@mkbabb/glass-ui 5.0.0 → 6.0.0

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 (470) hide show
  1. package/README.md +30 -27
  2. package/dist/DropdownMenuTrigger-BzQtd9lt.js +65 -0
  3. package/dist/{FadingScroll-BSRLqQCx.js → FadingScroll-C1ZWEjmG.js} +32 -25
  4. package/dist/{Input-DKf-XwUM.js → Input-B4WQ_CMc.js} +1 -1
  5. package/dist/{PagerDots-BP6jh7z4.js → PagerDots-BoTQ7g5l.js} +123 -95
  6. package/dist/{accent-tone-solve-CBw3L0cy.js → accent-tone-solve-Dii9ePhK.js} +1 -1
  7. package/dist/animated-digit.js +1 -1
  8. package/dist/aurora.js +324 -314
  9. package/dist/blob-config.d.ts +0 -4
  10. package/dist/blob-config.js +1 -1
  11. package/dist/blob.js +280 -261
  12. package/dist/{button-BXzhydVB.js → button-32mg6xA8.js} +63 -56
  13. package/dist/button.js +1 -1
  14. package/dist/canvas.js +1 -1
  15. package/dist/{CardAction-2uUvjMQK.js → card-16xmzIr3.js} +29 -11
  16. package/dist/card.js +1 -1
  17. package/dist/carousel.d.ts +1 -2
  18. package/dist/carousel.js +26 -95
  19. package/dist/chip.d.ts +0 -9
  20. package/dist/chip.js +1 -1
  21. package/dist/collapsible.js +1 -1
  22. package/dist/color-swatch.js +1 -0
  23. package/dist/color.js +87 -3
  24. package/dist/{CommandShortcut-fmdbsEJL.js → command-BjPjUU9z.js} +56 -51
  25. package/dist/command.js +1 -1
  26. package/dist/completion-seal.js +64 -55
  27. package/dist/components/_shared/ModalOverlay.vue.d.ts +5 -52
  28. package/dist/components/_shared/field-surfaces.css +1 -0
  29. package/dist/components/_shared/menuItemVariants.d.ts +2 -2
  30. package/dist/components/_shared/useMotionAxis.d.ts +2 -2
  31. package/dist/components/_shared/valueDomain.d.ts +6 -0
  32. package/dist/components/alert/index.d.ts +1 -1
  33. package/dist/components/animated-digit/AnimatedDigit.vue.d.ts +1 -1
  34. package/dist/components/aurora/Aurora.vue.d.ts +7 -1
  35. package/dist/components/aurora/composables/runtime.d.ts +5 -3
  36. package/dist/components/aurora/composables/useAurora.d.ts +4 -2
  37. package/dist/components/avatar/AvatarImage.vue.d.ts +3 -1
  38. package/dist/components/badge/index.d.ts +2 -2
  39. package/dist/components/blob/Blob.vue.d.ts +11 -0
  40. package/dist/components/blob/composables/useMetaballRenderer.d.ts +2 -0
  41. package/dist/components/button/Button.vue.d.ts +4 -2
  42. package/dist/components/button/index.d.ts +2 -2
  43. package/dist/components/card/Card.vue.d.ts +4 -4
  44. package/dist/components/card/ScrollCard.vue.d.ts +1 -1
  45. package/dist/components/card/styles.css +1 -0
  46. package/dist/components/carousel/Carousel.vue.d.ts +2 -2
  47. package/dist/components/carousel/CarouselNext.vue.d.ts +1 -1
  48. package/dist/components/carousel/CarouselPrevious.vue.d.ts +1 -1
  49. package/dist/components/carousel/index.d.ts +0 -1
  50. package/dist/components/carousel/useCarousel.d.ts +2 -2
  51. package/dist/components/combobox/ComboboxList.vue.d.ts +1 -1
  52. package/dist/components/combobox/index.d.ts +1 -3
  53. package/dist/components/command/Command.vue.d.ts +1 -1
  54. package/dist/components/command/CommandDialog.vue.d.ts +9 -6
  55. package/dist/components/completion-seal/styles.css +1 -0
  56. package/dist/components/constellation/Constellation.vue.d.ts +6 -1
  57. package/dist/components/constellation/composables/useConstellation.d.ts +3 -16
  58. package/dist/components/constellation/constants.d.ts +6 -16
  59. package/dist/components/constellation/constellationField.d.ts +3 -5
  60. package/dist/components/constellation/constellationInteraction.d.ts +1 -1
  61. package/dist/components/constellation/constellationRender.d.ts +11 -21
  62. package/dist/components/constellation/constellationTypes.d.ts +12 -9
  63. package/dist/components/constellation/index.d.ts +1 -1
  64. package/dist/components/controls/DarkModeToggle.vue.d.ts +0 -2
  65. package/dist/components/data-table/DataTable.vue.d.ts +14 -2
  66. package/dist/components/data-table/index.d.ts +1 -2
  67. package/dist/components/data-table/types.d.ts +26 -1
  68. package/dist/components/deck/constants.d.ts +0 -10
  69. package/dist/components/deck/index.d.ts +0 -1
  70. package/dist/components/dialog/DialogContent.vue.d.ts +7 -1
  71. package/dist/components/dialog/index.d.ts +0 -1
  72. package/dist/components/dock/DockControl.vue.d.ts +4 -4
  73. package/dist/components/dock/DockStack.vue.d.ts +2 -2
  74. package/dist/components/dock/GlassDock.vue.d.ts +1 -0
  75. package/dist/components/dock/composables/dockMorphContext.d.ts +2 -0
  76. package/dist/components/dock/composables/dockMorphMeasure.d.ts +11 -1
  77. package/dist/components/dock/composables/useDockClickIntegrity.d.ts +4 -0
  78. package/dist/components/dock/composables/useDockOverflowFit.d.ts +3 -3
  79. package/dist/components/dock/composables/useDockPopover.d.ts +2 -0
  80. package/dist/components/dock/composables/useDockShellProps.d.ts +7 -0
  81. package/dist/components/dock/composables/useDockState.d.ts +2 -2
  82. package/dist/components/dock/constants.d.ts +0 -12
  83. package/dist/components/dock/index.d.ts +1 -0
  84. package/dist/components/dock/styles/adaptive-legibility.css +1 -0
  85. package/dist/components/dock/styles/controls/icon-button.css +1 -0
  86. package/dist/{styles/dock-controls → components/dock/styles/controls}/touch-floor.css +1 -1
  87. package/dist/components/dock/styles/controls.css +1 -0
  88. package/dist/{styles/dock → components/dock/styles}/density.css +1 -1
  89. package/dist/components/dock/styles/dock.css +1 -0
  90. package/dist/components/dock/styles/index.css +1 -0
  91. package/dist/components/dock/styles/layer-group.css +1 -0
  92. package/dist/components/dock/styles/layers.css +1 -0
  93. package/dist/components/dock/styles/overflow.css +1 -0
  94. package/dist/components/dock/styles/popover.css +1 -0
  95. package/dist/components/dock/styles/shape.css +1 -0
  96. package/dist/components/dock/styles/shell.css +1 -0
  97. package/dist/components/drawer/Drawer.vue.d.ts +3 -3
  98. package/dist/components/drawer/composables/drawerSnapContext.d.ts +3 -1
  99. package/dist/components/drawer/constants.d.ts +6 -6
  100. package/dist/components/drawer/index.d.ts +4 -6
  101. package/dist/components/drawer/styles.css +1 -0
  102. package/dist/components/dropdown-menu/DropdownMenuContent.vue.d.ts +1 -1
  103. package/dist/components/dropdown-menu/DropdownMenuTrigger.vue.d.ts +9 -3
  104. package/dist/components/dropdown-menu/index.d.ts +0 -1
  105. package/dist/components/easing/EasingConfigurator.vue.d.ts +1 -1
  106. package/dist/components/easing/EasingPicker.vue.d.ts +2 -2
  107. package/dist/components/easing/composables/useEasingPicker.d.ts +4 -0
  108. package/dist/components/easing/constants.d.ts +2 -0
  109. package/dist/components/fading-scroll/composables/useFadingScroll.d.ts +3 -3
  110. package/dist/components/fourier-field/FourierField.vue.d.ts +7 -1
  111. package/dist/components/fourier-field/composables/useFourierField.d.ts +2 -1
  112. package/dist/components/handmark/HandMark.vue.d.ts +1 -1
  113. package/dist/components/handmark/geometry.d.ts +1 -1
  114. package/dist/components/handmark/index.d.ts +4 -6
  115. package/dist/components/icon-chip/styles.css +1 -0
  116. package/dist/components/index.d.ts +0 -1
  117. package/dist/components/infinite-scroll/index.d.ts +1 -0
  118. package/dist/components/instrument-chassis/styles.css +1 -0
  119. package/dist/components/labeled-field/LabeledField.vue.d.ts +12 -2
  120. package/dist/components/labeled-field/LabeledInput.vue.d.ts +10 -3
  121. package/dist/components/liquid-grid/LiquidGrid.vue.d.ts +4 -0
  122. package/dist/components/liquid-grid/composables/useLiquidGrid.d.ts +2 -1
  123. package/dist/components/metric-stack/MetricStack.vue.d.ts +1 -1
  124. package/dist/components/pager-dots/PagerDots.vue.d.ts +1 -1
  125. package/dist/components/popover/PopoverContent.vue.d.ts +1 -1
  126. package/dist/components/progress/Progress.vue.d.ts +5 -40
  127. package/dist/components/progress/ProgressDefault.vue.d.ts +1 -17
  128. package/dist/components/progress/ProgressGradient.vue.d.ts +1 -0
  129. package/dist/components/progress/ProgressLiquid.vue.d.ts +1 -0
  130. package/dist/components/progress/index.d.ts +0 -5
  131. package/dist/components/progress/valueMarks.css +1 -0
  132. package/dist/components/pulse/Pulse.vue.d.ts +2 -2
  133. package/dist/components/scroll-progress-rim/styles.css +1 -0
  134. package/dist/components/search/FuzzySearch.vue.d.ts +4 -2
  135. package/dist/components/search/SearchBar.vue.d.ts +2 -2
  136. package/dist/components/search/searchVariants.d.ts +1 -1
  137. package/dist/components/select/SelectContent.vue.d.ts +1 -1
  138. package/dist/components/select/index.d.ts +0 -2
  139. package/dist/components/skeleton/Skeleton.vue.d.ts +1 -1
  140. package/dist/components/slider/Slider.vue.d.ts +2 -0
  141. package/dist/components/split-chars/SplitChars.vue.d.ts +1 -1
  142. package/dist/components/surface/Surface.vue.d.ts +1 -1
  143. package/dist/components/table/Table.vue.d.ts +4 -0
  144. package/dist/components/tabs/SegmentedTabs.vue.d.ts +10 -0
  145. package/dist/components/tabs/index.d.ts +1 -1
  146. package/dist/components/tabs/styles/drag.css +1 -0
  147. package/dist/components/tags-input/TagsInput.vue.d.ts +2 -2
  148. package/dist/components/timeline/ContinuousTimeline.vue.d.ts +1 -1
  149. package/dist/components/timeline/GlassTimeline.vue.d.ts +4 -4
  150. package/dist/components/toast/Toast.vue.d.ts +3 -3
  151. package/dist/components/toast/use-toast.d.ts +4 -4
  152. package/dist/components/typewriter/TypewriterText.vue.d.ts +1 -4
  153. package/dist/components/typewriter/composables/useTypewriter.d.ts +0 -1
  154. package/dist/components/typewriter/utils/graphemes.d.ts +1 -0
  155. package/dist/components/watercolor-dot/WatercolorDot.vue.d.ts +2 -2
  156. package/dist/composables/glass/useGlassBackdropLuminance.d.ts +31 -0
  157. package/dist/composables/glass/webgpu/rendererStatus.d.ts +13 -0
  158. package/dist/composables/glass/webgpu/useGpuSubstrate.d.ts +3 -0
  159. package/dist/composables/glass/webgpu/webgpuCanvasTypes.d.ts +2 -0
  160. package/dist/composables/motion/springProjection.d.ts +16 -0
  161. package/dist/composables/motion/useAnimatedNumber.d.ts +1 -6
  162. package/dist/composables/motion/useCountup.d.ts +1 -6
  163. package/dist/composables/motion/useDockCtaReceive.d.ts +55 -0
  164. package/dist/composables/motion/useElementMorph.d.ts +8 -0
  165. package/dist/composables/motion/useLiquidPress.d.ts +12 -4
  166. package/dist/composables/motion/useNumericTransition.d.ts +2 -0
  167. package/dist/composables/motion/useTextHighlight.d.ts +2 -1
  168. package/dist/configurator-CSENXXSy.js +311 -0
  169. package/dist/configurator.js +2 -3
  170. package/dist/constellation.js +235 -571
  171. package/dist/controls.js +55 -63
  172. package/dist/{createCanvasLifecycle-DlrcvWbb.js → createCanvasLifecycle-hsFkQVdl.js} +32 -32
  173. package/dist/dark-DIH-blY1.js +70 -0
  174. package/dist/dark.d.ts +1 -2
  175. package/dist/dark.js +2 -20
  176. package/dist/{DataTable-Bxya8nBn.js → data-table-DveMdgBM.js} +231 -120
  177. package/dist/data-table.js +2 -2
  178. package/dist/deck.js +10 -21
  179. package/dist/dialog-BzQxKrUr.js +281 -0
  180. package/dist/dialog.js +2 -3
  181. package/dist/dock.js +561 -428
  182. package/dist/{dockContext-d-WpJN2Z.js → dockContext-4S9qP0Z4.js} +1 -1
  183. package/dist/dom.js +196 -7
  184. package/dist/drawer.js +111 -66
  185. package/dist/dropdown-menu-DORIA52F.js +378 -0
  186. package/dist/dropdown-menu.js +3 -2
  187. package/dist/easing.d.ts +0 -9
  188. package/dist/easing.js +334 -187
  189. package/dist/expandable-container.js +12 -4
  190. package/dist/fading-scroll.js +1 -1
  191. package/dist/focus-scope.js +1 -1
  192. package/dist/forms.js +37 -78
  193. package/dist/fourier-field.js +273 -263
  194. package/dist/fourier-math.d.ts +0 -6
  195. package/dist/fourier-math.js +112 -2
  196. package/dist/glass-ui.css +1 -1
  197. package/dist/glass-ui.js +131 -195
  198. package/dist/handmark.d.ts +0 -2
  199. package/dist/handmark.js +82 -82
  200. package/dist/header-ribbon.js +41 -30
  201. package/dist/{IconChip-CwLmBJ_K.js → icon-chip-BWuxz1-u.js} +1 -1
  202. package/dist/icon-chip.js +1 -1
  203. package/dist/{IconTooltip-D9sbK-Mk.js → icon-tooltip-CO6rw0dZ.js} +1 -1
  204. package/dist/icon-tooltip.js +1 -1
  205. package/dist/index.d.ts +0 -1
  206. package/dist/infinite-scroll.d.ts +0 -1
  207. package/dist/infinite-scroll.js +17 -15
  208. package/dist/instrument-chassis.js +1 -1
  209. package/dist/keyboard.js +104 -2
  210. package/dist/label.js +1 -1
  211. package/dist/labeled-field.js +95 -69
  212. package/dist/liquid-grid.js +173 -162
  213. package/dist/metric-badge.js +3 -3
  214. package/dist/metric-cell.js +2 -2
  215. package/dist/metric-stack.js +1 -1
  216. package/dist/motion-core.js +15 -16
  217. package/dist/motion-curves.d.ts +0 -20
  218. package/dist/motion.js +59 -58
  219. package/dist/{Notification-DQv2cOh9.js → notification-DVs7ODMg.js} +17 -8
  220. package/dist/notification.js +1 -1
  221. package/dist/{NumberFieldContent-BkE7xPS9.js → number-field-PvkGedHk.js} +2 -2
  222. package/dist/number-field.js +1 -1
  223. package/dist/pager-dots.js +1 -1
  224. package/dist/paper-backdrop.js +31 -2
  225. package/dist/{PopoverContent-DOtszFWK.js → popover-WMgyRSyN.js} +7 -2
  226. package/dist/popover.js +1 -1
  227. package/dist/procedural-color.wgsl-B9mLK7v0.js +377 -0
  228. package/dist/progress-C-HHuFZy.js +192 -0
  229. package/dist/progress.js +2 -2
  230. package/dist/pulse.js +3 -1
  231. package/dist/reactive.js +19 -3
  232. package/dist/rendererStatus-C2-zC2Q-.js +40 -0
  233. package/dist/{resolveCanvasColor-B3L-akX0.js → resolveCanvasColor-yarP5bdk.js} +1 -1
  234. package/dist/scroll-progress-rim.js +1 -1
  235. package/dist/search.js +187 -146
  236. package/dist/{SelectScrollDownButton-CDtwaWkZ.js → select-BIv4R3Ir.js} +109 -44
  237. package/dist/select.js +2 -4
  238. package/dist/separator-CBU94kTM.js +62 -0
  239. package/dist/separator.js +1 -1
  240. package/dist/sidebar.js +1 -1
  241. package/dist/slider-Cc_qw6GA.js +166 -0
  242. package/dist/slider.js +1 -1
  243. package/dist/sortable-list.js +43 -43
  244. package/dist/styles/accessibility.css +1 -0
  245. package/dist/styles/components.css +1 -1
  246. package/dist/styles/glass/control-surfaces.css +1 -1
  247. package/dist/styles/glass/glass-capsule.css +1 -1
  248. package/dist/styles/glass/ladder.css +1 -1
  249. package/dist/styles/glass/liquid-fill.css +1 -1
  250. package/dist/styles/glass/material-roles.css +1 -0
  251. package/dist/styles/glass/material.css +1 -1
  252. package/dist/styles/glass/surface-axis.css +1 -1
  253. package/dist/styles/glass/surfaces-pager.css +1 -1
  254. package/dist/styles/glass/surfaces.css +1 -1
  255. package/dist/styles/glass.css +1 -1
  256. package/dist/styles/index.css +1 -1
  257. package/dist/styles/theme/bridges.css +1 -1
  258. package/dist/styles/tokens/glass-fx.css +1 -1
  259. package/dist/styles/tokens/glass.css +1 -1
  260. package/dist/styles/tokens/offsets.css +1 -1
  261. package/dist/styles/tokens/scale-paper.css +1 -1
  262. package/dist/styles/tokens/scheme-spring.css +1 -1
  263. package/dist/styles/tokens/shadow.css +1 -1
  264. package/dist/styles/tokens.d.ts +53 -0
  265. package/dist/styles/tokens.ts +58 -0
  266. package/dist/styles/typography/scale.css +1 -1
  267. package/dist/styles/typography/semantic.css +1 -1
  268. package/dist/styles/typography/utilities.css +1 -1
  269. package/dist/styles/utilities/base.css +1 -1
  270. package/dist/styles/utilities/btn.css +1 -1
  271. package/dist/styles/utilities/components.css +1 -1
  272. package/dist/styles/utilities.css +1 -1
  273. package/dist/{Switch-BPBfhMU3.js → switch-Boj4Ucn5.js} +1 -1
  274. package/dist/switch.js +1 -1
  275. package/dist/tabs.js +51 -45
  276. package/dist/timeline.js +2 -2
  277. package/dist/toast.js +1 -1
  278. package/dist/{ToggleGroupItem-DNWx2aSW.js → toggle-group-BPchFsns.js} +10 -7
  279. package/dist/toggle-group.js +1 -1
  280. package/dist/tokens.d.ts +1 -53
  281. package/dist/tokens.js +1 -1
  282. package/dist/{TooltipProvider-GtfYdSVf.js → tooltip-BmOQJzh0.js} +1 -0
  283. package/dist/tooltip.js +1 -1
  284. package/dist/typewriter.js +151 -166
  285. package/dist/{useAccentTone-D25DxviG.js → useAccentTone-C-p6WdPe.js} +1 -1
  286. package/dist/{useAnimatedNumber-2XC4aRB6.js → useAnimatedNumber-BRVVaFFc.js} +1 -1
  287. package/dist/useDockCtaReceive-CK-RLASa.js +257 -0
  288. package/dist/{useGooMorph-CU1pwuC6.js → useGooMorph-D1F6QJlH.js} +140 -59
  289. package/dist/{useIntersectionPause-Cmt5Tnv9.js → useIntersectionPause-B-dbxl9w.js} +1 -1
  290. package/dist/useLiquidPress-BYcwwGQV.js +68 -0
  291. package/dist/{useRAFLoop-CvOo_kgb.js → useRAFLoop-BtwQ9DyY.js} +1 -1
  292. package/dist/{useScrollProgress-C-yImzhU.js → useScrollProgress-DZI4nf4v.js} +1 -1
  293. package/dist/{useSelectionGroup-Btpf24aY.js → useSelectionGroup-LDzBdR1Y.js} +3 -3
  294. package/dist/{useTabRovingFocus-CG1H1k1J.js → useTabRovingFocus-DkLYwo4L.js} +1 -1
  295. package/dist/{useTouchGate-BlegwvwL.js → useTouchGate-Cj5fOkTv.js} +1 -1
  296. package/dist/valueDomain-B8L04u3U.js +13 -0
  297. package/dist/watercolor-dot.js +5 -3
  298. package/package.json +5 -12
  299. package/src/styles/accessibility.css +48 -0
  300. package/src/styles/glass/glass-capsule.css +2 -2
  301. package/src/styles/glass/ladder.css +1 -1
  302. package/src/styles/glass/material-roles.css +18 -0
  303. package/src/styles/glass/material.css +18 -12
  304. package/src/styles/glass.css +5 -5
  305. package/src/styles/index.css +38 -30
  306. package/src/styles/theme/bridges.css +0 -6
  307. package/src/styles/tokens/glass-fx.css +1 -5
  308. package/src/styles/tokens/glass.css +1 -2
  309. package/src/styles/tokens/offsets.css +0 -1
  310. package/src/styles/tokens/property-regs.css +11 -10
  311. package/src/styles/tokens/scale-paper.css +0 -1
  312. package/src/styles/tokens/scheme-motion.css +3 -0
  313. package/src/styles/tokens/scheme-spring.css +0 -10
  314. package/src/styles/tokens/shadow.css +3 -29
  315. package/src/styles/tokens.ts +58 -0
  316. package/src/styles/typography/scale.css +5 -2
  317. package/src/styles/typography/semantic.css +5 -5
  318. package/src/styles/typography/utilities.css +5 -5
  319. package/src/styles/utilities/base.css +5 -5
  320. package/src/styles/utilities/btn.css +6 -27
  321. package/src/styles/utilities.css +4 -6
  322. package/dist/ConfiguratorRow-BV6zPjTM.js +0 -151
  323. package/dist/DialogContent-Bl4v10AC.js +0 -192
  324. package/dist/DialogFooter-C0v4Hz2F.js +0 -168
  325. package/dist/PaperBackdrop-BYwE8_kg.js +0 -31
  326. package/dist/Progress-uWLyXE7J.js +0 -308
  327. package/dist/SelectGroup-BuEptUsa.js +0 -31
  328. package/dist/SelectSeparator-4QGephvr.js +0 -49
  329. package/dist/Separator-DqJ6PfOd.js +0 -44
  330. package/dist/color-Bp5jmv4Z.js +0 -86
  331. package/dist/components/carousel/GlassCarouselPager.vue.d.ts +0 -50
  332. package/dist/components/combobox/ComboboxSeparator.vue.d.ts +0 -18
  333. package/dist/components/combobox/ComboboxViewport.vue.d.ts +0 -18
  334. package/dist/components/constellation/composables/constellationGLSetup.d.ts +0 -10
  335. package/dist/components/constellation/composables/constellationWGPUSetup.d.ts +0 -19
  336. package/dist/components/constellation/composables/uniformBridgeWGPU.d.ts +0 -66
  337. package/dist/components/constellation/shaders/constellation-lines.glsl.d.ts +0 -2
  338. package/dist/components/constellation/shaders/constellation-lines.wgsl.d.ts +0 -1
  339. package/dist/components/constellation/shaders/constellation-points.glsl.d.ts +0 -2
  340. package/dist/components/constellation/shaders/constellation-points.wgsl.d.ts +0 -1
  341. package/dist/components/deck/composables/useDeckSpring.d.ts +0 -22
  342. package/dist/components/dialog/DialogScrollContent.vue.d.ts +0 -33
  343. package/dist/components/progress/ProgressSectioned.vue.d.ts +0 -47
  344. package/dist/components/progress/useProgressGeometry.d.ts +0 -60
  345. package/dist/components/section/Section.vue.d.ts +0 -73
  346. package/dist/components/section/index.d.ts +0 -1
  347. package/dist/components/stacked-icons/StackedIconGroup.vue.d.ts +0 -30
  348. package/dist/components/stacked-icons/index.d.ts +0 -2
  349. package/dist/components/stacked-icons/types.d.ts +0 -19
  350. package/dist/dropdown-menu-DaGlVdp9.js +0 -421
  351. package/dist/math-CIEcwsYi.js +0 -112
  352. package/dist/procedural-color.wgsl-ByduxnzV.js +0 -4
  353. package/dist/slider-Cxuj_W_H.js +0 -151
  354. package/dist/stacked-icons.d.ts +0 -1
  355. package/dist/stacked-icons.js +0 -98
  356. package/dist/styles/cards.css +0 -1
  357. package/dist/styles/completion-seal.css +0 -1
  358. package/dist/styles/dock/adaptive-legibility.css +0 -1
  359. package/dist/styles/dock/dock.css +0 -1
  360. package/dist/styles/dock/layer-group.css +0 -1
  361. package/dist/styles/dock/layers.css +0 -1
  362. package/dist/styles/dock/overflow.css +0 -1
  363. package/dist/styles/dock/popover.css +0 -1
  364. package/dist/styles/dock/shape.css +0 -1
  365. package/dist/styles/dock/shell.css +0 -1
  366. package/dist/styles/dock-controls/icon-button.css +0 -1
  367. package/dist/styles/dock-controls.css +0 -1
  368. package/dist/styles/dock.css +0 -1
  369. package/dist/styles/drawer.css +0 -1
  370. package/dist/styles/icon-chip.css +0 -1
  371. package/dist/styles/instrument-chassis.css +0 -1
  372. package/dist/styles/scroll-progress-rim.css +0 -1
  373. package/dist/styles/select.css +0 -1
  374. package/dist/styles/tabs/segmented-tabs-drag.css +0 -1
  375. package/dist/styles/utilities/animate.css +0 -0
  376. package/dist/useConfiguratorState-Dq35N_7t.js +0 -167
  377. package/dist/useDockCtaReceive-BgMmeINo.js +0 -161
  378. package/dist/useGlobalDark-DjKMEQE2.js +0 -53
  379. package/dist/useGpuSubstrate-DcY584kE.js +0 -347
  380. package/dist/useInterval-ZATRi-1T.js +0 -18
  381. package/dist/useKeyboardShortcuts-ynVmNFo3.js +0 -104
  382. package/dist/useLiquidPress-BXNHydZh.js +0 -40
  383. package/dist/useTextHighlight-C46Le9u_.js +0 -72
  384. package/dist/useViewportReady-c0isoKL8.js +0 -191
  385. package/src/styles/card-scroll.css +0 -189
  386. package/src/styles/cards.css +0 -485
  387. package/src/styles/completion-seal.css +0 -205
  388. package/src/styles/configurator.css +0 -359
  389. package/src/styles/dialog-placement.css +0 -68
  390. package/src/styles/dock/adaptive-legibility.css +0 -119
  391. package/src/styles/dock/crossfade.css +0 -139
  392. package/src/styles/dock/cta-seat.css +0 -87
  393. package/src/styles/dock/density.css +0 -458
  394. package/src/styles/dock/dock.css +0 -199
  395. package/src/styles/dock/fisheye.css +0 -81
  396. package/src/styles/dock/layer-group.css +0 -329
  397. package/src/styles/dock/layers.css +0 -438
  398. package/src/styles/dock/morph.css +0 -455
  399. package/src/styles/dock/overflow.css +0 -332
  400. package/src/styles/dock/popover.css +0 -249
  401. package/src/styles/dock/search.css +0 -68
  402. package/src/styles/dock/section.css +0 -59
  403. package/src/styles/dock/shape.css +0 -188
  404. package/src/styles/dock/shell-regions.css +0 -73
  405. package/src/styles/dock/shell.css +0 -500
  406. package/src/styles/dock-controls/dark-mode-toggle.css +0 -123
  407. package/src/styles/dock-controls/icon-button.css +0 -221
  408. package/src/styles/dock-controls/tab-button.css +0 -143
  409. package/src/styles/dock-controls/touch-floor.css +0 -119
  410. package/src/styles/dock-controls/triggers.css +0 -157
  411. package/src/styles/dock-controls.css +0 -92
  412. package/src/styles/dock.css +0 -219
  413. package/src/styles/drawer.css +0 -434
  414. package/src/styles/feedback-tone.css +0 -104
  415. package/src/styles/icon-chip.css +0 -256
  416. package/src/styles/instrument-chassis.css +0 -449
  417. package/src/styles/menu.css +0 -187
  418. package/src/styles/scroll-progress-rim.css +0 -87
  419. package/src/styles/segmented-tabs.css +0 -424
  420. package/src/styles/select.css +0 -201
  421. package/src/styles/tabs/segmented-tabs-drag.css +0 -200
  422. package/src/styles/utilities/animate.css +0 -29
  423. /package/dist/{coalesce-metric-B8o7zT9u.js → coalesce-metric-znAcLzkB.js} +0 -0
  424. /package/dist/{CollapsibleContent-DiHcB_HH.js → collapsible-bPzS1aQk.js} +0 -0
  425. /package/dist/{compile-C55K3P9g.js → compile-DK3Fri1B.js} +0 -0
  426. /package/dist/{styles → components/_shared}/feedback-tone.css +0 -0
  427. /package/dist/{styles → components/_shared}/menu.css +0 -0
  428. /package/dist/{styles → components/card}/card-scroll.css +0 -0
  429. /package/dist/{styles/configurator.css → components/configurator/styles.css} +0 -0
  430. /package/dist/{styles/dock-controls → components/controls}/dark-mode-toggle.css +0 -0
  431. /package/dist/{styles/dialog-placement.css → components/dialog/placement.css} +0 -0
  432. /package/dist/{styles/dock-controls → components/dock/styles/controls}/tab-button.css +0 -0
  433. /package/dist/{styles/dock-controls → components/dock/styles/controls}/triggers.css +0 -0
  434. /package/dist/{styles/dock → components/dock/styles}/crossfade.css +0 -0
  435. /package/dist/{styles/dock → components/dock/styles}/cta-seat.css +0 -0
  436. /package/dist/{styles/dock → components/dock/styles}/fisheye.css +0 -0
  437. /package/dist/{styles/dock → components/dock/styles}/morph.css +0 -0
  438. /package/dist/{styles/dock → components/dock/styles}/search.css +0 -0
  439. /package/dist/{styles/dock → components/dock/styles}/section.css +0 -0
  440. /package/dist/{styles/dock → components/dock/styles}/shell-regions.css +0 -0
  441. /package/dist/{styles/segmented-tabs.css → components/tabs/styles/segmented.css} +0 -0
  442. /package/dist/{constants-D8lSMkOz.js → constants-DRZmNIY-.js} +0 -0
  443. /package/dist/{createContext-BQ1Gy_LB.js → createContext-FU0n5MGK.js} +0 -0
  444. /package/dist/{flow.glsl-CVqPSj8_.js → flow.glsl-DEGFGE11.js} +0 -0
  445. /package/dist/{FocusScope-BzKwhsBn.js → focus-scope-DUTKveod.js} +0 -0
  446. /package/dist/{InstrumentChassis-Dss5Tjcm.js → instrument-chassis-Cvstg4_U.js} +0 -0
  447. /package/dist/{Label-C84TaQiw.js → label-Cj38tJKG.js} +0 -0
  448. /package/dist/{menuItemVariants-DbO-Fr74.js → menuItemVariants-D6AOzzND.js} +0 -0
  449. /package/dist/{pointerFieldMappings-4VtmkOWv.js → pointerFieldMappings-CZojkgKj.js} +0 -0
  450. /package/dist/{presets-B07HzyKd.js → presets-CxeNvxuO.js} +0 -0
  451. /package/dist/{prng-B0PLRmR6.js → prng-Dz2_9RJu.js} +0 -0
  452. /package/dist/{scrollReader-DzYqPQ6V.js → scrollReader-C2oK9Hb8.js} +0 -0
  453. /package/dist/{supportsCssTimeline-Ie4xJFbD.js → supportsCssTimeline-Dz-GVxXM.js} +0 -0
  454. /package/dist/{Toaster-C_-WeU9W.js → toast-kAbchIN2.js} +0 -0
  455. /package/dist/{useControlSize-DJwe-7ZQ.js → useControlSize-CFfOk8I-.js} +0 -0
  456. /package/dist/{useDocumentVisibility-CpJGUgcJ.js → useDocumentVisibility-YeBDGqtI.js} +0 -0
  457. /package/dist/{useDragMorph-65ihHePq.js → useDragMorph-7ygF9O0m.js} +0 -0
  458. /package/dist/{useDragVelocity-BWcNMCux.js → useDragVelocity-CbMZEBaC.js} +0 -0
  459. /package/dist/{useFuzzySearch-KslRxiJY.js → useFuzzySearch-BOgep7RE.js} +0 -0
  460. /package/dist/{useLeadTrail-DOH4XkL1.js → useLeadTrail-BYu8dq4G.js} +0 -0
  461. /package/dist/{usePointerVelocityField-CwXyeW0Z.js → usePointerVelocityField-BdvnO0py.js} +0 -0
  462. /package/dist/{useResizeObserver-DDuoBeBo.js → useResizeObserver-BcUTquV7.js} +0 -0
  463. /package/dist/{useResolveTokenColor-DVT5kwv6.js → useResolveTokenColor-C07e-qaT.js} +0 -0
  464. /package/dist/{useRoutePointer-DL7I0gY4.js → useRoutePointer-BDNMFN73.js} +0 -0
  465. /package/dist/{useSpringMount-CNvvgGiC.js → useSpringMount-C6-DBx4e.js} +0 -0
  466. /package/dist/{useTimer-CkDV8SC2.js → useTimer-D8koDvJS.js} +0 -0
  467. /package/dist/{useUserInvalidAria-Bkruei7M.js → useUserInvalidAria-Cr4nR3tu.js} +0 -0
  468. /package/dist/{vReveal-DUmiEkX_.js → vReveal-DZfWl9XI.js} +0 -0
  469. /package/dist/{vSpecular-DlYN0UZy.js → vSpecular-CQFmLNzA.js} +0 -0
  470. /package/dist/{writeVelocityWeight-D1rvdxJu.js → writeVelocityWeight-D_AcvTsE.js} +0 -0
package/dist/aurora.js CHANGED
@@ -1,17 +1,17 @@
1
1
  import { t as e } from "./_plugin-vue_export-helper-C1je1s0u.js";
2
- import { t } from "./usePointerVelocityField-CwXyeW0Z.js";
3
- import { d as n, s as r } from "./pointerFieldMappings-4VtmkOWv.js";
4
- import { t as i } from "./useScrollProgress-C-yImzhU.js";
5
- import { t as a } from "./useIntersectionPause-Cmt5Tnv9.js";
6
- import { a as o, c as s, i as c, l, n as u, o as d, r as f, s as p, t as m } from "./procedural-color.wgsl-ByduxnzV.js";
7
- import { t as h } from "./flow.glsl-CVqPSj8_.js";
8
- import { i as g, n as _, r as v, t as y } from "./useGpuSubstrate-DcY584kE.js";
9
- import { n as b, t as x } from "./compile-C55K3P9g.js";
10
- import { a as S, c as C, i as ee, l as w, o as T, t as E } from "./color-Bp5jmv4Z.js";
11
- import { computed as D, createElementBlock as te, createElementVNode as ne, defineComponent as re, normalizeClass as ie, normalizeStyle as ae, onBeforeUnmount as oe, onMounted as se, openBlock as ce, readonly as le, ref as O, unref as k, watch as A } from "vue";
12
- import { interpolateHue as ue, oklabToLinearSRGB as de, rawOklabToOklch as fe, rawOklchToOklab as pe, srgbToOKLab as me } from "@mkbabb/value.js";
2
+ import { t } from "./usePointerVelocityField-BdvnO0py.js";
3
+ import { d as n, s as r } from "./pointerFieldMappings-CZojkgKj.js";
4
+ import { t as i } from "./useScrollProgress-DZI4nf4v.js";
5
+ import { t as a } from "./useIntersectionPause-B-dbxl9w.js";
6
+ import { cssToOklch as o, deriveHue as s, gamutMapStop as c, oklchStopToHex as l, oklchToLinear as u, warmCatchLight as d } from "./color.js";
7
+ import { a as f, c as p, d as m, f as h, i as g, m as _, n as v, o as y, p as b, r as x, s as S, t as C, u as ee } from "./procedural-color.wgsl-B9mLK7v0.js";
8
+ import { t as te } from "./flow.glsl-DEGFGE11.js";
9
+ import { a as ne, n as w, o as re } from "./rendererStatus-C2-zC2Q-.js";
10
+ import { n as ie, t as ae } from "./compile-DK3Fri1B.js";
11
+ import { computed as T, createElementBlock as oe, createElementVNode as se, defineComponent as ce, getCurrentInstance as le, normalizeClass as ue, normalizeStyle as de, onBeforeUnmount as E, onMounted as D, openBlock as fe, readonly as O, ref as pe, shallowRef as me, unref as he, watch as k } from "vue";
12
+ import { interpolateHue as ge, oklabToLinearSRGB as _e, rawOklabToOklch as ve, rawOklchToOklab as ye, srgbToOKLab as be } from "@mkbabb/value.js";
13
13
  //#region src/components/aurora/constants/shaders/aurora.vert.ts
14
- 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 = "// ── 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", _e = "// ── Flow field ────────────────────────────────────────────────────────────\n// Structure-tensor prototype (body defined post-sampleBase in the mediums block).\n// Returns vec4(dir.x, dir.y, coherence, packedGrad) — the minor-eigenvector tangent + A + the\n// metal-gradient .w lane (BG.W-AUR-METAL-FINISH widened vec3→vec4). The forward decl MUST match\n// the vec4 definition or WebKit's compiler rejects the mismatched signature (L1b).\nvec4 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", ve = "// 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", ye = "// ── 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 // vec4 (the metal-finish widen) — .xy tangent + .z coherence; the .w gradient lane\n // is unused here. A vec3 local would be a type-mismatch WebKit rejects (L1c).\n vec4 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", be = "// ── 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", xe = "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", Se = "\n// ── Gradient pack (BG.W-AUR-METAL-FINISH) ──────────────────────────────────\n// structureTensorField re-plumbs its already-computed luma gradient (Gx,Gy) out through\n// the vec4 return's .w lane so the metal medium pays ZERO extra taps (a second Sobel is\n// 8 sampleBase() taps). 12 bits per bounded component ([-4,4]) into one f32, exact under\n// highp; the .xy/.z crayon/kuwahara callers are transparent to the widen.\nfloat packGrad(float gx, float gy) {\n float qx = floor(clamp(gx * 0.125 + 0.5, 0.0, 1.0) * 4095.0);\n float qy = floor(clamp(gy * 0.125 + 0.5, 0.0, 1.0) * 4095.0);\n return qx + qy * 4096.0;\n}\nvec2 unpackGrad(float packed) {\n float qy = floor(packed * (1.0 / 4096.0));\n float qx = packed - qy * 4096.0;\n return (vec2(qx, qy) * (1.0 / 4095.0) - 0.5) * 8.0;\n}\n", Ce = "#define MEDIUM_METAL 8\n#define MEDIUM_METALGRAD 9\n\n// ── Metal — the two-term anisotropic BRDF over the field's own relief (uMedium==8/9,\n// BG.W-AUR-METAL-FINISH) ─────────────────────────────────────────────────────────\n// Metal is a MUTUALLY-EXCLUSIVE medium (NOT a finish axis) — the field re-lights as\n// warm folded metal: the luma HEIGHT field (the packed structure-tensor gradient →\n// the surface normal) catches an anisotropic Blinn streak (brushed metal, the streak\n// runs ALONG the coherent edge-tangent) plus a sharp crest, both raked by a cursor-\n// synthesized light that reads on BOTH backends (uCursor is in-struct — a phantom\n// uLightDir read would be flat on the WGSL primary). The catch is the ACHROMATIC-WARM\n// anchor (AURORA_CATCH_LIGHT_ANCHOR ≈ [1.0,0.97,0.90], never a cold chrome-blue). The\n// body keeps the field HUE (technicolor valley base); the height rides the relief.\n// ZERO new taps — structureTensorField ALREADY computed the gradient (unpacked from .w).\nconst vec3 METAL_CATCH_WARM = vec3(1.0, 0.97, 0.90); // AURORA_CATCH_LIGHT_ANCHOR\nconst float METAL_HEIGHT_SCALE = 2.2; // gradient → normal tilt (× uMetalHeightScale)\nconst float METAL_LIGHT_Z = 0.55; // synth-light z (toward viewer)\nconst vec2 METAL_IDLE_RAKE = vec2(0.32, 0.34); // upper-right idle rake bias\nconst float METAL_SHININESS_ANISO = 6.0; // anisotropic streak exponent (brushed)\nconst float METAL_SHININESS_CREST = 40.0; // crest specular exponent (sharp)\nconst float METAL_COHERENCE_FLOOR = 0.22; // streak gates on edge coherence A\nconst float METAL_BODY_FLOOR = 0.42; // diffuse valley floor (dark side reads)\nconst float METAL_GRADIENT_FLATTEN = 0.55; // metal-gradient pre-flatten toward luma\nconst float METAL_SPARKLE_DENSITY = 240.0; // metal-gradient per-cell flake grid\nconst float METAL_SPARKLE_THRESH = 0.72; // only some cells flake\nconst float METAL_SPARKLE_AMP = 0.6; // flake glint amplitude\n\n// The shared metal BRDF core — takes the ALREADY-computed structureTensorField vec4 so\n// the caller pays ZERO extra taps (metal-gradient reuses the same stf). WebKit-fenced:\n// every pow base is clamped to [0,1], the exponents are compile-time constants.\nvec3 metalShade(vec3 baseCol, vec2 p, vec4 stf) {\n vec2 tangent = stf.xy;\n float A = stf.z;\n vec2 grad = unpackGrad(stf.w);\n // Height-field normal: N = normalize(vec3(grad * scale, 1)). The luma relief tilts\n // the surface; the flat field reads near vec3(0,0,1) (facing the viewer).\n vec3 N = normalize(vec3(grad * (METAL_HEIGHT_SCALE * uMetalHeightScale), 1.0));\n vec3 V = vec3(0.0, 0.0, 1.0);\n // Cursor-synthesized rake light (in-struct on BOTH backends — never uLightDir). The\n // idle bias keeps a still field lit from the upper-right; a moving cursor rakes it.\n vec3 L = normalize(vec3((uCursor - p) + METAL_IDLE_RAKE, METAL_LIGHT_Z));\n vec3 H = normalize(L + V);\n // Anisotropic streak — brushed metal: the highlight runs ALONG the edge-tangent, so\n // it is a function of the H-component PERPENDICULAR to the tangent (sinTH).\n float tH = dot(normalize(tangent), H.xy);\n float sinTH = sqrt(clamp(1.0 - tH * tH, 0.0, 1.0));\n float streak = pow(clamp(sinTH, 0.0, 1.0), METAL_SHININESS_ANISO);\n float crest = pow(clamp(dot(N, H), 0.0, 1.0), METAL_SHININESS_CREST);\n float spec = streak * crest;\n // Coherence gate — the anisotropic streak reads only where the field has a real edge\n // (a flat zone has no brush direction; A≈0 → no streak).\n spec *= smoothstep(0.0, METAL_COHERENCE_FLOOR, A);\n // Technicolor valley base — the body keeps the FIELD hue; the diffuse term rides the\n // height relief so the ridges brighten and the pits fall toward the floor.\n float diff = clamp(dot(N, L), 0.0, 1.0);\n vec3 body = baseCol * (METAL_BODY_FLOOR + (1.0 - METAL_BODY_FLOOR) * diff);\n // The catch is the achromatic-warm anchor, scaled by the polish knob.\n return body + METAL_CATCH_WARM * (spec * clamp(uMetalPolish, 0.0, 4.0));\n}\n\nvec3 mediumMetal(vec3 col, vec2 p, float t) {\n vec4 stf = structureTensorField(p, t, flowField(p, t));\n return metalShade(col, p, stf);\n}\n\n// metal-gradient (uMedium==9) — the SAME BRDF over a pre-flattened/gradient base + a\n// twinkle-in-place flake sparkle (position FIXED per cell, PHASE-animated, gated on\n// facing — flake glint, never a boil).\nvec3 mediumMetalGradient(vec3 col, vec2 p, float t) {\n vec4 stf = structureTensorField(p, t, flowField(p, t));\n // Pre-flatten toward luma (the smoother gradient-metallic base) — same BRDF, calmer body.\n // NB: flat is a GLSL reserved interpolation qualifier — WebKit's compiler REJECTS it as an\n // identifier (ANGLE tolerates it); named flatCol so the WebKit aurora shader compiles (L1a).\n vec3 flatCol = mix(col, vec3(dot(col, W_LUMA)), METAL_GRADIENT_FLATTEN);\n vec3 metal = metalShade(flatCol, p, stf);\n // The height-field normal facing (recomputed from the same packed gradient — ZERO taps).\n vec2 grad = unpackGrad(stf.w);\n float facing = normalize(vec3(grad * (METAL_HEIGHT_SCALE * uMetalHeightScale), 1.0)).z;\n // Twinkle-in-place: a fixed per-cell flake seed, phase-animated glint gated on facing.\n vec2 cell = floor(p * METAL_SPARKLE_DENSITY);\n float seed = hash21(cell);\n float tw = pow(clamp(sin(t + seed * 6.2831853), 0.0, 1.0), 40.0);\n float flakeGate = step(METAL_SPARKLE_THRESH, seed);\n metal += METAL_CATCH_WARM * (tw * flakeGate * clamp(facing, 0.0, 1.0) * METAL_SPARKLE_AMP);\n return metal;\n}\n", we = "// ── 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" + Se + "\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// coherence A = (λ1-λ2)/(λ1+λ2); flat zones relax toward fallbackDir by (1-A). The\n// single-pass small-tap WebGL2 form. Returns vec4(tangent.xy, A, packGrad(Gx,Gy)) —\n// the .w lane carries the metal medium's gradient (BG.W-AUR-METAL-FINISH; the .xy/.z\n// callers are byte-unchanged).\nvec4 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 vec4(dir, A, packGrad(Gx, Gy));\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", Te = "// ── 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" + xe + "\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 of\n// Kyprianidis 2010, the SOFT polynomial-weighted variant (NOT the pre-2010 hard argmin,\n// which BANDS the flat field into an 8-spoke pinwheel — the §4.2 anti-regression). Aurora\n// is a PROCEDURAL field (no input texture), so the operator runs over sampleBase() directly:\n// an elliptical kernel oriented along the structure tensor (elongated along the edge-tangent,\n// narrowed by the anisotropy), divided into 8 overlapping sectors via smooth weights; the\n// output is the variance-weighted blend of the sector means (1/(1+var^q) — low-variance\n// sectors dominate, the SOFT criterion → flat oil-paint patches with crisp zone boundaries).\n// Single-pass small-radius WebGL2 form: 4 rings × 8 angular taps = 32 procedural samples\n// (cost-bounded; the offscreen-park / PRM freeze the substrate owns is untouched).\nvec3 mediumKuwahara(vec3 col, vec2 p, float t) {\n // Orient the kernel along the structure-tensor edge-tangent + read the coherence A\n // (the field widened vec3→vec4 for metal's gradient; kuwahara reads only .xy/.z).\n vec4 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" + Ce + be + "// 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}", j = "\n", Ee = `#version 300 es
14
+ var xe = "#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}", Se = "// ── 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", Ce = "// ── Flow field ────────────────────────────────────────────────────────────\n// Structure-tensor prototype (body defined post-sampleBase in the mediums block).\n// Returns vec4(dir.x, dir.y, coherence, packedGrad) — the minor-eigenvector tangent + A + the\n// metal-gradient .w lane (BG.W-AUR-METAL-FINISH widened vec3→vec4). The forward decl MUST match\n// the vec4 definition or WebKit's compiler rejects the mismatched signature (L1b).\nvec4 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", we = "// 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", Te = "// ── 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 // vec4 (the metal-finish widen) — .xy tangent + .z coherence; the .w gradient lane\n // is unused here. A vec3 local would be a type-mismatch WebKit rejects (L1c).\n vec4 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", Ee = "// ── 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", De = "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", Oe = "\n// ── Gradient pack (BG.W-AUR-METAL-FINISH) ──────────────────────────────────\n// structureTensorField re-plumbs its already-computed luma gradient (Gx,Gy) out through\n// the vec4 return's .w lane so the metal medium pays ZERO extra taps (a second Sobel is\n// 8 sampleBase() taps). 12 bits per bounded component ([-4,4]) into one f32, exact under\n// highp; the .xy/.z crayon/kuwahara callers are transparent to the widen.\nfloat packGrad(float gx, float gy) {\n float qx = floor(clamp(gx * 0.125 + 0.5, 0.0, 1.0) * 4095.0);\n float qy = floor(clamp(gy * 0.125 + 0.5, 0.0, 1.0) * 4095.0);\n return qx + qy * 4096.0;\n}\nvec2 unpackGrad(float packed) {\n float qy = floor(packed * (1.0 / 4096.0));\n float qx = packed - qy * 4096.0;\n return (vec2(qx, qy) * (1.0 / 4095.0) - 0.5) * 8.0;\n}\n", ke = "#define MEDIUM_METAL 8\n#define MEDIUM_METALGRAD 9\n\n// ── Metal — the two-term anisotropic BRDF over the field's own relief (uMedium==8/9,\n// BG.W-AUR-METAL-FINISH) ─────────────────────────────────────────────────────────\n// Metal is a MUTUALLY-EXCLUSIVE medium (NOT a finish axis) — the field re-lights as\n// warm folded metal: the luma HEIGHT field (the packed structure-tensor gradient →\n// the surface normal) catches an anisotropic Blinn streak (brushed metal, the streak\n// runs ALONG the coherent edge-tangent) plus a sharp crest, both raked by a cursor-\n// synthesized light that reads on BOTH backends (uCursor is in-struct — a phantom\n// uLightDir read would be flat on the WGSL primary). The catch is the ACHROMATIC-WARM\n// anchor (AURORA_CATCH_LIGHT_ANCHOR ≈ [1.0,0.97,0.90], never a cold chrome-blue). The\n// body keeps the field HUE (technicolor valley base); the height rides the relief.\n// ZERO new taps — structureTensorField ALREADY computed the gradient (unpacked from .w).\nconst vec3 METAL_CATCH_WARM = vec3(1.0, 0.97, 0.90); // AURORA_CATCH_LIGHT_ANCHOR\nconst float METAL_HEIGHT_SCALE = 2.2; // gradient → normal tilt (× uMetalHeightScale)\nconst float METAL_LIGHT_Z = 0.55; // synth-light z (toward viewer)\nconst vec2 METAL_IDLE_RAKE = vec2(0.32, 0.34); // upper-right idle rake bias\nconst float METAL_SHININESS_ANISO = 6.0; // anisotropic streak exponent (brushed)\nconst float METAL_SHININESS_CREST = 40.0; // crest specular exponent (sharp)\nconst float METAL_COHERENCE_FLOOR = 0.22; // streak gates on edge coherence A\nconst float METAL_BODY_FLOOR = 0.42; // diffuse valley floor (dark side reads)\nconst float METAL_GRADIENT_FLATTEN = 0.55; // metal-gradient pre-flatten toward luma\nconst float METAL_SPARKLE_DENSITY = 240.0; // metal-gradient per-cell flake grid\nconst float METAL_SPARKLE_THRESH = 0.72; // only some cells flake\nconst float METAL_SPARKLE_AMP = 0.6; // flake glint amplitude\n\n// The shared metal BRDF core — takes the ALREADY-computed structureTensorField vec4 so\n// the caller pays ZERO extra taps (metal-gradient reuses the same stf). WebKit-fenced:\n// every pow base is clamped to [0,1], the exponents are compile-time constants.\nvec3 metalShade(vec3 baseCol, vec2 p, vec4 stf) {\n vec2 tangent = stf.xy;\n float A = stf.z;\n vec2 grad = unpackGrad(stf.w);\n // Height-field normal: N = normalize(vec3(grad * scale, 1)). The luma relief tilts\n // the surface; the flat field reads near vec3(0,0,1) (facing the viewer).\n vec3 N = normalize(vec3(grad * (METAL_HEIGHT_SCALE * uMetalHeightScale), 1.0));\n vec3 V = vec3(0.0, 0.0, 1.0);\n // Cursor-synthesized rake light (in-struct on BOTH backends — never uLightDir). The\n // idle bias keeps a still field lit from the upper-right; a moving cursor rakes it.\n vec3 L = normalize(vec3((uCursor - p) + METAL_IDLE_RAKE, METAL_LIGHT_Z));\n vec3 H = normalize(L + V);\n // Anisotropic streak — brushed metal: the highlight runs ALONG the edge-tangent, so\n // it is a function of the H-component PERPENDICULAR to the tangent (sinTH).\n float tH = dot(normalize(tangent), H.xy);\n float sinTH = sqrt(clamp(1.0 - tH * tH, 0.0, 1.0));\n float streak = pow(clamp(sinTH, 0.0, 1.0), METAL_SHININESS_ANISO);\n float crest = pow(clamp(dot(N, H), 0.0, 1.0), METAL_SHININESS_CREST);\n float spec = streak * crest;\n // Coherence gate — the anisotropic streak reads only where the field has a real edge\n // (a flat zone has no brush direction; A≈0 → no streak).\n spec *= smoothstep(0.0, METAL_COHERENCE_FLOOR, A);\n // Technicolor valley base — the body keeps the FIELD hue; the diffuse term rides the\n // height relief so the ridges brighten and the pits fall toward the floor.\n float diff = clamp(dot(N, L), 0.0, 1.0);\n vec3 body = baseCol * (METAL_BODY_FLOOR + (1.0 - METAL_BODY_FLOOR) * diff);\n // The catch is the achromatic-warm anchor, scaled by the polish knob.\n return body + METAL_CATCH_WARM * (spec * clamp(uMetalPolish, 0.0, 4.0));\n}\n\nvec3 mediumMetal(vec3 col, vec2 p, float t) {\n vec4 stf = structureTensorField(p, t, flowField(p, t));\n return metalShade(col, p, stf);\n}\n\n// metal-gradient (uMedium==9) — the SAME BRDF over a pre-flattened/gradient base + a\n// twinkle-in-place flake sparkle (position FIXED per cell, PHASE-animated, gated on\n// facing — flake glint, never a boil).\nvec3 mediumMetalGradient(vec3 col, vec2 p, float t) {\n vec4 stf = structureTensorField(p, t, flowField(p, t));\n // Pre-flatten toward luma (the smoother gradient-metallic base) — same BRDF, calmer body.\n // NB: flat is a GLSL reserved interpolation qualifier — WebKit's compiler REJECTS it as an\n // identifier (ANGLE tolerates it); named flatCol so the WebKit aurora shader compiles (L1a).\n vec3 flatCol = mix(col, vec3(dot(col, W_LUMA)), METAL_GRADIENT_FLATTEN);\n vec3 metal = metalShade(flatCol, p, stf);\n // The height-field normal facing (recomputed from the same packed gradient — ZERO taps).\n vec2 grad = unpackGrad(stf.w);\n float facing = normalize(vec3(grad * (METAL_HEIGHT_SCALE * uMetalHeightScale), 1.0)).z;\n // Twinkle-in-place: a fixed per-cell flake seed, phase-animated glint gated on facing.\n vec2 cell = floor(p * METAL_SPARKLE_DENSITY);\n float seed = hash21(cell);\n float tw = pow(clamp(sin(t + seed * 6.2831853), 0.0, 1.0), 40.0);\n float flakeGate = step(METAL_SPARKLE_THRESH, seed);\n metal += METAL_CATCH_WARM * (tw * flakeGate * clamp(facing, 0.0, 1.0) * METAL_SPARKLE_AMP);\n return metal;\n}\n", Ae = "// ── 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" + Oe + "\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// coherence A = (λ1-λ2)/(λ1+λ2); flat zones relax toward fallbackDir by (1-A). The\n// single-pass small-tap WebGL2 form. Returns vec4(tangent.xy, A, packGrad(Gx,Gy)) —\n// the .w lane carries the metal medium's gradient (BG.W-AUR-METAL-FINISH; the .xy/.z\n// callers are byte-unchanged).\nvec4 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 vec4(dir, A, packGrad(Gx, Gy));\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", je = "// ── 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" + De + "\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 of\n// Kyprianidis 2010, the SOFT polynomial-weighted variant (NOT the pre-2010 hard argmin,\n// which BANDS the flat field into an 8-spoke pinwheel — the §4.2 anti-regression). Aurora\n// is a PROCEDURAL field (no input texture), so the operator runs over sampleBase() directly:\n// an elliptical kernel oriented along the structure tensor (elongated along the edge-tangent,\n// narrowed by the anisotropy), divided into 8 overlapping sectors via smooth weights; the\n// output is the variance-weighted blend of the sector means (1/(1+var^q) — low-variance\n// sectors dominate, the SOFT criterion → flat oil-paint patches with crisp zone boundaries).\n// Single-pass small-radius WebGL2 form: 4 rings × 8 angular taps = 32 procedural samples\n// (cost-bounded; the offscreen-park / PRM freeze the substrate owns is untouched).\nvec3 mediumKuwahara(vec3 col, vec2 p, float t) {\n // Orient the kernel along the structure-tensor edge-tangent + read the coherence A\n // (the field widened vec3→vec4 for metal's gradient; kuwahara reads only .xy/.z).\n vec4 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" + ke + Ee + "// 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", Me = `#version 300 es
15
15
  precision highp float;
16
16
 
17
17
  in vec2 vUv;
@@ -158,7 +158,7 @@ float vnoise(vec2 p) {
158
158
  // The rotated-octave FBM rotation constant — spliced from the shared chunk (AV.W2
159
159
  // — the one FBM_ROT). The loop below stays aurora-local (2.02 lacunarity +
160
160
  // uniform-driven octaves, per §3a — only the rotation constant converges).
161
- ${o}
161
+ ${ee}
162
162
 
163
163
  float fbm(vec2 p) {
164
164
  float v = 0.0;
@@ -179,7 +179,7 @@ float fbm(vec2 p) {
179
179
  // lacunarity loop the rest of the warp uses). The curl operator is consumed ONLY on
180
180
  // the OPT-IN warpMode == "curl" branch (uWarpMode == 3) — the default warp paths are
181
181
  // byte-untouched (no curl call), so every existing aurora gate stays byte-equivalent.
182
- ${h}
182
+ ${te}
183
183
 
184
184
  // The scalar fbm potential ψ for curlFBM — aurora's own fbm. The splice above
185
185
  // forward-declares potentialFBM; this defines it (ES 3.00 allows the prototype).
@@ -193,19 +193,19 @@ float potentialFBM(vec2 p) { return fbm(p); }
193
193
  // fbm above (the cost-tiering is preserved per AX.W12 §3a — this is an ADDITIVE basis,
194
194
  // not a blanket upgrade). The aurora-local hash21/vnoise/fbm loop stays (legitimately
195
195
  // divergent per the chunk's §3a).
196
- ${l}
196
+ ${_}
197
197
 
198
198
  // The sRGB OETF (linearToSrgb) — spliced from the shared procedural-color chunk
199
199
  // (AV.W2 — the single OETF source; the AV.W1 local copy is deleted here). Aurora's
200
200
  // linear pipeline closes the seam with this transfer before fragColor (the
201
201
  // proof:aurora-space-gamma seam).
202
- ${d}
202
+ ${m}
203
203
 
204
204
  // W5 — the four Ottosson OKLab/OKLCh matrices + their space fns, spliced from the
205
205
  // SAME shared chunk the goo-blob uses (zero new payload, 1e-6-verified). PI is
206
206
  // defined first because the chunk's oklabToOklch folds the hue into [0, 2pi).
207
207
  const float PI = 3.141592653589793;
208
- ${p}
208
+ ${h}
209
209
 
210
210
  // ── OKLCh palette ramp (W5 interp · AX.W11 single-sourced twin) ───────────────
211
211
  // The muddy-midtone kill: distant-hue stops interpolated by a plain linear mix()
@@ -217,7 +217,7 @@ ${p}
217
217
  // the smoothstep-eased samplePaletteRamp dispatcher) is SPLICED from the shared
218
218
  // procedural-color chunk (the single ramp source). composition.glsl.ts's
219
219
  // samplePalette calls samplePaletteRamp.
220
- ${s}
220
+ ${b}
221
221
 
222
222
  // Interleaved Gradient Noise (Jimenez) — a 1-LSB triangular dither applied in
223
223
  // DISPLAY space AFTER the OETF, so 8-bit mid-tone banding on the soft gradient is
@@ -293,7 +293,7 @@ vec2 domainWarp(vec2 p, float t) {
293
293
  return warped;
294
294
  }
295
295
 
296
- ` + ge + j + _e + j + "// ── 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// BD.W-AUR-VIVIDNESS — the §3 chroma FLOOR. Operate in OKLab: lightness + hue are\n// untouched, chroma is lifted toward the floor. A pale zone BLOOMS to transmission-fit;\n// a vivid zone (already above the floor) is byte-untouched. The near-gray hue guard is\n// STRUCTURAL: below VIVID_EPS the (a,b) direction is precision noise, so the lift\n// synthesizes along the WARM anchor (amber, both components positive) — NEVER the noisy\n// near-zero vector, NEVER a cold/teal hue. uVividness:0 returns c identically (the gated\n// byte-identity opt-out). Mode factor: a dark route lifts the floor a touch (a dim field\n// needs more chroma to read vivid through glass) — derived from the field's own L.\nconst float VIVID_TARGET = 0.115;\nconst float VIVID_EPS = 0.012;\n// The warm amber anchor in OKLab (a,b): OKLCh hue 70°, unit chroma. cos/sin(70°) — both\n// POSITIVE (warm yellow-orange). The near-gray fallback direction, the warm-floor law.\nconst vec2 VIVID_WARM_ANCHOR = vec2(0.34202, 0.93969);\nvec3 vividnessFloor(vec3 c) {\n if (uVividness <= 0.0001) return c;\n vec3 lab = linOklab(c);\n float C = length(lab.yz);\n // Mode-aware: dim fields (low L) get a slightly higher target so they read vivid\n // through glass. mix factor is gentle (1.0 .. 1.18) so light routes are unaffected.\n float modeLift = mix(1.18, 1.0, clamp(lab.x * 1.4, 0.0, 1.0));\n float Cmin = uVividness * VIVID_TARGET * modeLift;\n vec2 hueDir = (C > VIVID_EPS) ? lab.yz / C : VIVID_WARM_ANCHOR;\n lab.yz = hueDir * max(C, Cmin);\n return max(oklabToLinearSrgb(lab), vec3(0.0));\n}\n\n" + ve + j + we + j + ye + j + Te + j + "\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 // BG.W-AUR-METAL-FINISH — the mutually-exclusive metal mediums (opt-in, uMedium==8/9;\n // the smooth default + every existing medium are byte-unchanged by these arms).\n else if (uMedium == 8) col = mediumMetal(col, pN, t);\n else if (uMedium == 9) col = mediumMetalGradient(col, pN, t);\n\n // Saturation trim\n col = saturate3(col, uSaturation);\n\n // BD.W-AUR-VIVIDNESS — the §3 chroma floor (warm-anchored, hue-preserving). Lifts a\n // pale zone toward the transmissive floor so warm glass over the field reads\n // transmissive-not-gray; a vivid zone is untouched; uVividness:0 is a no-op.\n col = vividnessFloor(col);\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", De = `#version 300 es
296
+ ` + Se + A + Ce + 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// BD.W-AUR-VIVIDNESS — the §3 chroma FLOOR. Operate in OKLab: lightness + hue are\n// untouched, chroma is lifted toward the floor. A pale zone BLOOMS to transmission-fit;\n// a vivid zone (already above the floor) is byte-untouched. The near-gray hue guard is\n// STRUCTURAL: below VIVID_EPS the (a,b) direction is precision noise, so the lift\n// synthesizes along the WARM anchor (amber, both components positive) — NEVER the noisy\n// near-zero vector, NEVER a cold/teal hue. uVividness:0 returns c identically (the gated\n// byte-identity opt-out). Mode factor: a dark route lifts the floor a touch (a dim field\n// needs more chroma to read vivid through glass) — derived from the field's own L.\nconst float VIVID_TARGET = 0.115;\nconst float VIVID_EPS = 0.012;\n// The warm amber anchor in OKLab (a,b): OKLCh hue 70°, unit chroma. cos/sin(70°) — both\n// POSITIVE (warm yellow-orange). The near-gray fallback direction, the warm-floor law.\nconst vec2 VIVID_WARM_ANCHOR = vec2(0.34202, 0.93969);\nvec3 vividnessFloor(vec3 c) {\n if (uVividness <= 0.0001) return c;\n vec3 lab = linOklab(c);\n float C = length(lab.yz);\n // Mode-aware: dim fields (low L) get a slightly higher target so they read vivid\n // through glass. mix factor is gentle (1.0 .. 1.18) so light routes are unaffected.\n float modeLift = mix(1.18, 1.0, clamp(lab.x * 1.4, 0.0, 1.0));\n float Cmin = uVividness * VIVID_TARGET * modeLift;\n vec2 hueDir = (C > VIVID_EPS) ? lab.yz / C : VIVID_WARM_ANCHOR;\n lab.yz = hueDir * max(C, Cmin);\n return max(oklabToLinearSrgb(lab), vec3(0.0));\n}\n\n" + we + A + Ae + A + Te + A + je + 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 // 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 // BG.W-AUR-METAL-FINISH — the mutually-exclusive metal mediums (opt-in, uMedium==8/9;\n // the smooth default + every existing medium are byte-unchanged by these arms).\n else if (uMedium == 8) col = mediumMetal(col, pN, t);\n else if (uMedium == 9) col = mediumMetalGradient(col, pN, t);\n\n // Saturation trim\n col = saturate3(col, uSaturation);\n\n // BD.W-AUR-VIVIDNESS — the §3 chroma floor (warm-anchored, hue-preserving). Lifts a\n // pale zone toward the transmissive floor so warm glass over the field reads\n // transmissive-not-gray; a vivid zone is untouched; uVividness:0 is a no-op.\n col = vividnessFloor(col);\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", Ne = `#version 300 es
297
297
  precision highp float;
298
298
 
299
299
  in vec2 vUv;
@@ -358,7 +358,7 @@ float vnoise(vec2 p) {
358
358
  float d = hash21(i + vec2(1.0, 1.0));
359
359
  return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
360
360
  }
361
- ${o}
361
+ ${ee}
362
362
  float fbm(vec2 p) {
363
363
  float v = 0.0;
364
364
  float a = 0.5;
@@ -375,8 +375,8 @@ float ign(vec2 p) {
375
375
  return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715))));
376
376
  }
377
377
 
378
- ${d}
379
- ${p}
378
+ ${m}
379
+ ${h}
380
380
 
381
381
  // linear-sRGB → raw OKLab (the vividnessFloor helper — mirrors aurora.frag's linOklab).
382
382
  vec3 linOklab(vec3 lin) {
@@ -529,17 +529,17 @@ void main() {
529
529
  // Premultiply on display-space color (matches the palette path: OETF, then premul).
530
530
  fragColor = vec4(col * uAlpha, uAlpha);
531
531
  }
532
- `, Oe = {
532
+ `, Pe = {
533
533
  premultiplyAlpha: "none",
534
534
  colorSpaceConversion: "none"
535
535
  };
536
- function M(e) {
537
- return createImageBitmap(e, Oe);
536
+ function Fe(e) {
537
+ return createImageBitmap(e, Pe);
538
538
  }
539
- async function ke(e) {
540
- return typeof e == "string" ? M(await (await fetch(e)).blob()) : e instanceof Blob ? M(e) : e;
539
+ async function Ie(e) {
540
+ return typeof e == "string" ? Fe(await (await fetch(e)).blob()) : e instanceof Blob ? Fe(e) : e;
541
541
  }
542
- function Ae() {
542
+ function Le() {
543
543
  let e = new ImageData(1, 1);
544
544
  return e.data.set([
545
545
  128,
@@ -548,7 +548,7 @@ function Ae() {
548
548
  255
549
549
  ]), e;
550
550
  }
551
- function je(e) {
551
+ function Re(e) {
552
552
  return e instanceof HTMLImageElement ? {
553
553
  width: e.naturalWidth,
554
554
  height: e.naturalHeight
@@ -557,7 +557,7 @@ function je(e) {
557
557
  height: e.height
558
558
  };
559
559
  }
560
- function Me(e, t, n = {}) {
560
+ function ze(e, t, n = {}) {
561
561
  let { linearFilter: r = !0, clampToEdge: i = !0 } = n, a = e.createTexture();
562
562
  e.bindTexture(e.TEXTURE_2D, a), e.pixelStorei(e.UNPACK_PREMULTIPLY_ALPHA_WEBGL, !1), e.pixelStorei(e.UNPACK_COLORSPACE_CONVERSION_WEBGL, e.NONE), e.pixelStorei(e.UNPACK_FLIP_Y_WEBGL, !1), e.texImage2D(e.TEXTURE_2D, 0, e.RGBA, e.RGBA, e.UNSIGNED_BYTE, t);
563
563
  let o = r ? e.LINEAR : e.NEAREST;
@@ -565,9 +565,9 @@ function Me(e, t, n = {}) {
565
565
  let s = i ? e.CLAMP_TO_EDGE : e.REPEAT;
566
566
  return e.texParameteri(e.TEXTURE_2D, e.TEXTURE_WRAP_S, s), e.texParameteri(e.TEXTURE_2D, e.TEXTURE_WRAP_T, s), e.pixelStorei(e.UNPACK_COLORSPACE_CONVERSION_WEBGL, e.BROWSER_DEFAULT_WEBGL), a;
567
567
  }
568
- var Ne = 2;
569
- function Pe(e, t) {
570
- let { width: n, height: r } = je(t), i = e.createTexture({
568
+ var Be = 2;
569
+ function Ve(e, t) {
570
+ let { width: n, height: r } = Re(t), i = e.createTexture({
571
571
  label: "[texture-upload] image",
572
572
  size: [
573
573
  n,
@@ -575,7 +575,7 @@ function Pe(e, t) {
575
575
  1
576
576
  ],
577
577
  format: "rgba8unorm",
578
- usage: Ne | 20
578
+ usage: Be | 20
579
579
  });
580
580
  return e.queue.copyExternalImageToTexture({
581
581
  source: t,
@@ -595,7 +595,7 @@ function Pe(e, t) {
595
595
  }
596
596
  //#endregion
597
597
  //#region src/components/aurora/composables/auroraImageSource.ts
598
- function Fe(e) {
598
+ function He(e) {
599
599
  let t = null, n = null, r;
600
600
  return {
601
601
  getDecodedImage: () => t,
@@ -603,7 +603,7 @@ function Fe(e) {
603
603
  n = e, e && t && e(t);
604
604
  },
605
605
  ensureDecoded(i) {
606
- i.source !== "image" || i.src == null || i.src !== r && (r = i.src, ke(i.src).then((r) => {
606
+ i.source !== "image" || i.src == null || i.src !== r && (r = i.src, Ie(i.src).then((r) => {
607
607
  t = r, n?.(r), e.wake();
608
608
  }).catch((t) => {
609
609
  e.onError?.(t instanceof Error ? t : Error(String(t)));
@@ -611,35 +611,35 @@ function Fe(e) {
611
611
  }
612
612
  };
613
613
  }
614
- function Ie(e, t, n) {
614
+ function Ue(e, t, n) {
615
615
  let r = null;
616
616
  e.activeTexture(e.TEXTURE0);
617
617
  let i = (n) => {
618
- e.useProgram(t), e.activeTexture(e.TEXTURE0), r && e.deleteTexture(r), r = Me(e, n);
618
+ e.useProgram(t), e.activeTexture(e.TEXTURE0), r && e.deleteTexture(r), r = ze(e, n);
619
619
  };
620
- return i(n.getDecodedImage() ?? Ae()), n.setImageUploader(i), () => {
620
+ return i(n.getDecodedImage() ?? Le()), n.setImageUploader(i), () => {
621
621
  r && e.deleteTexture(r), n.setImageUploader(null);
622
622
  };
623
623
  }
624
624
  //#endregion
625
625
  //#region src/components/aurora/constants/renderMode.ts
626
- function N() {
626
+ function j() {
627
627
  let e;
628
628
  try {
629
- e = _();
629
+ e = y();
630
630
  } catch {
631
631
  return !1;
632
632
  }
633
633
  return e === null ? !1 : e.includes("swiftshader") || e.includes("llvmpipe") || e.includes("software") || e.includes("basic render") || e.includes("microsoft basic");
634
634
  }
635
- function Le(e, t = {}) {
636
- return e !== "css" && !t.forceWebGLUnderSoftwareRaster && N() ? "css" : e === "auto" ? "webgl" : e;
635
+ function M(e, t = {}) {
636
+ return e !== "css" && !t.forceWebGLUnderSoftwareRaster && j() ? "css" : e === "auto" ? "webgl" : e;
637
637
  }
638
638
  //#endregion
639
639
  //#region src/components/aurora/composables/glSetup.ts
640
- var P = "[Aurora]", Re = /* @__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.uMetalPolish.uMetalHeightScale.uNucleiDrift.uPaletteDrift.uBreathDepth.uBreathPeriod.uSaturation.uPaperGrain.uAlpha.uVividness.uImage.uBlurMin.uBlurMax.uImageAspect".split(".");
641
- function ze(e, t, n) {
642
- let r = x(e, e.VERTEX_SHADER, t, P), i = x(e, e.FRAGMENT_SHADER, n, P), a = b(e, r, i, P);
640
+ var N = "[Aurora]", We = /* @__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.uMetalPolish.uMetalHeightScale.uNucleiDrift.uPaletteDrift.uBreathDepth.uBreathPeriod.uSaturation.uPaperGrain.uAlpha.uVividness.uImage.uBlurMin.uBlurMax.uImageAspect".split(".");
641
+ function Ge(e, t, n) {
642
+ let r = ae(e, e.VERTEX_SHADER, t, N), i = ae(e, e.FRAGMENT_SHADER, n, N), a = ie(e, r, i, N);
643
643
  e.useProgram(a);
644
644
  let o = e.createVertexArray();
645
645
  e.bindVertexArray(o);
@@ -655,7 +655,7 @@ function ze(e, t, n) {
655
655
  let c = e.getAttribLocation(a, "aPos");
656
656
  e.enableVertexAttribArray(c), e.vertexAttribPointer(c, 2, e.FLOAT, !1, 0, 0);
657
657
  let l = {};
658
- for (let t of Re) l[t] = e.getUniformLocation(a, t);
658
+ for (let t of We) l[t] = e.getUniformLocation(a, t);
659
659
  return {
660
660
  program: a,
661
661
  vs: r,
@@ -669,7 +669,7 @@ function ze(e, t, n) {
669
669
  }
670
670
  //#endregion
671
671
  //#region src/components/aurora/constants/presets.ts
672
- var Be = 6, Ve = 8, He = 1, Ue = .115, We = .004, Ge = .06, F = {
672
+ var Ke = 6, qe = 8, Je = 1, Ye = .115, Xe = .004, Ze = .06, P = {
673
673
  palette: [
674
674
  {
675
675
  L: .64,
@@ -737,7 +737,7 @@ var Be = 6, Ve = 8, He = 1, Ue = .115, We = .004, Ge = .06, F = {
737
737
  paperGrain: .008,
738
738
  alpha: 1,
739
739
  vividness: 1
740
- }, Ke = {
740
+ }, Qe = {
741
741
  medium: "crayon",
742
742
  strokeOrient: "tensor",
743
743
  granulation: .3,
@@ -753,63 +753,63 @@ var Be = 6, Ve = 8, He = 1, Ue = .115, We = .004, Ge = .06, F = {
753
753
  };
754
754
  //#endregion
755
755
  //#region src/components/aurora/composables/color.ts
756
- function I(e, t = 8, n) {
756
+ function F(e, t = 8, n) {
757
757
  let r = n ?? new Float32Array(t * 3), i = Math.min(e.length, t);
758
758
  for (let t = 0; t < i; t++) {
759
- let [n, i, a] = C(e[t]);
759
+ let [n, i, a] = u(e[t]);
760
760
  r[t * 3 + 0] = n, r[t * 3 + 1] = i, r[t * 3 + 2] = a;
761
761
  }
762
762
  for (let e = i; e < t; e++) r[e * 3 + 0] = 0, r[e * 3 + 1] = 0, r[e * 3 + 2] = 0;
763
763
  return r;
764
764
  }
765
- function qe(e) {
765
+ function $e(e) {
766
766
  if (e.length === 0) return "transparent";
767
- if (e.length === 1) return T(e[0]);
767
+ if (e.length === 1) return l(e[0]);
768
768
  let t = e.length;
769
769
  return `linear-gradient(135deg, ${e.map((e, n) => {
770
770
  let r = Math.round(n / (t - 1) * 100);
771
- return `${T(e)} ${r}%`;
771
+ return `${l(e)} ${r}%`;
772
772
  }).join(", ")})`;
773
773
  }
774
- function Je(e) {
775
- 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] = fe(a, o, s);
774
+ function et(e) {
775
+ 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] = be(n / 255, r / 255, i / 255), [c, l, u] = ve(a, o, s);
776
776
  return {
777
777
  L: c,
778
778
  C: l,
779
779
  h: u
780
780
  };
781
781
  }
782
- var Ye = [.35, .95], Xe = [.18, .42];
783
- function Ze(e, t) {
784
- return e ? [Math.max(0, Math.min(1, e[0])), Math.max(0, Math.min(1, e[1]))] : t === "dark" ? Xe : Ye;
785
- }
786
- function Qe(e, t = {}) {
787
- let n = typeof e == "string" ? E(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, avoidHues: d, scheme: f, lBand: p } = t, m = Math.max(2, Math.min(8, Math.round(r))), [h, g] = Ze(p, f), _ = n.L - a / 2, v = n.L + a / 2;
788
- _ < h && (v += h - _, _ = h), v > g && (_ -= v - g, v = g), _ = Math.max(h, _), v = Math.min(g, v);
789
- let y = [], b = -Infinity;
790
- for (let e = 0; e < m; e++) {
791
- let t = m === 1 ? 0 : e / (m - 1), r = _ + (v - _) * et(t, c), a = n.C * o, f;
792
- if (l === "bell") f = a + (n.C - a) * tt(t);
782
+ var tt = [.35, .95], nt = [.18, .42];
783
+ function rt(e, t) {
784
+ return e ? [Math.max(0, Math.min(1, e[0])), Math.max(0, Math.min(1, e[1]))] : t === "dark" ? nt : tt;
785
+ }
786
+ function I(e, t = {}) {
787
+ let n = typeof e == "string" ? o(e) : e, { stopCount: r = 4, harmony: i = "analogous", lightnessSpread: a = .32, chromaFalloff: l = .85, hueSpread: u = 28, lightnessEasing: d = "linear", chromaEasing: f = "bell", temperatureShift: p = 0, avoidHues: m, scheme: h, lBand: g } = t, _ = Math.max(2, Math.min(8, Math.round(r))), [v, y] = rt(g, h), b = n.L - a / 2, x = n.L + a / 2;
788
+ b < v && (x += v - b, b = v), x > y && (b -= x - y, x = y), b = Math.max(v, b), x = Math.min(y, x);
789
+ let S = [], C = -Infinity;
790
+ for (let e = 0; e < _; e++) {
791
+ let t = _ === 1 ? 0 : e / (_ - 1), r = b + (x - b) * L(t, d), a = n.C * l, o;
792
+ if (f === "bell") o = a + (n.C - a) * at(t);
793
793
  else {
794
- let e = l === "sine" ? et(t, "sine") : t;
795
- f = n.C - (n.C - a) * e;
794
+ let e = f === "sine" ? L(t, "sine") : t;
795
+ o = n.C - (n.C - a) * e;
796
796
  }
797
- let p = ee(n.h, i, s, t);
798
- u > 0 && (p = at(p, t, u)), d && d.length > 0 && (p = st(p, d));
799
- let h = $e(S({
797
+ let h = s(n.h, i, u, t);
798
+ p > 0 && (h = lt(h, t, p)), m && m.length > 0 && (h = dt(h, m));
799
+ let g = it(c({
800
800
  L: r,
801
- C: f,
802
- h: p
803
- }), b);
804
- b = h.L, y.push(h);
801
+ C: o,
802
+ h
803
+ }), C);
804
+ C = g.L, S.push(g);
805
805
  }
806
- return y;
806
+ return S;
807
807
  }
808
- function $e(e, t) {
808
+ function it(e, t) {
809
809
  if (e.L >= t) return e;
810
810
  let { h: n } = e, r = t, i = e.C;
811
811
  for (let e = 0; e < 48; e++) {
812
- let [e, t, a] = pe(r, i, n), [o, s, c] = de(e, t, a);
812
+ let [e, t, a] = ye(r, i, n), [o, s, c] = _e(e, t, a);
813
813
  if (Math.max(o, s, c) <= 1) break;
814
814
  i *= .99;
815
815
  }
@@ -819,36 +819,36 @@ function $e(e, t) {
819
819
  h: n
820
820
  };
821
821
  }
822
- function et(e, t) {
822
+ function L(e, t) {
823
823
  return t === "sine" ? .5 - .5 * Math.cos(Math.PI * e) : e;
824
824
  }
825
- function tt(e) {
825
+ function at(e) {
826
826
  return Math.sin(Math.PI * e);
827
827
  }
828
- var nt = 70, rt = 250, it = 22;
829
- function at(e, t, n) {
828
+ var ot = 70, st = 250, ct = 22;
829
+ function lt(e, t, n) {
830
830
  let r = (t - .5) * 2;
831
831
  if (r === 0 || n === 0) return e;
832
- let i = (ue(e, r >= 0 ? nt : rt, 1, "shorter") - e + 540) % 360 - 180;
833
- return ((e + Math.sign(i) * Math.min(Math.abs(r) * n * it, Math.abs(i))) % 360 + 360) % 360;
832
+ let i = (ge(e, r >= 0 ? ot : st, 1, "shorter") - e + 540) % 360 - 180;
833
+ return ((e + Math.sign(i) * Math.min(Math.abs(r) * n * ct, Math.abs(i))) % 360 + 360) % 360;
834
834
  }
835
- var L = (e) => (e % 360 + 360) % 360;
836
- function ot(e, t, n) {
837
- let r = L(e), i = L(t), a = L(n);
835
+ var R = (e) => (e % 360 + 360) % 360;
836
+ function ut(e, t, n) {
837
+ let r = R(e), i = R(t), a = R(n);
838
838
  return i <= a ? r >= i && r <= a : r >= i || r <= a;
839
839
  }
840
- function R(e, t) {
841
- let n = Math.abs(L(e) - L(t)) % 360;
840
+ function z(e, t) {
841
+ let n = Math.abs(R(e) - R(t)) % 360;
842
842
  return n > 180 ? 360 - n : n;
843
843
  }
844
- function st(e, t) {
845
- let n = .5, r = L(e);
844
+ function dt(e, t) {
845
+ let n = .5, r = R(e);
846
846
  for (let e = 0; e < t.length + 2; e++) {
847
847
  let e = !1;
848
848
  for (let [i, a] of t) {
849
- if (!ot(r, i, a)) continue;
850
- let t = L(i - n), o = L(a + n);
851
- r = R(r, t) <= R(r, o) ? t : o, e = !0;
849
+ if (!ut(r, i, a)) continue;
850
+ let t = R(i - n), o = R(a + n);
851
+ r = z(r, t) <= z(r, o) ? t : o, e = !0;
852
852
  }
853
853
  if (!e) return r;
854
854
  }
@@ -856,7 +856,7 @@ function st(e, t) {
856
856
  }
857
857
  //#endregion
858
858
  //#region src/components/aurora/composables/uniformBridge.ts
859
- var ct = {
859
+ var ft = {
860
860
  x: .5,
861
861
  y: .5,
862
862
  strength: 0,
@@ -864,7 +864,7 @@ var ct = {
864
864
  velX: 0,
865
865
  velY: 0,
866
866
  burst: 0
867
- }, z = {
867
+ }, B = {
868
868
  smooth: 0,
869
869
  pastel: 1,
870
870
  watercolor: 2,
@@ -875,27 +875,27 @@ var ct = {
875
875
  kuwahara: 7,
876
876
  metal: 8,
877
877
  "metal-gradient": 9
878
- }, B = {
878
+ }, V = {
879
879
  shorter: 0,
880
880
  longer: 1,
881
881
  increasing: 2,
882
882
  decreasing: 3
883
- }, lt = {
883
+ }, pt = {
884
884
  none: 0,
885
885
  radial: 1,
886
886
  swirl: 2,
887
887
  diagonal: 3,
888
888
  multi: 4,
889
889
  tensor: 5
890
- }, V = {
890
+ }, H = {
891
891
  flow: 0,
892
892
  tensor: 1
893
- }, H = {
893
+ }, mt = {
894
894
  fbm: 0,
895
895
  cellular: 1,
896
896
  hybrid: 2,
897
897
  curl: 3
898
- }, ut = {
898
+ }, ht = {
899
899
  oil: 0,
900
900
  knife: 1,
901
901
  chunky: 3
@@ -904,19 +904,19 @@ var ct = {
904
904
  C: .0125,
905
905
  h: 77.5
906
906
  };
907
- function dt(e) {
908
- return e === void 0 ? w(U.L, U.C, U.h) : Array.isArray(e) ? e : w(e.L, e.C, e.h);
907
+ function gt(e) {
908
+ return e === void 0 ? d(U.L, U.C, U.h) : Array.isArray(e) ? e : d(e.L, e.C, e.h);
909
909
  }
910
- function ft(e) {
911
- return z[e.medium];
910
+ function _t(e) {
911
+ return B[e.medium];
912
912
  }
913
- function pt(e) {
914
- return ut[e.strokeMode];
913
+ function vt(e) {
914
+ return ht[e.strokeMode];
915
915
  }
916
- function mt(e) {
917
- return e.medium === "vangogh" || e.medium === "oil-pastel" || e.medium === "crayon" || e.medium === "kuwahara" ? V.tensor : V[e.strokeOrient ?? "flow"];
916
+ function yt(e) {
917
+ return e.medium === "vangogh" || e.medium === "oil-pastel" || e.medium === "crayon" || e.medium === "kuwahara" ? H.tensor : H[e.strokeOrient ?? "flow"];
918
918
  }
919
- function ht(e, t, n) {
919
+ function bt(e, t, n) {
920
920
  let r = (e) => 1 - e, i = {
921
921
  palette: new Float32Array(24),
922
922
  pos: new Float32Array(12),
@@ -929,7 +929,7 @@ function ht(e, t, n) {
929
929
  angle: new Float32Array(6)
930
930
  };
931
931
  return function(a) {
932
- e.useProgram(t), I(a.palette, 8, i.palette), e.uniform3fv(n.uPalette, i.palette), e.uniform1i(n.uStopCount, Math.min(a.palette.length, 8));
932
+ e.useProgram(t), F(a.palette, 8, i.palette), e.uniform3fv(n.uPalette, i.palette), e.uniform1i(n.uStopCount, Math.min(a.palette.length, 8));
933
933
  let o = Math.min(a.nuclei.length, 6);
934
934
  e.uniform1i(n.uNucleiCount, o);
935
935
  for (let e = 0; e < o; e++) {
@@ -937,15 +937,15 @@ function ht(e, t, n) {
937
937
  i.pos[e * 2 + 0] = t.x, i.pos[e * 2 + 1] = r(t.y), i.rad[e] = t.radius, i.pb[e] = t.paletteBias, i.vb[e] = t.valueBias, i.dr[e] = t.driftRadius, i.dp[e] = t.driftPhase, i.elong[e] = t.elongation ?? 1, i.angle[e] = -(t.angle ?? 0) * Math.PI / 180;
938
938
  }
939
939
  for (let e = o; e < 6; e++) i.pos[e * 2 + 0] = 0, i.pos[e * 2 + 1] = 0, i.rad[e] = 0, i.pb[e] = 0, i.vb[e] = 0, i.dr[e] = 0, i.dp[e] = 0, i.elong[e] = 1, i.angle[e] = 0;
940
- e.uniform2fv(n.uNucleiPos, i.pos), e.uniform1fv(n.uNucleiRadius, i.rad), e.uniform1fv(n.uNucleiPaletteBias, i.pb), e.uniform1fv(n.uNucleiValueBias, i.vb), e.uniform1fv(n.uNucleiDriftRadius, i.dr), e.uniform1fv(n.uNucleiDriftPhase, i.dp), e.uniform1fv(n.uNucleiElong, i.elong), e.uniform1fv(n.uNucleiAngle, i.angle), e.uniform1f(n.uSoftmaxBeta, a.softmaxBeta), e.uniform1f(n.uValueVariance, a.valueVariance), e.uniform1f(n.uWarpAmount, a.warpAmount), e.uniform1f(n.uWarpScale, a.warpScale), e.uniform1f(n.uWarpDrift, a.warpDrift), e.uniform1i(n.uWarpMode, H[a.warpMode]), e.uniform1i(n.uNoiseOctaves, a.noiseOctaves), e.uniform1i(n.uMedium, ft(a)), e.uniform1i(n.uHuePath, B[a.huePath ?? "shorter"]), e.uniform1i(n.uFlowPattern, lt[a.flow.pattern]), e.uniform2f(n.uFlowFocal, a.flow.focalX, r(a.flow.focalY)), e.uniform1f(n.uFlowAngle, a.flow.angle), e.uniform1f(n.uFlowCurl, a.flow.curl);
941
- let s = ct;
942
- e.uniform2f(n.uCursor, s.x, r(s.y)), e.uniform1f(n.uCursorStrength, s.strength), e.uniform1f(n.uCursorRadius, s.radius), e.uniform2f(n.uCursorVelocity, s.velX, -s.velY), e.uniform1f(n.uCursorBurst, s.burst), e.uniform1f(n.uStrokeAmount, a.strokeAmount), e.uniform1f(n.uStrokeScale, a.strokeScale), e.uniform1f(n.uStrokeAnisotropy, a.strokeAnisotropy), e.uniform1i(n.uStrokeLayers, a.strokeLayers), e.uniform1i(n.uStrokeMode, pt(a)), e.uniform1i(n.uStrokeOrient, mt(a));
940
+ e.uniform2fv(n.uNucleiPos, i.pos), e.uniform1fv(n.uNucleiRadius, i.rad), e.uniform1fv(n.uNucleiPaletteBias, i.pb), e.uniform1fv(n.uNucleiValueBias, i.vb), e.uniform1fv(n.uNucleiDriftRadius, i.dr), e.uniform1fv(n.uNucleiDriftPhase, i.dp), e.uniform1fv(n.uNucleiElong, i.elong), e.uniform1fv(n.uNucleiAngle, i.angle), e.uniform1f(n.uSoftmaxBeta, a.softmaxBeta), e.uniform1f(n.uValueVariance, a.valueVariance), e.uniform1f(n.uWarpAmount, a.warpAmount), e.uniform1f(n.uWarpScale, a.warpScale), e.uniform1f(n.uWarpDrift, a.warpDrift), e.uniform1i(n.uWarpMode, mt[a.warpMode]), e.uniform1i(n.uNoiseOctaves, a.noiseOctaves), e.uniform1i(n.uMedium, _t(a)), e.uniform1i(n.uHuePath, V[a.huePath ?? "shorter"]), e.uniform1i(n.uFlowPattern, pt[a.flow.pattern]), e.uniform2f(n.uFlowFocal, a.flow.focalX, r(a.flow.focalY)), e.uniform1f(n.uFlowAngle, a.flow.angle), e.uniform1f(n.uFlowCurl, a.flow.curl);
941
+ let s = ft;
942
+ e.uniform2f(n.uCursor, s.x, r(s.y)), e.uniform1f(n.uCursorStrength, s.strength), e.uniform1f(n.uCursorRadius, s.radius), e.uniform2f(n.uCursorVelocity, s.velX, -s.velY), e.uniform1f(n.uCursorBurst, s.burst), e.uniform1f(n.uStrokeAmount, a.strokeAmount), e.uniform1f(n.uStrokeScale, a.strokeScale), e.uniform1f(n.uStrokeAnisotropy, a.strokeAnisotropy), e.uniform1i(n.uStrokeLayers, a.strokeLayers), e.uniform1i(n.uStrokeMode, vt(a)), e.uniform1i(n.uStrokeOrient, yt(a));
943
943
  {
944
944
  let t = a.lightDir ?? [
945
945
  -.5,
946
946
  .6,
947
947
  .62
948
- ], r = dt(a.lightColor);
948
+ ], r = gt(a.lightColor);
949
949
  e.uniform3f(n.uLightDir, t[0], t[1], t[2]), e.uniform3f(n.uLightColor, r[0], r[1], r[2]);
950
950
  }
951
951
  e.uniform1f(n.uWetEdge, a.wetEdge), e.uniform1f(n.uGranulation, a.granulation), e.uniform1f(n.uImpasto, a.impasto), e.uniform1f(n.uBrokenColor, a.brokenColor), e.uniform1f(n.uCanvasGrain, a.canvasGrain), e.uniform1f(n.uMetalPolish, a.metalPolish ?? 1), e.uniform1f(n.uMetalHeightScale, a.metalHeightScale ?? 1), e.uniform1f(n.uNucleiDrift, a.nucleiDrift), e.uniform1f(n.uPaletteDrift, a.paletteDrift), e.uniform1f(n.uBreathDepth, a.breathDepth), e.uniform1f(n.uBreathPeriod, a.breathPeriod), e.uniform1f(n.uSaturation, a.saturation), e.uniform1f(n.uPaperGrain, a.paperGrain), e.uniform1f(n.uAlpha, a.alpha), e.uniform1f(n.uVividness, a.vividness ?? 1), e.uniform1i(n.uImage, 0), e.uniform1f(n.uBlurMin, a.imageBlur?.min ?? .004), e.uniform1f(n.uBlurMax, a.imageBlur?.max ?? .06);
@@ -955,7 +955,7 @@ function ht(e, t, n) {
955
955
  }
956
956
  //#endregion
957
957
  //#region src/components/aurora/composables/frameLoop.ts
958
- var W = .001, gt = 1e-4;
958
+ var W = .001, xt = 1e-4;
959
959
  function G(e, t, i) {
960
960
  let a = r(n(e), t), o = a.burst;
961
961
  if (i > 0) {
@@ -974,9 +974,9 @@ function G(e, t, i) {
974
974
  }
975
975
  function K(e) {
976
976
  let t = e.attractorVelocity.value;
977
- return e.engagement.value > W || e.speed.value > W || e.burst.value > W || Math.hypot(t.x, t.y) > gt;
977
+ return e.engagement.value > W || e.speed.value > W || e.burst.value > W || Math.hypot(t.x, t.y) > xt;
978
978
  }
979
- function _t(e) {
979
+ function St(e) {
980
980
  let { gl: t, prog: n, uniforms: r, pointerField: i, getCursorScalars: a, getConfig: o, getReducedMotion: s } = e, c = (e) => 1 - e, l = null, u = {
981
981
  x: .5,
982
982
  y: .5,
@@ -1011,7 +1011,7 @@ function _t(e) {
1011
1011
  }
1012
1012
  //#endregion
1013
1013
  //#region src/components/aurora/constants/shaders/aurora.wgsl.ts
1014
- var vt = `
1014
+ var Ct = `
1015
1015
  const MAX_NUCLEI: i32 = 6;
1016
1016
  const MAX_STOPS: i32 = 8;
1017
1017
  const PI: f32 = 3.141592653589793;
@@ -1086,7 +1086,7 @@ fn vnoise(p: vec2<f32>) -> f32 {
1086
1086
  return mix(mix(a, b, uu.x), mix(c, d, uu.x), uu.y);
1087
1087
  }
1088
1088
 
1089
- ${m}
1089
+ ${C}
1090
1090
 
1091
1091
  fn fbm(p0: vec2<f32>) -> f32 {
1092
1092
  var v = 0.0;
@@ -1102,9 +1102,9 @@ fn fbm(p0: vec2<f32>) -> f32 {
1102
1102
  return v;
1103
1103
  }
1104
1104
 
1105
- ${u}
1106
- ${f}
1107
- ${c}
1105
+ ${v}
1106
+ ${x}
1107
+ ${g}
1108
1108
 
1109
1109
  // Interleaved Gradient Noise (Jimenez) — display-space 1-LSB dither.
1110
1110
  fn ign(p: vec2<f32>) -> f32 {
@@ -1727,7 +1727,7 @@ fn fs_main(in: VSOut) -> @location(0) vec4<f32> {
1727
1727
  // Premultiply on DISPLAY-space color (matches the WebGL2 path: OETF, then premul).
1728
1728
  return vec4<f32>(col * alpha, alpha);
1729
1729
  }
1730
- `, yt = `
1730
+ `, wt = `
1731
1731
  const MAX_NUCLEI: i32 = 6;
1732
1732
  const PI: f32 = 3.141592653589793;
1733
1733
  const BLUR_RINGS: i32 = 3;
@@ -1776,7 +1776,7 @@ fn vnoise(p: vec2<f32>) -> f32 {
1776
1776
  let d = hash21(i + vec2<f32>(1.0, 1.0));
1777
1777
  return mix(mix(a, b, uu.x), mix(c, d, uu.x), uu.y);
1778
1778
  }
1779
- ${m}
1779
+ ${C}
1780
1780
  fn fbm(p0: vec2<f32>) -> f32 {
1781
1781
  var v = 0.0;
1782
1782
  var a = 0.5;
@@ -1794,8 +1794,8 @@ fn ign(p: vec2<f32>) -> f32 {
1794
1794
  return fract(52.9829189 * fract(dot(p, vec2<f32>(0.06711056, 0.00583715))));
1795
1795
  }
1796
1796
 
1797
- ${u}
1798
- ${f}
1797
+ ${v}
1798
+ ${x}
1799
1799
 
1800
1800
  fn linOklab(lin: vec3<f32>) -> vec3<f32> {
1801
1801
  let lms = LINEAR_SRGB_TO_LMS * lin;
@@ -1986,8 +1986,8 @@ fn fs_main(in: VSOut) -> @location(0) vec4<f32> {
1986
1986
  scalars4: 132,
1987
1987
  scalars5: 136,
1988
1988
  kuwahara: 140
1989
- }, bt = .01, xt = 8, St = 4, Ct = (e) => 1 - e;
1990
- function wt() {
1989
+ }, Tt = .01, Et = 8, Dt = 4, Ot = (e) => 1 - e;
1990
+ function kt() {
1991
1991
  let e = /* @__PURE__ */ new ArrayBuffer(576);
1992
1992
  return {
1993
1993
  buffer: e,
@@ -1996,11 +1996,11 @@ function wt() {
1996
1996
  paletteScratch: new Float32Array(24)
1997
1997
  };
1998
1998
  }
1999
- function Tt(e, t, n, r) {
1999
+ function At(e, t, n, r) {
2000
2000
  let { f32: i, i32: a, paletteScratch: o } = e;
2001
- i[q.scalars0 + 0] = r, i[q.scalars0 + 1] = t.softmaxBeta, i[q.scalars0 + 2] = t.valueVariance, i[q.scalars0 + 3] = t.warpAmount, i[q.scalars1 + 0] = t.warpScale, i[q.scalars1 + 1] = t.warpDrift, i[q.scalars1 + 2] = t.saturation, i[q.scalars1 + 3] = t.paperGrain, i[q.scalars2 + 0] = t.alpha, i[q.scalars2 + 1] = t.nucleiDrift, i[q.scalars2 + 2] = t.paletteDrift, i[q.scalars2 + 3] = t.breathDepth, i[q.scalars3 + 0] = t.breathPeriod, i[q.scalars3 + 1] = n.strength, i[q.scalars3 + 2] = n.radius, i[q.scalars3 + 3] = t.vividness ?? 1, i[q.cursor + 0] = n.x, i[q.cursor + 1] = Ct(n.y), i[q.cursor + 2] = t.metalPolish ?? 1, i[q.cursor + 3] = t.metalHeightScale ?? 1, a[q.ints0 + 0] = Math.min(t.palette.length, 8);
2001
+ i[q.scalars0 + 0] = r, i[q.scalars0 + 1] = t.softmaxBeta, i[q.scalars0 + 2] = t.valueVariance, i[q.scalars0 + 3] = t.warpAmount, i[q.scalars1 + 0] = t.warpScale, i[q.scalars1 + 1] = t.warpDrift, i[q.scalars1 + 2] = t.saturation, i[q.scalars1 + 3] = t.paperGrain, i[q.scalars2 + 0] = t.alpha, i[q.scalars2 + 1] = t.nucleiDrift, i[q.scalars2 + 2] = t.paletteDrift, i[q.scalars2 + 3] = t.breathDepth, i[q.scalars3 + 0] = t.breathPeriod, i[q.scalars3 + 1] = n.strength, i[q.scalars3 + 2] = n.radius, i[q.scalars3 + 3] = t.vividness ?? 1, i[q.cursor + 0] = n.x, i[q.cursor + 1] = Ot(n.y), i[q.cursor + 2] = t.metalPolish ?? 1, i[q.cursor + 3] = t.metalHeightScale ?? 1, a[q.ints0 + 0] = Math.min(t.palette.length, 8);
2002
2002
  let s = Math.min(t.nuclei.length, 6);
2003
- a[q.ints0 + 1] = s, a[q.ints0 + 2] = H[t.warpMode], a[q.ints0 + 3] = t.noiseOctaves, a[q.ints1 + 0] = z[t.medium], a[q.ints1 + 1] = B[t.huePath ?? "shorter"], a[q.ints1 + 2] = 0, a[q.ints1 + 3] = 0, I(t.palette, 8, o);
2003
+ a[q.ints0 + 1] = s, a[q.ints0 + 2] = mt[t.warpMode], a[q.ints0 + 3] = t.noiseOctaves, a[q.ints1 + 0] = B[t.medium], a[q.ints1 + 1] = V[t.huePath ?? "shorter"], a[q.ints1 + 2] = 0, a[q.ints1 + 3] = 0, F(t.palette, 8, o);
2004
2004
  for (let e = 0; e < 8; e++) {
2005
2005
  let t = q.palette + e * 4;
2006
2006
  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;
@@ -2009,10 +2009,10 @@ function Tt(e, t, n, r) {
2009
2009
  let n = q.nuc0 + e * 4, r = q.nuc1 + e * 4, a = q.nuc2 + e * 4;
2010
2010
  if (e < s) {
2011
2011
  let o = t.nuclei[e];
2012
- i[n + 0] = o.x, i[n + 1] = Ct(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;
2012
+ i[n + 0] = o.x, i[n + 1] = Ot(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;
2013
2013
  } 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;
2014
2014
  }
2015
- return i[q.scalars4 + 0] = t.strokeAmount, i[q.scalars4 + 1] = t.strokeScale, i[q.scalars4 + 2] = t.strokeAnisotropy, i[q.scalars4 + 3] = t.canvasGrain, i[q.scalars5 + 0] = t.wetEdge, i[q.scalars5 + 1] = t.granulation, i[q.scalars5 + 2] = t.brokenColor, i[q.scalars5 + 3] = t.kuwaharaQ ?? St, i[q.kuwahara + 0] = t.kuwaharaRadius ?? bt, i[q.kuwahara + 1] = xt, i[q.kuwahara + 2] = 0, i[q.kuwahara + 3] = 0, e;
2015
+ return i[q.scalars4 + 0] = t.strokeAmount, i[q.scalars4 + 1] = t.strokeScale, i[q.scalars4 + 2] = t.strokeAnisotropy, i[q.scalars4 + 3] = t.canvasGrain, i[q.scalars5 + 0] = t.wetEdge, i[q.scalars5 + 1] = t.granulation, i[q.scalars5 + 2] = t.brokenColor, i[q.scalars5 + 3] = t.kuwaharaQ ?? Dt, i[q.kuwahara + 0] = t.kuwaharaRadius ?? Tt, i[q.kuwahara + 1] = Et, i[q.kuwahara + 2] = 0, i[q.kuwahara + 3] = 0, e;
2016
2016
  }
2017
2017
  var J = {
2018
2018
  scalars0: 0,
@@ -2023,8 +2023,8 @@ var J = {
2023
2023
  ints: 20,
2024
2024
  nuc0: 24,
2025
2025
  nuc1: 48
2026
- }, Et = (e) => 1 - e;
2027
- function Dt() {
2026
+ }, jt = (e) => 1 - e;
2027
+ function Mt() {
2028
2028
  let e = /* @__PURE__ */ new ArrayBuffer(288);
2029
2029
  return {
2030
2030
  buffer: e,
@@ -2032,27 +2032,27 @@ function Dt() {
2032
2032
  i32: new Int32Array(e)
2033
2033
  };
2034
2034
  }
2035
- function Ot(e, t, n, r, i) {
2035
+ function Nt(e, t, n, r, i) {
2036
2036
  let { f32: a, i32: o } = e;
2037
- a[J.scalars0 + 0] = r, a[J.scalars0 + 1] = t.warpAmount, a[J.scalars0 + 2] = t.warpScale, a[J.scalars0 + 3] = t.warpDrift, a[J.scalars1 + 0] = t.softmaxBeta, a[J.scalars1 + 1] = t.nucleiDrift, a[J.scalars1 + 2] = n.strength, a[J.scalars1 + 3] = n.radius, a[J.scalars2 + 0] = t.saturation, a[J.scalars2 + 1] = t.paperGrain, a[J.scalars2 + 2] = t.alpha, a[J.scalars2 + 3] = t.vividness ?? 1, a[J.image + 0] = t.imageBlur?.min ?? .004, a[J.image + 1] = t.imageBlur?.max ?? .06, a[J.image + 2] = i, a[J.image + 3] = 0, a[J.cursor + 0] = n.x, a[J.cursor + 1] = Et(n.y), a[J.cursor + 2] = 0, a[J.cursor + 3] = 0;
2037
+ a[J.scalars0 + 0] = r, a[J.scalars0 + 1] = t.warpAmount, a[J.scalars0 + 2] = t.warpScale, a[J.scalars0 + 3] = t.warpDrift, a[J.scalars1 + 0] = t.softmaxBeta, a[J.scalars1 + 1] = t.nucleiDrift, a[J.scalars1 + 2] = n.strength, a[J.scalars1 + 3] = n.radius, a[J.scalars2 + 0] = t.saturation, a[J.scalars2 + 1] = t.paperGrain, a[J.scalars2 + 2] = t.alpha, a[J.scalars2 + 3] = t.vividness ?? 1, a[J.image + 0] = t.imageBlur?.min ?? .004, a[J.image + 1] = t.imageBlur?.max ?? .06, a[J.image + 2] = i, a[J.image + 3] = 0, a[J.cursor + 0] = n.x, a[J.cursor + 1] = jt(n.y), a[J.cursor + 2] = 0, a[J.cursor + 3] = 0;
2038
2038
  let s = Math.min(t.nuclei.length, 6);
2039
2039
  o[J.ints + 0] = s, o[J.ints + 1] = t.noiseOctaves, o[J.ints + 2] = 0, o[J.ints + 3] = 0;
2040
2040
  for (let e = 0; e < 6; e++) {
2041
2041
  let n = J.nuc0 + e * 4, r = J.nuc1 + e * 4;
2042
2042
  if (e < s) {
2043
2043
  let i = t.nuclei[e];
2044
- a[n + 0] = i.x, a[n + 1] = Et(i.y), a[n + 2] = i.radius, a[n + 3] = i.valueBias, a[r + 0] = i.driftRadius, a[r + 1] = i.driftPhase, a[r + 2] = i.elongation ?? 1, a[r + 3] = -(i.angle ?? 0) * Math.PI / 180;
2044
+ a[n + 0] = i.x, a[n + 1] = jt(i.y), a[n + 2] = i.radius, a[n + 3] = i.valueBias, a[r + 0] = i.driftRadius, a[r + 1] = i.driftPhase, a[r + 2] = i.elongation ?? 1, a[r + 3] = -(i.angle ?? 0) * Math.PI / 180;
2045
2045
  } else a[n + 0] = 0, a[n + 1] = 0, a[n + 2] = 0, a[n + 3] = 0, a[r + 0] = 0, a[r + 1] = 0, a[r + 2] = 1, a[r + 3] = 0;
2046
2046
  }
2047
2047
  return e;
2048
2048
  }
2049
2049
  //#endregion
2050
2050
  //#region src/components/aurora/composables/wgpuSetup.ts
2051
- var kt = 64, At = 8, Y = 2;
2052
- function jt(e) {
2051
+ var Pt = 64, Ft = 8, Y = 2;
2052
+ function It(e) {
2053
2053
  let { canvas: t, getCursorScalars: n, getConfig: r, getReducedMotion: i, pointerField: a, getDecodedImage: o, registerImageUploader: s } = e, c = null;
2054
2054
  return function(e, l, u) {
2055
- if (r().source === "image") return Mt(e, l, u, {
2055
+ if (r().source === "image") return Lt(e, l, u, {
2056
2056
  canvas: t,
2057
2057
  getCursorScalars: n,
2058
2058
  getConfig: r,
@@ -2063,11 +2063,11 @@ function jt(e) {
2063
2063
  });
2064
2064
  let d = e.createShaderModule({
2065
2065
  label: "[Aurora] aurora.wgsl",
2066
- code: vt
2066
+ code: Ct
2067
2067
  }), f = e.createBuffer({
2068
2068
  label: "[Aurora] uniforms",
2069
2069
  size: 576,
2070
- usage: kt | At
2070
+ usage: Pt | Ft
2071
2071
  }), p = e.createBindGroupLayout({
2072
2072
  label: "[Aurora] bind-group-0",
2073
2073
  entries: [{
@@ -2109,13 +2109,13 @@ function jt(e) {
2109
2109
  binding: 0,
2110
2110
  resource: { buffer: f }
2111
2111
  }]
2112
- }), g = wt();
2112
+ }), g = kt();
2113
2113
  function _(e) {}
2114
2114
  function v(t) {
2115
2115
  let o = +!i(), s = c === null ? 0 : Math.max(0, (t - c) * 1e3);
2116
2116
  c = t, a.tick(o === 0 ? 0 : s);
2117
2117
  let u = G(a, n(), o);
2118
- Tt(g, r(), u, t), e.queue.writeBuffer(f, 0, g.buffer);
2118
+ At(g, r(), u, t), e.queue.writeBuffer(f, 0, g.buffer);
2119
2119
  let d = l.getCurrentTexture().createView(), p = e.createCommandEncoder({ label: "[Aurora] frame" }), _ = p.beginRenderPass({ colorAttachments: [{
2120
2120
  view: d,
2121
2121
  clearValue: {
@@ -2145,14 +2145,14 @@ function jt(e) {
2145
2145
  };
2146
2146
  };
2147
2147
  }
2148
- function Mt(e, t, n, r) {
2148
+ function Lt(e, t, n, r) {
2149
2149
  let { canvas: i, getCursorScalars: a, getConfig: o, getReducedMotion: s, pointerField: c, getDecodedImage: l, registerImageUploader: u } = r, d = null, f = e.createShaderModule({
2150
2150
  label: "[Aurora] aurora-image.wgsl",
2151
- code: yt
2151
+ code: wt
2152
2152
  }), p = e.createBuffer({
2153
2153
  label: "[Aurora] image uniforms",
2154
2154
  size: 288,
2155
- usage: kt | At
2155
+ usage: Pt | Ft
2156
2156
  }), m = e.createSampler({
2157
2157
  label: "[Aurora] image sampler",
2158
2158
  magFilter: "linear",
@@ -2208,7 +2208,7 @@ function Mt(e, t, n, r) {
2208
2208
  }]
2209
2209
  },
2210
2210
  primitive: { topology: "triangle-list" }
2211
- }), _ = Pe(e, l() ?? Ae()).texture;
2211
+ }), _ = Ve(e, l() ?? Le()).texture;
2212
2212
  function v() {
2213
2213
  return e.createBindGroup({
2214
2214
  label: "[Aurora] image bind-group",
@@ -2231,15 +2231,15 @@ function Mt(e, t, n, r) {
2231
2231
  }
2232
2232
  let y = v();
2233
2233
  u((t) => {
2234
- _.destroy(), _ = Pe(e, t).texture, y = v();
2234
+ _.destroy(), _ = Ve(e, t).texture, y = v();
2235
2235
  });
2236
- let b = Dt();
2236
+ let b = Mt();
2237
2237
  function x(e) {}
2238
2238
  function S(n) {
2239
2239
  let r = +!s(), l = d === null ? 0 : Math.max(0, (n - d) * 1e3);
2240
2240
  d = n, c.tick(r === 0 ? 0 : l);
2241
2241
  let u = G(c, a(), r), f = i.height > 0 ? i.width / i.height : 1;
2242
- Ot(b, o(), u, n, f), e.queue.writeBuffer(p, 0, b.buffer);
2242
+ Nt(b, o(), u, n, f), e.queue.writeBuffer(p, 0, b.buffer);
2243
2243
  let m = t.getCurrentTexture().createView(), h = e.createCommandEncoder({ label: "[Aurora] image frame" }), _ = h.beginRenderPass({ colorAttachments: [{
2244
2244
  view: m,
2245
2245
  clearValue: {
@@ -2270,14 +2270,14 @@ function Mt(e, t, n, r) {
2270
2270
  }
2271
2271
  //#endregion
2272
2272
  //#region src/components/aurora/composables/runtime.ts
2273
- function Nt(e) {
2273
+ function Rt(e) {
2274
2274
  return e.mode === "capture" ? !0 : e.initStrategy === "eager";
2275
2275
  }
2276
- function Pt(e) {
2276
+ function zt(e) {
2277
2277
  return typeof e.preserveDrawingBuffer == "boolean" ? e.preserveDrawingBuffer : e.mode === "capture";
2278
2278
  }
2279
- function Ft(e, n, r = {}) {
2280
- let i = Pt(r), a = !r.forceWebGLUnderSoftwareRaster && N(), o = n, s = t({
2279
+ function Bt(e, n, r = {}) {
2280
+ let i = zt(r), a = !r.forceWebGLUnderSoftwareRaster && j(), o = n, s = t({
2281
2281
  mass: 1,
2282
2282
  damping: .9,
2283
2283
  attractorResponse: .28,
@@ -2286,10 +2286,10 @@ function Ft(e, n, r = {}) {
2286
2286
  }), c = .8, l = .25, u = () => ({
2287
2287
  strength: c,
2288
2288
  radius: l
2289
- }), d = null, f = Fe({
2290
- wake: () => p.wake(),
2289
+ }), d = null, m = He({
2290
+ wake: () => h.wake(),
2291
2291
  onError: r.onInitError
2292
- }), p = a ? {
2292
+ }), h = a ? {
2293
2293
  arm: () => {},
2294
2294
  suspend: () => {},
2295
2295
  resume: () => {},
@@ -2297,9 +2297,9 @@ function Ft(e, n, r = {}) {
2297
2297
  renderAt: () => {},
2298
2298
  dispose: () => {},
2299
2299
  reducedMotion: !1
2300
- } : y(e, {
2300
+ } : f(e, {
2301
2301
  mode: r.mode === "capture" ? "capture" : "live",
2302
- dprPolicy: g,
2302
+ dprPolicy: p,
2303
2303
  revealBloom: r.revealBloom ?? !1,
2304
2304
  contextAttrs: {
2305
2305
  antialias: !1,
@@ -2307,89 +2307,92 @@ function Ft(e, n, r = {}) {
2307
2307
  premultipliedAlpha: !0,
2308
2308
  preserveDrawingBuffer: i
2309
2309
  },
2310
- setupWGPU: jt({
2310
+ setupWGPU: It({
2311
2311
  canvas: e,
2312
2312
  getCursorScalars: u,
2313
2313
  getConfig: () => o,
2314
- getReducedMotion: () => p.reducedMotion,
2314
+ getReducedMotion: () => h.reducedMotion,
2315
2315
  pointerField: s,
2316
- getDecodedImage: () => f.getDecodedImage(),
2317
- registerImageUploader: (e) => f.setImageUploader(e)
2316
+ getDecodedImage: () => m.getDecodedImage(),
2317
+ registerImageUploader: (e) => m.setImageUploader(e)
2318
2318
  }),
2319
2319
  setupGL: (t) => {
2320
- let n = o.source === "image", { program: r, vs: i, fs: a, uniforms: c, geometry: l } = ze(t, he, n ? De : Ee), m = n ? Ie(t, r, f) : null;
2321
- function h(n) {
2320
+ let n = o.source === "image", { program: r, vs: i, fs: a, uniforms: c, geometry: l } = Ge(t, xe, n ? Ne : Me), f = n ? Ue(t, r, m) : null;
2321
+ function p(n) {
2322
2322
  t.viewport(0, 0, n?.w ?? e.width, n?.h ?? e.height), t.useProgram(r);
2323
2323
  }
2324
- let g = ht(t, r, c), _ = _t({
2324
+ let g = bt(t, r, c), _ = St({
2325
2325
  gl: t,
2326
2326
  prog: r,
2327
2327
  uniforms: c,
2328
2328
  pointerField: s,
2329
2329
  getCursorScalars: u,
2330
2330
  getConfig: () => o,
2331
- getReducedMotion: () => p.reducedMotion
2331
+ getReducedMotion: () => h.reducedMotion
2332
2332
  });
2333
2333
  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), d = (e) => {
2334
2334
  o = e, g(e);
2335
2335
  }, d(o), {
2336
2336
  frame: _.frame,
2337
2337
  shouldContinue: _.needsAnimation,
2338
- resize: h,
2339
- time: (e) => p.reducedMotion ? 3.7 : e,
2338
+ resize: p,
2339
+ time: (e) => h.reducedMotion ? 3.7 : e,
2340
2340
  teardown: () => {
2341
- t.deleteProgram(r), t.deleteShader(i), t.deleteShader(a), t.deleteBuffer(l.buf), t.deleteVertexArray(l.vao), m?.();
2341
+ t.deleteProgram(r), t.deleteShader(i), t.deleteShader(a), t.deleteBuffer(l.buf), t.deleteVertexArray(l.vao), f?.();
2342
2342
  }
2343
2343
  };
2344
- }
2344
+ },
2345
+ onInitError: r.onInitError ? (e) => r.onInitError?.(e instanceof Error ? e : Error(String(e))) : void 0,
2346
+ onStatus: r.onRendererStatus
2345
2347
  });
2346
- function m(e, t, n = .8) {
2347
- c = n, s.setActive(!0), s.setPointer(e, t), p.wake();
2348
- }
2349
- function h() {
2350
- s.setActive(!1), p.wake();
2348
+ a && r.onRendererStatus?.(w());
2349
+ function g(e, t, n = .8) {
2350
+ c = n, s.setActive(!0), s.setPointer(e, t), h.wake();
2351
2351
  }
2352
- function _(e) {
2353
- l = e, p.wake();
2352
+ function _() {
2353
+ s.setActive(!1), h.wake();
2354
2354
  }
2355
2355
  function v(e) {
2356
- p.wake();
2356
+ l = e, h.wake();
2357
+ }
2358
+ function y(e) {
2359
+ h.wake();
2357
2360
  }
2358
2361
  function b() {
2359
- p.armAsync ? p.armAsync().catch((e) => {
2362
+ h.armAsync ? h.armAsync().catch((e) => {
2360
2363
  r.onInitError?.(e instanceof Error ? e : Error(String(e)));
2361
- }) : p.arm();
2364
+ }) : h.arm();
2362
2365
  }
2363
2366
  function x() {
2364
- return p.armAsync ? p.armAsync() : (p.arm(), Promise.resolve());
2367
+ return h.armAsync ? h.armAsync() : (h.arm(), Promise.resolve());
2365
2368
  }
2366
- return f.ensureDecoded(o), r.mode !== "capture" && Nt(r) && b(), {
2369
+ return m.ensureDecoded(o), r.mode !== "capture" && Rt(r) && b(), {
2367
2370
  arm: () => b(),
2368
2371
  armAsync: () => x(),
2369
2372
  update: (e) => {
2370
- o = e, d?.(e), f.ensureDecoded(e), p.wake();
2373
+ o = e, d?.(e), m.ensureDecoded(e), h.wake();
2371
2374
  },
2372
- setCursor: m,
2373
- clearCursor: h,
2374
- setCursorRadius: _,
2375
- setReducedMotion: v,
2375
+ setCursor: g,
2376
+ clearCursor: _,
2377
+ setCursorRadius: v,
2378
+ setReducedMotion: y,
2376
2379
  get reducedMotion() {
2377
- return p.reducedMotion;
2380
+ return h.reducedMotion;
2378
2381
  },
2379
- pause: (e = "manual") => p.suspend(e),
2380
- resume: (e = "manual") => p.resume(e),
2381
- renderAt: (e) => p.renderAt(e),
2382
- dispose: () => p.dispose()
2382
+ pause: (e = "manual") => h.suspend(e),
2383
+ resume: (e = "manual") => h.resume(e),
2384
+ renderAt: (e) => h.renderAt(e),
2385
+ dispose: () => h.dispose()
2383
2386
  };
2384
2387
  }
2385
2388
  //#endregion
2386
2389
  //#region src/components/aurora/composables/configSource.ts
2387
- function It(e) {
2390
+ function Vt(e) {
2388
2391
  return typeof e == "function" ? e : e && typeof e == "object" && "value" in e ? () => e.value : () => e;
2389
2392
  }
2390
2393
  //#endregion
2391
2394
  //#region src/components/aurora/composables/useAurora.ts
2392
- function Lt(e) {
2395
+ function Ht(e) {
2393
2396
  if (typeof window > "u") return () => {};
2394
2397
  if (typeof window.requestIdleCallback == "function") {
2395
2398
  let t = window.requestIdleCallback(() => e(), { timeout: 2e3 });
@@ -2406,29 +2409,25 @@ function Lt(e) {
2406
2409
  r = !0, cancelAnimationFrame(t), n !== void 0 && clearTimeout(n);
2407
2410
  };
2408
2411
  }
2409
- function Rt(e, t, n = {}, r = {}) {
2410
- let o = It(t), s = r.renderMode === "css", c = null, l = null, u = null, d = null, f = null, p = null, m = null, h = !1, g = O(!1), _ = n.mode === "capture" || n.initStrategy === "eager";
2411
- function v() {
2412
+ function Ut(e, t, n = {}, r = {}) {
2413
+ let o = Vt(t), s = r.renderMode === "css", c = null, l = null, u = null, d = null, f = null, p = null, m = null, h = !1, g = pe(!1), _ = me(s ? w() : ne("webgl2")), v = n.mode === "capture" || n.initStrategy === "eager";
2414
+ function y() {
2412
2415
  m && c && c.setReducedMotion(m.matches);
2413
2416
  }
2414
- function y(e) {
2417
+ function b(e) {
2415
2418
  let t = e instanceof Error ? e : Error(String(e));
2416
- if (n.onInitError) {
2417
- n.onInitError(t);
2418
- return;
2419
- }
2420
- Promise.reject(t);
2419
+ _.value = re(_.value.engine, _.value.adapter, t), n.onInitError?.(t);
2421
2420
  }
2422
- function b() {
2421
+ function x() {
2423
2422
  if (!(h || !c)) {
2424
2423
  h = !0;
2425
2424
  try {
2426
2425
  c.arm();
2427
2426
  } catch (e) {
2428
- y(e);
2427
+ b(e);
2429
2428
  return;
2430
2429
  }
2431
- g.value = !0, c.update(o()), m = window.matchMedia("(prefers-reduced-motion: reduce)"), m.addEventListener("change", v), l = A(o, (e) => c?.update(e), { deep: !0 }), o().interactivity?.scroll && e.value && (d = A(i({
2430
+ g.value = !0, c.update(o()), typeof window.matchMedia == "function" && (m = window.matchMedia("(prefers-reduced-motion: reduce)"), m.addEventListener("change", y)), l = k(o, (e) => c?.update(e), { deep: !0 }), o().interactivity?.scroll && e.value && (d = k(i({
2432
2431
  target: e,
2433
2432
  trackExit: !0
2434
2433
  }), (e) => {
@@ -2436,20 +2435,23 @@ function Rt(e, t, n = {}, r = {}) {
2436
2435
  }));
2437
2436
  }
2438
2437
  }
2439
- return se(() => {
2438
+ return D(() => {
2440
2439
  let t = e.value;
2441
2440
  if (!t || s) return;
2442
2441
  try {
2443
- c = Ft(t, o(), {
2442
+ c = Bt(t, o(), {
2444
2443
  initStrategy: "deferred",
2445
- ...n
2444
+ ...n,
2445
+ onRendererStatus: (e) => {
2446
+ _.value = e, n.onRendererStatus?.(e);
2447
+ }
2446
2448
  });
2447
2449
  } catch (e) {
2448
- y(e);
2450
+ b(e);
2449
2451
  return;
2450
2452
  }
2451
- if (_) {
2452
- b();
2453
+ if (v) {
2454
+ x();
2453
2455
  return;
2454
2456
  }
2455
2457
  p = a(e, {
@@ -2457,13 +2459,13 @@ function Rt(e, t, n = {}, r = {}) {
2457
2459
  resume: () => c?.resume("off-screen")
2458
2460
  }, { pauseWhenHidden: !1 });
2459
2461
  let r = p.isIntersecting;
2460
- u = A(r, (e) => {
2461
- !e || h || f || (f = Lt(() => {
2462
- f = null, r.value && b();
2462
+ u = k(r, (e) => {
2463
+ !e || h || f || (f = Ht(() => {
2464
+ f = null, r.value && x();
2463
2465
  }));
2464
2466
  }, { immediate: !0 });
2465
- }), oe(() => {
2466
- f?.(), u?.(), l?.(), d?.(), p?.dispose(), m?.removeEventListener("change", v), c?.dispose(), c = null;
2467
+ }), E(() => {
2468
+ f?.(), u?.(), l?.(), d?.(), p?.dispose(), m?.removeEventListener("change", y), c?.dispose(), c = null;
2467
2469
  }), {
2468
2470
  setCursor: (e, t, n) => c?.setCursor(e, t, n),
2469
2471
  clearCursor: () => c?.clearCursor(),
@@ -2471,7 +2473,8 @@ function Rt(e, t, n = {}, r = {}) {
2471
2473
  renderAt: (e) => c?.renderAt(e),
2472
2474
  pause: () => c?.pause(),
2473
2475
  resume: () => c?.resume(),
2474
- isArmed: le(g)
2476
+ isArmed: O(g),
2477
+ rendererStatus: O(_)
2475
2478
  };
2476
2479
  }
2477
2480
  //#endregion
@@ -2480,7 +2483,7 @@ function X(e) {
2480
2483
  let t = Math.max(0, Math.min(1, e));
2481
2484
  return t <= .0031308 ? t * 12.92 : 1.055 * t ** (1 / 2.4) - .055;
2482
2485
  }
2483
- function zt([e, t, n]) {
2486
+ function Wt([e, t, n]) {
2484
2487
  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));
2485
2488
  if (l < r) return [
2486
2489
  u(o),
@@ -2496,10 +2499,10 @@ function zt([e, t, n]) {
2496
2499
  u(c + (f - c) * m)
2497
2500
  ];
2498
2501
  }
2499
- function Bt([e, t, n]) {
2502
+ function Gt([e, t, n]) {
2500
2503
  return .2126 * e + .7152 * t + .0722 * n;
2501
2504
  }
2502
- function Vt(e, t) {
2505
+ function Kt(e, t) {
2503
2506
  let n = e.length;
2504
2507
  if (n === 0) return [
2505
2508
  0,
@@ -2514,7 +2517,7 @@ function Vt(e, t) {
2514
2517
  s[2] + (c[2] - s[2]) * o
2515
2518
  ];
2516
2519
  }
2517
- function Z(e, t, n, r) {
2520
+ function qt(e, t, n, r) {
2518
2521
  let i = 0, a = 0, o = 0;
2519
2522
  for (let s of e) {
2520
2523
  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 / (_ * _));
@@ -2526,13 +2529,13 @@ function Z(e, t, n, r) {
2526
2529
  valueMod: a / s
2527
2530
  };
2528
2531
  }
2529
- function Ht(e, t, n) {
2530
- let r = e.palette.map((e) => C(e)), { paletteId: i, valueMod: a } = Z(e.nuclei, e.softmaxBeta, t, n), o = Vt(r, i), s = 1 + e.valueVariance * a, c = [
2532
+ function Jt(e, t, n) {
2533
+ let r = e.palette.map((e) => u(e)), { paletteId: i, valueMod: a } = qt(e.nuclei, e.softmaxBeta, t, n), o = Kt(r, i), s = 1 + e.valueVariance * a, c = [
2531
2534
  o[0] * s,
2532
2535
  o[1] * s,
2533
2536
  o[2] * s
2534
2537
  ];
2535
- return c = zt(c), c = [
2538
+ return c = Wt(c), c = [
2536
2539
  Math.max(0, Math.min(1, c[0] * .985 + .008)),
2537
2540
  Math.max(0, Math.min(1, c[1] * .985 + .008)),
2538
2541
  Math.max(0, Math.min(1, c[2] * .985 + .008))
@@ -2542,17 +2545,17 @@ function Ht(e, t, n) {
2542
2545
  X(c[2])
2543
2546
  ];
2544
2547
  }
2545
- function Ut([e, t, n]) {
2548
+ function Yt([e, t, n]) {
2546
2549
  let r = (e) => Math.round(Math.max(0, Math.min(1, e)) * 255);
2547
2550
  return `rgb(${r(e)}, ${r(t)}, ${r(n)})`;
2548
2551
  }
2549
- function Wt(e) {
2550
- return Bt(e.map((e) => {
2552
+ function Xt(e) {
2553
+ return Gt(e.map((e) => {
2551
2554
  let t = Math.max(0, Math.min(1, e));
2552
2555
  return t <= .04045 ? t / 12.92 : ((t + .055) / 1.055) ** 2.4;
2553
2556
  }));
2554
2557
  }
2555
- function Gt(e, t = {}) {
2558
+ function Zt(e, t = {}) {
2556
2559
  let n = Math.max(2, Math.min(16, Math.round(t.grid ?? 8))), r = [], i = 0, a = [
2557
2560
  0,
2558
2561
  0,
@@ -2565,13 +2568,13 @@ function Gt(e, t = {}) {
2565
2568
  0
2566
2569
  ];
2567
2570
  for (let t = 0; t < n; t++) for (let s = 0; s < n; s++) {
2568
- let c = (s + .5) / n, l = (t + .5) / n, u = Ht(e, c, l);
2571
+ let c = (s + .5) / n, l = (t + .5) / n, u = Jt(e, c, l);
2569
2572
  r.push({
2570
2573
  x: c,
2571
2574
  y: l,
2572
2575
  color: u
2573
2576
  });
2574
- let d = Wt(u);
2577
+ let d = Xt(u);
2575
2578
  i += d;
2576
2579
  let f = (l < .5 ? 0 : 2) + (c < .5 ? 0 : 1);
2577
2580
  a[f] += d, o[f] += 1;
@@ -2588,10 +2591,10 @@ function Gt(e, t = {}) {
2588
2591
  ];
2589
2592
  for (let e of r) l[0] += e.color[0], l[1] += e.color[1], l[2] += e.color[2];
2590
2593
  l[0] /= r.length, l[1] /= r.length, l[2] /= r.length;
2591
- let u = Kt(r, n);
2594
+ let u = Qt(r, n);
2592
2595
  if (u) return {
2593
2596
  backgroundImage: `url("${u}")`,
2594
- backgroundColor: Ut(l),
2597
+ backgroundColor: Yt(l),
2595
2598
  metrics: {
2596
2599
  mean: s,
2597
2600
  quadrants: c
@@ -2603,14 +2606,14 @@ function Gt(e, t = {}) {
2603
2606
  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)`;
2604
2607
  return `radial-gradient(circle ${d.toFixed(2)}% at ${t}% ${n}%, ${s} 0%, ${c} 100%)`;
2605
2608
  }).join(", "),
2606
- backgroundColor: Ut(l),
2609
+ backgroundColor: Yt(l),
2607
2610
  metrics: {
2608
2611
  mean: s,
2609
2612
  quadrants: c
2610
2613
  }
2611
2614
  };
2612
2615
  }
2613
- function Kt(e, t) {
2616
+ function Qt(e, t) {
2614
2617
  if (typeof document > "u") return null;
2615
2618
  let n;
2616
2619
  try {
@@ -2635,53 +2638,60 @@ function Kt(e, t) {
2635
2638
  }
2636
2639
  //#endregion
2637
2640
  //#region src/components/aurora/Aurora.vue?vue&type=script&setup=true&lang.ts
2638
- var qt = ["data-aurora-substrate"], Jt = /* @__PURE__ */ e(/* @__PURE__ */ re({
2641
+ var $t = ["data-aurora-substrate"], en = /* @__PURE__ */ e(/* @__PURE__ */ ce({
2639
2642
  __name: "Aurora",
2640
2643
  props: {
2641
- config: { default: () => F },
2644
+ config: { default: () => P },
2642
2645
  runtimeOptions: {},
2643
2646
  onInitError: {},
2644
2647
  renderMode: { default: "auto" },
2645
2648
  opacityCeiling: { default: 1 }
2646
2649
  },
2647
- setup(e, { expose: t }) {
2648
- let n = e, r = Le(n.renderMode, { forceWebGLUnderSoftwareRaster: n.runtimeOptions?.forceWebGLUnderSoftwareRaster ?? !1 }), i = D(() => Math.max(0, Math.min(1, n.opacityCeiling))), a = O(null), o = Rt(a, () => n.config, D(() => ({
2649
- ...n.runtimeOptions ?? {},
2650
- ...n.onInitError ? { onInitError: n.onInitError } : {}
2651
- })).value, { renderMode: r }), s = D(() => Gt(n.config)), c = D(() => s.value.backgroundImage), l = D(() => s.value.backgroundColor);
2650
+ emits: ["rendererStatus"],
2651
+ setup(e, { expose: t, emit: n }) {
2652
+ let r = n, i = e, a = M(i.renderMode, { forceWebGLUnderSoftwareRaster: i.runtimeOptions?.forceWebGLUnderSoftwareRaster ?? !1 }), o = T(() => Math.max(0, Math.min(1, i.opacityCeiling))), s = pe(null), c = le(), l = c?.appContext.config.errorHandler, u = l ? (e) => l(e, c?.proxy ?? null, "Aurora initialization") : void 0, d = Ut(s, () => i.config, {
2653
+ ...i.runtimeOptions ?? {},
2654
+ onInitError: i.onInitError ?? i.runtimeOptions?.onInitError ?? u
2655
+ }, { renderMode: a });
2656
+ k(d.rendererStatus, (e) => r("rendererStatus", e), {
2657
+ immediate: !0,
2658
+ flush: "sync"
2659
+ });
2660
+ let f = T(() => Zt(i.config)), p = T(() => f.value.backgroundImage), m = T(() => f.value.backgroundColor);
2652
2661
  return t({
2653
- config: n.config,
2654
- canvasRef: a,
2655
- setCursor: o.setCursor,
2656
- clearCursor: o.clearCursor,
2657
- setCursorRadius: o.setCursorRadius,
2658
- renderAt: o.renderAt,
2659
- pause: o.pause,
2660
- resume: o.resume,
2661
- isArmed: o.isArmed
2662
- }), (e, t) => (ce(), te("div", {
2662
+ config: i.config,
2663
+ canvasRef: s,
2664
+ setCursor: d.setCursor,
2665
+ clearCursor: d.clearCursor,
2666
+ setCursorRadius: d.setCursorRadius,
2667
+ renderAt: d.renderAt,
2668
+ pause: d.pause,
2669
+ resume: d.resume,
2670
+ isArmed: d.isArmed,
2671
+ rendererStatus: d.rendererStatus
2672
+ }), (e, t) => (fe(), oe("div", {
2663
2673
  class: "aurora-root block h-full w-full overflow-hidden",
2664
- "data-aurora-substrate": k(r),
2665
- style: ae({ "--aurora-opacity-ceiling": i.value })
2666
- }, [ne("div", {
2674
+ "data-aurora-substrate": he(a),
2675
+ style: de({ "--aurora-opacity-ceiling": o.value })
2676
+ }, [se("div", {
2667
2677
  class: "aurora-placeholder h-full w-full",
2668
2678
  "aria-hidden": "true",
2669
- style: ae({
2670
- backgroundImage: c.value,
2671
- backgroundColor: l.value
2679
+ style: de({
2680
+ backgroundImage: p.value,
2681
+ backgroundColor: m.value
2672
2682
  })
2673
- }, null, 4), ne("canvas", {
2683
+ }, null, 4), se("canvas", {
2674
2684
  ref_key: "canvasRef",
2675
- ref: a,
2685
+ ref: s,
2676
2686
  "aria-hidden": "true",
2677
- class: ie(["aurora-canvas block h-full w-full", { "aurora-canvas--armed": k(o).isArmed.value }])
2678
- }, null, 2)], 12, qt));
2687
+ class: ue(["aurora-canvas block h-full w-full", { "aurora-canvas--armed": he(d).isArmed.value }])
2688
+ }, null, 2)], 12, $t));
2679
2689
  }
2680
- }), [["__scopeId", "data-v-3cc40d85"]]);
2690
+ }), [["__scopeId", "data-v-7453c302"]]);
2681
2691
  //#endregion
2682
2692
  //#region src/components/aurora/composables/useCursorInteraction.ts
2683
- function Yt(e, t, n) {
2684
- let r = It(t), i = n.hitFraction ?? .35, a = null, o = null;
2693
+ function tn(e, t, n) {
2694
+ let r = Vt(t), i = n.hitFraction ?? .35, a = null, o = null;
2685
2695
  function s(e, t) {
2686
2696
  let n = t.getBoundingClientRect();
2687
2697
  return {
@@ -2768,20 +2778,20 @@ function Yt(e, t, n) {
2768
2778
  }, a = n.getBoundingClientRect(), o = l((i.clientX - a.left) / Math.max(a.width, 1), (i.clientY - a.top) / Math.max(a.height, 1));
2769
2779
  o !== null && r().nuclei.length > 1 && (r().nuclei.splice(o, 1), t.preventDefault());
2770
2780
  }
2771
- return se(() => {
2781
+ return D(() => {
2772
2782
  let t = e.value;
2773
2783
  t && (t.addEventListener("pointermove", p), t.addEventListener("pointerleave", m), t.addEventListener("pointerdown", h), t.addEventListener("pointerup", g), t.addEventListener("pointercancel", g), t.addEventListener("contextmenu", _));
2774
- }), oe(() => {
2784
+ }), E(() => {
2775
2785
  let t = e.value;
2776
2786
  t && (t.removeEventListener("pointermove", p), t.removeEventListener("pointerleave", m), t.removeEventListener("pointerdown", h), t.removeEventListener("pointerup", g), t.removeEventListener("pointercancel", g), t.removeEventListener("contextmenu", _));
2777
2787
  }), { isDragging: () => a };
2778
2788
  }
2779
2789
  //#endregion
2780
2790
  //#region src/components/aurora/composables/atoms-fields.ts
2781
- function Q(e, t, n) {
2791
+ function Z(e, t, n) {
2782
2792
  return e + (t - e) * n;
2783
2793
  }
2784
- var $ = {
2794
+ var Q = {
2785
2795
  saturation: {
2786
2796
  calm: .85,
2787
2797
  vivid: 1.2
@@ -2802,7 +2812,7 @@ var $ = {
2802
2812
  calm: 16,
2803
2813
  vivid: 44
2804
2814
  }
2805
- }, Xt = {
2815
+ }, nn = {
2806
2816
  still: {
2807
2817
  nucleiDrift: 0,
2808
2818
  paletteDrift: 0,
@@ -2822,8 +2832,8 @@ var $ = {
2822
2832
  breathDepth: .05
2823
2833
  }
2824
2834
  };
2825
- function Zt(e, t, n) {
2826
- let r = v(n, 0, 1);
2835
+ function rn(e, t, n) {
2836
+ let r = S(n, 0, 1);
2827
2837
  switch (t) {
2828
2838
  case "watercolor":
2829
2839
  e.wetEdge = r, e.granulation = r * .8;
@@ -2846,29 +2856,29 @@ function Zt(e, t, n) {
2846
2856
  break;
2847
2857
  }
2848
2858
  }
2849
- function Qt(e, t) {
2859
+ function an(e, t) {
2850
2860
  switch (t) {
2851
- case "watercolor": return v(e.wetEdge, 0, 1);
2861
+ case "watercolor": return S(e.wetEdge, 0, 1);
2852
2862
  case "oil":
2853
2863
  case "vangogh":
2854
2864
  case "pastel":
2855
2865
  case "oil-pastel":
2856
2866
  case "crayon":
2857
- case "kuwahara": return v(e.strokeAmount, 0, 1);
2867
+ case "kuwahara": return S(e.strokeAmount, 0, 1);
2858
2868
  case "metal":
2859
- case "metal-gradient": return v((e.metalPolish ?? 1) / 4, 0, 1);
2869
+ case "metal-gradient": return S((e.metalPolish ?? 1) / 4, 0, 1);
2860
2870
  }
2861
2871
  }
2862
- function $t(e) {
2872
+ function on(e) {
2863
2873
  return e.nucleiDrift + e.paletteDrift + e.warpDrift > .001 ? "drifting" : e.breathDepth > .001 ? "breathing" : "still";
2864
2874
  }
2865
- function en(e, t, n) {
2866
- return n === t ? 0 : v((e - t) / (n - t), 0, 1);
2875
+ function sn(e, t, n) {
2876
+ return n === t ? 0 : S((e - t) / (n - t), 0, 1);
2867
2877
  }
2868
2878
  //#endregion
2869
2879
  //#region src/components/aurora/composables/atoms.ts
2870
- var tn = {}, nn = .61803398875;
2871
- function rn(e, t = "composed") {
2880
+ var cn = {}, ln = .61803398875;
2881
+ function un(e, t = "composed") {
2872
2882
  let n = Math.max(1, Math.min(6, Math.round(e))), r = [
2873
2883
  [.33, .33],
2874
2884
  [.67, .67],
@@ -2879,8 +2889,8 @@ function rn(e, t = "composed") {
2879
2889
  ], i = (e) => {
2880
2890
  switch (t) {
2881
2891
  case "scattered": {
2882
- let t = e * nn * Math.PI * 2, r = .12 + .3 * Math.sqrt((e + .5) / n);
2883
- return [v(.5 + r * Math.cos(t), .1, .9), v(.5 + r * Math.sin(t), .1, .9)];
2892
+ let t = e * ln * Math.PI * 2, r = .12 + .3 * Math.sqrt((e + .5) / n);
2893
+ return [S(.5 + r * Math.cos(t), .1, .9), S(.5 + r * Math.sin(t), .1, .9)];
2884
2894
  }
2885
2895
  case "centred": {
2886
2896
  if (n === 1) return [.5, .5];
@@ -2903,81 +2913,81 @@ function rn(e, t = "composed") {
2903
2913
  };
2904
2914
  });
2905
2915
  }
2906
- var an = .03;
2907
- function on(e, t, n) {
2916
+ var $ = .03;
2917
+ function dn(e, t, n) {
2908
2918
  let r = e.length;
2909
2919
  if (r === 0 || t <= 0) return;
2910
- let i = e.reduce((e, t) => e + t.C, 0) / r, a = Math.min(.22, i * 1.5), o = (e, t, n) => S({
2920
+ let i = e.reduce((e, t) => e + t.C, 0) / r, a = Math.min(.22, i * 1.5), o = (e, t, n) => c({
2911
2921
  L: e,
2912
2922
  C: t,
2913
2923
  h: n
2914
2924
  }).C;
2915
2925
  if (e.forEach((e, n) => {
2916
- let r = n % 2 == 0 ? a : an, i = v(Q(e.C, r, t), 0, .4);
2926
+ let r = n % 2 == 0 ? a : $, i = S(Z(e.C, r, t), 0, .4);
2917
2927
  e.C = o(e.L, i, e.h);
2918
2928
  }), n) {
2919
2929
  let t = 0;
2920
2930
  for (let n = 1; n < r; n++) e[n].L < e[t].L && (t = n);
2921
2931
  let n = e[t];
2922
- n.C = o(n.L, an, n.h);
2932
+ n.C = o(n.L, $, n.h);
2923
2933
  }
2924
2934
  }
2925
- function sn(e) {
2935
+ function fn(e) {
2926
2936
  return e < .4 ? "fbm" : e < .75 ? "hybrid" : "cellular";
2927
2937
  }
2928
- function cn(e, t) {
2929
- let n = v(t, 0, 1);
2930
- e.warpAmount = v(Q(.2, .6, n), 0, .6), e.warpScale = v(Q(1, 2.6, n), .5, 3), e.warpMode = sn(n), e.noiseOctaves = n < .5 ? 3 : n < .85 ? 4 : 5;
2938
+ function pn(e, t) {
2939
+ let n = S(t, 0, 1);
2940
+ e.warpAmount = S(Z(.2, .6, n), 0, .6), e.warpScale = S(Z(1, 2.6, n), .5, 3), e.warpMode = fn(n), e.noiseOctaves = n < .5 ? 3 : n < .85 ? 4 : 5;
2931
2941
  }
2932
- function ln(e = tn, t = F) {
2942
+ function mn(e = cn, t = P) {
2933
2943
  let n = {
2934
2944
  ...t,
2935
2945
  palette: t.palette.map((e) => ({ ...e })),
2936
2946
  nuclei: t.nuclei.map((e) => ({ ...e })),
2937
2947
  flow: { ...t.flow }
2938
- }, r = e.colorEnergy === void 0 ? void 0 : v(e.colorEnergy, 0, 1);
2948
+ }, r = e.colorEnergy === void 0 ? void 0 : S(e.colorEnergy, 0, 1);
2939
2949
  if (e.seed !== void 0) {
2940
- let t = e.hueSpread === void 0 ? r === void 0 ? void 0 : Q($.hueSpread.calm, $.hueSpread.vivid, r) : v(e.hueSpread, 0, 180);
2941
- n.palette = Qe(e.seed, {
2950
+ let t = e.hueSpread === void 0 ? r === void 0 ? void 0 : Z(Q.hueSpread.calm, Q.hueSpread.vivid, r) : S(e.hueSpread, 0, 180);
2951
+ n.palette = I(e.seed, {
2942
2952
  harmony: e.harmony ?? "analogous",
2943
2953
  stopCount: 4,
2944
- temperatureShift: r === void 0 ? 0 : Q($.temperatureShift.calm, $.temperatureShift.vivid, r),
2954
+ temperatureShift: r === void 0 ? 0 : Z(Q.temperatureShift.calm, Q.temperatureShift.vivid, r),
2945
2955
  ...t === void 0 ? {} : { hueSpread: t },
2946
2956
  ...e.lightnessScheme === void 0 ? {} : { scheme: e.lightnessScheme },
2947
2957
  ...e.lBand === void 0 ? {} : { lBand: e.lBand }
2948
- }), e.chromaVariance !== void 0 && e.chromaVariance > 0 && on(n.palette, v(e.chromaVariance, 0, 1), e.chromaCounterpoint ?? !1);
2958
+ }), e.chromaVariance !== void 0 && e.chromaVariance > 0 && dn(n.palette, S(e.chromaVariance, 0, 1), e.chromaCounterpoint ?? !1);
2949
2959
  }
2950
- if (r !== void 0 && (n.saturation = v(Q($.saturation.calm, $.saturation.vivid, r), .6, 1.3), n.valueVariance = v(Q($.valueVariance.calm, $.valueVariance.vivid, r), 0, .3), n.breathDepth = v(Q($.breathDepth.calm, $.breathDepth.vivid, r), 0, .15)), e.zones !== void 0 && (n.nuclei = rn(e.zones.count, e.zones.arrangement ?? "composed")), e.noise !== void 0 && cn(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 && Zt(n, e.medium.kind, e.medium.amount)), e.motion !== void 0) {
2951
- let t = Xt[e.motion];
2952
- n.nucleiDrift = v(t.nucleiDrift, 0, .05), n.paletteDrift = v(t.paletteDrift, 0, .04), n.warpDrift = v(t.warpDrift, 0, .015), n.breathDepth = v(e.motion === "still" ? 0 : Math.max(n.breathDepth, t.breathDepth), 0, .15);
2960
+ if (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 = un(e.zones.count, e.zones.arrangement ?? "composed")), e.noise !== void 0 && pn(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 && rn(n, e.medium.kind, e.medium.amount)), e.motion !== void 0) {
2961
+ let t = nn[e.motion];
2962
+ 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);
2953
2963
  }
2954
2964
  if (e.interactivity !== void 0) {
2955
2965
  let t = e.interactivity;
2956
2966
  n.interactivity = {
2957
2967
  ...t,
2958
2968
  swirl: t.swirl ?? !0,
2959
- amplitude: t.amplitude === void 0 ? .5 : v(t.amplitude, 0, 1)
2969
+ amplitude: t.amplitude === void 0 ? .5 : S(t.amplitude, 0, 1)
2960
2970
  };
2961
2971
  }
2962
2972
  return n;
2963
2973
  }
2964
- function un(e) {
2974
+ function hn(e) {
2965
2975
  let t = e.medium, n = t === "smooth" ? { kind: t } : {
2966
2976
  kind: t,
2967
- amount: Qt(e, t)
2977
+ amount: an(e, t)
2968
2978
  };
2969
2979
  return {
2970
- seed: e.palette.length > 0 ? T(e.palette[0]) : "#3a7bd5",
2980
+ seed: e.palette.length > 0 ? l(e.palette[0]) : "#3a7bd5",
2971
2981
  harmony: "analogous",
2972
- colorEnergy: en(e.saturation, $.saturation.calm, $.saturation.vivid),
2982
+ colorEnergy: sn(e.saturation, Q.saturation.calm, Q.saturation.vivid),
2973
2983
  zones: {
2974
2984
  count: Math.max(1, Math.min(6, e.nuclei.length)),
2975
2985
  arrangement: "composed"
2976
2986
  },
2977
- noise: en(e.warpAmount, .2, .6),
2987
+ noise: sn(e.warpAmount, .2, .6),
2978
2988
  medium: n,
2979
- motion: $t(e)
2989
+ motion: on(e)
2980
2990
  };
2981
2991
  }
2982
2992
  //#endregion
2983
- export { Jt as Aurora, tn as DEFAULT_ATOMS, F as DEFAULT_AURORA_CONFIG, He as DEFAULT_VIVIDNESS, Ge as IMAGE_BLUR_MAX_DEFAULT, We as IMAGE_BLUR_MIN_DEFAULT, Be as MAX_NUCLEI, Ve as MAX_STOPS, Ke as PAPER_WASH_GROUND, Ue as VIVID_TARGET, Gt as auroraFallbackGround, un as configToAtoms, Ft as createAurora, E as cssToOklch, Qe as deriveAurora, I as flattenPalette, Je as hexToOklchStop, N as isSoftwareWebGLRenderer, Z as nucleiFieldStatic, rn as nucleiPrior, T as oklchStopToHex, C as oklchToLinear, qe as paletteToCssGradient, Bt as relativeLuminance, ln as resolveAtoms, Le as resolveRenderMode, Ht as sampleAuroraField, Rt as useAurora, Yt as useCursorInteraction };
2993
+ export { en as Aurora, cn as DEFAULT_ATOMS, P as DEFAULT_AURORA_CONFIG, Je as DEFAULT_VIVIDNESS, Ze as IMAGE_BLUR_MAX_DEFAULT, Xe as IMAGE_BLUR_MIN_DEFAULT, Ke as MAX_NUCLEI, qe as MAX_STOPS, Qe as PAPER_WASH_GROUND, Ye as VIVID_TARGET, Zt as auroraFallbackGround, hn as configToAtoms, Bt as createAurora, o as cssToOklch, I as deriveAurora, F as flattenPalette, et as hexToOklchStop, j as isSoftwareWebGLRenderer, qt as nucleiFieldStatic, un as nucleiPrior, l as oklchStopToHex, u as oklchToLinear, $e as paletteToCssGradient, Gt as relativeLuminance, mn as resolveAtoms, M as resolveRenderMode, Jt as sampleAuroraField, Ut as useAurora, tn as useCursorInteraction };