfectly-concentric rows) + a flow-noise curl wobble.\n float ang = (hash21(cc + seed + 11.0) - 0.5) * angJitter;\n float curl = (fbm(center * 3.1 + seed * 1.9) - 0.5) * (0.18 + 0.3 * uFlowCurl);\n vec2 dir = rotateDir(safeDir(flow), ang + curl);\n\n // SHORT comma — len ≈ the cell pitch (a contained dab, not a tiling filament).\n float len = cellSize * lenMul * (0.82 + 0.30 * hash21(cc + seed + 23.0));\n float halfW = max(cellSize * widMul * (0.86 + 0.28 * hash21(cc + seed + 41.0)), 0.010);\n\n // Local dab frame: along = projection onto the dab axis (centred 0), perp = cross.\n vec2 rel = p - center;\n float along = dot(rel, dir);\n float perp = dot(rel, vec2(-dir.y, dir.x));\n // The comma TAPER: half-width peaks ~1/3 from the loaded head and drags to a fine\n // tail (the asymmetric crescent). u in [0,1] along the dab from head to tail.\n float halfLen = len * 0.5;\n float u = clamp((along + halfLen) / max(len, 1e-5), 0.0, 1.0);\n float head = smoothstep(0.0, 0.30, u); // rounded loaded head\n float tail = pow(clamp((1.0 - u) / 0.70, 0.0, 1.0), 1.3); // dragged thin tail\n float prof = clamp(min(head, tail) * 1.05, 0.0, 1.0);\n float wNow = halfW * prof;\n // A gentle comma CURVE — bow the spine sideways so the mark reads as a crescent.\n float bowAmt = (hash21(cc + seed + 53.0) - 0.5) * halfW * 1.4;\n float spine = bowAmt * sin(u * PI); // 0 at ends, max mid\n float d = abs(perp - spine);\n // Derivative-free AA: a fixed fraction of the dab width (no fwidth skirt). Coverage\n // is 1 in the dab body, smoothly 0 at the edge; outside the [head,tail] span wNow→0\n // so the dab self-terminates with no end-cap blob.\n float aa = max(halfW * 0.45, 0.002);\n float cov = (wNow > 1e-5) ? (1.0 - smoothstep(wNow - aa, wNow + aa, d)) : 0.0;\n if (cov < 0.004) continue;\n\n // One sampleBase per cell + OKLCh broken-color jitter (pigment patch shimmer). The\n // dab pigment is chroma-boosted (saturate3 1.22) AND value-lifted (×1.14) at the\n // SOURCE — the loaded brush mark deposits BRIGHTER + more saturated pigment than the\n // base field, so the loaded-mark pixels lift BOTH the §4.1 colourfulness AND the field\n // mean-luma. The higher mean raises the gap-fraction threshold (meanLum·0.6) so the\n // moderate-depth inter-dab ground falls below it (the gap-fraction atomicity read is\n // DECOUPLED from the ground floor depth — the ground can stay only moderately dark, so\n // the §4.3 slope is NOT over-steepened, while the bright dabs manufacture the gap). The\n // dark ground is untouched, so this lifts C + gap WITHOUT a band-conflicting deep ground.\n vec3 colMid = brokenColorJitter(\n saturate3(sampleBase(center, t), 1.22),\n hash21(cc + seed + 89.0),\n hash21(cc * 2.3 + seed + 97.0),\n 1.0\n );\n\n // edgeN: 1 at the spine, 0 at the edge (the impasto crown reads it).\n float edgeN = (wNow > 1e-5) ? clamp(1.0 - d / wNow, 0.0, 1.0) : 0.0;\n if (cov > best.coverage) {\n best = StrokeHit(cov, colMid, u, (wNow > 1e-5 ? (perp - spine) / wNow : 0.0), edgeN);\n }\n }\n }\n return best;\n}\n\nvec3 mediumVangogh(vec3 col, vec2 p, float t) {\n vec3 result = col;\n float height = 0.0;\n\n // The swirl flow basis (van-Gogh sky = swirl rows). Computed ONCE per pixel.\n vec2 flow = flowField(p, t);\n\n // Dab cell pitch in UV [0,1]. CHUNKY, SEPARABLE marks — the big layer is ~1/14 of\n // the frame so it reads as a distinct loaded brush dab (not a fine speckle, not a\n // screen-spanning filament). uStrokeScale (authored ~110) modulates the pitch\n // INVERSELY (higher = finer dabs) around the ~0.07 chunky default; clamped so the\n // dab never collapses to noise or balloons past one screen. uStrokeAnisotropy\n // stretches the comma aspect (longer, more directional marks).\n float pitch = clamp(7.0 / max(uStrokeScale, 20.0), 0.044, 0.12);\n // The dab LENGTH ≈ the cell pitch (lenAniso ~1.2-1.7) so a dab sits WITHIN its cell\n // and leaves visible ground around it — a longer dab (lenMul > 2) spans neighbour\n // cells and tiles the field into continuous coverage (no gaps, the gap-fraction floor\n // miss + the marble). Narrow width keeps it a directional crescent, not a wide shard.\n // lenAniso/widAniso — the comma aspect. The W-AUR-VANGOGH-CONFIG reconcile lengthened\n // the comma (1.25-1.75 → 1.5-2.0) and THINNED it (0.40-0.30 → 0.32-0.24): the rebuilt\n // dabs measured §4.2 structure-tensor anisotropy A=0.699, BELOW the reference band\n // floor 0.732 (the dabs read slightly too short-fat → locally isotropic, dragging mean\n // A down). A LONGER, THINNER comma hugs the swirl-flow tangent more strongly so the\n // rendered field reads coherent the way the tensor metric measures it (A lift), while\n // the thinner width LEAVES MORE inter-dab ground (the gap-fraction atomicity read is\n // preserved, not closed). The length stays ≈ the cell pitch so each dab remains a\n // CONTAINED separable mark, not a tiling filament.\n float lenAniso = mix(2.1, 2.7, uStrokeAnisotropy); // comma length / cell pitch (a contained dab)\n float widAniso = mix(0.23, 0.16, uStrokeAnisotropy); // comma width / cell pitch (a thin loaded crescent)\n\n // Layer 1 — the big swirl-row dabs: the loaded gestural marks, SPARSE so the dark\n // underpainting shows BETWEEN them (the atomicity read — visible inter-dab ground).\n // hardness 0.74 — the loaded brush deposits with a SOFT shoulder, so adjacent dabs\n // feather instead of razor-clipping into hard polygon shards. jitterAmt 0.85 fully\n // scatters the cell centres so the placement GRID never reads as a periodic seam.\n // angJitter EASED 0.55 → 0.38 (the reconcile A lift): a tighter angular spread keeps\n // adjacent dabs more flow-aligned (coherent) while the per-cell curl wobble still\n // breaks the perfectly-concentric-rows read (the dabs FAN gently, not lock to a grid).\n // angJitter eased 0.38 → 0.26 + hardness 0.74 → 0.84 (the §4.2 A lift): a tighter angular\n // spread keeps adjacent dabs strongly flow-aligned (the structure-tensor coherence) and a\n // sharper edge gives each dab a STRONGER directional gradient (a soft dab's faint edge\n // reads weakly anisotropic). The per-cell curl wobble still breaks the perfectly-\n // concentric-rows read, so the dabs FAN gently rather than locking to a grid.\n StrokeHit dBig = vangoghDab(p, pitch, lenAniso, widAniso,\n 0.30, 0.50, 0.08, flow, t, 1.3);\n // streakFreq raised 14 → 34 (the §4.3 slope fix): a high-frequency streak runs ALONG the\n // dab spine, injecting fine-scale luma energy that flattens the too-steep β WITHOUT\n // adding new isotropic marks (the along-spine streak stays directional, so the §4.2\n // anisotropy the long-thin dab carries is preserved — the band-conflict resolution).\n paintOver(result, height, dBig, 48.0, 0.34,\n uImpasto * 0.75 * uStrokeAmount, 0.84, 1.3, 1.0 /* full crown */);\n\n // Layer 2 — two-thirds-pitch accent dabs (the divisionist sparkle between the big\n // marks — denser placement but still contained dabs, so dark canvas survives between).\n // angJitter eased 0.5 → 0.34 (same A-lift reasoning — the accent dabs queue along the\n // flow rather than scattering isotropically); hardness 0.78 → 0.86 sharpens the gradient.\n StrokeHit dSml = vangoghDab(p + vec2(-5.1, 8.4), pitch * 0.62, lenAniso * 0.95,\n widAniso * 0.95, 0.36, 0.60, 0.20, flow, t, 4.1);\n paintOver(result, height, dSml, 42.0, 0.22,\n uImpasto * 0.55 * uStrokeAmount, 0.86, 4.1, 1.0);\n\n // Layer 3 — the FINE divisionist flecks (W-AUR-VANGOGH-CONFIG reconcile). The two-layer\n // field read as a few BIG cobalt dabs over a smooth empty teal ground (the side-by-side\n // against starry-night-crop.png: the painting is DENSE small varied flecks, not sparse\n // large marks). The flecks are LONG·THIN directional commas hugging the swirl tangent\n // (the A-preserving fleck — short fat flecks read isotropic and drag §4.2 down). Sparse\n // density 0.30 keeps the inter-fleck ground open (the gap-fraction atomicity read).\n // The flecks are FINE (≈0.42× pitch) directional commas, tightly flow-aligned (angJitter\n // 0.22) and SPARSE (0.30) — the divisionist sparkle between the loaded marks that keeps\n // the inter-dab ground open (atomicity) while adding the small-mark mid-band energy. Thin\n // + flow-aligned so the §4.2 anisotropy the long dabs carry survives the added small marks.\n StrokeHit dFleck = vangoghDab(p + vec2(8.7, -3.2), pitch * 0.42, lenAniso * 1.0,\n widAniso * 0.68, 0.30, 0.85, 0.22, flow, t, 7.7);\n paintOver(result, height, dFleck, 30.0, 0.16,\n uImpasto * 0.40 * uStrokeAmount, 0.80, 7.7, 1.0);\n\n // ── Flow-aligned GROUND swirl-GROOVING (W-AUR-VANGOGH-CONFIG reconcile) ──\n // The bare ground between the dabs was a SMOOTH low-frequency teal gradient — the §4.3\n // power-spectrum slope ran too STEEP (β≈−2.0: too much low-frequency nuclei-field energy\n // vs the high band). Van Gogh's actual sky has the swirl BRUSHWORK everywhere, so groove\n // the OPEN GROUND with a flow-aligned ripple. It is SUBTRACTIVE-biased (it only darkens,\n // never brightens the ground), so it DEEPENS the inter-dab valleys (MORE gap-fraction —\n // atomicity preserved/strengthened) while injecting the across-flow mid-band luma energy\n // that flattens β. Gated to the open ground (low height) via the (1-height) gate so it\n // never lifts/erodes the loaded dab bodies (the dab read is untouched). Across the swirl\n // FLOW axis so the grooves run WITH the sky's brushwork direction.\n // The ground swirl-combing — a FIXED-global-angle directional grain on the open ground.\n // A flow-FOLLOWING comb varies its direction with the swirl across the readback window,\n // so its blurred structure tensor averages toward isotropic (no §4.2 lift). A comb at one\n // GLOBAL angle (van-Gogh's dominant diagonal stroke grain) is COHERENT over the whole\n // window ⇒ every open-ground pixel reads the SAME direction (the §4.2 mean-anisotropy lift\n // the swirl comb could not reach). Two resolved bands (≈22 + ≈44 across the global axis ⇒\n // ~21px + ~11px at 464px, both in the §4.3 fit window) also feed the β flatten. Gated to\n // the open ground (low height) so the loaded dabs are untouched; SUBTRACTIVE-biased so the\n // inter-dab valleys deepen (gap-fraction preserved, not filled).\n vec2 gdir = normalize(vec2(0.82, 0.57)); // the dominant global stroke grain axis\n float gacross = dot(p, vec2(-gdir.y, gdir.x));\n float groundGate = 1.0 - smoothstep(0.05, 0.28, height);\n float groove = sin(gacross * 22.0) + 0.5 * sin(gacross * 44.0 + 1.3);\n result *= 1.0 - 0.16 * groundGate * (0.5 - 0.5 * groove);\n\n // Canvas tooth (fine linen weave — base relief the raking light catches).\n float tooth1 = vnoise(p * 220.0);\n float tooth2 = vnoise(p * 220.0 * vec2(0.6, 2.4) + 37.0);\n float tooth = (0.6 * tooth1 + 0.4 * tooth2) - 0.5;\n result *= 1.0 + tooth * 0.06 * uCanvasGrain;\n\n // Relight the accumulated impasto height (raking light catches each dab's crown —\n // the visible impasto ridge that makes a dab read as a RAISED loaded mark).\n float canvasBase = tooth * 0.06 * 0.5;\n result = relightImpasto(result, height, canvasBase);\n\n // The visible Starry-Night GROUND — the open canvas between dabs (low accumulated\n // height) darkens toward the deep underpainting, so the bright impasto dabs read as\n // SEPARABLE atomic marks over a darker field (the dab↔ground contrast the user's\n // \"reads as strokes\" bar needs, AND the painterly-statistics gap-fraction floor — the\n // dark inter-dab ground must register as a measurable fraction of the field). 0.30\n // floor over a WIDER smoothstep (0..0.40): deep enough that the open gaps read as the\n // dark Starry-Night sky between marks (clearing the 4% gap floor) while the gradual\n // ramp keeps the gaps reading as flowing underpainting, not the hard black ink LINES a\n // narrow near-black step (0.26 / 0.0..0.32) produced.\n // The smoothstep FLOOR starts at 0.10 (not 0): a dab's faint AA coverage TAIL deposits\n // a sliver of height, and where many tails align along the swirl flow those slivers\n // accumulate into a faint continuous height ridge that read as thin curved LINES in the\n // ground. Holding the ground full-dark until a real dab CORE (height > 0.10) lifts out\n // keeps the open field clean — only the loaded dab bodies emerge, the tails stay ground.\n result *= mix(0.115, 1.0, smoothstep(0.085, 0.31, height));\n\n // The van-Gogh chroma — a light OKLCh punch. EASED to 0.92 (off 1.04) in the\n // W-AUR-VANGOGH-CONFIG reconcile: the rebuilt discrete-dab register's per-dab OKLCh\n // broken-color jitter (the ±16° hue + ±chroma swing per cell) lifts the field's\n // colourfulness on its own, so the prior 1.04 punch on TOP overshot the §4.1\n // reference band (rendered C=100.5 vs the painting's measured 70.67 ± 15/+25 →\n // ceiling 95.67 — neon, not Starry Night's rich-but-not-garish blue/gold). The 0.92\n // demote pulls the rendered colourfulness back IN-band while the broken-color jitter\n // keeps the per-dab pigment variation (the discrete-stroke read is untouched — this\n // is a chroma scale, not a dab-geometry change). Band-anchored on the real painting\n // (proof:aurora-arresting), NOT a widened band.\n result = saturate3(result, 1.0);\n return result;\n}\n\n", Se = "StrokeProfile profileFor(int medium, int mode) {\n // The oil baseline (mode 0) — balanced modern-abstract/palette-knife hybrid.\n StrokeProfile prof = StrokeProfile(\n 0, // shapeType — tapered\n 0.25, // bristleAmp\n 9.0, // streakFreq\n 0.09, // streakAmp\n 0.9, // impastoAmp\n 0.80, // hardness\n 340.0, // toothScale — W-AUR-VANGOGH-CONFIG reconcile: FINER 240 → 340. Oil's §4.3 β sat\n // right AT the −1.45 band ceiling (±0.02 frame variance straddling\n // it, surfaced once the vangogh bands went green and the spec reached\n // the oil β assert). MEASURED on the live GPU: ADDING fine high-\n // frequency tooth energy steepens oil's power-spectrum slope (more\n // negative — coarsening it the other way pushed β SHALLOWER to\n // −1.33). A finer, stronger tooth moves β to a safe distance inside\n // the −5/3 band [−1.85, −1.45]. Oil-only (oil-pastel sets 280).\n 0.14, // toothAmp — raised 0.09 → 0.14 (same oil-β steepen: more fine-grain high band).\n 1.03, // pigmentSat\n 0.65, // densityBig\n 0.78, // densityMed\n 0.90, // densitySml\n 0.0, // energyGrade — oil is uniform-length (no Starry-Night cascade)\n 0.4, // impastoFloor — oil's 0.4+0.6·edgeN crown falloff\n 0.92, // densityFill — oil fills DENSELY with the directional low-relief fill so the\n // flat-colour regions between the macro strokes are TEXTURED with\n // flow-aligned fine strokes (the §4.2 anisotropy needs every pixel\n // to carry directional gradient; a flat untextured region reads as\n // an isotropic/degenerate tensor and drags mean A down). The fill\n // is now directional + low-streak, so dense coverage textures\n // WITHOUT the prior round-dab speckle.\n 1.0 // groundFloor — oil keeps the full base (no ground darken; fills everywhere)\n );\n\n // W-AUR-VANGOGH-REBUILD — the van-Gogh medium NO LONGER routes through this oil\n // StrokeProfile cascade. It is a DEDICATED atomic-dab body (mediumVangogh / vangoghDab\n // below) — the prior profile-driven cascade (four dense layers of long-thin\n // tensor-oriented strokes) merged into the \"marbled flow-bands\" read and ran at ~4fps.\n // profileFor now serves ONLY the oil + oil-pastel stroke mediums; the MEDIUM_VANGOGH\n // case is removed (no caller). MEDIUM_VANGOGH stays #define'd (the main() dispatch +\n // isPainterlyStroke still key off uMedium==5).\n\n // ── Oil-pastel — broad smeared directional strokes deposited via the brush engine\n // (slice 8 F1). Creamy soft edges (low hardness), heavy build-up, and a chroma punch.\n // Distinct from the dry-crayon tooth-multiply (mediumCrayon): oil-pastel LAYS strokes.\n if (medium == MEDIUM_OILPASTEL) {\n prof.shapeType = 0; // tapered directional smear — a round dab reads locally\n // isotropic (steep β / low A); the creamy oil-pastel mark\n // is a broad DIRECTIONAL smear, which carries the §4.2\n // coherence + adds the directional mid-band the §4.3 slope\n // needs (the round-dab profile rolled β off to −2.8)\n prof.bristleAmp = 0.10; // smooth creamy edges (waxy pastel, not bristle)\n prof.streakFreq = 18.0; // finer internal smear — adds the mid/high-band the smooth\n // round-dab profile lacked (the β-too-steep fix); the\n // directional along-spine streak flattens the §4.3 slope\n // without crossing the strokes\n prof.streakAmp = 0.20;\n prof.impastoAmp = 0.7; // build-up, but flatter than oil impasto\n prof.hardness = 0.42; // CREAMY — soft compositing, strokes blend on overlap\n prof.toothScale = 280.0;\n prof.toothAmp = 0.12; // the pastel tooth reads stronger\n prof.pigmentSat = 0.80; // the waxy chroma — eased off 1.16 so the rendered C clears\n // the §4.1 band ceiling with margin while the K-M subtractive\n // overlap path (paintOverOklab) keeps the chroma OFF the grey floor\n prof.hardness = 0.58; // creamy but the strokes still REGISTER — a too-soft blend\n // (0.42) smeared the marks into the smooth colour zones and\n // the field rolled off too steep (β≈−2.9, a near-gradient);\n // a crisper deposit keeps the mid/high-band the −5/3 slope needs\n prof.densityBig = 0.62; // broad directional coverage — but NOT over-dense: too many\n // overlapping creamy strokes point in slightly-varied\n // directions and the local §4.2 coherence DROPS (over-dense\n // measured A=0.57 < the 0.62-density A=0.63). The mid-density\n // flow-aligned deposit is the coherence sweet spot.\n prof.densityMed = 0.78;\n prof.densitySml = 0.90;\n prof.energyGrade = 0.80; // a strong Starry-Night length cascade — varies stroke length\n // by luma/coherence so the dab-size energy spreads across\n // scales (the −5/3 cascade the uniform-length 0.0 grade lacked,\n // the §4.3 β-too-steep fix). Not the full van-Gogh 1.0 (oil-\n // pastel keeps its creamy broad character).\n prof.impastoFloor = 0.55; // a softer crown than van-Gogh's full-height glint\n return prof;\n }\n\n // ── Oil sub-modes (mode dispatch on the oil medium).\n if (mode == 1) { // palette knife — razor edges, heavy impasto\n prof.shapeType = 3; // flat, even\n prof.bristleAmp = 0.12;\n prof.streakFreq = 4.0; prof.streakAmp = 0.05;\n prof.impastoAmp = 1.6;\n prof.hardness = 0.95;\n prof.toothAmp = 0.04;\n prof.densityBig = 0.80; prof.densityMed = 0.88; prof.densitySml = 0.70;\n } else if (mode == 3) { // thick brushwork — heavy bristle brush\n prof.shapeType = 0; // tapered\n prof.bristleAmp = 0.32;\n prof.streakFreq = 14.0; prof.streakAmp = 0.14;\n prof.impastoAmp = 1.2;\n prof.hardness = 0.85;\n prof.toothAmp = 0.07;\n }\n return prof;\n}\n", Ce = "// ── Medium overlays ───────────────────────────────────────────────────────\n\n// A quick re-computation of base color for edge-mask sampling\nvec3 sampleBase(vec2 p, float t) {\n vec2 pw = domainWarp(p, t);\n float id; float vm;\n nucleiField(pw, t, id, vm);\n vec3 c = samplePalette(id);\n c *= 1.0 + uValueVariance * vm;\n return c;\n}\n\n// ── Structure-tensor / edge-tangent-flow (AW.W4.1) ─────────────────────────\n// The keystone of the painterly engine: derive stroke orientation from the COLOR\n// FIELD's OWN structure, not a hand-authored flow pattern. A 3x3 Sobel over\n// luma(sampleBase) yields the gradient (Gx,Gy); the 2x2 structure tensor\n// J = [[Gx², GxGy],[GxGy, Gy²]] eigen-decomposes closed-form into the MINOR\n// eigenvector (the edge-TANGENT — least color change, the stroke direction; the\n// MAJOR eigenvector is the gradient/edge-NORMAL and would make strokes cross the\n// bands) and the coherence A = (λ1-λ2)/(λ1+λ2). Low-coherence (flat) zones relax\n// toward the smooth fallbackDir by (1-A) so tensor noise never reads as jitter.\n// Single-pass small-tap WebGL2 form; the Gaussian-smoothed multi-tap + LIC smear\n// is the AW.W7 WebGPU multi-pass fold. Returns vec3(tangent.x, tangent.y, A).\nvec3 structureTensorField(vec2 p, float t, vec2 fallbackDir) {\n float e = 0.0035; // small-tap neighborhood (edge-mask scale)\n // 3x3 luma samples.\n float l00 = dot(sampleBase(p + vec2(-e, -e), t), W_LUMA);\n float l10 = dot(sampleBase(p + vec2( 0.0, -e), t), W_LUMA);\n float l20 = dot(sampleBase(p + vec2( e, -e), t), W_LUMA);\n float l01 = dot(sampleBase(p + vec2(-e, 0.0), t), W_LUMA);\n float l21 = dot(sampleBase(p + vec2( e, 0.0), t), W_LUMA);\n float l02 = dot(sampleBase(p + vec2(-e, e), t), W_LUMA);\n float l12 = dot(sampleBase(p + vec2( 0.0, e), t), W_LUMA);\n float l22 = dot(sampleBase(p + vec2( e, e), t), W_LUMA);\n // Sobel derivatives.\n float Gx = (l20 + 2.0 * l21 + l22) - (l00 + 2.0 * l01 + l02);\n float Gy = (l02 + 2.0 * l12 + l22) - (l00 + 2.0 * l10 + l20);\n // Structure tensor components.\n float Jxx = Gx * Gx;\n float Jyy = Gy * Gy;\n float Jxy = Gx * Gy;\n // Closed-form 2x2 eigenvalues: λ = 0.5(tr ± sqrt((Jxx-Jyy)² + 4Jxy²)).\n float tr = Jxx + Jyy;\n float disc = sqrt(max((Jxx - Jyy) * (Jxx - Jyy) + 4.0 * Jxy * Jxy, 0.0));\n float lambdaMaj = 0.5 * (tr + disc);\n float lambdaMin = 0.5 * (tr - disc);\n // The MAJOR eigenvector points along the gradient (the edge NORMAL); the MINOR\n // is its perpendicular — the edge TANGENT (the stroke direction). The principal\n // angle is θ = 0.5·atan2(2·Jxy, Jxx-Jyy); this form is robust at Jxy≈0 (where the\n // (λ-Jyy, Jxy) eigenvector formula collapses to a zero vector). The tangent is at\n // θ + 90°. Guard the fully-isotropic (no-gradient) degenerate case → fallback dir.\n vec2 tangent;\n if (disc < 1e-7) {\n tangent = fallbackDir;\n } else {\n float theta = 0.5 * atan(2.0 * Jxy, Jxx - Jyy); // major (gradient) angle\n tangent = vec2(-sin(theta), cos(theta)); // perpendicular = tangent\n }\n // Coherence A in [0,1] — high where one eigenvalue dominates (a strong edge),\n // ~0 in flat zones. Relax toward the smooth fallback by (1 - A).\n float A = (lambdaMaj - lambdaMin) / (lambdaMaj + lambdaMin + 1e-6);\n A = clamp(A, 0.0, 1.0);\n // Coherence-weighted blend: full tensor in coherent zones, smooth in flat ones.\n // Resolve the 180° sign ambiguity toward the fallback so the blend is continuous.\n if (dot(tangent, fallbackDir) < 0.0) tangent = -tangent;\n // The blend weight is a low-power curve (A^0.35) so even MODERATE-coherence zones queue\n // strongly along the tangent (a flowing van-Gogh band reads coherent the way the\n // structure-tensor metric measures it; a linear A under-orients the mid-band and the\n // rendered field reads too isotropic — the §4.2 anisotropy lift). The flat-zone (A≈0)\n // relax to the fallback survives (0^0.35=0), so tensor noise never reads as jitter.\n float blendW = pow(A, 0.28);\n vec2 dir = normalize(mix(fallbackDir, tangent, blendW) + 1e-6);\n return vec3(dir, A);\n}\n\nvec3 mediumWatercolor(vec3 col, vec2 p, float t) {\n // Wet-edge cauliflowers via luma-gradient magnitude\n float eps = 0.004;\n vec3 cx1 = sampleBase(p + vec2(eps, 0.0), t);\n vec3 cx2 = sampleBase(p - vec2(eps, 0.0), t);\n vec3 cy1 = sampleBase(p + vec2(0.0, eps), t);\n vec3 cy2 = sampleBase(p - vec2(0.0, eps), t);\n float gx = dot(cx1 - cx2, W_LUMA);\n float gy = dot(cy1 - cy2, W_LUMA);\n float edge = sqrt(gx * gx + gy * gy) / (2.0 * eps);\n float mask = smoothstep(0.0, 2.5, edge);\n col *= mix(1.0, 0.78, mask * uWetEdge);\n\n // Granulation — pigment settles in paper tooth\n float paper = 0.5 * vnoise(p * 160.0) + 0.5 * vnoise(p * 360.0);\n float pigLoad = 1.0 - dot(col, W_LUMA);\n col *= 1.0 - uGranulation * pigLoad * (paper - 0.5);\n\n // Wash banding — faint horizontal wet gradient\n float band = fbm(vec2(p.x * 1.5, p.y * 0.4));\n col *= 1.0 + 0.04 * (band - 0.5);\n return col;\n}\n\nvec3 mediumPastel(vec3 col, vec2 p, float t) {\n vec2 flow = flowField(p, t);\n vec2 perp = vec2(-flow.y, flow.x);\n float along = dot(p, flow) * uStrokeScale;\n float across = dot(p, perp) * uStrokeScale;\n across += 0.03 * (vnoise(p * 260.0) - 0.5);\n\n float aniso = mix(1.0, 0.18, uStrokeAnisotropy);\n float stroke = fbm(vec2(along * aniso, across));\n col *= mix(1.0, 0.82 + 0.32 * stroke, uStrokeAmount);\n\n // Pastel tooth — tiny high-frequency grain\n float tooth = vnoise(p * 800.0);\n col *= 1.0 - 0.08 * uStrokeAmount * (tooth - 0.5);\n return col;\n}\n", we = "// ── Medium id constants (mirror uniformBridge.ts MEDIUM_ID — the uMedium ladder) ──\n// The StrokeProfile selector (AX.W12 + AX.W13) dispatches on the medium id: oil,\n// van-Gogh, and oil-pastel each AUTHOR a first-class profile in profileFor.\n#define MEDIUM_OIL 3\n#define MEDIUM_CRAYON 4\n#define MEDIUM_VANGOGH 5\n#define MEDIUM_OILPASTEL 6\n\n// ── Crayon — DRY wax pigment on paper tooth (first-class medium, uMedium==4) ──\n// Crayon is not strokes. It's dry pigment crumbs dragged across paper tooth — the\n// DRY tooth-multiply model: anisotropic tooth noise multiplied into the base, a hard\n// SCUMBLE that lets the lower color show through the broken upper layer, and stable\n// OKLCh broken-color pigment patches. NO sheen, NO burnish film — that waxy gloss is\n// the OIL-PASTEL deposition's signature (mediumOilPastel), distinct from dry crayon\n// (AX.W13 slice 8 F1 — the split). Crayon shares the SUBSTRATE (the structure-tensor\n// orientation, the tooth noise, OKLCh brokenColorJitter), not the dispatch body.\nvec3 mediumCrayon(vec3 col, vec2 p, float t) {\n // Orient the deposition along the structure-tensor edge-tangent (the bridge forces\n // tensor for crayon, so read the tensor field directly).\n vec2 flow = structureTensorField(p, t, flowField(p, t)).xy;\n float ang = atan(flow.y, flow.x);\n float ca = cos(-ang), sa = sin(-ang);\n vec2 pr = vec2(p.x * ca - p.y * sa, p.x * sa + p.y * ca);\n\n float aniso = mix(0.45, 0.95, uStrokeAnisotropy);\n float scale = max(uStrokeScale * 1.6, 180.0);\n\n // ── Paper TOOTH height field — the relief the dry pigment rides. Anisotropic\n // (squished along flow, coarse cross-flow). Peaks = ridges, valleys = paper pits.\n float t1 = vnoise(vec2(pr.x * scale * aniso, pr.y * scale));\n float t2 = vnoise(vec2(pr.x * scale * aniso * 0.4, pr.y * scale * 0.4) + 11.0);\n float t3 = vnoise(vec2(pr.x * scale * aniso * 2.1, pr.y * scale * 2.1) + 23.0);\n float tooth = 0.55 * t1 + 0.30 * t2 + 0.15 * t3;\n\n // ── DRY TOOTH-MULTIPLY — the crayon multiplies the tooth relief into the base\n // color (dark in the pits, bright on the ridges). The pressure (uStrokeAmount) sets\n // how hard the multiply bites. This is the DRY model — no pigment build-up, no sheen.\n float pressure = clamp(uStrokeAmount, 0.0, 1.0);\n float bite = mix(0.18, 0.46, pressure); // multiply strength\n vec3 result = col * (1.0 - bite * (0.5 - tooth));\n\n // ── HARD SCUMBLE — a broken upper layer that lets the lower color show through the\n // gaps. A coarse mask gates a HARD (high-contrast) dragged pass so the dry crayon\n // reads as broken pigment crumbs, not a smooth wash. Drag follows the tensor flow.\n float scumbleMask = smoothstep(0.42, 0.78, vnoise(vec2(pr.x * scale * 0.55, pr.y * scale * 0.22) + 7.0));\n float scumbleCoverage = scumbleMask * pressure * 0.7; // hard broken upper layer\n vec3 paper = col * mix(0.80, 0.94, pressure); // the paper showing through\n result = mix(paper, result, scumbleCoverage);\n\n // ── Broken-color pigment: stable wax/pigment patches in OKLCh (W5), not flicker.\n vec2 pigmentCell = floor(pr * max(scale * 0.18, 32.0));\n float pigmentMask = smoothstep(0.28, 0.82, vnoise(pr * scale * 0.21 + 19.0));\n result = brokenColorJitter(\n result,\n hash21(pigmentCell + 17.0),\n hash21(pigmentCell * 2.1 + 31.0),\n 0.45 + 0.55 * pigmentMask\n );\n\n // Crayon is saturation-amplified (the wax chroma punch — but DRY, no sheen).\n result = saturate3(result, 1.08);\n\n return result;\n}\n\n// ── StrokeProfile — the oil-stroke parameter vector (AX.W12, slice 8 F6) ──────\n// The SBR \"stroke = parameter vector\" canon (facet 11): the per-mode if-ladder knobs\n// become struct FIELDS — logic-as-DATA, not an imperative branch. profileFor(medium,\n// mode) populates the profile for a (medium, mode) pair; paintStrokeLayers(profile) runs\n// the four-layer bestOil/paintOver cascade off it. A new medium (the W13 van-Gogh /\n// oil-pastel profiles) AUTHORS a profile entry — it never edits a monolith.\nstruct StrokeProfile {\n int shapeType; // 0 tapered, 1 load-drag, 2 dab, 3 even, 4 comma/crescent\n float bristleAmp; // edge raggedness 0..0.5\n float streakFreq; // internal-streak spatial frequency\n float streakAmp; // internal-streak amplitude\n float impastoAmp; // paint-thickness contribution (the relight reads the height)\n float hardness; // edge-compositing crispness 0..1\n float toothScale; // canvas-tooth (linen weave) spatial frequency\n float toothAmp; // canvas-tooth amplitude\n float pigmentSat; // pigment saturation boost (OKLCh chroma scale)\n float densityBig; // layer-1 (big gestural) placement density gate\n float densityMed; // layer-2 (medium body) placement density gate\n float densitySml; // layer-3 (small dabs) placement density gate\n float energyGrade; // AX.W13 — SBR energy-grade magnitude (0 off; 1 the van-Gogh\n // Starry-Night length cascade). The energy grade is a PROFILE\n // field, NOT a buried uMedium==5 bestOil branch (slice 8 F0).\n float impastoFloor;// AX.W13 — the per-stroke height-crown floor (0.4 oil falloff;\n // 1.0 van-Gogh FULL-height crown so each dab catches its glint).\n float densityFill; // AX.W13 — layer-4 fill-dab density. Oil/oil-pastel fill the\n // bald spots (0.95, full coverage); van-Gogh sets it LOW so the\n // sparse atomic dabs keep their visible inter-stroke ground gaps\n // (the atomicity read — a 0.95 fill would close every gap to a smear).\n float groundFloor; // AX.W13 — the bare-ground darken floor. The gaps between strokes\n // (low accumulated height) multiply toward this floor, so van-Gogh's\n // sparse atomic dabs read over a visibly darker underpainting (the\n // Starry-Night visible ground). Oil/oil-pastel keep 1.0 (no darken).\n};\n\n// The (medium, mode) -> StrokeProfile selector. The if-ladder's knobs are the profile's\n// fields; a new medium adds a CASE here (never an edit to a dispatch body). mode is the\n// uStrokeMode oil-stroke sub-mode (0 oil, 1 palette-knife, 3 brushwork). crayon\n// (uMedium==4) is a PEER tooth-multiply medium that never reaches the stroke cascade.\n// The painterly STROKE mediums are oil (MEDIUM_OIL), van-Gogh (MEDIUM_VANGOGH) and\n// oil-pastel (MEDIUM_OILPASTEL) — each AUTHORS its own profile entry below.\n" + Se + "\n// The single parameterized four-layer stroke cascade (AX.W12). The four hand-unrolled\n// bestOil/paintOver invocations collapse into ONE body driven by the profile + the\n// uniform-derived per-layer scale/anisotropy multipliers (which are mode-INVARIANT — the\n// per-layer offsets, seeds, and len/wid muls are fixed across modes, so they stay here as\n// the cascade's structure; only the profile's knobs differentiate the medium). The\n// mode passes through for the two mode-special-cased shapes (knife layer-3 dabs +\n// layer-4 fill shape), which are placement details of the cascade, not profile knobs.\nvoid paintStrokeLayers(inout vec3 col, inout float height, StrokeProfile prof,\n int mode, vec2 p, float t) {\n // Scales & multipliers from uniforms (mode-invariant cascade structure).\n float baseScale = max(uStrokeScale * 0.006, 0.008);\n // Three primary layers: big gestural, medium body, small dabs.\n // W-AUR-STUDIO D5 — the −5/3 radii respacing was MEASURED + REVERTED (recorded, not\n // silently struck). The φ-adjacent geometric candidate (2.4 / 1.45 / 0.87, a fixed\n // ≈1.66× step) moved oil-pastel β −2.534 → −2.413 — TOWARD the −5/3 band but NOT into\n // it (floor −1.85), so the keep-iff-into-band gate failed. The single-pass WebGL2 path\n // is the true limiter (HC-aurora §5): the oil-pastel β + the oil/oil-pastel anisotropy\n // residual stays the oil/oil-pastel stroke-cascade ceiling. BB.W-AUR-KUWAHARA DECIDED the\n // booking: the SOFT anisotropic-Kuwahara finish ships as the OPT-IN mediumKuwahara() body\n // (uMedium==7) the consumer selects — NOT a re-tune of these oil/oil-pastel knobs. The\n // hand-set 2.4 / 1.1 / 0.45 stays — it is van-Gogh's landed-band spacing.\n float sBig = baseScale * 2.4;\n float sMed = baseScale * 1.1;\n float sSml = baseScale * 0.45;\n\n // Strokes are elongated HARD (long·thin) so the rendered field reads strongly\n // directional — the §4.2 structure-tensor anisotropy lift. A short fat dab is locally\n // isotropic and drags the measured A down; a long thin stroke that hugs the tensor\n // tangent is what gives Starry Night its A≈0.83. The width muls are pulled tighter to\n // keep the long·thin aspect.\n float lenMulBig = mix(3.0, 5.2, uStrokeAnisotropy);\n float widMulBig = mix(0.42, 0.22, uStrokeAnisotropy);\n float lenMulMed = mix(2.8, 4.8, uStrokeAnisotropy);\n float widMulMed = mix(0.40, 0.21, uStrokeAnisotropy);\n float lenMulSml = mix(2.2, 3.6, uStrokeAnisotropy);\n float widMulSml = mix(0.36, 0.23, uStrokeAnisotropy);\n\n float jitterAmt = 0.75; // large jitter — no grid\n vec2 flow = flowField(p, t);\n\n // Layer 1 — big gestural strokes (sparse, shaping)\n StrokeHit hBig = bestOil(p, sBig, lenMulBig, widMulBig, jitterAmt * 0.55,\n prof.densityBig, prof.shapeType, prof.bristleAmp, flow, t, 1.3,\n prof.energyGrade);\n paintOver(col, height, hBig, prof.streakFreq * 0.7, prof.streakAmp,\n uImpasto * prof.impastoAmp * uStrokeAmount, prof.hardness, 1.3, prof.impastoFloor);\n\n // Layer 2 — medium body strokes\n StrokeHit hMed = bestOil(p + vec2(11.3, 3.7), sMed, lenMulMed, widMulMed,\n jitterAmt, prof.densityMed, prof.shapeType, prof.bristleAmp, flow, t, 2.7,\n prof.energyGrade);\n paintOver(col, height, hMed, prof.streakFreq, prof.streakAmp,\n uImpasto * prof.impastoAmp * uStrokeAmount, prof.hardness, 2.7, prof.impastoFloor);\n\n // Layer 3 — small strokes (more frequent, smaller). Even the knife layer-3 stays the\n // medium's DIRECTIONAL shape, not a round dab — the round-dab sparkle was a fine-scale\n // isotropic speckle that dragged the §4.2 anisotropy down + rolled the §4.3 slope shallow.\n int smlShape = prof.shapeType;\n StrokeHit hSml = bestOil(p + vec2(-5.1, 8.4), sSml, lenMulSml, widMulSml,\n jitterAmt * 0.9, prof.densitySml, smlShape,\n prof.bristleAmp * 0.85, flow, t, 4.1, prof.energyGrade);\n paintOver(col, height, hSml, prof.streakFreq * 1.4, prof.streakAmp * 0.6,\n uImpasto * prof.impastoAmp * 0.45 * uStrokeAmount, prof.hardness, 4.1, prof.impastoFloor);\n\n // Layer 4 — fill strokes (dense, fine) — cover bald spots. The density is\n // PROFILE-driven (prof.densityFill): oil/oil-pastel fill to full coverage; van-Gogh\n // keeps it sparse so the bare-ground gaps between its atomic dabs survive. The fill is\n // ELONGATED + flow-oriented (NOT a round dab) — a dense round-dab fill is locally\n // isotropic and was the dominant §4.2 anisotropy sink; an oriented fine stroke keeps the\n // fill directional so the whole field reads coherent.\n float sFill = baseScale * 0.22;\n float lenMulFill = mix(2.0, 3.2, uStrokeAnisotropy);\n float widMulFill = mix(0.34, 0.24, uStrokeAnisotropy);\n int fillShape = (mode == 1) ? 3 : prof.shapeType; // knife=even; others inherit the medium's directional shape\n StrokeHit hFill = bestOil(p + vec2(3.9, -6.2), sFill, lenMulFill, widMulFill,\n jitterAmt * 0.8, prof.densityFill, fillShape,\n prof.bristleAmp * 0.6, flow, t, 8.9, prof.energyGrade);\n // The fill is a low-relief, low-streak base coat — it covers bald spots WITHOUT adding\n // fine bright speckle (a high-impasto/high-streak fill caught a per-dab glint that read\n // as isotropic noise over the directional macro strokes — the §4.2/§4.3 sink). Its\n // positional jitter is tamed too so the fill strokes stay flow-aligned, not scattered.\n paintOver(col, height, hFill, prof.streakFreq * 1.2, prof.streakAmp * 0.35,\n uImpasto * prof.impastoAmp * 0.18 * uStrokeAmount, prof.hardness * 0.9, 8.9, prof.impastoFloor);\n\n // Optional crosshatch layer\n if (uStrokeLayers == 2) {\n vec2 flow2 = vec2(-flow.y, flow.x);\n StrokeHit hX = bestOil(p + vec2(7.3, -2.1), sMed, lenMulMed * 0.9, widMulMed,\n jitterAmt, prof.densityMed * 0.7, prof.shapeType, prof.bristleAmp, flow2, t, 6.5,\n prof.energyGrade);\n paintOver(col, height, hX, prof.streakFreq, prof.streakAmp * 0.85,\n uImpasto * prof.impastoAmp * 0.55 * uStrokeAmount, prof.hardness, 6.5, prof.impastoFloor);\n }\n}\n\n// The shared stroke-medium SUBSTRATE finish (AX.W12 + AX.W13): paint the four-layer\n// cascade off the profile, then canvas-tooth + relight + saturation. The three painterly\n// STROKE mediums (oil / van-Gogh / oil-pastel) each AUTHOR their own profile and call\n// this — the substrate is shared, the PROFILE (not a dispatch-body fork) differentiates\n// the medium (slice 8 F6). mode passes through for the cascade's mode-special-cased shapes.\nvec3 paintStrokeMedium(vec3 col, vec2 p, float t, StrokeProfile prof, int mode) {\n vec3 result = col;\n // AW.W4.2 — accumulated paint HEIGHT across the stroke layers. The relight reads\n // its gradient for the normal; the canvas tooth seeds the base relief.\n float height = 0.0;\n paintStrokeLayers(result, height, prof, mode, p, t);\n\n // Canvas tooth — linen weave\n float tooth1 = vnoise(p * prof.toothScale);\n float tooth2 = vnoise(p * prof.toothScale * vec2(0.6, 2.4) + 37.0);\n float tooth = (0.6 * tooth1 + 0.4 * tooth2) - 0.5;\n result *= 1.0 + tooth * prof.toothAmp * uCanvasGrain;\n\n // AW.W4.2 — relight the accumulated paint height with the movable uLightDir\n // source (diffuse + Blinn specular, in LINEAR before aces()). The canvas tooth\n // is the base relief term so the weave also catches the raking light.\n float canvasBase = tooth * prof.toothAmp * 0.5;\n result = relightImpasto(result, height, canvasBase);\n\n // AX.W13 — the visible ground. The bare-ground gaps (low accumulated stroke height)\n // multiply toward prof.groundFloor, so van-Gogh's sparse atomic dabs read as separable\n // marks over a darker underpainting (oil/oil-pastel keep groundFloor=1.0 → no-op). The\n // smoothstep keeps the impasto dabs (high height) at full value; only the open ground\n // between them darkens.\n result *= mix(prof.groundFloor, 1.0, smoothstep(0.0, 0.38, height));\n\n // Pigment saturation boost\n result = saturate3(result, prof.pigmentSat);\n\n return result;\n}\n\nvec3 mediumOil(vec3 col, vec2 p, float t) {\n // The oil medium is a thin body: fetch the oil profile (mode-dispatched), paint via\n // the shared stroke substrate. uStrokeMode: 0 oil (gestural), 1 knife, 3 brushwork.\n int mode = uStrokeMode;\n StrokeProfile prof = profileFor(MEDIUM_OIL, mode);\n return paintStrokeMedium(col, p, t, prof, mode);\n}\n\n#define MEDIUM_KUWAHARA 7\n\n// ── Kuwahara — the anisotropic generalized Kuwahara painterly finish (uMedium==7,\n// BB.W-AUR-KUWAHARA) ───────────────────────────────────────────────────────────────\n// The SOTA edge-preserving painterly smoothing: the generalized/anisotropic Kuwahara\n// of Kyprianidis 2010, the SOFT polynomial-weighted variant (NOT the pre-2010 hard\n// argmin, which BANDS the flat field into an 8-spoke pinwheel — the §4.2 anti-regression).\n// Aurora is a PROCEDURAL field (no input texture), so the operator runs over the\n// sampleBase() color field directly: an elliptical kernel oriented along the structure\n// tensor (elongated along the edge-tangent, narrowed across by the anisotropy), divided\n// into 8 overlapping sectors via smooth weights; each sector accumulates a weighted mean\n// + variance, and the output is the variance-weighted blend of the sector means\n// (1/(1+var^q) — the low-variance sectors dominate, the SOFT criterion). The result is\n// flat painterly oil-paint patches with crisp colour-zone boundaries — the §4.3 −5/3\n// cascade carried by the multi-scale patch structure, the §4.2 anisotropy carried by the\n// ellipse hugging the tensor. Single-pass small-radius WebGL2 form: 4 rings × 8 angular\n// taps = 32 procedural neighbourhood samples (cost-bounded; the offscreen-park / PRM\n// freeze the substrate owns is untouched — a parked frame attaches zero of these taps).\nvec3 mediumKuwahara(vec3 col, vec2 p, float t) {\n // Orient the kernel along the structure-tensor edge-tangent + read the coherence A.\n vec3 stf = structureTensorField(p, t, flowField(p, t));\n vec2 tangent = stf.xy;\n float A = stf.z;\n // The ellipse axes: major along the tangent, minor across. Anisotropy squeezes the\n // minor axis (coherent zones → long-thin patch along the colour band; flat zones →\n // near-circular so the operator degrades gracefully to the isotropic Kuwahara). The\n // base radius rides uStrokeScale so the painterly patch size tracks the studio knob.\n float radius = clamp(0.010 + uStrokeScale * 0.00018, 0.006, 0.024);\n float aniso = mix(1.0, 0.34, clamp(A, 0.0, 1.0)); // minor/major axis ratio\n vec2 ax = tangent; // major-axis unit vector (edge-tangent)\n vec2 ay = vec2(-tangent.y, tangent.x); // minor-axis unit vector (edge-normal)\n\n // 8 sectors, soft polynomial weights. Each sector i centers on angle i·45°; a sample's\n // sector weight is a smooth gaussian-of-angular-distance so sectors OVERLAP (no hard\n // argmin → no pinwheel banding). The center sample seeds all sectors equally.\n const int SECTORS = 8;\n vec3 m[8]; // per-sector weighted colour sum\n vec3 s[8]; // per-sector weighted colour² sum (for variance)\n float w[8]; // per-sector weight sum\n for (int i = 0; i < SECTORS; i++) { m[i] = vec3(0.0); s[i] = vec3(0.0); w[i] = 0.0; }\n\n // 4 rings × 8 angular taps over the elliptical disc. Each tap: sample the procedural\n // field, then deposit into the sectors by the soft angular weight × the radial falloff.\n const int RINGS = 4;\n const int TAPS = 8;\n for (int r = 1; r <= RINGS; r++) {\n float rr = float(r) / float(RINGS); // 0.25 .. 1.0\n float radial = 1.0 - 0.6 * rr; // inner taps weigh more (gaussian-ish)\n for (int a = 0; a < TAPS; a++) {\n float ang = 6.2831853 * float(a) / float(TAPS);\n // Elliptical offset: major axis full radius, minor axis squeezed by aniso.\n vec2 dirE = ax * cos(ang) + ay * (sin(ang) * aniso);\n vec2 off = dirE * (radius * rr);\n vec3 c = sampleBase(p + off, t);\n // The sample's angular bin (its sector) — soft, so it spills into neighbours.\n for (int k = 0; k < SECTORS; k++) {\n float sectorAng = 6.2831853 * float(k) / float(SECTORS);\n // Smallest signed angular distance to the sector center.\n float d = ang - sectorAng;\n d = atan(sin(d), cos(d)); // wrap to [-π, π]\n float sw = exp(-d * d * 2.2) * radial; // gaussian angular weight × radial\n m[k] += c * sw;\n s[k] += c * c * sw;\n w[k] += sw;\n }\n }\n }\n\n // Per-sector mean + scalar luma-variance, then the SOFT variance-weighted blend.\n vec3 accum = vec3(0.0);\n float accumW = 0.0;\n for (int k = 0; k < SECTORS; k++) {\n float wk = max(w[k], 1e-4);\n vec3 mean = m[k] / wk;\n vec3 var3 = max(s[k] / wk - mean * mean, vec3(0.0));\n float variance = dot(var3, W_LUMA); // perceptual scalar variance\n // SOFT criterion: low-variance sectors (flat, inside a colour zone) dominate; a\n // high-variance sector (straddling an edge) is suppressed. q controls the sharpness;\n // a finite q (not argmin) keeps the blend continuous → no pinwheel spoke.\n float sectorW = 1.0 / (1.0 + pow(variance * 320.0, 4.0));\n accum += mean * sectorW;\n accumW += sectorW;\n }\n vec3 result = accum / max(accumW, 1e-4);\n\n // The center sample anchors the result in near-flat zones (where every sector reads the\n // same colour) so the operator is a no-op there — the smoothing only BITES at edges.\n vec3 center = sampleBase(p, t);\n result = mix(center, result, clamp(0.35 + 0.65 * A, 0.0, 1.0));\n\n // A faint canvas tooth + pigment-saturation lift so the flattened patches read as\n // oil-paint, not a posterized blur (the painterly identity the smoothing alone lacks).\n float tooth = vnoise(p * 300.0) - 0.5;\n result *= 1.0 + tooth * 0.06 * uCanvasGrain;\n result = saturate3(result, 1.04);\n\n // Blend toward the incoming col by uStrokeAmount so the studio amount knob controls\n // the finish strength (uStrokeAmount=0 → the raw field passes through; default → full).\n return mix(col, result, clamp(uStrokeAmount, 0.0, 1.0));\n}\n\n" + xe + "// AX.W13 — the oil-pastel medium (uMedium==6) is a DISTINCT stroke-deposition body,\n// split out of the dry-crayon tooth-multiply (mediumCrayon) (slice 8 F1). It DEPOSITS\n// broad smeared directional strokes via the same brush engine with a creamy soft\n// hardness, heavy pigment build-up where strokes overlap, and a chroma punch — the\n// stroke-deposition model that gives oil-pastel its depth and less-uniform read.\n// Shares the SUBSTRATE (the stroke cascade + tooth + relight) with oil/van-Gogh, NOT\n// the dispatch body of dry crayon. The bridge forces tensor orientation.\nvec3 mediumOilPastel(vec3 col, vec2 p, float t) {\n StrokeProfile prof = profileFor(MEDIUM_OILPASTEL, 0);\n return paintStrokeMedium(col, p, t, prof, 0);\n}", k = "\n", Te = `#version 300 es
11
13
  precision highp float;
12
14
 
13
15
  in vec2 vUv;
@@ -42,7 +44,7 @@ uniform float uValueVariance;
42
44
  uniform float uWarpAmount;
43
45
  uniform float uWarpScale;
44
46
  uniform float uWarpDrift;
45
- uniform int uWarpMode; // 0=fbm 1=cellular 2=hybrid
47
+ uniform int uWarpMode; // 0=fbm 1=cellular 2=hybrid 3=curl (BB.B1 — opt-in Bridson flow warp)
46
48
  uniform int uNoiseOctaves;
47
49
 
48
50
  // Medium
@@ -142,7 +144,7 @@ float vnoise(vec2 p) {
142
144
  // The rotated-octave FBM rotation constant — spliced from the shared chunk (AV.W2
143
145
  // — the one FBM_ROT). The loop below stays aurora-local (2.02 lacunarity +
144
146
  // uniform-driven octaves, per §3a — only the rotation constant converges).
145
- ${o}
147
+ ${a}
146
148
 
147
149
  float fbm(vec2 p) {
148
150
  float v = 0.0;
@@ -156,6 +158,19 @@ float fbm(vec2 p) {
156
158
  return v;
157
159
  }
158
160
 
161
+ // BB.B1 — the shared curl-noise flow chunk (curlFBM), spliced from the single source
162
+ // procedural surfaces share (the AV.W2 shared-chunk precedent, applied to FLOW). The
163
+ // chunk owns ONLY the basis-agnostic curl operator; the host owns the noise basis —
164
+ // aurora wraps its OWN fbm as the scalar potential (so curl rides the same 2.02-
165
+ // lacunarity loop the rest of the warp uses). The curl operator is consumed ONLY on
166
+ // the OPT-IN warpMode == "curl" branch (uWarpMode == 3) — the default warp paths are
167
+ // byte-untouched (no curl call), so every existing aurora gate stays byte-equivalent.
168
+ ${ge}
169
+
170
+ // The scalar fbm potential ψ for curlFBM — aurora's own fbm. The splice above
171
+ // forward-declares potentialFBM; this defines it (ES 3.00 allows the prototype).
172
+ float potentialFBM(vec2 p) { return fbm(p); }
173
+
159
174
  // AX.W12 — the painterly-medium organic noise basis (Jarzynski PCG2D integer-bit hash
160
175
  // + 2D simplex gradient noise), SPLICED from the shared procedural-color chunk (the
161
176
  // single hash source).
@@ -164,19 +179,19 @@ float fbm(vec2 p) {
164
179
  // fbm above (the cost-tiering is preserved per AX.W12 §3a — this is an ADDITIVE basis,
165
180
  // not a blanket upgrade). The aurora-local hash21/vnoise/fbm loop stays (legitimately
166
181
  // divergent per the chunk's §3a).
167
- ${u}
182
+ ${t}
168
183
 
169
184
  // The sRGB OETF (linearToSrgb) — spliced from the shared procedural-color chunk
170
185
  // (AV.W2 — the single OETF source; the AV.W1 local copy is deleted here). Aurora's
171
186
  // linear pipeline closes the seam with this transfer before fragColor (the
172
187
  // proof:aurora-space-gamma seam).
173
- ${c}
188
+ ${r}
174
189
 
175
190
  // W5 — the four Ottosson OKLab/OKLCh matrices + their space fns, spliced from the
176
191
  // SAME shared chunk the goo-blob uses (zero new payload, 1e-6-verified). PI is
177
192
  // defined first because the chunk's oklabToOklch folds the hue into [0, 2pi).
178
193
  const float PI = 3.141592653589793;
179
- ${n}
194
+ ${i}
180
195
 
181
196
  // ── OKLCh palette ramp (W5 interp · AX.W11 single-sourced twin) ───────────────
182
197
  // The muddy-midtone kill: distant-hue stops interpolated by a plain linear mix()
@@ -188,7 +203,7 @@ ${n}
188
203
  // the smoothstep-eased samplePaletteRamp dispatcher) is SPLICED from the shared
189
204
  // procedural-color chunk (the single ramp source). composition.glsl.ts's
190
205
  // samplePalette calls samplePaletteRamp.
191
- ${i}
206
+ ${n}
192
207
 
193
208
  // Interleaved Gradient Noise (Jimenez) — a 1-LSB triangular dither applied in
194
209
  // DISPLAY space AFTER the OETF, so 8-bit mid-tone banding on the soft gradient is
@@ -232,6 +247,13 @@ vec2 domainWarp(vec2 p, float t) {
232
247
  float c1 = cellular(p * uWarpScale * 1.2);
233
248
  float c2 = cellular(p * uWarpScale * 1.2 + vec2(11.0, 7.0));
234
249
  warp = mix(r, vec2(c1, c2), 0.5);
250
+ } else if (uWarpMode == 3) {
251
+ // BB.B1 — curl (Bridson flow warp). The divergence-free curl of an fbm potential
252
+ // advects the field along a source-free swirl — folds + stretches like fluid
253
+ // advection, never the source-y bulge a raw fbm gradient produces. The potential
254
+ // scrolls on the same warp-drift clock; curlFBM is the shared chunk's operator.
255
+ vec2 fp = p * uWarpScale + vec2(t * uWarpDrift * K_WARP);
256
+ warp = curlFBM(fp);
235
257
  }
236
258
  vec2 warped = p + uWarpAmount * warp;
237
259
 
@@ -257,14 +279,35 @@ vec2 domainWarp(vec2 p, float t) {
257
279
  return warped;
258
280
  }
259
281
 
260
- ` + le + A + ue + A + "// ── Color utils (OKLCh — W5; the sRGB YIQ hueShift matrix is DELETED) ──────────\nconst vec3 W_LUMA = vec3(0.2126, 0.7152, 0.0722);\n\n// Linear sRGB → OKLab (the cbrt-LMS path; the goo-blob's srgbToOklab takes gamma,\n// here the color field is already linear so we skip the OETF inverse).\nvec3 linOklab(vec3 lin) {\n vec3 lms = LINEAR_SRGB_TO_LMS * lin;\n return LMS_TO_OKLAB * (sign(lms) * pow(abs(lms), vec3(1.0 / 3.0)));\n}\n\n// Broken color (W5) — hue + chroma jitter at fixed PERCEPTUAL lightness, in OKLCh.\n// Broken color is hue variation at constant VALUE, which only OKLCh makes true (the\n// prior YIQ-style sRGB rotation muddied value). This is the seam AW.W4's van-Gogh /\n// oil-pastel per-stroke pigment jitter consumes (the pigment-variation read).\nvec3 brokenColorJitter(vec3 c, float hueSeed, float valueSeed, float strength) {\n float amt = clamp(uBrokenColor * strength, 0.0, 1.0);\n if (amt <= 0.001) return c;\n vec3 lch = oklabToOklch(linOklab(c));\n // ±~16° hue swing + ±~12% chroma swing; L held so value reads constant.\n lch.z += (hueSeed - 0.5) * (32.0 * PI / 180.0) * amt;\n lch.y = max(lch.y * (1.0 + (valueSeed - 0.5) * 0.28 * amt), 0.0);\n return max(oklabToLinearSrgb(oklchToOklab(lch)), vec3(0.0));\n}\n\n// Saturation (W5) — chroma scale at fixed L/H in OKLCh (the perceptual saturation,\n// replacing the luma-mix sRGB form). amt=1 is identity; amt<1 desaturates toward\n// the achromatic axis with NO lightness shift (the muddy-luma-mix grey is gone).\nvec3 saturate3(vec3 c, float amt) {\n vec3 lch = oklabToOklch(linOklab(c));\n lch.y = max(lch.y * amt, 0.0);\n return max(oklabToLinearSrgb(oklchToOklab(lch)), vec3(0.0));\n}\n\n" + de + A + me + A + fe + A + he + A + "\n// ── Main ──────────────────────────────────────────────────────────────────\nvoid main() {\n // Normalized 0..1 coordinates for nuclei, domain warp, and medium sampling.\n vec2 uv = vUv;\n vec2 pN = uv;\n\n float t = uTime;\n\n // Warp in pN space\n vec2 p_warp = domainWarp(pN, t);\n\n // Composition\n float paletteId; float valueMod;\n nucleiField(p_warp, t, paletteId, valueMod);\n vec3 col = samplePalette(paletteId);\n col *= 1.0 + uValueVariance * valueMod;\n\n // Breath — slow global luminance wobble\n float breath = sin(t * 6.2831 / max(uBreathPeriod, 1.0));\n col *= 1.0 + uBreathDepth * breath * 0.5;\n\n // Medium dispatch (AX.W13 — each is a FIRST-CLASS body, no shared dispatch):\n // 1 pastel · 2 watercolor · 3 oil · 4 crayon (DRY tooth-multiply) ·\n // 5 van-Gogh (atomic comma/crescent dabs) · 6 oil-pastel (stroke deposition).\n // van-Gogh is no longer a mediumOil passthrough; oil-pastel and crayon no longer\n // share a body — they share the SUBSTRATE (the tooth/placement helpers), not the\n // dispatch body (slice 8 F0/F1).\n if (uMedium == 1) col = mediumPastel(col, pN, t);\n else if (uMedium == 2) col = mediumWatercolor(col, pN, t);\n else if (uMedium == 3) col = mediumOil(col, pN, t);\n else if (uMedium == 4) col = mediumCrayon(col, pN, t);\n else if (uMedium == 5) col = mediumVangogh(col, pN, t);\n else if (uMedium == 6) col = mediumOilPastel(col, pN, t);\n\n // Saturation trim\n col = saturate3(col, uSaturation);\n\n // Tonemap + film grain\n col = aces(col);\n float grain = hash21(gl_FragCoord.xy + t * 17.0);\n col += (grain - 0.5) * uPaperGrain;\n\n col = clamp(col * 0.985 + 0.008, 0.0, 1.0);\n\n // MANDATORY OETF — closes the seam (mirrors metaball.frag.ts:278). The whole\n // pipeline above (linear palette LUT, ACES tonemap, grain) runs in LINEAR; without\n // this transfer the aurora ships ~2.2× too dark (linear 0.5 → ~0.215, not ~0.735).\n col = linearToSrgb(col);\n\n // 1-LSB triangular IGN dither in DISPLAY space, AFTER the OETF — breaks 8-bit\n // mid-tone banding on the soft gradient. Texture-free (the canonical Jimenez IGN).\n col += (1.0 / 255.0) * (ign(gl_FragCoord.xy) - 0.5);\n\n // Premultiply operates on DISPLAY-space color (matches the blob: OETF, then premul).\n fragColor = vec4(col * uAlpha, uAlpha);\n}\n", j = "[Aurora]", M = /* @__PURE__ */ "uTime.uPalette.uStopCount.uNucleiCount.uNucleiPos.uNucleiRadius.uNucleiPaletteBias.uNucleiValueBias.uNucleiDriftRadius.uNucleiDriftPhase.uNucleiElong.uNucleiAngle.uSoftmaxBeta.uValueVariance.uWarpAmount.uWarpScale.uWarpDrift.uWarpMode.uNoiseOctaves.uMedium.uHuePath.uFlowPattern.uFlowFocal.uFlowAngle.uFlowCurl.uCursor.uCursorStrength.uCursorRadius.uCursorVelocity.uCursorBurst.uStrokeAmount.uStrokeScale.uStrokeAnisotropy.uStrokeLayers.uStrokeMode.uStrokeOrient.uLightDir.uLightColor.uWetEdge.uGranulation.uImpasto.uBrokenColor.uCanvasGrain.uNucleiDrift.uPaletteDrift.uBreathDepth.uBreathPeriod.uSaturation.uPaperGrain.uAlpha".split(".");
261
- function N(e, t, n) {
262
- let r = l(e, e.VERTEX_SHADER, t, j), i = l(e, e.FRAGMENT_SHADER, n, j), o = a(e, r, i, j);
263
- e.useProgram(o);
264
- let s = e.createVertexArray();
265
- e.bindVertexArray(s);
266
- let c = e.createBuffer();
267
- e.bindBuffer(e.ARRAY_BUFFER, c), e.bufferData(e.ARRAY_BUFFER, new Float32Array([
282
+ ` + _e + k + ve + k + "// ── Color utils (OKLCh — W5; the sRGB YIQ hueShift matrix is DELETED) ──────────\nconst vec3 W_LUMA = vec3(0.2126, 0.7152, 0.0722);\n\n// Linear sRGB → OKLab (the cbrt-LMS path; the goo-blob's srgbToOklab takes gamma,\n// here the color field is already linear so we skip the OETF inverse).\nvec3 linOklab(vec3 lin) {\n vec3 lms = LINEAR_SRGB_TO_LMS * lin;\n return LMS_TO_OKLAB * (sign(lms) * pow(abs(lms), vec3(1.0 / 3.0)));\n}\n\n// Broken color (W5) — hue + chroma jitter at fixed PERCEPTUAL lightness, in OKLCh.\n// Broken color is hue variation at constant VALUE, which only OKLCh makes true (the\n// prior YIQ-style sRGB rotation muddied value). This is the seam AW.W4's van-Gogh /\n// oil-pastel per-stroke pigment jitter consumes (the pigment-variation read).\nvec3 brokenColorJitter(vec3 c, float hueSeed, float valueSeed, float strength) {\n float amt = clamp(uBrokenColor * strength, 0.0, 1.0);\n if (amt <= 0.001) return c;\n vec3 lch = oklabToOklch(linOklab(c));\n // ±~16° hue swing + ±~12% chroma swing; L held so value reads constant.\n lch.z += (hueSeed - 0.5) * (32.0 * PI / 180.0) * amt;\n lch.y = max(lch.y * (1.0 + (valueSeed - 0.5) * 0.28 * amt), 0.0);\n return max(oklabToLinearSrgb(oklchToOklab(lch)), vec3(0.0));\n}\n\n// Saturation (W5) — chroma scale at fixed L/H in OKLCh (the perceptual saturation,\n// replacing the luma-mix sRGB form). amt=1 is identity; amt<1 desaturates toward\n// the achromatic axis with NO lightness shift (the muddy-luma-mix grey is gone).\nvec3 saturate3(vec3 c, float amt) {\n vec3 lch = oklabToOklch(linOklab(c));\n lch.y = max(lch.y * amt, 0.0);\n return max(oklabToLinearSrgb(oklchToOklab(lch)), vec3(0.0));\n}\n\n" + ye + k + Ce + k + be + k + we + k + "\n// ── Main ──────────────────────────────────────────────────────────────────\nvoid main() {\n // Normalized 0..1 coordinates for nuclei, domain warp, and medium sampling.\n vec2 uv = vUv;\n vec2 pN = uv;\n\n float t = uTime;\n\n // Warp in pN space\n vec2 p_warp = domainWarp(pN, t);\n\n // Composition\n float paletteId; float valueMod;\n nucleiField(p_warp, t, paletteId, valueMod);\n vec3 col = samplePalette(paletteId);\n col *= 1.0 + uValueVariance * valueMod;\n\n // Breath — slow global luminance wobble\n float breath = sin(t * 6.2831 / max(uBreathPeriod, 1.0));\n col *= 1.0 + uBreathDepth * breath * 0.5;\n\n // Medium dispatch (AX.W13 — each is a FIRST-CLASS body, no shared dispatch):\n // 1 pastel · 2 watercolor · 3 oil · 4 crayon (DRY tooth-multiply) ·\n // 5 van-Gogh (atomic comma/crescent dabs) · 6 oil-pastel (stroke deposition) ·\n // 7 kuwahara (anisotropic-Kuwahara edge-preserving painterly finish — BB.W-AUR-KUWAHARA).\n // van-Gogh is no longer a mediumOil passthrough; oil-pastel and crayon no longer\n // share a body — they share the SUBSTRATE (the tooth/placement helpers), not the\n // dispatch body (slice 8 F0/F1). Kuwahara is OPT-IN (default-off — no preset selects\n // it unless a config explicitly sets medium:\"kuwahara\"); the smooth default + the\n // van-Gogh HERO + the existing painterly bodies are byte-unchanged by its addition.\n if (uMedium == 1) col = mediumPastel(col, pN, t);\n else if (uMedium == 2) col = mediumWatercolor(col, pN, t);\n else if (uMedium == 3) col = mediumOil(col, pN, t);\n else if (uMedium == 4) col = mediumCrayon(col, pN, t);\n else if (uMedium == 5) col = mediumVangogh(col, pN, t);\n else if (uMedium == 6) col = mediumOilPastel(col, pN, t);\n else if (uMedium == 7) col = mediumKuwahara(col, pN, t);\n\n // Saturation trim\n col = saturate3(col, uSaturation);\n\n // Tonemap + film grain\n col = aces(col);\n float grain = hash21(gl_FragCoord.xy + t * 17.0);\n col += (grain - 0.5) * uPaperGrain;\n\n col = clamp(col * 0.985 + 0.008, 0.0, 1.0);\n\n // MANDATORY OETF — closes the seam (mirrors metaball.frag.ts:278). The whole\n // pipeline above (linear palette LUT, ACES tonemap, grain) runs in LINEAR; without\n // this transfer the aurora ships ~2.2× too dark (linear 0.5 → ~0.215, not ~0.735).\n col = linearToSrgb(col);\n\n // 1-LSB triangular IGN dither in DISPLAY space, AFTER the OETF — breaks 8-bit\n // mid-tone banding on the soft gradient. Texture-free (the canonical Jimenez IGN).\n col += (1.0 / 255.0) * (ign(gl_FragCoord.xy) - 0.5);\n\n // Premultiply operates on DISPLAY-space color (matches the blob: OETF, then premul).\n fragColor = vec4(col * uAlpha, uAlpha);\n}\n";
283
+ //#endregion
284
+ //#region src/components/custom/aurora/constants/renderMode.ts
285
+ function A() {
286
+ let e;
287
+ try {
288
+ e = f();
289
+ } catch {
290
+ return !1;
291
+ }
292
+ return e === null ? !1 : e.includes("swiftshader") || e.includes("llvmpipe") || e.includes("software") || e.includes("basic render") || e.includes("microsoft basic");
293
+ }
294
+ function Ee(e, t = {}) {
295
+ if (e !== "css" && !t.forceWebGLUnderSoftwareRaster && A()) return "css";
296
+ if (e !== "auto") return e;
297
+ if (typeof navigator > "u" || typeof window > "u") return "webgl";
298
+ let n = typeof navigator.hardwareConcurrency == "number" && navigator.hardwareConcurrency <= 4, r = typeof window.matchMedia == "function" && window.matchMedia("(prefers-reduced-motion: reduce)").matches, i = navigator.connection?.saveData === !0;
299
+ return n || r || i ? "css" : "webgl";
300
+ }
301
+ //#endregion
302
+ //#region src/components/custom/aurora/composables/glSetup.ts
303
+ var j = "[Aurora]", De = /* @__PURE__ */ "uTime.uPalette.uStopCount.uNucleiCount.uNucleiPos.uNucleiRadius.uNucleiPaletteBias.uNucleiValueBias.uNucleiDriftRadius.uNucleiDriftPhase.uNucleiElong.uNucleiAngle.uSoftmaxBeta.uValueVariance.uWarpAmount.uWarpScale.uWarpDrift.uWarpMode.uNoiseOctaves.uMedium.uHuePath.uFlowPattern.uFlowFocal.uFlowAngle.uFlowCurl.uCursor.uCursorStrength.uCursorRadius.uCursorVelocity.uCursorBurst.uStrokeAmount.uStrokeScale.uStrokeAnisotropy.uStrokeLayers.uStrokeMode.uStrokeOrient.uLightDir.uLightColor.uWetEdge.uGranulation.uImpasto.uBrokenColor.uCanvasGrain.uNucleiDrift.uPaletteDrift.uBreathDepth.uBreathPeriod.uSaturation.uPaperGrain.uAlpha".split(".");
304
+ function Oe(e, t, n) {
305
+ let r = h(e, e.VERTEX_SHADER, t, j), i = h(e, e.FRAGMENT_SHADER, n, j), a = m(e, r, i, j);
306
+ e.useProgram(a);
307
+ let o = e.createVertexArray();
308
+ e.bindVertexArray(o);
309
+ let s = e.createBuffer();
310
+ e.bindBuffer(e.ARRAY_BUFFER, s), e.bufferData(e.ARRAY_BUFFER, new Float32Array([
268
311
  -1,
269
312
  -1,
270
313
  3,
@@ -272,134 +315,136 @@ function N(e, t, n) {
272
315
  -1,
273
316
  3
274
317
  ]), e.STATIC_DRAW);
275
- let u = e.getAttribLocation(o, "aPos");
276
- e.enableVertexAttribArray(u), e.vertexAttribPointer(u, 2, e.FLOAT, !1, 0, 0);
277
- let d = {};
278
- for (let t of M) d[t] = e.getUniformLocation(o, t);
318
+ let c = e.getAttribLocation(a, "aPos");
319
+ e.enableVertexAttribArray(c), e.vertexAttribPointer(c, 2, e.FLOAT, !1, 0, 0);
320
+ let l = {};
321
+ for (let t of De) l[t] = e.getUniformLocation(a, t);
279
322
  return {
280
- program: o,
323
+ program: a,
281
324
  vs: r,
282
325
  fs: i,
283
- uniforms: d,
326
+ uniforms: l,
284
327
  geometry: {
285
- vao: s,
286
- buf: c
328
+ vao: o,
329
+ buf: s
287
330
  }
288
331
  };
289
332
  }
290
333
  //#endregion
291
334
  //#region src/components/custom/aurora/composables/color.ts
292
- function P(e, t = 8, n) {
335
+ function M(e, t = 8, n) {
293
336
  let r = n ?? new Float32Array(t * 3), i = Math.min(e.length, t);
294
337
  for (let t = 0; t < i; t++) {
295
- let [n, i, a] = h(e[t]);
338
+ let [n, i, a] = b(e[t]);
296
339
  r[t * 3 + 0] = n, r[t * 3 + 1] = i, r[t * 3 + 2] = a;
297
340
  }
298
341
  for (let e = i; e < t; e++) r[e * 3 + 0] = 0, r[e * 3 + 1] = 0, r[e * 3 + 2] = 0;
299
342
  return r;
300
343
  }
301
- function F(e) {
344
+ function N(e) {
302
345
  if (e.length === 0) return "transparent";
303
- if (e.length === 1) return v(e[0]);
346
+ if (e.length === 1) return x(e[0]);
304
347
  let t = e.length;
305
348
  return `linear-gradient(135deg, ${e.map((e, n) => {
306
349
  let r = Math.round(n / (t - 1) * 100);
307
- return `${v(e)} ${r}%`;
350
+ return `${x(e)} ${r}%`;
308
351
  }).join(", ")})`;
309
352
  }
310
- function I(e) {
311
- let t = e.replace("#", ""), n = parseInt(t.slice(0, 2), 16), r = parseInt(t.slice(2, 4), 16), i = parseInt(t.slice(4, 6), 16), [a, o, s] = se(n / 255, r / 255, i / 255), [c, l, u] = oe(a, o, s);
353
+ function ke(e) {
354
+ let t = e.replace("#", ""), n = parseInt(t.slice(0, 2), 16), r = parseInt(t.slice(2, 4), 16), i = parseInt(t.slice(4, 6), 16), [a, o, s] = me(n / 255, r / 255, i / 255), [c, l, u] = pe(a, o, s);
312
355
  return {
313
356
  L: c,
314
357
  C: l,
315
358
  h: u
316
359
  };
317
360
  }
318
- var L = [.35, .95];
319
- function R(e, t = {}) {
320
- let n = typeof e == "string" ? y(e) : e, { stopCount: r = 4, harmony: i = "analogous", lightnessSpread: a = .32, chromaFalloff: o = .85, hueSpread: s = 28, lightnessEasing: c = "linear", chromaEasing: l = "bell", temperatureShift: u = 0 } = t, d = Math.max(2, Math.min(8, Math.round(r))), [f, p] = L, h = n.L - a / 2, _ = n.L + a / 2;
321
- h < f && (_ += f - h, h = f), _ > p && (h -= _ - p, _ = p), h = Math.max(f, h), _ = Math.min(p, _);
322
- let v = [];
361
+ var Ae = [.35, .95];
362
+ function P(e, t = {}) {
363
+ let n = typeof e == "string" ? S(e) : e, { stopCount: r = 4, harmony: i = "analogous", lightnessSpread: a = .32, chromaFalloff: o = .85, hueSpread: s = 28, lightnessEasing: c = "linear", chromaEasing: l = "bell", temperatureShift: u = 0 } = t, d = Math.max(2, Math.min(8, Math.round(r))), [f, p] = Ae, m = n.L - a / 2, h = n.L + a / 2;
364
+ m < f && (h += f - m, m = f), h > p && (m -= h - p, h = p), m = Math.max(f, m), h = Math.min(p, h);
365
+ let g = [];
323
366
  for (let e = 0; e < d; e++) {
324
- let t = d === 1 ? 0 : e / (d - 1), r = h + (_ - h) * z(t, c), a = n.C * o, f;
325
- if (l === "bell") f = a + (n.C - a) * _e(t);
367
+ let t = d === 1 ? 0 : e / (d - 1), r = m + (h - m) * F(t, c), a = n.C * o, f;
368
+ if (l === "bell") f = a + (n.C - a) * je(t);
326
369
  else {
327
- let e = l === "sine" ? z(t, "sine") : t;
370
+ let e = l === "sine" ? F(t, "sine") : t;
328
371
  f = n.C - (n.C - a) * e;
329
372
  }
330
- let p = g(n.h, i, s, t);
331
- u > 0 && (p = xe(p, t, u)), v.push(m({
373
+ let p = te(n.h, i, s, t);
374
+ u > 0 && (p = Fe(p, t, u)), g.push(ee({
332
375
  L: r,
333
376
  C: f,
334
377
  h: p
335
378
  }));
336
379
  }
337
- return v;
380
+ return g;
338
381
  }
339
- function z(e, t) {
382
+ function F(e, t) {
340
383
  return t === "sine" ? .5 - .5 * Math.cos(Math.PI * e) : e;
341
384
  }
342
- function _e(e) {
385
+ function je(e) {
343
386
  return Math.sin(Math.PI * e);
344
387
  }
345
- var ve = 70, ye = 250, be = 22;
346
- function xe(e, t, n) {
388
+ var Me = 70, Ne = 250, Pe = 22;
389
+ function Fe(e, t, n) {
347
390
  let r = (t - .5) * 2;
348
391
  if (r === 0 || n === 0) return e;
349
- let i = (ae(e, r >= 0 ? ve : ye, 1, "shorter") - e + 540) % 360 - 180;
350
- return ((e + Math.sign(i) * Math.min(Math.abs(r) * n * be, Math.abs(i))) % 360 + 360) % 360;
392
+ let i = (fe(e, r >= 0 ? Me : Ne, 1, "shorter") - e + 540) % 360 - 180;
393
+ return ((e + Math.sign(i) * Math.min(Math.abs(r) * n * Pe, Math.abs(i))) % 360 + 360) % 360;
351
394
  }
352
395
  //#endregion
353
396
  //#region src/components/custom/aurora/composables/uniformBridge.ts
354
- var Se = {
397
+ var I = {
355
398
  smooth: 0,
356
399
  pastel: 1,
357
400
  watercolor: 2,
358
401
  oil: 3,
359
402
  crayon: 4,
360
403
  vangogh: 5,
361
- "oil-pastel": 6
362
- }, Ce = {
404
+ "oil-pastel": 6,
405
+ kuwahara: 7
406
+ }, L = {
363
407
  shorter: 0,
364
408
  longer: 1,
365
409
  increasing: 2,
366
410
  decreasing: 3
367
- }, we = {
411
+ }, Ie = {
368
412
  none: 0,
369
413
  radial: 1,
370
414
  swirl: 2,
371
415
  diagonal: 3,
372
416
  multi: 4,
373
417
  tensor: 5
374
- }, B = {
418
+ }, R = {
375
419
  flow: 0,
376
420
  tensor: 1
377
- }, Te = {
421
+ }, z = {
378
422
  fbm: 0,
379
423
  cellular: 1,
380
- hybrid: 2
381
- }, Ee = {
424
+ hybrid: 2,
425
+ curl: 3
426
+ }, Le = {
382
427
  oil: 0,
383
428
  knife: 1,
384
429
  chunky: 3
385
- }, V = {
430
+ }, B = {
386
431
  L: .985,
387
432
  C: .0125,
388
433
  h: 77.5
389
434
  };
390
- function De(e) {
391
- return e === void 0 ? _(V.L, V.C, V.h) : Array.isArray(e) ? e : _(e.L, e.C, e.h);
435
+ function Re(e) {
436
+ return e === void 0 ? ne(B.L, B.C, B.h) : Array.isArray(e) ? e : ne(e.L, e.C, e.h);
392
437
  }
393
- function Oe(e) {
394
- return Se[e.medium];
438
+ function ze(e) {
439
+ return I[e.medium];
395
440
  }
396
- function ke(e) {
397
- return Ee[e.strokeMode];
441
+ function Be(e) {
442
+ return Le[e.strokeMode];
398
443
  }
399
- function H(e) {
400
- return e.medium === "vangogh" || e.medium === "oil-pastel" || e.medium === "crayon" ? B.tensor : B[e.strokeOrient ?? "flow"];
444
+ function Ve(e) {
445
+ return e.medium === "vangogh" || e.medium === "oil-pastel" || e.medium === "crayon" || e.medium === "kuwahara" ? R.tensor : R[e.strokeOrient ?? "flow"];
401
446
  }
402
- function Ae(e, t, n, r) {
447
+ function He(e, t, n, r) {
403
448
  let i = (e) => 1 - e, a = {
404
449
  palette: new Float32Array(24),
405
450
  pos: new Float32Array(12),
@@ -412,7 +457,7 @@ function Ae(e, t, n, r) {
412
457
  angle: new Float32Array(6)
413
458
  };
414
459
  return function(o) {
415
- e.useProgram(t), P(o.palette, 8, a.palette), e.uniform3fv(n.uPalette, a.palette), e.uniform1i(n.uStopCount, Math.min(o.palette.length, 8));
460
+ e.useProgram(t), M(o.palette, 8, a.palette), e.uniform3fv(n.uPalette, a.palette), e.uniform1i(n.uStopCount, Math.min(o.palette.length, 8));
416
461
  let s = Math.min(o.nuclei.length, 6);
417
462
  e.uniform1i(n.uNucleiCount, s);
418
463
  for (let e = 0; e < s; e++) {
@@ -420,13 +465,13 @@ function Ae(e, t, n, r) {
420
465
  a.pos[e * 2 + 0] = t.x, a.pos[e * 2 + 1] = i(t.y), a.rad[e] = t.radius, a.pb[e] = t.paletteBias, a.vb[e] = t.valueBias, a.dr[e] = t.driftRadius, a.dp[e] = t.driftPhase, a.elong[e] = t.elongation ?? 1, a.angle[e] = -(t.angle ?? 0) * Math.PI / 180;
421
466
  }
422
467
  for (let e = s; e < 6; e++) a.pos[e * 2 + 0] = 0, a.pos[e * 2 + 1] = 0, a.rad[e] = 0, a.pb[e] = 0, a.vb[e] = 0, a.dr[e] = 0, a.dp[e] = 0, a.elong[e] = 1, a.angle[e] = 0;
423
- e.uniform2fv(n.uNucleiPos, a.pos), e.uniform1fv(n.uNucleiRadius, a.rad), e.uniform1fv(n.uNucleiPaletteBias, a.pb), e.uniform1fv(n.uNucleiValueBias, a.vb), e.uniform1fv(n.uNucleiDriftRadius, a.dr), e.uniform1fv(n.uNucleiDriftPhase, a.dp), e.uniform1fv(n.uNucleiElong, a.elong), e.uniform1fv(n.uNucleiAngle, a.angle), e.uniform1f(n.uSoftmaxBeta, o.softmaxBeta), e.uniform1f(n.uValueVariance, o.valueVariance), e.uniform1f(n.uWarpAmount, o.warpAmount), e.uniform1f(n.uWarpScale, o.warpScale), e.uniform1f(n.uWarpDrift, o.warpDrift), e.uniform1i(n.uWarpMode, Te[o.warpMode]), e.uniform1i(n.uNoiseOctaves, o.noiseOctaves), e.uniform1i(n.uMedium, Oe(o)), e.uniform1i(n.uHuePath, Ce[o.huePath ?? "shorter"]), e.uniform1i(n.uFlowPattern, we[o.flow.pattern]), e.uniform2f(n.uFlowFocal, o.flow.focalX, i(o.flow.focalY)), e.uniform1f(n.uFlowAngle, o.flow.angle), e.uniform1f(n.uFlowCurl, o.flow.curl), e.uniform2f(n.uCursor, r.x, i(r.y)), e.uniform1f(n.uCursorStrength, r.strength), e.uniform1f(n.uCursorRadius, r.radius), e.uniform2f(n.uCursorVelocity, r.velX, -r.velY), e.uniform1f(n.uCursorBurst, r.burst), e.uniform1f(n.uStrokeAmount, o.strokeAmount), e.uniform1f(n.uStrokeScale, o.strokeScale), e.uniform1f(n.uStrokeAnisotropy, o.strokeAnisotropy), e.uniform1i(n.uStrokeLayers, o.strokeLayers), e.uniform1i(n.uStrokeMode, ke(o)), e.uniform1i(n.uStrokeOrient, H(o));
468
+ e.uniform2fv(n.uNucleiPos, a.pos), e.uniform1fv(n.uNucleiRadius, a.rad), e.uniform1fv(n.uNucleiPaletteBias, a.pb), e.uniform1fv(n.uNucleiValueBias, a.vb), e.uniform1fv(n.uNucleiDriftRadius, a.dr), e.uniform1fv(n.uNucleiDriftPhase, a.dp), e.uniform1fv(n.uNucleiElong, a.elong), e.uniform1fv(n.uNucleiAngle, a.angle), e.uniform1f(n.uSoftmaxBeta, o.softmaxBeta), e.uniform1f(n.uValueVariance, o.valueVariance), e.uniform1f(n.uWarpAmount, o.warpAmount), e.uniform1f(n.uWarpScale, o.warpScale), e.uniform1f(n.uWarpDrift, o.warpDrift), e.uniform1i(n.uWarpMode, z[o.warpMode]), e.uniform1i(n.uNoiseOctaves, o.noiseOctaves), e.uniform1i(n.uMedium, ze(o)), e.uniform1i(n.uHuePath, L[o.huePath ?? "shorter"]), e.uniform1i(n.uFlowPattern, Ie[o.flow.pattern]), e.uniform2f(n.uFlowFocal, o.flow.focalX, i(o.flow.focalY)), e.uniform1f(n.uFlowAngle, o.flow.angle), e.uniform1f(n.uFlowCurl, o.flow.curl), e.uniform2f(n.uCursor, r.x, i(r.y)), e.uniform1f(n.uCursorStrength, r.strength), e.uniform1f(n.uCursorRadius, r.radius), e.uniform2f(n.uCursorVelocity, r.velX, -r.velY), e.uniform1f(n.uCursorBurst, r.burst), e.uniform1f(n.uStrokeAmount, o.strokeAmount), e.uniform1f(n.uStrokeScale, o.strokeScale), e.uniform1f(n.uStrokeAnisotropy, o.strokeAnisotropy), e.uniform1i(n.uStrokeLayers, o.strokeLayers), e.uniform1i(n.uStrokeMode, Be(o)), e.uniform1i(n.uStrokeOrient, Ve(o));
424
469
  {
425
470
  let t = o.lightDir ?? [
426
471
  -.5,
427
472
  .6,
428
473
  .62
429
- ], r = De(o.lightColor);
474
+ ], r = Re(o.lightColor);
430
475
  e.uniform3f(n.uLightDir, t[0], t[1], t[2]), e.uniform3f(n.uLightColor, r[0], r[1], r[2]);
431
476
  }
432
477
  e.uniform1f(n.uWetEdge, o.wetEdge), e.uniform1f(n.uGranulation, o.granulation), e.uniform1f(n.uImpasto, o.impasto), e.uniform1f(n.uBrokenColor, o.brokenColor), e.uniform1f(n.uCanvasGrain, o.canvasGrain), e.uniform1f(n.uNucleiDrift, o.nucleiDrift), e.uniform1f(n.uPaletteDrift, o.paletteDrift), e.uniform1f(n.uBreathDepth, o.breathDepth), e.uniform1f(n.uBreathPeriod, o.breathPeriod), e.uniform1f(n.uSaturation, o.saturation), e.uniform1f(n.uPaperGrain, o.paperGrain), e.uniform1f(n.uAlpha, o.alpha);
@@ -434,8 +479,8 @@ function Ae(e, t, n, r) {
434
479
  }
435
480
  //#endregion
436
481
  //#region src/components/custom/aurora/composables/cursorModel.ts
437
- var U = .22, je = .18, Me = .992, Ne = .96, W = .3;
438
- function Pe() {
482
+ var V = .22, Ue = .18, We = .992, Ge = .96, H = .3;
483
+ function Ke() {
439
484
  return {
440
485
  x: .5,
441
486
  y: .5,
@@ -449,22 +494,22 @@ function Pe() {
449
494
  burst: 0
450
495
  };
451
496
  }
452
- function Fe(e, t = 1) {
497
+ function U(e, t = 1) {
453
498
  let n = Math.max(0, Math.min(1, t));
454
- e.x += (e.targetX - e.x) * U, e.y += (e.targetY - e.y) * U, e.strength += (e.targetStrength - e.strength) * je, e.targetStrength *= Me, e.velX *= (1 - W) * n, e.velY *= (1 - W) * n, e.burst *= Ne * n;
499
+ e.x += (e.targetX - e.x) * V, e.y += (e.targetY - e.y) * V, e.strength += (e.targetStrength - e.strength) * Ue, e.targetStrength *= We, e.velX *= (1 - H) * n, e.velY *= (1 - H) * n, e.burst *= Ge * n;
455
500
  }
456
- function Ie(e, t, n) {
501
+ function qe(e, t, n) {
457
502
  let r = .12, i = Math.max(-r, Math.min(r, t)), a = Math.max(-r, Math.min(r, n));
458
- e.velX += (i - e.velX) * W, e.velY += (a - e.velY) * W;
503
+ e.velX += (i - e.velX) * H, e.velY += (a - e.velY) * H;
459
504
  let o = Math.hypot(i, a);
460
505
  e.burst = Math.min(1, e.burst + o * 4);
461
506
  }
462
- function Le(e) {
507
+ function W(e) {
463
508
  return e.targetStrength > .001 || e.strength > .001 || Math.abs(e.x - e.targetX) > .001 || Math.abs(e.y - e.targetY) > .001;
464
509
  }
465
510
  //#endregion
466
511
  //#region src/components/custom/aurora/composables/frameLoop.ts
467
- function Re(e) {
512
+ function Je(e) {
468
513
  let { gl: t, prog: n, uniforms: r, cursor: i, getConfig: a, getReducedMotion: o } = e, s = (e) => 1 - e;
469
514
  function c() {
470
515
  return +!o();
@@ -479,47 +524,496 @@ function Re(e) {
479
524
  function u() {
480
525
  if (o()) return !1;
481
526
  let e = a();
482
- return e.nucleiDrift !== 0 || e.paletteDrift !== 0 || e.breathDepth !== 0 || e.warpDrift !== 0 || e.interactivity?.light && i.burst > .001 ? !0 : Le(i);
527
+ return e.nucleiDrift !== 0 || e.paletteDrift !== 0 || e.breathDepth !== 0 || e.warpDrift !== 0 || e.interactivity?.light && i.burst > .001 ? !0 : W(i);
483
528
  }
484
529
  return {
485
530
  frame: (e) => {
486
- Fe(i, c()), l(e);
531
+ U(i, c()), l(e);
487
532
  },
488
533
  needsAnimation: u
489
534
  };
490
535
  }
491
536
  //#endregion
537
+ //#region src/components/custom/aurora/constants/shaders/aurora.wgsl.ts
538
+ var Ye = `
539
+ const MAX_NUCLEI: i32 = 6;
540
+ const MAX_STOPS: i32 = 8;
541
+ const PI: f32 = 3.141592653589793;
542
+
543
+ // ── Uniforms (the typed-struct source-of-truth — see aurora.wgsl.uniforms.ts) ──
544
+ // Scalars are packed into vec4 lanes to keep the std140/WGSL 16-byte struct alignment
545
+ // trivial. nuc0[i] = (pos.x, pos.y, radius, paletteBias); nuc1[i] = (valueBias,
546
+ // driftRadius, driftPhase, elong); nuc2[i] = (angle, _, _, _). palette[i].rgb is the
547
+ // CPU-baked linear-sRGB stop.
548
+ struct Uniforms {
549
+ // scalars0: (uTime, uSoftmaxBeta, uValueVariance, uWarpAmount)
550
+ scalars0: vec4<f32>,
551
+ // scalars1: (uWarpScale, uWarpDrift, uSaturation, uPaperGrain)
552
+ scalars1: vec4<f32>,
553
+ // scalars2: (uAlpha, uNucleiDrift, uPaletteDrift, uBreathDepth)
554
+ scalars2: vec4<f32>,
555
+ // scalars3: (uBreathPeriod, uCursorStrength, uCursorRadius, _pad)
556
+ scalars3: vec4<f32>,
557
+ // cursor: (uCursor.x, uCursor.y, _pad, _pad)
558
+ cursor: vec4<f32>,
559
+ // ints: (uStopCount, uNucleiCount, uWarpMode, uNoiseOctaves)
560
+ ints0: vec4<i32>,
561
+ // ints1: (uMedium, uHuePath, _, _)
562
+ ints1: vec4<i32>,
563
+ palette: array<vec4<f32>, 8>,
564
+ nuc0: array<vec4<f32>, 6>,
565
+ nuc1: array<vec4<f32>, 6>,
566
+ nuc2: array<vec4<f32>, 6>,
567
+ };
568
+
569
+ @group(0) @binding(0) var<uniform> u: Uniforms;
570
+
571
+ // ── Authoring-scale → rad/sec lifts (byte-identical to aurora.frag.ts) ──
572
+ const K_NUCLEI: f32 = 14.0;
573
+ const K_PAL: f32 = 24.0;
574
+ const K_WARP: f32 = 5.0;
575
+
576
+ // ── Noise (aurora-local hash21/vnoise/fbm — legitimately divergent per AV.W2 §3a) ──
577
+ fn hash21(p0: vec2<f32>) -> f32 {
578
+ var p = fract(p0 * vec2<f32>(123.34, 456.21));
579
+ p = p + dot(p, p + 45.32);
580
+ return fract(p.x * p.y);
581
+ }
582
+
583
+ fn hash22(p0: vec2<f32>) -> vec2<f32> {
584
+ let p = vec2<f32>(dot(p0, vec2<f32>(127.1, 311.7)),
585
+ dot(p0, vec2<f32>(269.5, 183.3)));
586
+ return fract(sin(p) * 43758.5453);
587
+ }
588
+
589
+ fn vnoise(p: vec2<f32>) -> f32 {
590
+ let i = floor(p);
591
+ let f = fract(p);
592
+ let uu = f * f * (3.0 - 2.0 * f);
593
+ let a = hash21(i);
594
+ let b = hash21(i + vec2<f32>(1.0, 0.0));
595
+ let c = hash21(i + vec2<f32>(0.0, 1.0));
596
+ let d = hash21(i + vec2<f32>(1.0, 1.0));
597
+ return mix(mix(a, b, uu.x), mix(c, d, uu.x), uu.y);
598
+ }
599
+
600
+ ${p}
601
+
602
+ fn fbm(p0: vec2<f32>) -> f32 {
603
+ var v = 0.0;
604
+ var a = 0.5;
605
+ var p = p0;
606
+ let octaves = u.ints0.w;
607
+ for (var i = 0; i < 5; i = i + 1) {
608
+ if (i >= octaves) { break; }
609
+ v = v + a * vnoise(p);
610
+ p = FBM_ROT * p * 2.02;
611
+ a = a * 0.5;
612
+ }
613
+ return v;
614
+ }
615
+
616
+ ${u}
617
+ ${d}
618
+ ${c}
619
+
620
+ // Interleaved Gradient Noise (Jimenez) — display-space 1-LSB dither.
621
+ fn ign(p: vec2<f32>) -> f32 {
622
+ return fract(52.9829189 * fract(dot(p, vec2<f32>(0.06711056, 0.00583715))));
623
+ }
624
+
625
+ // Cellular / Worley f1.
626
+ fn cellular(p: vec2<f32>) -> f32 {
627
+ let i = floor(p);
628
+ let f = fract(p);
629
+ var m = 1e9;
630
+ for (var y = -1; y <= 1; y = y + 1) {
631
+ for (var x = -1; x <= 1; x = x + 1) {
632
+ let g = vec2<f32>(f32(x), f32(y));
633
+ let o = hash22(i + g);
634
+ let r = g + o - f;
635
+ m = min(m, dot(r, r));
636
+ }
637
+ }
638
+ return sqrt(m);
639
+ }
640
+
641
+ // ── Warp (Quilez double warp + the three warp modes + the cursor swirl) ──
642
+ fn domainWarp(p: vec2<f32>, t: f32) -> vec2<f32> {
643
+ let warpScale = u.scalars1.x;
644
+ let warpDrift = u.scalars1.y;
645
+ let warpAmount = u.scalars0.w;
646
+ let warpMode = u.ints0.z;
647
+ let cursorStrength = u.scalars3.y;
648
+ let cursorRadius = u.scalars3.z;
649
+ let cursor = u.cursor.xy;
650
+
651
+ let q = vec2<f32>(fbm(p * warpScale + vec2<f32>(0.0, 0.0) + t * warpDrift * K_WARP),
652
+ fbm(p * warpScale + vec2<f32>(5.2, 1.3) + t * warpDrift * K_WARP));
653
+ let r = vec2<f32>(fbm(p * warpScale + 4.0 * q + vec2<f32>(1.7, 9.2)),
654
+ fbm(p * warpScale + 4.0 * q + vec2<f32>(8.3, 2.8)));
655
+
656
+ var warp = r;
657
+ if (warpMode == 1) {
658
+ // cellular — chunky territories
659
+ let c1 = cellular(p * warpScale * 1.5 + vec2<f32>(t * warpDrift * K_WARP * 2.0, 0.0));
660
+ let c2 = cellular(p * warpScale * 1.5 + vec2<f32>(11.0, 7.0 + t * warpDrift * K_WARP * 2.0));
661
+ warp = vec2<f32>(c1, c2);
662
+ } else if (warpMode == 2) {
663
+ // hybrid — fbm + cellular averaged
664
+ let c1 = cellular(p * warpScale * 1.2);
665
+ let c2 = cellular(p * warpScale * 1.2 + vec2<f32>(11.0, 7.0));
666
+ warp = mix(r, vec2<f32>(c1, c2), 0.5);
667
+ }
668
+ var warped = p + warpAmount * warp;
669
+
670
+ // Cursor swirl — rotate p around the cursor with radial falloff.
671
+ if (cursorStrength > 0.001) {
672
+ let toP = p - cursor;
673
+ let d = length(toP);
674
+ let rr = max(cursorRadius, 0.01);
675
+ let w = exp(-(d * d) / (rr * rr * 0.45));
676
+ let ang = w * cursorStrength * 2.1;
677
+ let ca = cos(ang);
678
+ let sa = sin(ang);
679
+ var rotated = vec2<f32>(ca * toP.x - sa * toP.y, sa * toP.x + ca * toP.y) + cursor;
680
+ let pinch = w * cursorStrength * 0.08;
681
+ rotated = mix(rotated, cursor, pinch);
682
+ warped = mix(warped, rotated + warpAmount * warp * 0.7, w * cursorStrength);
683
+ }
684
+ return warped;
685
+ }
686
+
687
+ // ── Palette LUT ──
688
+ fn samplePalette(id0: f32) -> vec3<f32> {
689
+ let id = clamp(id0, 0.0, 1.0);
690
+ let stopCount = u.ints0.x;
691
+ let scaled = id * f32(stopCount - 1);
692
+ let i0 = i32(floor(scaled));
693
+ let i1 = min(i0 + 1, stopCount - 1);
694
+ let t = fract(scaled);
695
+ return samplePaletteRamp(u.palette[i0].rgb, u.palette[i1].rgb, t, u.ints1.y);
696
+ }
697
+
698
+ // ── Nuclei field (anisotropic Gaussian softmax + drift + palette drift) ──
699
+ struct NucleiResult { paletteId: f32, valueMod: f32 };
700
+
701
+ fn nucleiField(p: vec2<f32>, t: f32) -> NucleiResult {
702
+ let nucleiCount = u.ints0.y;
703
+ let nucleiDrift = u.scalars2.y;
704
+ let paletteDrift = u.scalars2.z;
705
+ let softmaxBeta = u.scalars0.y;
706
+
707
+ var accumBias = 0.0;
708
+ var accumValue = 0.0;
709
+ var accumW = 0.0;
710
+ for (var i = 0; i < MAX_NUCLEI; i = i + 1) {
711
+ if (i >= nucleiCount) { break; }
712
+ let n0 = u.nuc0[i]; // pos.x, pos.y, radius, paletteBias
713
+ let n1 = u.nuc1[i]; // valueBias, driftRadius, driftPhase, elong
714
+ let angle = u.nuc2[i].x;
715
+ let driftRadius = n1.y;
716
+ let driftPhase = n1.z;
717
+ let posI = n0.xy + driftRadius * vec2<f32>(
718
+ cos(t * nucleiDrift * K_NUCLEI + driftPhase),
719
+ sin(t * nucleiDrift * K_NUCLEI + driftPhase * 1.13)
720
+ );
721
+ let diff = p - posI;
722
+ let ca = cos(angle);
723
+ let sa = sin(angle);
724
+ let local = vec2<f32>(ca * diff.x + sa * diff.y, -sa * diff.x + ca * diff.y);
725
+ let along = local.x / max(n1.w, 0.01);
726
+ let across = local.y;
727
+ let d2 = along * along + across * across;
728
+ let r = max(n0.z, 0.01);
729
+ let w = exp(-softmaxBeta * d2 / (r * r));
730
+ accumBias = accumBias + w * n0.w;
731
+ accumValue = accumValue + w * n1.x;
732
+ accumW = accumW + w;
733
+ }
734
+ var paletteId = accumBias / max(accumW, 1e-4);
735
+ let valueMod = accumValue / max(accumW, 1e-4);
736
+
737
+ let palAmp = clamp(paletteDrift * 6.0, 0.0, 0.06);
738
+ paletteId = paletteId + palAmp * sin(t * paletteDrift * K_PAL);
739
+ paletteId = clamp(paletteId, 0.0, 1.0);
740
+ return NucleiResult(paletteId, valueMod);
741
+ }
742
+
743
+ // ── Color utils (OKLCh saturation) ──
744
+ fn linOklab(lin: vec3<f32>) -> vec3<f32> {
745
+ let lms = LINEAR_SRGB_TO_LMS * lin;
746
+ return LMS_TO_OKLAB * cbrt3(lms);
747
+ }
748
+
749
+ fn saturate3(c: vec3<f32>, amt: f32) -> vec3<f32> {
750
+ var lch = oklabToOklch(linOklab(c));
751
+ lch.y = max(lch.y * amt, 0.0);
752
+ return max(oklabToLinearSrgb(oklchToOklab(lch)), vec3<f32>(0.0));
753
+ }
754
+
755
+ // ── PBR-Neutral tonemap (named aces() in the GLSL — the tonemap slot) ──
756
+ fn aces(color0: vec3<f32>) -> vec3<f32> {
757
+ let startCompression = 0.8 - 0.04;
758
+ let desaturation = 0.15;
759
+ var color = color0;
760
+ let x = min(color.r, min(color.g, color.b));
761
+ var offset = 0.04;
762
+ if (x < 0.08) { offset = x - 6.25 * x * x; }
763
+ color = color - offset;
764
+ let peak = max(color.r, max(color.g, color.b));
765
+ if (peak < startCompression) { return clamp(color, vec3<f32>(0.0), vec3<f32>(1.0)); }
766
+ let d = 1.0 - startCompression;
767
+ let newPeak = 1.0 - d * d / (peak + d - startCompression);
768
+ color = color * (newPeak / peak);
769
+ let g = 1.0 - 1.0 / (desaturation * (peak - newPeak) + 1.0);
770
+ return clamp(mix(color, newPeak * vec3<f32>(1.0), g), vec3<f32>(0.0), vec3<f32>(1.0));
771
+ }
772
+
773
+ // ── Full-screen triangle vertex stage (the pilot idiom — no vertex buffer) ──
774
+ struct VSOut {
775
+ @builtin(position) pos: vec4<f32>,
776
+ @location(0) uv: vec2<f32>,
777
+ };
778
+
779
+ @vertex
780
+ fn vs_main(@builtin(vertex_index) vi: u32) -> VSOut {
781
+ // NDC corners of the covering triangle (-1,-1), (3,-1), (-1,3).
782
+ var p = vec2<f32>(-1.0, -1.0);
783
+ if (vi == 1u) { p = vec2<f32>(3.0, -1.0); }
784
+ else if (vi == 2u) { p = vec2<f32>(-1.0, 3.0); }
785
+ var out: VSOut;
786
+ out.pos = vec4<f32>(p, 0.0, 1.0);
787
+ // vUv = aPos * 0.5 + 0.5 (the aurora.vert convention).
788
+ out.uv = p * 0.5 + 0.5;
789
+ return out;
790
+ }
791
+
792
+ // ── Fragment stage (the main() transcription) ──
793
+ @fragment
794
+ fn fs_main(in: VSOut) -> @location(0) vec4<f32> {
795
+ let t = u.scalars0.x;
796
+ let valueVariance = u.scalars0.z;
797
+ let breathDepth = u.scalars2.w;
798
+ let breathPeriod = u.scalars3.x;
799
+ let saturation = u.scalars1.z;
800
+ let paperGrain = u.scalars1.w;
801
+ let alpha = u.scalars2.x;
802
+
803
+ let uv = in.uv;
804
+ let pN = uv;
805
+
806
+ let p_warp = domainWarp(pN, t);
807
+
808
+ let nf = nucleiField(p_warp, t);
809
+ var col = samplePalette(nf.paletteId);
810
+ col = col * (1.0 + valueVariance * nf.valueMod);
811
+
812
+ // Breath — slow global luminance wobble.
813
+ let breath = sin(t * 6.2831 / max(breathPeriod, 1.0));
814
+ col = col * (1.0 + breathDepth * breath * 0.5);
815
+
816
+ // The painterly mediums (uMedium 1-6) are the WebGL2 fallback's register; the WGSL
817
+ // primary renders the smooth core for the default parity capture (the booked
818
+ // W-AURORA-WGPU-MEDIUMS successor ports the painterly bodies).
819
+
820
+ // Saturation trim.
821
+ col = saturate3(col, saturation);
822
+
823
+ // Tonemap + film grain.
824
+ col = aces(col);
825
+ // gl_FragCoord.xy → the device-pixel position (the WGSL @builtin(position)).
826
+ let fragCoord = in.pos.xy;
827
+ let grain = hash21(fragCoord + t * 17.0);
828
+ col = col + (grain - 0.5) * paperGrain;
829
+
830
+ col = clamp(col * 0.985 + 0.008, vec3<f32>(0.0), vec3<f32>(1.0));
831
+
832
+ // MANDATORY OETF — closes the seam (the whole pipeline above runs in LINEAR).
833
+ col = linearToSrgb(col);
834
+
835
+ // 1-LSB triangular IGN dither in DISPLAY space, AFTER the OETF.
836
+ col = col + (1.0 / 255.0) * (ign(fragCoord) - 0.5);
837
+
838
+ // Premultiply on DISPLAY-space color (matches the WebGL2 path: OETF, then premul).
839
+ return vec4<f32>(col * alpha, alpha);
840
+ }
841
+ `, G = {
842
+ scalars0: 0,
843
+ scalars1: 4,
844
+ scalars2: 8,
845
+ scalars3: 12,
846
+ cursor: 16,
847
+ ints0: 20,
848
+ ints1: 24,
849
+ palette: 28,
850
+ nuc0: 60,
851
+ nuc1: 84,
852
+ nuc2: 108
853
+ }, K = (e) => 1 - e;
854
+ function Xe() {
855
+ let e = /* @__PURE__ */ new ArrayBuffer(528);
856
+ return {
857
+ buffer: e,
858
+ f32: new Float32Array(e),
859
+ i32: new Int32Array(e),
860
+ paletteScratch: new Float32Array(24)
861
+ };
862
+ }
863
+ function Ze(e, t, n, r) {
864
+ let { f32: i, i32: a, paletteScratch: o } = e;
865
+ i[G.scalars0 + 0] = r, i[G.scalars0 + 1] = t.softmaxBeta, i[G.scalars0 + 2] = t.valueVariance, i[G.scalars0 + 3] = t.warpAmount, i[G.scalars1 + 0] = t.warpScale, i[G.scalars1 + 1] = t.warpDrift, i[G.scalars1 + 2] = t.saturation, i[G.scalars1 + 3] = t.paperGrain, i[G.scalars2 + 0] = t.alpha, i[G.scalars2 + 1] = t.nucleiDrift, i[G.scalars2 + 2] = t.paletteDrift, i[G.scalars2 + 3] = t.breathDepth, i[G.scalars3 + 0] = t.breathPeriod, i[G.scalars3 + 1] = n.strength, i[G.scalars3 + 2] = n.radius, i[G.scalars3 + 3] = 0, i[G.cursor + 0] = n.x, i[G.cursor + 1] = K(n.y), i[G.cursor + 2] = 0, i[G.cursor + 3] = 0, a[G.ints0 + 0] = Math.min(t.palette.length, 8);
866
+ let s = Math.min(t.nuclei.length, 6);
867
+ a[G.ints0 + 1] = s, a[G.ints0 + 2] = z[t.warpMode], a[G.ints0 + 3] = t.noiseOctaves, a[G.ints1 + 0] = I[t.medium], a[G.ints1 + 1] = L[t.huePath ?? "shorter"], a[G.ints1 + 2] = 0, a[G.ints1 + 3] = 0, M(t.palette, 8, o);
868
+ for (let e = 0; e < 8; e++) {
869
+ let t = G.palette + e * 4;
870
+ i[t + 0] = o[e * 3 + 0], i[t + 1] = o[e * 3 + 1], i[t + 2] = o[e * 3 + 2], i[t + 3] = 0;
871
+ }
872
+ for (let e = 0; e < 6; e++) {
873
+ let n = G.nuc0 + e * 4, r = G.nuc1 + e * 4, a = G.nuc2 + e * 4;
874
+ if (e < s) {
875
+ let o = t.nuclei[e];
876
+ i[n + 0] = o.x, i[n + 1] = K(o.y), i[n + 2] = o.radius, i[n + 3] = o.paletteBias, i[r + 0] = o.valueBias, i[r + 1] = o.driftRadius, i[r + 2] = o.driftPhase, i[r + 3] = o.elongation ?? 1, i[a + 0] = -(o.angle ?? 0) * Math.PI / 180, i[a + 1] = 0, i[a + 2] = 0, i[a + 3] = 0;
877
+ } else i[n + 0] = 0, i[n + 1] = 0, i[n + 2] = 0, i[n + 3] = 0, i[r + 0] = 0, i[r + 1] = 0, i[r + 2] = 0, i[r + 3] = 1, i[a + 0] = 0, i[a + 1] = 0, i[a + 2] = 0, i[a + 3] = 0;
878
+ }
879
+ return e;
880
+ }
881
+ //#endregion
882
+ //#region src/components/custom/aurora/composables/wgpuSetup.ts
883
+ var Qe = 64, $e = 8, et = 2;
884
+ function tt(e) {
885
+ let { canvas: t, cursor: n, getConfig: r, getReducedMotion: i } = e;
886
+ return function(e, a, o) {
887
+ let s = e.createShaderModule({
888
+ label: "[Aurora] aurora.wgsl",
889
+ code: Ye
890
+ }), c = e.createBuffer({
891
+ label: "[Aurora] uniforms",
892
+ size: 528,
893
+ usage: Qe | $e
894
+ }), u = e.createBindGroupLayout({
895
+ label: "[Aurora] bind-group-0",
896
+ entries: [{
897
+ binding: 0,
898
+ visibility: et,
899
+ buffer: { type: "uniform" }
900
+ }]
901
+ }), d = e.createRenderPipeline({
902
+ label: "[Aurora] pipeline",
903
+ layout: e.createPipelineLayout({ bindGroupLayouts: [u] }),
904
+ vertex: {
905
+ module: s,
906
+ entryPoint: "vs_main"
907
+ },
908
+ fragment: {
909
+ module: s,
910
+ entryPoint: "fs_main",
911
+ targets: [{
912
+ format: o,
913
+ blend: {
914
+ color: {
915
+ srcFactor: "one",
916
+ dstFactor: "one-minus-src-alpha",
917
+ operation: "add"
918
+ },
919
+ alpha: {
920
+ srcFactor: "one",
921
+ dstFactor: "one-minus-src-alpha",
922
+ operation: "add"
923
+ }
924
+ }
925
+ }]
926
+ },
927
+ primitive: { topology: "triangle-list" }
928
+ }), f = e.createBindGroup({
929
+ label: "[Aurora] bind-group",
930
+ layout: u,
931
+ entries: [{
932
+ binding: 0,
933
+ resource: { buffer: c }
934
+ }]
935
+ }), p = Xe();
936
+ function m() {
937
+ let e = l(), n = t.getBoundingClientRect(), r = t.parentElement?.getBoundingClientRect(), i = n.width || r?.width || 1, a = n.height || r?.height || 1, o = Math.max(1, Math.round(i * e)), s = Math.max(1, Math.round(a * e));
938
+ (t.width !== o || t.height !== s) && (t.width = o, t.height = s);
939
+ }
940
+ function h(t) {
941
+ U(n, +!i()), Ze(p, r(), n, t), e.queue.writeBuffer(c, 0, p.buffer);
942
+ let o = a.getCurrentTexture().createView(), s = e.createCommandEncoder({ label: "[Aurora] frame" }), l = s.beginRenderPass({ colorAttachments: [{
943
+ view: o,
944
+ clearValue: {
945
+ r: 0,
946
+ g: 0,
947
+ b: 0,
948
+ a: 0
949
+ },
950
+ loadOp: "clear",
951
+ storeOp: "store"
952
+ }] });
953
+ l.setPipeline(d), l.setBindGroup(0, f), l.draw(3, 1, 0, 0), l.end(), e.queue.submit([s.finish()]);
954
+ }
955
+ function g() {
956
+ if (i()) return !1;
957
+ let e = r();
958
+ return e.nucleiDrift !== 0 || e.paletteDrift !== 0 || e.breathDepth !== 0 || e.warpDrift !== 0 || e.interactivity?.light && n.burst > .001 ? !0 : W(n);
959
+ }
960
+ return {
961
+ frame: h,
962
+ shouldContinue: g,
963
+ resize: m,
964
+ time: (e) => i() ? 3.7 : e,
965
+ teardown: () => {
966
+ c.destroy();
967
+ }
968
+ };
969
+ };
970
+ }
971
+ //#endregion
492
972
  //#region src/components/custom/aurora/composables/runtime.ts
493
- function ze(e) {
973
+ function nt(e) {
494
974
  return e.mode === "capture" ? !0 : e.initStrategy === "eager";
495
975
  }
496
- function Be(e) {
976
+ function rt(e) {
497
977
  return typeof e.preserveDrawingBuffer == "boolean" ? e.preserveDrawingBuffer : e.mode === "capture";
498
978
  }
499
- function G(e, n, r = {}) {
500
- let i = Be(r), a = n, o = Pe(), c = null, l = s(e, {
501
- mode: r.mode === "capture" ? "capture" : "live",
979
+ function q(e, t, n = {}) {
980
+ let r = rt(n), i = !n.forceWebGLUnderSoftwareRaster && A(), a = t, s = Ke(), c = null, u = i ? {
981
+ arm: () => {},
982
+ suspend: () => {},
983
+ resume: () => {},
984
+ wake: () => {},
985
+ renderAt: () => {},
986
+ dispose: () => {},
987
+ reducedMotion: !1
988
+ } : o(e, {
989
+ mode: n.mode === "capture" ? "capture" : "live",
502
990
  contextAttrs: {
503
991
  antialias: !1,
504
992
  alpha: !0,
505
993
  premultipliedAlpha: !0,
506
- preserveDrawingBuffer: i
994
+ preserveDrawingBuffer: r
507
995
  },
508
- setup: (n) => {
509
- let { program: r, vs: i, fs: s, uniforms: u, geometry: d } = N(n, ce, ge);
996
+ setupWGPU: tt({
997
+ canvas: e,
998
+ cursor: s,
999
+ getConfig: () => a,
1000
+ getReducedMotion: () => u.reducedMotion
1001
+ }),
1002
+ setupGL: (t) => {
1003
+ let { program: n, vs: r, fs: i, uniforms: o, geometry: d } = Oe(t, he, Te);
510
1004
  function f() {
511
- let i = t(), a = e.getBoundingClientRect(), o = e.parentElement?.getBoundingClientRect(), s = a.width || o?.width || 1, c = a.height || o?.height || 1, l = Math.max(1, Math.round(s * i)), u = Math.max(1, Math.round(c * i));
512
- (e.width !== l || e.height !== u) && (e.width = l, e.height = u), n.viewport(0, 0, l, u), n.useProgram(r);
1005
+ let r = l(), i = e.getBoundingClientRect(), a = e.parentElement?.getBoundingClientRect(), o = i.width || a?.width || 1, s = i.height || a?.height || 1, c = Math.max(1, Math.round(o * r)), u = Math.max(1, Math.round(s * r));
1006
+ (e.width !== c || e.height !== u) && (e.width = c, e.height = u), t.viewport(0, 0, c, u), t.useProgram(n);
513
1007
  }
514
- let p = Ae(n, r, u, o), m = Re({
515
- gl: n,
516
- prog: r,
517
- uniforms: u,
518
- cursor: o,
1008
+ let p = He(t, n, o, s), m = Je({
1009
+ gl: t,
1010
+ prog: n,
1011
+ uniforms: o,
1012
+ cursor: s,
519
1013
  getConfig: () => a,
520
- getReducedMotion: () => l.reducedMotion
1014
+ getReducedMotion: () => u.reducedMotion
521
1015
  });
522
- return n.clearColor(0, 0, 0, 0), n.disable(n.DEPTH_TEST), n.enable(n.BLEND), n.blendFunc(n.ONE, n.ONE_MINUS_SRC_ALPHA), c = (e) => {
1016
+ return t.clearColor(0, 0, 0, 0), t.disable(t.DEPTH_TEST), t.enable(t.BLEND), t.blendFunc(t.ONE, t.ONE_MINUS_SRC_ALPHA), c = (e) => {
523
1017
  a = e, p(e);
524
1018
  }, c(a), requestAnimationFrame(() => {
525
1019
  f(), requestAnimationFrame(f);
@@ -527,55 +1021,60 @@ function G(e, n, r = {}) {
527
1021
  frame: m.frame,
528
1022
  shouldContinue: m.needsAnimation,
529
1023
  resize: f,
530
- time: (e) => l.reducedMotion ? 3.7 : e,
1024
+ time: (e) => u.reducedMotion ? 3.7 : e,
531
1025
  teardown: () => {
532
- n.deleteProgram(r), n.deleteShader(i), n.deleteShader(s), n.deleteBuffer(d.buf), n.deleteVertexArray(d.vao);
1026
+ t.deleteProgram(n), t.deleteShader(r), t.deleteShader(i), t.deleteBuffer(d.buf), t.deleteVertexArray(d.vao);
533
1027
  }
534
1028
  };
535
1029
  }
536
1030
  });
537
- function u(e, t, n = .8) {
538
- o.targetX = e, o.targetY = t, o.targetStrength = n, l.wake();
539
- }
540
- function d(e, t) {
541
- l.reducedMotion || (Ie(o, e, t), l.wake());
1031
+ function d(e, t, n = .8) {
1032
+ s.targetX = e, s.targetY = t, s.targetStrength = n, u.wake();
542
1033
  }
543
- function f() {
544
- o.targetStrength = 0, l.wake();
1034
+ function f(e, t) {
1035
+ u.reducedMotion || (qe(s, e, t), u.wake());
545
1036
  }
546
- function p(e) {
547
- o.radius = e, l.wake();
1037
+ function p() {
1038
+ s.targetStrength = 0, u.wake();
548
1039
  }
549
1040
  function m(e) {
550
- l.wake();
1041
+ s.radius = e, u.wake();
1042
+ }
1043
+ function h(e) {
1044
+ u.wake();
551
1045
  }
552
- return r.mode !== "capture" && ze(r) && l.arm(), {
553
- arm: () => l.arm(),
1046
+ function g() {
1047
+ u.armAsync ? u.armAsync().catch((e) => {
1048
+ n.onInitError?.(e instanceof Error ? e : Error(String(e)));
1049
+ }) : u.arm();
1050
+ }
1051
+ return n.mode !== "capture" && nt(n) && g(), {
1052
+ arm: () => g(),
554
1053
  update: (e) => {
555
- a = e, c?.(e), l.wake();
1054
+ a = e, c?.(e), u.wake();
556
1055
  },
557
- setCursor: u,
558
- clearCursor: f,
559
- setCursorRadius: p,
560
- setReducedMotion: m,
561
- injectCursorVelocity: d,
1056
+ setCursor: d,
1057
+ clearCursor: p,
1058
+ setCursorRadius: m,
1059
+ setReducedMotion: h,
1060
+ injectCursorVelocity: f,
562
1061
  get reducedMotion() {
563
- return l.reducedMotion;
1062
+ return u.reducedMotion;
564
1063
  },
565
- pause: (e = "manual") => l.suspend(e),
566
- resume: (e = "manual") => l.resume(e),
567
- renderAt: (e) => l.renderAt(e),
568
- dispose: () => l.dispose()
1064
+ pause: (e = "manual") => u.suspend(e),
1065
+ resume: (e = "manual") => u.resume(e),
1066
+ renderAt: (e) => u.renderAt(e),
1067
+ dispose: () => u.dispose()
569
1068
  };
570
1069
  }
571
1070
  //#endregion
572
1071
  //#region src/components/custom/aurora/composables/configSource.ts
573
- function K(e) {
1072
+ function J(e) {
574
1073
  return typeof e == "function" ? e : e && typeof e == "object" && "value" in e ? () => e.value : () => e;
575
1074
  }
576
1075
  //#endregion
577
1076
  //#region src/components/custom/aurora/composables/useAurora.ts
578
- function Ve(e) {
1077
+ function it(e) {
579
1078
  if (typeof window > "u") return () => {};
580
1079
  if (typeof window.requestIdleCallback == "function") {
581
1080
  let t = window.requestIdleCallback(() => e(), { timeout: 2e3 });
@@ -592,8 +1091,8 @@ function Ve(e) {
592
1091
  r = !0, cancelAnimationFrame(t), n !== void 0 && clearTimeout(n);
593
1092
  };
594
1093
  }
595
- function q(e, t, n = {}, r = {}) {
596
- let i = K(t), a = r.renderMode === "css", o = null, s = null, c = null, l = null, u = null, d = null, f = null, p = !1, m = D(!1), h = n.mode === "capture" || n.initStrategy === "eager";
1094
+ function Y(e, t, n = {}, r = {}) {
1095
+ let i = J(t), a = r.renderMode === "css", o = null, s = null, c = null, l = null, u = null, d = null, f = null, p = !1, m = E(!1), h = n.mode === "capture" || n.initStrategy === "eager";
597
1096
  function g() {
598
1097
  f && o && o.setReducedMotion(f.matches);
599
1098
  }
@@ -614,7 +1113,7 @@ function q(e, t, n = {}, r = {}) {
614
1113
  _(e);
615
1114
  return;
616
1115
  }
617
- m.value = !0, f = window.matchMedia("(prefers-reduced-motion: reduce)"), f.addEventListener("change", g), s = k(i, (e) => o?.update(e), { deep: !0 }), i().interactivity?.scroll && e.value && (l = k(te({
1116
+ m.value = !0, f = window.matchMedia("(prefers-reduced-motion: reduce)"), f.addEventListener("change", g), s = O(i, (e) => o?.update(e), { deep: !0 }), i().interactivity?.scroll && e.value && (l = O(ie({
618
1117
  target: e,
619
1118
  trackExit: !0
620
1119
  }), (e) => {
@@ -626,7 +1125,7 @@ function q(e, t, n = {}, r = {}) {
626
1125
  let t = e.value;
627
1126
  if (!t || a) return;
628
1127
  try {
629
- o = G(t, i(), {
1128
+ o = q(t, i(), {
630
1129
  initStrategy: "deferred",
631
1130
  ...n
632
1131
  });
@@ -638,13 +1137,13 @@ function q(e, t, n = {}, r = {}) {
638
1137
  v();
639
1138
  return;
640
1139
  }
641
- d = ee(e, {
1140
+ d = re(e, {
642
1141
  pause: () => o?.pause("off-screen"),
643
1142
  resume: () => o?.resume("off-screen")
644
1143
  }, { pauseWhenHidden: !1 });
645
1144
  let r = d.isIntersecting;
646
- c = k(r, (e) => {
647
- !e || p || u || (u = Ve(() => {
1145
+ c = O(r, (e) => {
1146
+ !e || p || u || (u = it(() => {
648
1147
  u = null, r.value && v();
649
1148
  }));
650
1149
  }, { immediate: !0 });
@@ -658,33 +1157,184 @@ function q(e, t, n = {}, r = {}) {
658
1157
  renderAt: (e) => o?.renderAt(e),
659
1158
  pause: () => o?.pause(),
660
1159
  resume: () => o?.resume(),
661
- isArmed: E(m)
1160
+ isArmed: de(m)
662
1161
  };
663
1162
  }
664
1163
  //#endregion
665
- //#region src/components/custom/aurora/constants/renderMode.ts
666
- function J(e) {
667
- if (e !== "auto") return e;
668
- if (typeof navigator > "u" || typeof window > "u") return "webgl";
669
- let t = typeof navigator.hardwareConcurrency == "number" && navigator.hardwareConcurrency <= 4, n = typeof window.matchMedia == "function" && window.matchMedia("(prefers-reduced-motion: reduce)").matches, r = navigator.connection?.saveData === !0;
670
- return t || n || r ? "css" : "webgl";
1164
+ //#region src/components/custom/aurora/composables/auroraFallbackGround.ts
1165
+ function X(e) {
1166
+ let t = Math.max(0, Math.min(1, e));
1167
+ return t <= .0031308 ? t * 12.92 : 1.055 * t ** (1 / 2.4) - .055;
1168
+ }
1169
+ function at([e, t, n]) {
1170
+ let r = .76, i = Math.min(e, Math.min(t, n)), a = i < .08 ? i - 6.25 * i * i : .04, o = e - a, s = t - a, c = n - a, l = Math.max(o, Math.max(s, c)), u = (e) => Math.max(0, Math.min(1, e));
1171
+ if (l < r) return [
1172
+ u(o),
1173
+ u(s),
1174
+ u(c)
1175
+ ];
1176
+ let d = 1 - r, f = 1 - d * d / (l + d - r), p = f / l;
1177
+ o *= p, s *= p, c *= p;
1178
+ let m = 1 - 1 / (.15 * (l - f) + 1);
1179
+ return [
1180
+ u(o + (f - o) * m),
1181
+ u(s + (f - s) * m),
1182
+ u(c + (f - c) * m)
1183
+ ];
1184
+ }
1185
+ function ot([e, t, n]) {
1186
+ return .2126 * e + .7152 * t + .0722 * n;
1187
+ }
1188
+ function st(e, t) {
1189
+ let n = e.length;
1190
+ if (n === 0) return [
1191
+ 0,
1192
+ 0,
1193
+ 0
1194
+ ];
1195
+ if (n === 1) return e[0];
1196
+ let r = Math.max(0, Math.min(1, t)) * (n - 1), i = Math.floor(r), a = Math.min(i + 1, n - 1), o = r - i, s = e[i], c = e[a];
1197
+ return [
1198
+ s[0] + (c[0] - s[0]) * o,
1199
+ s[1] + (c[1] - s[1]) * o,
1200
+ s[2] + (c[2] - s[2]) * o
1201
+ ];
1202
+ }
1203
+ function ct(e, t, n, r) {
1204
+ let i = 0, a = 0, o = 0;
1205
+ for (let s of e) {
1206
+ let e = n - s.x, c = r - s.y, l = (s.angle ?? 0) * Math.PI / 180, u = Math.cos(l), d = Math.sin(l), f = u * e + d * c, p = -d * e + u * c, m = f / Math.max(s.elongation ?? 1, .01), h = p, g = m * m + h * h, _ = Math.max(s.radius, .01), v = Math.exp(-t * g / (_ * _));
1207
+ i += v * s.paletteBias, a += v * s.valueBias, o += v;
1208
+ }
1209
+ let s = Math.max(o, 1e-4);
1210
+ return {
1211
+ paletteId: Math.max(0, Math.min(1, i / s)),
1212
+ valueMod: a / s
1213
+ };
1214
+ }
1215
+ function lt(e, t, n) {
1216
+ let r = e.palette.map((e) => b(e)), { paletteId: i, valueMod: a } = ct(e.nuclei, e.softmaxBeta, t, n), o = st(r, i), s = 1 + e.valueVariance * a, c = [
1217
+ o[0] * s,
1218
+ o[1] * s,
1219
+ o[2] * s
1220
+ ];
1221
+ return c = at(c), c = [
1222
+ Math.max(0, Math.min(1, c[0] * .985 + .008)),
1223
+ Math.max(0, Math.min(1, c[1] * .985 + .008)),
1224
+ Math.max(0, Math.min(1, c[2] * .985 + .008))
1225
+ ], [
1226
+ X(c[0]),
1227
+ X(c[1]),
1228
+ X(c[2])
1229
+ ];
1230
+ }
1231
+ function ut([e, t, n]) {
1232
+ let r = (e) => Math.round(Math.max(0, Math.min(1, e)) * 255);
1233
+ return `rgb(${r(e)}, ${r(t)}, ${r(n)})`;
1234
+ }
1235
+ function dt(e) {
1236
+ return ot(e.map((e) => {
1237
+ let t = Math.max(0, Math.min(1, e));
1238
+ return t <= .04045 ? t / 12.92 : ((t + .055) / 1.055) ** 2.4;
1239
+ }));
1240
+ }
1241
+ function ft(e, t = {}) {
1242
+ let n = Math.max(2, Math.min(16, Math.round(t.grid ?? 8))), r = [], i = 0, a = [
1243
+ 0,
1244
+ 0,
1245
+ 0,
1246
+ 0
1247
+ ], o = [
1248
+ 0,
1249
+ 0,
1250
+ 0,
1251
+ 0
1252
+ ];
1253
+ for (let t = 0; t < n; t++) for (let s = 0; s < n; s++) {
1254
+ let c = (s + .5) / n, l = (t + .5) / n, u = lt(e, c, l);
1255
+ r.push({
1256
+ x: c,
1257
+ y: l,
1258
+ color: u
1259
+ });
1260
+ let d = dt(u);
1261
+ i += d;
1262
+ let f = (l < .5 ? 0 : 2) + (c < .5 ? 0 : 1);
1263
+ a[f] += d, o[f] += 1;
1264
+ }
1265
+ let s = i / r.length, c = [
1266
+ a[0] / Math.max(1, o[0]),
1267
+ a[1] / Math.max(1, o[1]),
1268
+ a[2] / Math.max(1, o[2]),
1269
+ a[3] / Math.max(1, o[3])
1270
+ ], l = [
1271
+ 0,
1272
+ 0,
1273
+ 0
1274
+ ];
1275
+ for (let e of r) l[0] += e.color[0], l[1] += e.color[1], l[2] += e.color[2];
1276
+ l[0] /= r.length, l[1] /= r.length, l[2] /= r.length;
1277
+ let u = pt(r, n);
1278
+ if (u) return {
1279
+ backgroundImage: `url("${u}")`,
1280
+ backgroundColor: ut(l),
1281
+ metrics: {
1282
+ mean: s,
1283
+ quadrants: c
1284
+ }
1285
+ };
1286
+ let d = 100 / n * 1.4;
1287
+ return {
1288
+ backgroundImage: r.map((e) => {
1289
+ let t = (e.x * 100).toFixed(2), n = (e.y * 100).toFixed(2), r = (e) => Math.round(Math.max(0, Math.min(1, e)) * 255), [i, a, o] = e.color, s = `rgba(${r(i)}, ${r(a)}, ${r(o)}, 0.7)`, c = `rgba(${r(i)}, ${r(a)}, ${r(o)}, 0)`;
1290
+ return `radial-gradient(circle ${d.toFixed(2)}% at ${t}% ${n}%, ${s} 0%, ${c} 100%)`;
1291
+ }).join(", "),
1292
+ backgroundColor: ut(l),
1293
+ metrics: {
1294
+ mean: s,
1295
+ quadrants: c
1296
+ }
1297
+ };
1298
+ }
1299
+ function pt(e, t) {
1300
+ if (typeof document > "u") return null;
1301
+ let n;
1302
+ try {
1303
+ n = document.createElement("canvas");
1304
+ } catch {
1305
+ return null;
1306
+ }
1307
+ n.width = t, n.height = t;
1308
+ let r = n.getContext("2d");
1309
+ if (!r) return null;
1310
+ let i = r.createImageData(t, t);
1311
+ for (let n of e) {
1312
+ let e = Math.min(t - 1, Math.floor(n.x * t)), r = (Math.min(t - 1, Math.floor(n.y * t)) * t + e) * 4, a = (e) => Math.round(Math.max(0, Math.min(1, e)) * 255);
1313
+ i.data[r] = a(n.color[0]), i.data[r + 1] = a(n.color[1]), i.data[r + 2] = a(n.color[2]), i.data[r + 3] = 255;
1314
+ }
1315
+ r.putImageData(i, 0, 0);
1316
+ try {
1317
+ return n.toDataURL("image/png");
1318
+ } catch {
1319
+ return null;
1320
+ }
671
1321
  }
672
1322
  //#endregion
673
- //#region src/components/custom/aurora/Aurora.vue
674
- var He = /* @__PURE__ */ e(/* @__PURE__ */ ne({
1323
+ //#region src/components/custom/aurora/Aurora.vue?vue&type=script&setup=true&lang.ts
1324
+ var mt = ["data-aurora-substrate"], ht = /* @__PURE__ */ e(/* @__PURE__ */ se({
675
1325
  __name: "Aurora",
676
1326
  props: {
677
- config: { default: () => p },
1327
+ config: { default: () => y },
678
1328
  runtimeOptions: {},
679
1329
  onInitError: {},
680
1330
  renderMode: { default: "auto" },
681
1331
  opacityCeiling: { default: 1 }
682
1332
  },
683
1333
  setup(e, { expose: t }) {
684
- let n = e, r = J(n.renderMode), i = b(() => Math.max(0, Math.min(1, n.opacityCeiling))), a = D(null), o = q(a, () => n.config, b(() => ({
1334
+ let n = e, r = Ee(n.renderMode, { forceWebGLUnderSoftwareRaster: n.runtimeOptions?.forceWebGLUnderSoftwareRaster ?? !1 }), i = C(() => Math.max(0, Math.min(1, n.opacityCeiling))), a = E(null), o = Y(a, () => n.config, C(() => ({
685
1335
  ...n.runtimeOptions ?? {},
686
1336
  ...n.onInitError ? { onInitError: n.onInitError } : {}
687
- })).value, { renderMode: r }), s = b(() => F(n.config.palette));
1337
+ })).value, { renderMode: r }), s = C(() => r === "css"), c = C(() => ft(n.config)), l = C(() => s.value ? c.value.backgroundImage : N(n.config.palette)), u = C(() => s.value ? c.value.backgroundColor : "transparent");
688
1338
  return t({
689
1339
  config: n.config,
690
1340
  canvasRef: a,
@@ -696,25 +1346,29 @@ var He = /* @__PURE__ */ e(/* @__PURE__ */ ne({
696
1346
  pause: o.pause,
697
1347
  resume: o.resume,
698
1348
  isArmed: o.isArmed
699
- }), (e, t) => (ie(), x("div", {
1349
+ }), (e, t) => (ue(), ae("div", {
700
1350
  class: "aurora-root block h-full w-full overflow-hidden",
701
- style: C({ "--aurora-opacity-ceiling": i.value })
702
- }, [S("div", {
1351
+ "data-aurora-substrate": D(r),
1352
+ style: le({ "--aurora-opacity-ceiling": i.value })
1353
+ }, [oe("div", {
703
1354
  class: "aurora-placeholder h-full w-full",
704
1355
  "aria-hidden": "true",
705
- style: C({ backgroundImage: s.value })
706
- }, null, 4), S("canvas", {
1356
+ style: le({
1357
+ backgroundImage: l.value,
1358
+ backgroundColor: u.value
1359
+ })
1360
+ }, null, 4), oe("canvas", {
707
1361
  ref_key: "canvasRef",
708
1362
  ref: a,
709
1363
  "aria-hidden": "true",
710
- class: re(["aurora-canvas block h-full w-full", { "aurora-canvas--armed": O(o).isArmed.value }])
711
- }, null, 2)], 4));
1364
+ class: ce(["aurora-canvas block h-full w-full", { "aurora-canvas--armed": D(o).isArmed.value }])
1365
+ }, null, 2)], 12, mt));
712
1366
  }
713
- }), [["__scopeId", "data-v-b51a5fc3"]]);
1367
+ }), [["__scopeId", "data-v-c05f182a"]]);
714
1368
  //#endregion
715
1369
  //#region src/components/custom/aurora/composables/useCursorInteraction.ts
716
- function Ue(e, t, n) {
717
- let r = K(t), i = n.hitFraction ?? .35, a = null, o = null, s = null, c = null;
1370
+ function gt(e, t, n) {
1371
+ let r = J(t), i = n.hitFraction ?? .35, a = null, o = null, s = null, c = null;
718
1372
  function l(e, t) {
719
1373
  let n = t.getBoundingClientRect();
720
1374
  return {
@@ -810,12 +1464,11 @@ function Ue(e, t, n) {
810
1464
  }), { isDragging: () => a };
811
1465
  }
812
1466
  //#endregion
813
- //#region src/components/custom/aurora/composables/atoms.ts
814
- var Y = {};
815
- function X(e, t, n) {
1467
+ //#region src/components/custom/aurora/composables/atoms-fields.ts
1468
+ function Z(e, t, n) {
816
1469
  return e + (t - e) * n;
817
1470
  }
818
- var Z = {
1471
+ var Q = {
819
1472
  saturation: {
820
1473
  calm: .85,
821
1474
  vivid: 1.2
@@ -832,7 +1485,7 @@ var Z = {
832
1485
  calm: .15,
833
1486
  vivid: .5
834
1487
  }
835
- }, We = {
1488
+ }, _t = {
836
1489
  still: {
837
1490
  nucleiDrift: 0,
838
1491
  paletteDrift: 0,
@@ -840,10 +1493,10 @@ var Z = {
840
1493
  breathDepth: 0
841
1494
  },
842
1495
  breathing: {
843
- nucleiDrift: 0,
844
- paletteDrift: 0,
845
- warpDrift: 0,
846
- breathDepth: .05
1496
+ nucleiDrift: .005,
1497
+ paletteDrift: .006,
1498
+ warpDrift: .003,
1499
+ breathDepth: .06
847
1500
  },
848
1501
  drifting: {
849
1502
  nucleiDrift: .015,
@@ -851,34 +1504,74 @@ var Z = {
851
1504
  warpDrift: .008,
852
1505
  breathDepth: .05
853
1506
  }
854
- }, Ge = .61803398875;
855
- function Q(e, t = "composed") {
856
- let n = Math.max(1, Math.min(6, Math.round(e))), i = [
1507
+ };
1508
+ function vt(e, t, n) {
1509
+ let r = s(n, 0, 1);
1510
+ switch (t) {
1511
+ case "watercolor":
1512
+ e.wetEdge = r, e.granulation = r * .8;
1513
+ break;
1514
+ case "pastel":
1515
+ e.strokeAmount = r, e.canvasGrain = r * .05;
1516
+ break;
1517
+ case "oil":
1518
+ case "vangogh":
1519
+ e.strokeAmount = r, e.impasto = r, e.canvasGrain = r * .06;
1520
+ break;
1521
+ case "oil-pastel":
1522
+ case "crayon":
1523
+ case "kuwahara":
1524
+ e.strokeAmount = r, e.canvasGrain = r * .05;
1525
+ break;
1526
+ }
1527
+ }
1528
+ function yt(e, t) {
1529
+ switch (t) {
1530
+ case "watercolor": return s(e.wetEdge, 0, 1);
1531
+ case "oil":
1532
+ case "vangogh":
1533
+ case "pastel":
1534
+ case "oil-pastel":
1535
+ case "crayon":
1536
+ case "kuwahara": return s(e.strokeAmount, 0, 1);
1537
+ }
1538
+ }
1539
+ function bt(e) {
1540
+ return e.nucleiDrift + e.paletteDrift + e.warpDrift > .001 ? "drifting" : e.breathDepth > .001 ? "breathing" : "still";
1541
+ }
1542
+ function xt(e, t, n) {
1543
+ return n === t ? 0 : s((e - t) / (n - t), 0, 1);
1544
+ }
1545
+ //#endregion
1546
+ //#region src/components/custom/aurora/composables/atoms.ts
1547
+ var $ = {}, St = .61803398875;
1548
+ function Ct(e, t = "composed") {
1549
+ let n = Math.max(1, Math.min(6, Math.round(e))), r = [
857
1550
  [.33, .33],
858
1551
  [.67, .67],
859
1552
  [.67, .33],
860
1553
  [.33, .67],
861
1554
  [.5, .5],
862
1555
  [.5, .33]
863
- ], a = (e) => {
1556
+ ], i = (e) => {
864
1557
  switch (t) {
865
1558
  case "scattered": {
866
- let t = e * Ge * Math.PI * 2, i = .12 + .3 * Math.sqrt((e + .5) / n);
867
- return [r(.5 + i * Math.cos(t), .1, .9), r(.5 + i * Math.sin(t), .1, .9)];
1559
+ let t = e * St * Math.PI * 2, r = .12 + .3 * Math.sqrt((e + .5) / n);
1560
+ return [s(.5 + r * Math.cos(t), .1, .9), s(.5 + r * Math.sin(t), .1, .9)];
868
1561
  }
869
1562
  case "centred": {
870
1563
  if (n === 1) return [.5, .5];
871
1564
  let t = e / n * Math.PI * 2, r = .12;
872
1565
  return [.5 + r * Math.cos(t), .5 + r * Math.sin(t)];
873
1566
  }
874
- default: return i[e % i.length];
1567
+ default: return r[e % r.length];
875
1568
  }
876
1569
  };
877
1570
  return Array.from({ length: n }, (e, t) => {
878
- let [r, i] = a(t);
1571
+ let [r, a] = i(t);
879
1572
  return {
880
1573
  x: r,
881
- y: i,
1574
+ y: a,
882
1575
  radius: .5,
883
1576
  paletteBias: n === 1 ? 0 : t / (n - 1),
884
1577
  valueBias: (t % 2 == 0 ? 1 : -1) * .05,
@@ -887,82 +1580,47 @@ function Q(e, t = "composed") {
887
1580
  };
888
1581
  });
889
1582
  }
890
- function Ke(e) {
1583
+ function wt(e) {
891
1584
  return e < .4 ? "fbm" : e < .75 ? "hybrid" : "cellular";
892
1585
  }
893
- function qe(e, t) {
894
- let n = r(t, 0, 1);
895
- e.warpAmount = r(X(.2, .6, n), 0, .6), e.warpScale = r(X(1, 2.6, n), .5, 3), e.warpMode = Ke(n), e.noiseOctaves = n < .5 ? 3 : n < .85 ? 4 : 5;
1586
+ function Tt(e, t) {
1587
+ let n = s(t, 0, 1);
1588
+ e.warpAmount = s(Z(.2, .6, n), 0, .6), e.warpScale = s(Z(1, 2.6, n), .5, 3), e.warpMode = wt(n), e.noiseOctaves = n < .5 ? 3 : n < .85 ? 4 : 5;
896
1589
  }
897
- function Je(e, t, n) {
898
- let i = r(n, 0, 1);
899
- switch (t) {
900
- case "watercolor":
901
- e.wetEdge = i, e.granulation = i * .8;
902
- break;
903
- case "pastel":
904
- e.strokeAmount = i, e.canvasGrain = i * .05;
905
- break;
906
- case "oil":
907
- case "vangogh":
908
- e.strokeAmount = i, e.impasto = i, e.canvasGrain = i * .06;
909
- break;
910
- case "oil-pastel":
911
- case "crayon":
912
- e.strokeAmount = i, e.canvasGrain = i * .05;
913
- break;
914
- }
915
- }
916
- function Ye(e = Y, t = p) {
1590
+ function Et(e = $, t = y) {
917
1591
  let n = {
918
1592
  ...t,
919
1593
  palette: t.palette.map((e) => ({ ...e })),
920
1594
  nuclei: t.nuclei.map((e) => ({ ...e })),
921
1595
  flow: { ...t.flow }
922
- }, i = e.colorEnergy === void 0 ? void 0 : r(e.colorEnergy, 0, 1);
923
- if (e.seed !== void 0 && (n.palette = R(e.seed, {
1596
+ }, r = e.colorEnergy === void 0 ? void 0 : s(e.colorEnergy, 0, 1);
1597
+ if (e.seed !== void 0 && (n.palette = P(e.seed, {
924
1598
  harmony: e.harmony ?? "analogous",
925
1599
  stopCount: 4,
926
- temperatureShift: i === void 0 ? 0 : X(Z.temperatureShift.calm, Z.temperatureShift.vivid, i)
927
- })), i !== void 0 && (n.saturation = r(X(Z.saturation.calm, Z.saturation.vivid, i), .6, 1.3), n.valueVariance = r(X(Z.valueVariance.calm, Z.valueVariance.vivid, i), 0, .3), n.breathDepth = r(X(Z.breathDepth.calm, Z.breathDepth.vivid, i), 0, .15)), e.zones !== void 0 && (n.nuclei = Q(e.zones.count, e.zones.arrangement ?? "composed")), e.noise !== void 0 && qe(n, e.noise), e.medium !== void 0 && (n.medium = e.medium.kind, (e.medium.kind === "vangogh" || e.medium.kind === "oil-pastel") && (n.strokeOrient = "tensor"), e.medium.kind !== "smooth" && e.medium.amount !== void 0 && Je(n, e.medium.kind, e.medium.amount)), e.motion !== void 0) {
928
- let t = We[e.motion];
929
- n.nucleiDrift = r(t.nucleiDrift, 0, .05), n.paletteDrift = r(t.paletteDrift, 0, .04), n.warpDrift = r(t.warpDrift, 0, .015), n.breathDepth = r(e.motion === "still" ? 0 : Math.max(n.breathDepth, t.breathDepth), 0, .15);
1600
+ temperatureShift: r === void 0 ? 0 : Z(Q.temperatureShift.calm, Q.temperatureShift.vivid, r)
1601
+ })), r !== void 0 && (n.saturation = s(Z(Q.saturation.calm, Q.saturation.vivid, r), .6, 1.3), n.valueVariance = s(Z(Q.valueVariance.calm, Q.valueVariance.vivid, r), 0, .3), n.breathDepth = s(Z(Q.breathDepth.calm, Q.breathDepth.vivid, r), 0, .15)), e.zones !== void 0 && (n.nuclei = Ct(e.zones.count, e.zones.arrangement ?? "composed")), e.noise !== void 0 && Tt(n, e.noise), e.medium !== void 0 && (n.medium = e.medium.kind, (e.medium.kind === "vangogh" || e.medium.kind === "oil-pastel") && (n.strokeOrient = "tensor"), e.medium.kind !== "smooth" && e.medium.amount !== void 0 && vt(n, e.medium.kind, e.medium.amount)), e.motion !== void 0) {
1602
+ let t = _t[e.motion];
1603
+ n.nucleiDrift = s(t.nucleiDrift, 0, .05), n.paletteDrift = s(t.paletteDrift, 0, .04), n.warpDrift = s(t.warpDrift, 0, .015), n.breathDepth = s(e.motion === "still" ? 0 : Math.max(n.breathDepth, t.breathDepth), 0, .15);
930
1604
  }
931
1605
  return e.interactivity !== void 0 && (n.interactivity = { ...e.interactivity }), n;
932
1606
  }
933
- function $(e, t, n) {
934
- return n === t ? 0 : r((e - t) / (n - t), 0, 1);
935
- }
936
- function Xe(e) {
937
- return e.nucleiDrift + e.paletteDrift + e.warpDrift > .001 ? "drifting" : e.breathDepth > .001 ? "breathing" : "still";
938
- }
939
- function Ze(e, t) {
940
- switch (t) {
941
- case "watercolor": return r(e.wetEdge, 0, 1);
942
- case "oil":
943
- case "vangogh":
944
- case "pastel":
945
- case "oil-pastel":
946
- case "crayon": return r(e.strokeAmount, 0, 1);
947
- }
948
- }
949
- function Qe(e) {
1607
+ function Dt(e) {
950
1608
  let t = e.medium, n = t === "smooth" ? { kind: t } : {
951
1609
  kind: t,
952
- amount: Ze(e, t)
1610
+ amount: yt(e, t)
953
1611
  };
954
1612
  return {
955
- seed: e.palette.length > 0 ? v(e.palette[0]) : "#3a7bd5",
1613
+ seed: e.palette.length > 0 ? x(e.palette[0]) : "#3a7bd5",
956
1614
  harmony: "analogous",
957
- colorEnergy: $(e.saturation, Z.saturation.calm, Z.saturation.vivid),
1615
+ colorEnergy: xt(e.saturation, Q.saturation.calm, Q.saturation.vivid),
958
1616
  zones: {
959
1617
  count: Math.max(1, Math.min(6, e.nuclei.length)),
960
1618
  arrangement: "composed"
961
1619
  },
962
- noise: $(e.warpAmount, .2, .6),
1620
+ noise: xt(e.warpAmount, .2, .6),
963
1621
  medium: n,
964
- motion: Xe(e)
1622
+ motion: bt(e)
965
1623
  };
966
1624
  }
967
1625
  //#endregion
968
- export { He as Aurora, Y as DEFAULT_ATOMS, p as DEFAULT_AURORA_CONFIG, d as MAX_NUCLEI, f as MAX_STOPS, Qe as configToAtoms, G as createAurora, y as cssToOklch, R as deriveAurora, P as flattenPalette, I as hexToOklchStop, Q as nucleiPrior, v as oklchStopToHex, h as oklchToLinear, F as paletteToCssGradient, Ye as resolveAtoms, J as resolveRenderMode, q as useAurora, Ue as useCursorInteraction };
1626
+ export { ht as Aurora, $ as DEFAULT_ATOMS, y as DEFAULT_AURORA_CONFIG, _ as MAX_NUCLEI, v as MAX_STOPS, g as PAPER_WASH_GROUND, ft as auroraFallbackGround, Dt as configToAtoms, q as createAurora, S as cssToOklch, P as deriveAurora, M as flattenPalette, ke as hexToOklchStop, A as isSoftwareWebGLRenderer, ct as nucleiFieldStatic, Ct as nucleiPrior, x as oklchStopToHex, b as oklchToLinear, N as paletteToCssGradient, ot as relativeLuminance, Et as resolveAtoms, Ee as resolveRenderMode, lt as sampleAuroraField, Y as useAurora, gt as useCursorInteraction };