@mkbabb/glass-ui 8.0.0 → 9.0.0
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.
- package/dist/aurora.js +371 -349
- package/dist/blob.js +42 -42
- package/dist/{checkbox-BnXuGgJ3.js → checkbox-B1qn65se.js} +1 -1
- package/dist/checkbox.js +1 -1
- package/dist/color.glsl-DTJhdekG.js +34 -0
- package/dist/color.wgsl-BTszLY39.js +398 -0
- package/dist/{command-BuBnYpxF.js → command-tEzAaVY_.js} +1 -1
- package/dist/command.js +1 -1
- package/dist/components/_shared/control.d.ts +0 -1
- package/dist/components/_shared/index.d.ts +0 -1
- package/dist/components/aurora/Aurora.vue.d.ts +1 -0
- package/dist/components/aurora/composables/frameLoop.d.ts +6 -5
- package/dist/components/aurora/composables/runtime.d.ts +26 -1
- package/dist/components/aurora/composables/useAurora.d.ts +28 -0
- package/dist/components/aurora/composables/wgpuSetup.d.ts +1 -1
- package/dist/components/aurora/constants/presets.d.ts +44 -5
- package/dist/components/aurora/index.d.ts +1 -1
- package/dist/components/configurator/Configurator.vue.d.ts +25 -2
- package/dist/components/configurator/ConfiguratorRow.vue.d.ts +4 -2
- package/dist/components/configurator/styles.css +1 -1
- package/dist/components/dock/DockSeparator.vue.d.ts +2 -3
- package/dist/components/dock/GlassDock.vue.d.ts +1 -0
- package/dist/components/dock/composables/dockContext.d.ts +1 -8
- package/dist/components/dock/composables/useDockRun.d.ts +20 -0
- package/dist/components/dock/composables/useDockSearch.d.ts +1 -1
- package/dist/components/dock/composables/useDockShellProps.d.ts +18 -101
- package/dist/components/dock/composables/useDockState.d.ts +2 -9
- package/dist/components/dock/constants.d.ts +15 -0
- package/dist/components/dock/index.d.ts +2 -2
- package/dist/components/dock/styles/controls/icon-button.css +1 -1
- package/dist/components/dock/styles/controls/tab-button.css +1 -1
- package/dist/components/dock/styles/controls/triggers.css +1 -1
- package/dist/components/dock/styles/controls.css +1 -1
- package/dist/components/dock/styles/density.css +1 -1
- package/dist/components/dock/styles/index.css +1 -1
- package/dist/components/dock/styles/layer-group.css +1 -1
- package/dist/components/dock/styles/layers.css +1 -1
- package/dist/components/dock/styles/morph.css +1 -1
- package/dist/components/dock/styles/run.css +1 -0
- package/dist/components/dock/styles/search.css +1 -1
- package/dist/components/dock/styles/shape.css +1 -1
- package/dist/components/dock/styles/shell-regions.css +1 -1
- package/dist/components/dock/styles/shell.css +1 -1
- package/dist/components/fourier-field/FourierField.vue.d.ts +28 -25
- package/dist/components/fourier-field/clock.d.ts +35 -0
- package/dist/components/fourier-field/constants.d.ts +78 -103
- package/dist/components/fourier-field/index.d.ts +3 -28
- package/dist/components/fourier-field/math.d.ts +69 -77
- package/dist/components/fourier-field/renderer/mint.d.ts +50 -0
- package/dist/components/fourier-field/renderer/uniforms.d.ts +84 -0
- package/dist/components/fourier-field/renderer/wgpu.d.ts +28 -0
- package/dist/components/fourier-field/shaders/compute.wgsl.d.ts +1 -0
- package/dist/components/fourier-field/shaders/render.wgsl.d.ts +1 -0
- package/dist/components/fourier-field/useFourierField.d.ts +49 -0
- package/dist/components/handmark/HandMark.vue.d.ts +18 -14
- package/dist/components/handmark/index.d.ts +4 -23
- package/dist/components/handmark/stroke.d.ts +92 -0
- package/dist/composables/dark/darkModeSyncScript.d.ts +19 -0
- package/dist/composables/motion/pointer/pointerFieldMappings.d.ts +0 -41
- package/dist/{components/search/composables → composables/search}/index.d.ts +2 -2
- package/dist/{components/search/composables/fuzzySearchIndex.d.ts → composables/search/match.d.ts} +8 -3
- package/dist/configurator-BHJymdrF.js +339 -0
- package/dist/configurator.js +1 -1
- package/dist/constellation.js +2 -2
- package/dist/control-DJp15L4U.js +7 -0
- package/dist/{dark-z_P5QwqI.js → dark-CLlmo7dD.js} +2 -2
- package/dist/dark-mode-toggle.js +1 -1
- package/dist/dark.js +1 -1
- package/dist/dock.js +712 -486
- package/dist/dom.js +90 -8
- package/dist/easing.js +3 -3
- package/dist/expandable-container-BY1hQXi4.js +142 -0
- package/dist/expandable-container.js +2 -142
- package/dist/fourier-field.js +643 -855
- package/dist/fourier-math.js +6 -6
- package/dist/glass-ui.css +1 -1
- package/dist/glass-ui.js +85 -72
- package/dist/handmark.js +330 -718
- package/dist/index.d.ts +1 -1
- package/dist/labeled-field.js +2 -2
- package/dist/{menu-wLu1XGKn.js → menu-TDMNtZjG.js} +1 -1
- package/dist/menu.js +1 -1
- package/dist/motion-core.js +34 -34
- package/dist/{participation-B0hdsIRo.js → participation-Di4UHbzk.js} +8 -8
- package/dist/{pointerFieldMappings-DP5tla5z.js → pointerFieldMappings-DXwlU5uj.js} +7 -23
- package/dist/{popover-DBMKTPkL.js → popover-C04Rrdcz.js} +1 -1
- package/dist/popover.js +1 -1
- package/dist/{radio-group-Ci8o-pDx.js → radio-group-BNV7PN1O.js} +1 -1
- package/dist/radio-group.js +1 -1
- package/dist/{select-CDgwGH_P.js → select-COox45Kv.js} +1 -1
- package/dist/select.js +1 -1
- package/dist/{slider-gsc8jDIo.js → slider-5ChjjWSR.js} +1 -1
- package/dist/slider.js +1 -1
- package/dist/styles/components.css +1 -1
- package/dist/styles/glass/material.css +1 -1
- package/dist/styles/glass/overlay-plate.css +1 -1
- package/dist/{switch-DxZzDrmV.js → switch-lLkbREB-.js} +1 -1
- package/dist/switch.js +1 -1
- package/dist/{tabs-CYscnq5H.js → tabs-DSJMd1Et.js} +1 -1
- package/dist/tabs.js +1 -1
- package/dist/{toggle-group-11aPGMfE.js → toggle-group-DUcmKnDw.js} +1 -1
- package/dist/toggle-group.js +1 -1
- package/dist/{tooltip-DqKMZ4dn.js → tooltip-BKk2qVDn.js} +1 -1
- package/dist/tooltip.js +1 -1
- package/dist/{resolveCanvasColor-6MCrswTB.js → useCanvas2D-CQRElMyE.js} +1 -11
- package/dist/useResolveTokenColor-B2FfJnd9.js +24 -0
- package/package.json +2 -20
- package/dist/canvas.d.ts +0 -1
- package/dist/canvas.js +0 -2
- package/dist/color.wgsl-B0N3mKMb.js +0 -412
- package/dist/compile-D7VYG3gi.js +0 -19
- package/dist/components/dock/composables/useDockOverflowFit.d.ts +0 -20
- package/dist/components/dock/composables/useDockTouchGate.d.ts +0 -42
- package/dist/components/dock/styles/overflow.css +0 -1
- package/dist/components/fourier-field/composables/fourierFieldGLSetup.d.ts +0 -24
- package/dist/components/fourier-field/composables/fourierFieldWGPUSetup.d.ts +0 -31
- package/dist/components/fourier-field/composables/uniformBridgeWGPU.d.ts +0 -39
- package/dist/components/fourier-field/composables/useFourierField.d.ts +0 -56
- package/dist/components/fourier-field/shaders/fourier-field.compute.wgsl.d.ts +0 -1
- package/dist/components/fourier-field/shaders/fourier-field.glsl.d.ts +0 -4
- package/dist/components/fourier-field/shaders/fourier-field.render.wgsl.d.ts +0 -1
- package/dist/components/fourier-field/shaders/fourier-field.ribbon.d.ts +0 -51
- package/dist/components/handmark/brush.d.ts +0 -269
- package/dist/components/handmark/composables/useHandMark.d.ts +0 -99
- package/dist/components/handmark/constants.d.ts +0 -69
- package/dist/components/handmark/freehand.d.ts +0 -69
- package/dist/components/handmark/geometry.d.ts +0 -62
- package/dist/components/handmark/ink.d.ts +0 -11
- package/dist/components/handmark/noise.d.ts +0 -30
- package/dist/components/handmark/texture.d.ts +0 -39
- package/dist/components/handmark/types.d.ts +0 -70
- package/dist/components/search/SearchBar.vue.d.ts +0 -38
- package/dist/components/search/index.d.ts +0 -8
- package/dist/components/search/searchVariants.d.ts +0 -16
- package/dist/configurator-BoeScnDL.js +0 -311
- package/dist/control-Da4XeT43.js +0 -11
- package/dist/search.d.ts +0 -1
- package/dist/search.js +0 -61
- package/dist/useFuzzySearch-CUnZknpm.js +0 -177
- package/dist/useResolveTokenColor-CspQv_ik.js +0 -107
- /package/dist/{components/search/composables → composables/search}/types.d.ts +0 -0
- /package/dist/{components/search/composables → composables/search}/useFuzzySearch.d.ts +0 -0
package/dist/aurora.js
CHANGED
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import { t as e } from "./_plugin-vue_export-helper-B3ysoDQm.js";
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import { t } from "./usePointerVelocityField-DsIf7yyq.js";
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import {
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import { a as n, c as r } from "./pointerFieldMappings-DXwlU5uj.js";
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import { t as i } from "./useScrollProgress-Bq-KPaKM.js";
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import { t as a } from "./useIntersectionPause-CzKR3EyP.js";
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import { t as o } from "./value-DMhh2R94.js";
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import { cssToOklch as s, deriveHue as c, gamutMapStop as l, oklchStopToHex as u, oklchToLinear as d, warmCatchLight as f } from "./color.js";
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import { a as p, c as m,
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import { a as
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import { n as
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import { computed as k, createElementBlock as ne, createElementVNode as A, defineComponent as re, getCurrentInstance as ie, normalizeClass as ae, normalizeStyle as oe, onBeforeUnmount as se, onMounted as ce, openBlock as le, readonly as
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import { interpolateHue as
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import { a as p, c as m, i as h, l as g, n as _, o as v, r as y, s as b, t as x } from "./color.glsl-DTJhdekG.js";
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import { a as S, i as C, n as w, o as T, r as E, t as D } from "./color.wgsl-BTszLY39.js";
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import { a as O, n as ee, o as te } from "./rendererStatus-BxUlBLVy.js";
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import { computed as k, createElementBlock as ne, createElementVNode as A, defineComponent as re, getCurrentInstance as ie, normalizeClass as ae, normalizeStyle as oe, onBeforeUnmount as se, onMounted as ce, openBlock as le, readonly as j, ref as M, shallowRef as ue, unref as N, watch as P } from "vue";
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import { interpolateHue as de } from "@mkbabb/value.js/color";
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//#region src/components/aurora/composables/textureUpload.ts
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var
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var fe = {
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premultiplyAlpha: "none",
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colorSpaceConversion: "none"
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return createImageBitmap(e, fe);
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async function me(e) {
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return typeof e == "string" ? pe(await (await fetch(e)).blob()) : e instanceof Blob ? pe(e) : e;
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let { linearFilter: r = !0, clampToEdge: i = !0 } = n, a = e.createTexture();
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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);
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let s = i ? e.CLAMP_TO_EDGE : e.REPEAT;
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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;
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let { width: n, height: r } = ge(t), i = e.createTexture({
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}
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return e === null ? !1 : e.includes("swiftshader") || e.includes("llvmpipe") || e.includes("software") || e.includes("basic render") || e.includes("microsoft basic");
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}
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}
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//#endregion
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//#region src/components/aurora/constants/shaders/aurora.vert.ts
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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 = "\nconst float CURL_EPS = 0.012;\n\n// Scalar fbm potential psi — the host's noise basis, wrapped so the curl operator is\n// basis-agnostic. A host carrying its own fbm defines this as: return fbm(p);\nfloat potentialFBM(vec2 p);\n\n// ∇×ψ in 2D — the divergence-free flow direction. Central finite differences of the\n// scalar potential give the partials; the cross-pairing (∂y, −∂x) is the 2D curl.\nvec2 curlFBM(vec2 p) {\n float dx = potentialFBM(p + vec2(CURL_EPS, 0.0)) - potentialFBM(p - vec2(CURL_EPS, 0.0));\n float dy = potentialFBM(p + vec2(0.0, CURL_EPS)) - potentialFBM(p - vec2(0.0, CURL_EPS));\n // ψ-gradient is (dx, dy)/(2·eps); the curl rotates it 90°: (∂ψ/∂y, −∂ψ/∂x).\n vec2 g = vec2(dx, dy) / (2.0 * CURL_EPS);\n return vec2(g.y, -g.x);\n}\n", Ce = "// ── Palette LUT (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. 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", we = "// ── 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 in the widened vec3→vec4 return. The forward declaration 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. 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 return dir;\n}\n", Te = "// 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", Ee = "// ── 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.\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// 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// The internal streak perturbs hue and 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);\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.\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. 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. 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// 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 from the 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 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 // 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", De = "// ── Van Gogh atomic-dab body ─────────────────────────────────────────────\n// Van-Gogh does NOT route 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// runs 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// This 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 current profile lengthens\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 — fine divisionist flecks. 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 ─────────────────────────\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 at 0.92 in the\n // The discrete-dab profile'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 a 1.04 punch on TOP overshoots the\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 // not a widened band.\n result = saturate3(result, 1.0);\n return result;\n}\n\n", Oe = "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 — finer 240 → 340. Oil's 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 round-dab speckle.\n 1.0 // groundFloor — oil keeps the full base (no ground darken; fills everywhere)\n );\n\n // The Van Gogh medium does NOT route through this oil\n // StrokeProfile cascade. It is a DEDICATED atomic-dab body (mediumVangogh / vangoghDab\n // below) — a profile-driven cascade (four dense layers of long-thin\n // tensor-oriented strokes) merges into the \"marbled flow-bands\" read and runs 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 // 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 — kept low 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", ke = "\n// ── Gradient pack ──────────────────────────────────\n// structureTensorField re-plumbs its already-computed luma gradient (Gx,Gy) out through\n// the vec4 return value'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", Ae = "#define MEDIUM_METAL 8\n#define MEDIUM_METALGRAD 9\n\n// ── Metal — two-term anisotropic BRDF over the field relief (uMedium==8/9) ──\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", je = "// ── 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" + ke + "\n// ── Structure tensor / edge-tangent flow ───────────────────────────────────\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; the .xy/.z callers are 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", Me = "// ── Medium id constants (mirror uniformBridge.ts MEDIUM_ID — the uMedium ladder) ──\n// The StrokeProfile selector 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// 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, 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 ────────────────────────\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, such as van-Gogh or\n// oil-pastel, 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; // 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.\n float impastoFloor;// 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; // 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; // 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" + Oe + "\n// The single parameterized four-layer stroke cascade. 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 // The −5/3 radii respacing was measured and reverted, 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. The soft\n // anisotropic-Kuwahara finish therefore remains 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 paints 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. 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 // 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 // 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 // Preserve 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 — anisotropic generalized painterly finish (uMedium==7) ───────\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" + Ae + De + "// The oil-pastel medium (uMedium==6) is a distinct stroke-deposition body,\n// separate from the dry-crayon tooth-multiply (mediumCrayon). 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}", L = "\n", Ne = `#version 300 es
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var Se = "#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}", Ce = "\nconst float CURL_EPS = 0.012;\n\n// Scalar fbm potential psi — the host's noise basis, wrapped so the curl operator is\n// basis-agnostic. A host carrying its own fbm defines this as: return fbm(p);\nfloat potentialFBM(vec2 p);\n\n// ∇×ψ in 2D — the divergence-free flow direction. Central finite differences of the\n// scalar potential give the partials; the cross-pairing (∂y, −∂x) is the 2D curl.\nvec2 curlFBM(vec2 p) {\n float dx = potentialFBM(p + vec2(CURL_EPS, 0.0)) - potentialFBM(p - vec2(CURL_EPS, 0.0));\n float dy = potentialFBM(p + vec2(0.0, CURL_EPS)) - potentialFBM(p - vec2(0.0, CURL_EPS));\n // ψ-gradient is (dx, dy)/(2·eps); the curl rotates it 90°: (∂ψ/∂y, −∂ψ/∂x).\n vec2 g = vec2(dx, dy) / (2.0 * CURL_EPS);\n return vec2(g.y, -g.x);\n}\n", we = "// ── Palette LUT (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. 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", Te = "// ── 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 in the widened vec3→vec4 return. The forward declaration 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. 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 return dir;\n}\n", Ee = "// 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", De = "// ── 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.\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// 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// The internal streak perturbs hue and 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);\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.\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. 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. 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// 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 from the 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 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 // 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", Oe = "// ── Van Gogh atomic-dab body ─────────────────────────────────────────────\n// Van-Gogh does NOT route 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// runs 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// This 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 current profile lengthens\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 — fine divisionist flecks. 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 ─────────────────────────\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 at 0.92 in the\n // The discrete-dab profile'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 a 1.04 punch on TOP overshoots the\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 // not a widened band.\n result = saturate3(result, 1.0);\n return result;\n}\n\n", ke = "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 — finer 240 → 340. Oil's 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 round-dab speckle.\n 1.0 // groundFloor — oil keeps the full base (no ground darken; fills everywhere)\n );\n\n // The Van Gogh medium does NOT route through this oil\n // StrokeProfile cascade. It is a DEDICATED atomic-dab body (mediumVangogh / vangoghDab\n // below) — a profile-driven cascade (four dense layers of long-thin\n // tensor-oriented strokes) merges into the \"marbled flow-bands\" read and runs 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 // 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 — kept low 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", Ae = "\n// ── Gradient pack ──────────────────────────────────\n// structureTensorField re-plumbs its already-computed luma gradient (Gx,Gy) out through\n// the vec4 return value'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", je = "#define MEDIUM_METAL 8\n#define MEDIUM_METALGRAD 9\n\n// ── Metal — two-term anisotropic BRDF over the field relief (uMedium==8/9) ──\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", Me = "// ── Medium overlays ───────────────────────────────────────────────────────\n\n// A quick re-computation of base color for edge-mask sampling\nvec3 sampleBase(vec2 p, float t) {\n vec2 pw = domainWarp(p, t);\n float id; float vm;\n nucleiField(pw, t, id, vm);\n vec3 c = samplePalette(id);\n c *= 1.0 + uValueVariance * vm;\n return c;\n}\n" + Ae + "\n// ── Structure tensor / edge-tangent flow ───────────────────────────────────\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; the .xy/.z callers are 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", Ne = "// ── Medium id constants (mirror uniformBridge.ts MEDIUM_ID — the uMedium ladder) ──\n// The StrokeProfile selector 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// 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, 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 ────────────────────────\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, such as van-Gogh or\n// oil-pastel, 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; // 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.\n float impastoFloor;// 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; // 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; // 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" + ke + "\n// The single parameterized four-layer stroke cascade. 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 // The −5/3 radii respacing was measured and reverted, 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. The soft\n // anisotropic-Kuwahara finish therefore remains 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 paints 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. 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 // 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 // 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 // Preserve 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 — anisotropic generalized painterly finish (uMedium==7) ───────\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" + je + Oe + "// The oil-pastel medium (uMedium==6) is a distinct stroke-deposition body,\n// separate from the dry-crayon tooth-multiply (mediumCrayon). 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}", I = "\n", Pe = `#version 300 es
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` + we + I + Te + "\n// ── Color utils (OKLCh; 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 — 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). Van-Gogh and oil-pastel consume\n// this seam for per-stroke pigment jitter.\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 — 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// The chroma floor operates 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. The 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" + Ee + I + Me + I + De + I + Ne + "\n\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: each is a first-class body with 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).\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. 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 // The mutually exclusive metal mediums are opt-in at 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 // Cursor-local luminance lean. Position, radius, and the CPU-folded strength are the\n // same four packed values on WebGL2 and WebGPU; absent interactivity writes strength 0.\n vec2 cursorDelta = pN - uCursor;\n float cursorRadius = max(uCursorRadius, 0.01);\n float cursorLean = exp(-dot(cursorDelta, cursorDelta) / (cursorRadius * cursorRadius * 0.5));\n col *= 1.0 + 0.12 * cursorLean * uCursorStrength;\n\n // Saturation trim\n col = saturate3(col, uSaturation);\n\n // The chroma floor is warm-anchored and hue-preserving. It 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", Fe = `#version 300 es
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-
}
|
|
671
|
-
t.clear(t.COLOR_BUFFER_BIT), t.drawArrays(t.TRIANGLES, 0, 3);
|
|
672
|
-
}
|
|
673
|
-
function m() {
|
|
674
|
-
if (s()) return !1;
|
|
675
|
-
let e = o();
|
|
676
|
-
return e.nucleiDrift !== 0 || e.paletteDrift !== 0 || e.breathDepth !== 0 || e.warpDrift !== 0 || B(i);
|
|
677
|
-
}
|
|
678
|
-
return {
|
|
679
|
-
frame: (e) => {
|
|
680
|
-
let t = f(), n = u === null ? 0 : Math.max(0, (e - u) * 1e3);
|
|
681
|
-
u = e, i.tick(t === 0 ? 0 : n), d = z(i, a(), t), p(e);
|
|
682
|
-
},
|
|
683
|
-
needsAnimation: m
|
|
684
|
-
};
|
|
636
|
+
`, L = {
|
|
637
|
+
nucleiDrift: 5e-4,
|
|
638
|
+
paletteDrift: 4e-4,
|
|
639
|
+
breathDepth: .0015,
|
|
640
|
+
warpDrift: 15e-5
|
|
641
|
+
};
|
|
642
|
+
function R(e) {
|
|
643
|
+
return Math.abs(e.nucleiDrift) >= L.nucleiDrift || Math.abs(e.paletteDrift) >= L.paletteDrift || Math.abs(e.breathDepth) >= L.breathDepth || Math.abs(e.warpDrift) >= L.warpDrift;
|
|
685
644
|
}
|
|
686
|
-
|
|
687
|
-
//#region src/components/aurora/constants/presets.ts
|
|
688
|
-
var Le = 8, Re = 8, ze = 1, Be = .115, Ve = .004, He = .06, V = {
|
|
645
|
+
var Ie = 8, Le = 8, Re = 1, ze = .115, Be = .004, Ve = .06, z = {
|
|
689
646
|
palette: [
|
|
690
647
|
{
|
|
691
648
|
L: .64,
|
|
@@ -753,7 +710,7 @@ var Le = 8, Re = 8, ze = 1, Be = .115, Ve = .004, He = .06, V = {
|
|
|
753
710
|
paperGrain: .008,
|
|
754
711
|
alpha: 1,
|
|
755
712
|
vividness: 1
|
|
756
|
-
},
|
|
713
|
+
}, He = {
|
|
757
714
|
medium: "crayon",
|
|
758
715
|
strokeOrient: "tensor",
|
|
759
716
|
granulation: .3,
|
|
@@ -766,10 +723,57 @@ var Le = 8, Re = 8, ze = 1, Be = .115, Ve = .004, He = .06, V = {
|
|
|
766
723
|
wetEdge: 0,
|
|
767
724
|
saturation: .92,
|
|
768
725
|
paperGrain: .008
|
|
769
|
-
};
|
|
726
|
+
}, B = .001, Ue = 1e-4;
|
|
727
|
+
function V(e, t, i) {
|
|
728
|
+
let a = r(e);
|
|
729
|
+
if (i > 0) {
|
|
730
|
+
let t = e.acceleration.value, n = e.velocity.value, r = -(t.x * n.x + t.y * n.y);
|
|
731
|
+
r > 0 && (a.burst = Math.min(1, a.burst + r * 3));
|
|
732
|
+
}
|
|
733
|
+
let o = n(a, t);
|
|
734
|
+
return {
|
|
735
|
+
x: o.cx,
|
|
736
|
+
y: o.cy,
|
|
737
|
+
strength: o.strength,
|
|
738
|
+
radius: o.radius
|
|
739
|
+
};
|
|
740
|
+
}
|
|
741
|
+
function H(e) {
|
|
742
|
+
let t = e.attractorVelocity.value;
|
|
743
|
+
return e.engagement.value > B || e.speed.value > B || e.burst.value > B || Math.hypot(t.x, t.y) > Ue;
|
|
744
|
+
}
|
|
745
|
+
function We(e) {
|
|
746
|
+
let { gl: t, prog: n, uniforms: r, pointerField: i, getCursorScalars: a, getConfig: o, getReducedMotion: s, getRenderTime: c } = e, l = (e) => 1 - e, u = null, d = {
|
|
747
|
+
x: .5,
|
|
748
|
+
y: .5,
|
|
749
|
+
strength: 0,
|
|
750
|
+
radius: .25
|
|
751
|
+
};
|
|
752
|
+
function f() {
|
|
753
|
+
return +!s();
|
|
754
|
+
}
|
|
755
|
+
function p(e) {
|
|
756
|
+
let i = c(e);
|
|
757
|
+
if (t.useProgram(n), t.uniform2f(r.uCursor, d.x, l(d.y)), t.uniform1f(r.uCursorStrength, d.strength), t.uniform1f(r.uCursorRadius, d.radius), t.uniform1f(r.uTime, i), o().interactivity?.light) {
|
|
758
|
+
let e = f(), n = i * .25, a = Math.cos(n) * .5, o = Math.sin(n) * .5, s = (d.x - .5) * 2, c = (.5 - d.y) * 2, l = d.strength * e;
|
|
759
|
+
a = a * (1 - l) + s * l, o = o * (1 - l) + c * l, t.uniform3f(r.uLightDir, a * e + (1 - e) * -.5, o * e + (1 - e) * .6, .62);
|
|
760
|
+
}
|
|
761
|
+
t.clear(t.COLOR_BUFFER_BIT), t.drawArrays(t.TRIANGLES, 0, 3);
|
|
762
|
+
}
|
|
763
|
+
function m() {
|
|
764
|
+
return s() ? !1 : R(o()) ? !0 : H(i);
|
|
765
|
+
}
|
|
766
|
+
return {
|
|
767
|
+
frame: (e) => {
|
|
768
|
+
let t = f(), n = u === null ? 0 : Math.max(0, (e - u) * 1e3);
|
|
769
|
+
u = e, i.tick(t === 0 ? 0 : n), d = V(i, a(), t), p(e);
|
|
770
|
+
},
|
|
771
|
+
needsAnimation: m
|
|
772
|
+
};
|
|
773
|
+
}
|
|
770
774
|
//#endregion
|
|
771
775
|
//#region src/components/aurora/composables/color.ts
|
|
772
|
-
function
|
|
776
|
+
function U(e, t = 8, n) {
|
|
773
777
|
let r = n ?? new Float32Array(t * 3), i = Math.min(e.length, t);
|
|
774
778
|
for (let t = 0; t < i; t++) {
|
|
775
779
|
let [n, i, a] = d(e[t]);
|
|
@@ -778,7 +782,7 @@ function H(e, t = 8, n) {
|
|
|
778
782
|
for (let e = i; e < t; e++) r[e * 3 + 0] = 0, r[e * 3 + 1] = 0, r[e * 3 + 2] = 0;
|
|
779
783
|
return r;
|
|
780
784
|
}
|
|
781
|
-
function
|
|
785
|
+
function Ge(e) {
|
|
782
786
|
if (e.length === 0) return "transparent";
|
|
783
787
|
if (e.length === 1) return u(e[0]);
|
|
784
788
|
let t = e.length;
|
|
@@ -787,27 +791,27 @@ function We(e) {
|
|
|
787
791
|
return `${u(e)} ${r}%`;
|
|
788
792
|
}).join(", ")})`;
|
|
789
793
|
}
|
|
790
|
-
function
|
|
794
|
+
function Ke(e) {
|
|
791
795
|
return s(e);
|
|
792
796
|
}
|
|
793
|
-
var
|
|
794
|
-
function
|
|
795
|
-
return e ? [Math.max(0, Math.min(1, e[0])), Math.max(0, Math.min(1, e[1]))] : t === "dark" ?
|
|
797
|
+
var qe = [.35, .95], Je = [.18, .42];
|
|
798
|
+
function Ye(e, t) {
|
|
799
|
+
return e ? [Math.max(0, Math.min(1, e[0])), Math.max(0, Math.min(1, e[1]))] : t === "dark" ? Je : qe;
|
|
796
800
|
}
|
|
797
|
-
function
|
|
798
|
-
let n = typeof e == "string" ? s(e) : e, { stopCount: r = 4, harmony: i = "analogous", lightnessSpread: a = .32, chromaFalloff: o = .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] =
|
|
801
|
+
function Xe(e, t = {}) {
|
|
802
|
+
let n = typeof e == "string" ? s(e) : e, { stopCount: r = 4, harmony: i = "analogous", lightnessSpread: a = .32, chromaFalloff: o = .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] = Ye(g, h), b = n.L - a / 2, x = n.L + a / 2;
|
|
799
803
|
b < v && (x += v - b, b = v), x > y && (b -= x - y, x = y), b = Math.max(v, b), x = Math.min(y, x);
|
|
800
804
|
let S = [], C = -Infinity;
|
|
801
805
|
for (let e = 0; e < _; e++) {
|
|
802
|
-
let t = _ === 1 ? 0 : e / (_ - 1), r = b + (x - b) *
|
|
803
|
-
if (f === "bell") s = a + (n.C - a) *
|
|
806
|
+
let t = _ === 1 ? 0 : e / (_ - 1), r = b + (x - b) * Qe(t, d), a = n.C * o, s;
|
|
807
|
+
if (f === "bell") s = a + (n.C - a) * $e(t);
|
|
804
808
|
else {
|
|
805
|
-
let e = f === "sine" ?
|
|
809
|
+
let e = f === "sine" ? Qe(t, "sine") : t;
|
|
806
810
|
s = n.C - (n.C - a) * e;
|
|
807
811
|
}
|
|
808
812
|
let h = c(n.h, i, u, t);
|
|
809
|
-
p > 0 && (h =
|
|
810
|
-
let g =
|
|
813
|
+
p > 0 && (h = rt(h, t, p)), m && m.length > 0 && (h = ot(h, m));
|
|
814
|
+
let g = Ze(l({
|
|
811
815
|
L: r,
|
|
812
816
|
C: s,
|
|
813
817
|
h
|
|
@@ -816,7 +820,7 @@ function Ye(e, t = {}) {
|
|
|
816
820
|
}
|
|
817
821
|
return S;
|
|
818
822
|
}
|
|
819
|
-
function
|
|
823
|
+
function Ze(e, t) {
|
|
820
824
|
if (e.L >= t) return e;
|
|
821
825
|
let { h: n } = e, r = t, i = e.C;
|
|
822
826
|
for (let e = 0; e < 48; e++) {
|
|
@@ -834,36 +838,36 @@ function Xe(e, t) {
|
|
|
834
838
|
h: n
|
|
835
839
|
};
|
|
836
840
|
}
|
|
837
|
-
function
|
|
841
|
+
function Qe(e, t) {
|
|
838
842
|
return t === "sine" ? .5 - .5 * Math.cos(Math.PI * e) : e;
|
|
839
843
|
}
|
|
840
|
-
function
|
|
844
|
+
function $e(e) {
|
|
841
845
|
return Math.sin(Math.PI * e);
|
|
842
846
|
}
|
|
843
|
-
var
|
|
844
|
-
function
|
|
847
|
+
var et = 70, tt = 250, nt = 22;
|
|
848
|
+
function rt(e, t, n) {
|
|
845
849
|
let r = (t - .5) * 2;
|
|
846
850
|
if (r === 0 || n === 0) return e;
|
|
847
|
-
let i = (o("applyTemperature",
|
|
848
|
-
return ((e + Math.sign(i) * Math.min(Math.abs(r) * n *
|
|
851
|
+
let i = (o("applyTemperature", de(e, r >= 0 ? et : tt, 1, "shorter")) - e + 540) % 360 - 180;
|
|
852
|
+
return ((e + Math.sign(i) * Math.min(Math.abs(r) * n * nt, Math.abs(i))) % 360 + 360) % 360;
|
|
849
853
|
}
|
|
850
|
-
var
|
|
851
|
-
function
|
|
852
|
-
let r =
|
|
854
|
+
var W = (e) => (e % 360 + 360) % 360;
|
|
855
|
+
function it(e, t, n) {
|
|
856
|
+
let r = W(e), i = W(t), a = W(n);
|
|
853
857
|
return i <= a ? r >= i && r <= a : r >= i || r <= a;
|
|
854
858
|
}
|
|
855
|
-
function
|
|
856
|
-
let n = Math.abs(
|
|
859
|
+
function at(e, t) {
|
|
860
|
+
let n = Math.abs(W(e) - W(t)) % 360;
|
|
857
861
|
return n > 180 ? 360 - n : n;
|
|
858
862
|
}
|
|
859
|
-
function
|
|
860
|
-
let n = .5, r =
|
|
863
|
+
function ot(e, t) {
|
|
864
|
+
let n = .5, r = W(e);
|
|
861
865
|
for (let e = 0; e < t.length + 2; e++) {
|
|
862
866
|
let e = !1;
|
|
863
867
|
for (let [i, a] of t) {
|
|
864
|
-
if (!
|
|
865
|
-
let t =
|
|
866
|
-
r =
|
|
868
|
+
if (!it(r, i, a)) continue;
|
|
869
|
+
let t = W(i - n), o = W(a + n);
|
|
870
|
+
r = at(r, t) <= at(r, o) ? t : o, e = !0;
|
|
867
871
|
}
|
|
868
872
|
if (!e) return r;
|
|
869
873
|
}
|
|
@@ -871,12 +875,12 @@ function at(e, t) {
|
|
|
871
875
|
}
|
|
872
876
|
//#endregion
|
|
873
877
|
//#region src/components/aurora/composables/uniformBridge.ts
|
|
874
|
-
var
|
|
878
|
+
var st = {
|
|
875
879
|
x: .5,
|
|
876
880
|
y: .5,
|
|
877
881
|
strength: 0,
|
|
878
882
|
radius: .25
|
|
879
|
-
},
|
|
883
|
+
}, ct = {
|
|
880
884
|
smooth: 0,
|
|
881
885
|
pastel: 1,
|
|
882
886
|
watercolor: 2,
|
|
@@ -887,48 +891,48 @@ var ot = {
|
|
|
887
891
|
kuwahara: 7,
|
|
888
892
|
metal: 8,
|
|
889
893
|
"metal-gradient": 9
|
|
890
|
-
},
|
|
894
|
+
}, lt = {
|
|
891
895
|
shorter: 0,
|
|
892
896
|
longer: 1,
|
|
893
897
|
increasing: 2,
|
|
894
898
|
decreasing: 3
|
|
895
|
-
},
|
|
899
|
+
}, ut = {
|
|
896
900
|
none: 0,
|
|
897
901
|
radial: 1,
|
|
898
902
|
swirl: 2,
|
|
899
903
|
diagonal: 3,
|
|
900
904
|
multi: 4,
|
|
901
905
|
tensor: 5
|
|
902
|
-
},
|
|
906
|
+
}, dt = {
|
|
903
907
|
flow: 0,
|
|
904
908
|
tensor: 1
|
|
905
|
-
},
|
|
909
|
+
}, ft = {
|
|
906
910
|
fbm: 0,
|
|
907
911
|
cellular: 1,
|
|
908
912
|
hybrid: 2,
|
|
909
913
|
curl: 3
|
|
910
|
-
},
|
|
914
|
+
}, pt = {
|
|
911
915
|
oil: 0,
|
|
912
916
|
knife: 1,
|
|
913
917
|
chunky: 3
|
|
914
|
-
},
|
|
918
|
+
}, G = {
|
|
915
919
|
L: .985,
|
|
916
920
|
C: .0125,
|
|
917
921
|
h: 77.5
|
|
918
922
|
};
|
|
919
|
-
function pt(e) {
|
|
920
|
-
return e === void 0 ? f(W.L, W.C, W.h) : Array.isArray(e) ? e : f(e.L, e.C, e.h);
|
|
921
|
-
}
|
|
922
923
|
function mt(e) {
|
|
923
|
-
return
|
|
924
|
+
return e === void 0 ? f(G.L, G.C, G.h) : Array.isArray(e) ? e : f(e.L, e.C, e.h);
|
|
924
925
|
}
|
|
925
926
|
function ht(e) {
|
|
926
|
-
return
|
|
927
|
+
return ct[e.medium];
|
|
927
928
|
}
|
|
928
929
|
function gt(e) {
|
|
929
|
-
return
|
|
930
|
+
return pt[e.strokeMode];
|
|
930
931
|
}
|
|
931
|
-
function _t(e
|
|
932
|
+
function _t(e) {
|
|
933
|
+
return e.medium === "vangogh" || e.medium === "oil-pastel" || e.medium === "crayon" || e.medium === "kuwahara" ? dt.tensor : dt[e.strokeOrient ?? "flow"];
|
|
934
|
+
}
|
|
935
|
+
function vt(e, t, n, r = !1) {
|
|
932
936
|
let i = (e) => 1 - e, a = {
|
|
933
937
|
palette: /* @__PURE__ */ new Float32Array(24),
|
|
934
938
|
pos: /* @__PURE__ */ new Float32Array(16),
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angle: /* @__PURE__ */ new Float32Array(8)
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};
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return function(o) {
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e.useProgram(t),
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e.useProgram(t), U(o.palette, 8, a.palette), e.uniform3fv(n.uPalette, a.palette), e.uniform1i(n.uStopCount, Math.min(o.palette.length, 8));
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let s = Math.min(o.nuclei.length, 8);
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e.uniform1i(n.uNucleiCount, s);
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for (let e = 0; e < s; e++) {
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a.pos[e * 2 + 0] = t.x, a.pos[e * 2 + 1] = i(t.y), a.rad[e] = t.radius, a.pb[e] = t.paletteBias, a.vb[e] = t.valueBias, a.dr[e] = t.driftRadius, a.dp[e] = t.driftPhase, a.elong[e] = t.elongation ?? 1, a.angle[e] = -(t.angle ?? 0) * Math.PI / 180;
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}
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for (let e = s; e < 8; e++) a.pos[e * 2 + 0] = 0, a.pos[e * 2 + 1] = 0, a.rad[e] = 0, a.pb[e] = 0, a.vb[e] = 0, a.dr[e] = 0, a.dp[e] = 0, a.elong[e] = 1, a.angle[e] = 0;
|
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e.uniform2fv(n.uNucleiPos, a.pos), e.uniform1fv(n.uNucleiRadius, a.rad), e.uniform1fv(n.uNucleiPaletteBias, a.pb), e.uniform1fv(n.uNucleiValueBias, a.vb), e.uniform1fv(n.uNucleiDriftRadius, a.dr), e.uniform1fv(n.uNucleiDriftPhase, a.dp), e.uniform1fv(n.uNucleiElong, a.elong), e.uniform1fv(n.uNucleiAngle, a.angle), e.uniform1f(n.uSoftmaxBeta, o.softmaxBeta), e.uniform1f(n.uValueVariance, o.valueVariance), e.uniform1f(n.uWarpAmount, o.warpAmount), e.uniform1f(n.uWarpScale, o.warpScale), e.uniform1f(n.uWarpDrift, o.warpDrift), e.uniform1i(n.uWarpMode,
|
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let c =
|
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e.uniform2f(n.uCursor, c.x, i(c.y)), e.uniform1f(n.uCursorStrength, c.strength), e.uniform1f(n.uCursorRadius, c.radius), e.uniform1f(n.uStrokeAmount, o.strokeAmount), e.uniform1f(n.uStrokeScale, o.strokeScale), e.uniform1f(n.uStrokeAnisotropy, o.strokeAnisotropy), e.uniform1i(n.uStrokeLayers, o.strokeLayers), e.uniform1i(n.uStrokeMode,
|
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e.uniform2fv(n.uNucleiPos, a.pos), e.uniform1fv(n.uNucleiRadius, a.rad), e.uniform1fv(n.uNucleiPaletteBias, a.pb), e.uniform1fv(n.uNucleiValueBias, a.vb), e.uniform1fv(n.uNucleiDriftRadius, a.dr), e.uniform1fv(n.uNucleiDriftPhase, a.dp), e.uniform1fv(n.uNucleiElong, a.elong), e.uniform1fv(n.uNucleiAngle, a.angle), e.uniform1f(n.uSoftmaxBeta, o.softmaxBeta), e.uniform1f(n.uValueVariance, o.valueVariance), e.uniform1f(n.uWarpAmount, o.warpAmount), e.uniform1f(n.uWarpScale, o.warpScale), e.uniform1f(n.uWarpDrift, o.warpDrift), e.uniform1i(n.uWarpMode, ft[o.warpMode]), e.uniform1i(n.uNoiseOctaves, o.noiseOctaves), e.uniform1i(n.uMedium, ht(o)), e.uniform1i(n.uHuePath, lt[o.huePath ?? "shorter"]), e.uniform1i(n.uFlowPattern, ut[o.flow.pattern]), e.uniform2f(n.uFlowFocal, o.flow.focalX, i(o.flow.focalY)), e.uniform1f(n.uFlowAngle, o.flow.angle), e.uniform1f(n.uFlowCurl, o.flow.curl);
|
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let c = st;
|
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e.uniform2f(n.uCursor, c.x, i(c.y)), e.uniform1f(n.uCursorStrength, c.strength), e.uniform1f(n.uCursorRadius, c.radius), e.uniform1f(n.uStrokeAmount, o.strokeAmount), e.uniform1f(n.uStrokeScale, o.strokeScale), e.uniform1f(n.uStrokeAnisotropy, o.strokeAnisotropy), e.uniform1i(n.uStrokeLayers, o.strokeLayers), e.uniform1i(n.uStrokeMode, gt(o)), e.uniform1i(n.uStrokeOrient, _t(o));
|
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{
|
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|
let t = o.lightDir ?? [
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-.5,
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.6,
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-
], r =
|
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+
], r = mt(o.lightColor);
|
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e.uniform3f(n.uLightDir, t[0], t[1], t[2]), e.uniform3f(n.uLightColor, r[0], r[1], r[2]);
|
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}
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|
e.uniform1f(n.uWetEdge, o.wetEdge), e.uniform1f(n.uGranulation, o.granulation), e.uniform1f(n.uImpasto, o.impasto), e.uniform1f(n.uBrokenColor, o.brokenColor), e.uniform1f(n.uCanvasGrain, o.canvasGrain), e.uniform1f(n.uMetalPolish, o.metalPolish ?? 1), e.uniform1f(n.uMetalHeightScale, o.metalHeightScale ?? 1), e.uniform1f(n.uNucleiDrift, o.nucleiDrift), e.uniform1f(n.uPaletteDrift, o.paletteDrift), e.uniform1f(n.uBreathDepth, o.breathDepth), e.uniform1f(n.uBreathPeriod, o.breathPeriod), e.uniform1f(n.uSaturation, o.saturation), e.uniform1f(n.uPaperGrain, o.paperGrain), e.uniform1f(n.uAlpha, r ? 1 : o.alpha), e.uniform1f(n.uVividness, o.vividness ?? 1), e.uniform1i(n.uImage, 0), e.uniform1f(n.uBlurMin, o.imageBlur?.min ?? .004), e.uniform1f(n.uBlurMax, o.imageBlur?.max ?? .06);
|
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@@ -967,9 +971,9 @@ function _t(e, t, n, r = !1) {
|
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}
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//#endregion
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//#region src/components/aurora/composables/glSetup.ts
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var
|
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function
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let r =
|
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var K = "[Aurora]", yt = /* @__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.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(".");
|
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|
+
function bt(e, t, n) {
|
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976
|
+
let r = v(e, e.VERTEX_SHADER, t, K), i = v(e, e.FRAGMENT_SHADER, n, K), a = b(e, r, i, K);
|
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|
e.useProgram(a);
|
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|
let o = e.createVertexArray();
|
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|
e.bindVertexArray(o);
|
|
@@ -985,7 +989,7 @@ function yt(e, t, n) {
|
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|
let c = e.getAttribLocation(a, "aPos");
|
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|
e.enableVertexAttribArray(c), e.vertexAttribPointer(c, 2, e.FLOAT, !1, 0, 0);
|
|
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|
let l = {};
|
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|
-
for (let t of
|
|
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|
+
for (let t of yt) l[t] = e.getUniformLocation(a, t);
|
|
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993
|
return {
|
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|
program: a,
|
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|
vs: r,
|
|
@@ -997,13 +1001,13 @@ function yt(e, t, n) {
|
|
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|
}
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|
};
|
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1003
|
}
|
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|
-
function
|
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|
+
function xt(e) {
|
|
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1005
|
return (t) => {
|
|
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|
-
let n = e.getConfig().source === "image", { program: r, vs: i, fs: a, uniforms: o, geometry: s } =
|
|
1006
|
+
let n = e.getConfig().source === "image", { program: r, vs: i, fs: a, uniforms: o, geometry: s } = bt(t, Se, n ? Fe : Pe), c = n ? be(t, r, e.imageCoordinator) : null, l = (e) => {
|
|
1003
1007
|
t.viewport(0, 0, e.w, e.h), t.useProgram(r);
|
|
1004
|
-
}, u =
|
|
1008
|
+
}, u = vt(t, r, o, e.opaquePresentation), d = (e) => u(e);
|
|
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1009
|
e.registerConfigUploader(d), d(e.getConfig());
|
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|
-
let f =
|
|
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|
+
let f = We({
|
|
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|
gl: t,
|
|
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|
prog: r,
|
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|
uniforms: o,
|
|
@@ -1025,7 +1029,7 @@ function bt(e) {
|
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|
}
|
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|
//#endregion
|
|
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|
//#region src/components/aurora/constants/shaders/aurora.wgsl.ts
|
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|
-
var
|
|
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|
+
var St = `
|
|
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|
const MAX_NUCLEI: i32 = 8;
|
|
1030
1034
|
const MAX_STOPS: i32 = 8;
|
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1031
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|
const PI: f32 = 3.141592653589793;
|
|
@@ -1100,7 +1104,7 @@ fn vnoise(p: vec2<f32>) -> f32 {
|
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1100
1104
|
return mix(mix(a, b, uu.x), mix(c, d, uu.x), uu.y);
|
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1105
|
}
|
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1106
|
|
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|
-
${
|
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|
+
${D}
|
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1108
|
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|
fn fbm(p0: vec2<f32>) -> f32 {
|
|
1106
1110
|
var v = 0.0;
|
|
@@ -1131,9 +1135,9 @@ fn curlFBM(p: vec2f) -> vec2f {
|
|
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1131
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|
}
|
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1132
1136
|
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1137
|
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|
-
${
|
|
1135
|
-
${
|
|
1136
|
-
${
|
|
1138
|
+
${w}
|
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1139
|
+
${E}
|
|
1140
|
+
${C}
|
|
1137
1141
|
|
|
1138
1142
|
// Interleaved Gradient Noise (Jimenez) — display-space 1-LSB dither.
|
|
1139
1143
|
fn ign(p: vec2<f32>) -> f32 {
|
|
@@ -1765,7 +1769,7 @@ fn fs_main(in: VSOut) -> @location(0) vec4<f32> {
|
|
|
1765
1769
|
// Premultiply on DISPLAY-space color (matches the WebGL2 path: OETF, then premul).
|
|
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1770
|
return vec4<f32>(col * alpha, alpha);
|
|
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|
}
|
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|
-
`,
|
|
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|
+
`, Ct = `
|
|
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|
const MAX_NUCLEI: i32 = 8;
|
|
1770
1774
|
const PI: f32 = 3.141592653589793;
|
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|
const BLUR_RINGS: i32 = 3;
|
|
@@ -1814,7 +1818,7 @@ fn vnoise(p: vec2<f32>) -> f32 {
|
|
|
1814
1818
|
let d = hash21(i + vec2<f32>(1.0, 1.0));
|
|
1815
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|
return mix(mix(a, b, uu.x), mix(c, d, uu.x), uu.y);
|
|
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|
}
|
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1817
|
-
${
|
|
1821
|
+
${D}
|
|
1818
1822
|
fn fbm(p0: vec2<f32>) -> f32 {
|
|
1819
1823
|
var v = 0.0;
|
|
1820
1824
|
var a = 0.5;
|
|
@@ -1832,8 +1836,8 @@ fn ign(p: vec2<f32>) -> f32 {
|
|
|
1832
1836
|
return fract(52.9829189 * fract(dot(p, vec2<f32>(0.06711056, 0.00583715))));
|
|
1833
1837
|
}
|
|
1834
1838
|
|
|
1835
|
-
${
|
|
1836
|
-
${
|
|
1839
|
+
${w}
|
|
1840
|
+
${E}
|
|
1837
1841
|
|
|
1838
1842
|
fn linOklab(lin: vec3<f32>) -> vec3<f32> {
|
|
1839
1843
|
let lms = LINEAR_SRGB_TO_LMS * lin;
|
|
@@ -2014,7 +2018,7 @@ fn fs_main(in: VSOut) -> @location(0) vec4<f32> {
|
|
|
2014
2018
|
|
|
2015
2019
|
return vec4<f32>(col * alpha, alpha);
|
|
2016
2020
|
}
|
|
2017
|
-
`,
|
|
2021
|
+
`, q = {
|
|
2018
2022
|
scalars0: 0,
|
|
2019
2023
|
scalars1: 4,
|
|
2020
2024
|
scalars2: 8,
|
|
@@ -2029,8 +2033,8 @@ fn fs_main(in: VSOut) -> @location(0) vec4<f32> {
|
|
|
2029
2033
|
scalars4: 156,
|
|
2030
2034
|
scalars5: 160,
|
|
2031
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|
kuwahara: 164
|
|
2032
|
-
},
|
|
2033
|
-
function
|
|
2036
|
+
}, wt = .01, Tt = 8, Et = 4, Dt = (e) => 1 - e;
|
|
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|
+
function Ot() {
|
|
2034
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|
let e = /* @__PURE__ */ new ArrayBuffer(672);
|
|
2035
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|
return {
|
|
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|
buffer: e,
|
|
@@ -2039,25 +2043,25 @@ function Dt() {
|
|
|
2039
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|
paletteScratch: /* @__PURE__ */ new Float32Array(24)
|
|
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|
};
|
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|
}
|
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|
-
function
|
|
2046
|
+
function kt(e, t, n, r, i = t.alpha) {
|
|
2043
2047
|
let { f32: a, i32: o, paletteScratch: s } = e;
|
|
2044
|
-
a[
|
|
2048
|
+
a[q.scalars0 + 0] = r, a[q.scalars0 + 1] = t.softmaxBeta, a[q.scalars0 + 2] = t.valueVariance, a[q.scalars0 + 3] = t.warpAmount, a[q.scalars1 + 0] = t.warpScale, a[q.scalars1 + 1] = t.warpDrift, a[q.scalars1 + 2] = t.saturation, a[q.scalars1 + 3] = t.paperGrain, a[q.scalars2 + 0] = i, a[q.scalars2 + 1] = t.nucleiDrift, a[q.scalars2 + 2] = t.paletteDrift, a[q.scalars2 + 3] = t.breathDepth, a[q.scalars3 + 0] = t.breathPeriod, a[q.scalars3 + 1] = n.strength, a[q.scalars3 + 2] = n.radius, a[q.scalars3 + 3] = t.vividness ?? 1, a[q.cursor + 0] = n.x, a[q.cursor + 1] = Dt(n.y), a[q.cursor + 2] = t.metalPolish ?? 1, a[q.cursor + 3] = t.metalHeightScale ?? 1, o[q.ints0 + 0] = Math.min(t.palette.length, 8);
|
|
2045
2049
|
let c = Math.min(t.nuclei.length, 8);
|
|
2046
|
-
o[
|
|
2050
|
+
o[q.ints0 + 1] = c, o[q.ints0 + 2] = ft[t.warpMode], o[q.ints0 + 3] = t.noiseOctaves, o[q.ints1 + 0] = ct[t.medium], o[q.ints1 + 1] = lt[t.huePath ?? "shorter"], o[q.ints1 + 2] = 0, o[q.ints1 + 3] = 0, U(t.palette, 8, s);
|
|
2047
2051
|
for (let e = 0; e < 8; e++) {
|
|
2048
|
-
let t =
|
|
2052
|
+
let t = q.palette + e * 4;
|
|
2049
2053
|
a[t + 0] = s[e * 3 + 0], a[t + 1] = s[e * 3 + 1], a[t + 2] = s[e * 3 + 2], a[t + 3] = 0;
|
|
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2054
|
}
|
|
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2055
|
for (let e = 0; e < 8; e++) {
|
|
2052
|
-
let n =
|
|
2056
|
+
let n = q.nuc0 + e * 4, r = q.nuc1 + e * 4, i = q.nuc2 + e * 4;
|
|
2053
2057
|
if (e < c) {
|
|
2054
2058
|
let o = t.nuclei[e];
|
|
2055
|
-
a[n + 0] = o.x, a[n + 1] =
|
|
2059
|
+
a[n + 0] = o.x, a[n + 1] = Dt(o.y), a[n + 2] = o.radius, a[n + 3] = o.paletteBias, a[r + 0] = o.valueBias, a[r + 1] = o.driftRadius, a[r + 2] = o.driftPhase, a[r + 3] = o.elongation ?? 1, a[i + 0] = -(o.angle ?? 0) * Math.PI / 180, a[i + 1] = 0, a[i + 2] = 0, a[i + 3] = 0;
|
|
2056
2060
|
} 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] = 0, a[r + 3] = 1, a[i + 0] = 0, a[i + 1] = 0, a[i + 2] = 0, a[i + 3] = 0;
|
|
2057
2061
|
}
|
|
2058
|
-
return a[
|
|
2062
|
+
return a[q.scalars4 + 0] = t.strokeAmount, a[q.scalars4 + 1] = t.strokeScale, a[q.scalars4 + 2] = t.strokeAnisotropy, a[q.scalars4 + 3] = t.canvasGrain, a[q.scalars5 + 0] = t.wetEdge, a[q.scalars5 + 1] = t.granulation, a[q.scalars5 + 2] = t.brokenColor, a[q.scalars5 + 3] = t.kuwaharaQ ?? Et, a[q.kuwahara + 0] = t.kuwaharaRadius ?? wt, a[q.kuwahara + 1] = Tt, a[q.kuwahara + 2] = 0, a[q.kuwahara + 3] = 0, e;
|
|
2059
2063
|
}
|
|
2060
|
-
var
|
|
2064
|
+
var J = {
|
|
2061
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|
scalars0: 0,
|
|
2062
2066
|
scalars1: 4,
|
|
2063
2067
|
scalars2: 8,
|
|
@@ -2066,8 +2070,8 @@ var q = {
|
|
|
2066
2070
|
ints: 20,
|
|
2067
2071
|
nuc0: 24,
|
|
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|
nuc1: 56
|
|
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|
-
},
|
|
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|
-
function
|
|
2073
|
+
}, At = (e) => 1 - e;
|
|
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|
+
function jt() {
|
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|
let e = /* @__PURE__ */ new ArrayBuffer(352);
|
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|
return {
|
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|
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|
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|
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|
i32: new Int32Array(e)
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|
};
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|
}
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|
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function
|
|
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|
+
function Mt(e, t, n, r, i, a = t.alpha) {
|
|
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|
let { f32: o, i32: s } = e;
|
|
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|
-
o[
|
|
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|
+
o[J.scalars0 + 0] = r, o[J.scalars0 + 1] = t.warpAmount, o[J.scalars0 + 2] = t.warpScale, o[J.scalars0 + 3] = t.warpDrift, o[J.scalars1 + 0] = t.softmaxBeta, o[J.scalars1 + 1] = t.nucleiDrift, o[J.scalars1 + 2] = n.strength, o[J.scalars1 + 3] = n.radius, o[J.scalars2 + 0] = t.saturation, o[J.scalars2 + 1] = t.paperGrain, o[J.scalars2 + 2] = a, o[J.scalars2 + 3] = t.vividness ?? 1, o[J.image + 0] = t.imageBlur?.min ?? .004, o[J.image + 1] = t.imageBlur?.max ?? .06, o[J.image + 2] = i, o[J.image + 3] = 0, o[J.cursor + 0] = n.x, o[J.cursor + 1] = At(n.y), o[J.cursor + 2] = 0, o[J.cursor + 3] = 0;
|
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|
let c = Math.min(t.nuclei.length, 8);
|
|
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|
-
s[
|
|
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|
+
s[J.ints + 0] = c, s[J.ints + 1] = t.noiseOctaves, s[J.ints + 2] = 0, s[J.ints + 3] = 0;
|
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2087
|
for (let e = 0; e < 8; e++) {
|
|
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|
-
let n =
|
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|
+
let n = J.nuc0 + e * 4, r = J.nuc1 + e * 4;
|
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2089
|
if (e < c) {
|
|
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|
let i = t.nuclei[e];
|
|
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|
-
o[n + 0] = i.x, o[n + 1] =
|
|
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|
+
o[n + 0] = i.x, o[n + 1] = At(i.y), o[n + 2] = i.radius, o[n + 3] = i.valueBias, o[r + 0] = i.driftRadius, o[r + 1] = i.driftPhase, o[r + 2] = i.elongation ?? 1, o[r + 3] = -(i.angle ?? 0) * Math.PI / 180;
|
|
2088
2092
|
} else o[n + 0] = 0, o[n + 1] = 0, o[n + 2] = 0, o[n + 3] = 0, o[r + 0] = 0, o[r + 1] = 0, o[r + 2] = 1, o[r + 3] = 0;
|
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|
}
|
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|
return e;
|
|
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|
}
|
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|
//#endregion
|
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|
//#region src/components/aurora/composables/wgpuSetup.ts
|
|
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|
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var
|
|
2098
|
+
var Y = 2, Nt = {
|
|
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2099
|
color: {
|
|
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2100
|
srcFactor: "one",
|
|
2097
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|
dstFactor: "one-minus-src-alpha",
|
|
@@ -2103,10 +2107,10 @@ var J = 2, Mt = {
|
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|
operation: "add"
|
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|
}
|
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|
};
|
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|
-
function
|
|
2110
|
+
function Pt(e) {
|
|
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|
let { canvas: t, opaquePresentation: n, getCursorScalars: r, getConfig: i, getReducedMotion: a, getRenderTime: o, pointerField: s, getDecodedImage: c, registerImageUploader: l } = e, u = null;
|
|
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2112
|
return function(e, d, f) {
|
|
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|
-
if (i().source === "image") return
|
|
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|
+
if (i().source === "image") return Ft(e, d, f, {
|
|
2110
2114
|
canvas: t,
|
|
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2115
|
opaquePresentation: n,
|
|
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2116
|
getCursorScalars: r,
|
|
@@ -2119,7 +2123,7 @@ function Nt(e) {
|
|
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2119
2123
|
});
|
|
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|
let p = e.createShaderModule({
|
|
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|
label: "[Aurora] aurora.wgsl",
|
|
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|
-
code:
|
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|
+
code: St
|
|
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|
}), m = e.createBuffer({
|
|
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|
label: "[Aurora] uniforms",
|
|
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|
size: 672,
|
|
@@ -2128,7 +2132,7 @@ function Nt(e) {
|
|
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|
label: "[Aurora] bind-group-0",
|
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|
entries: [{
|
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|
binding: 0,
|
|
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|
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visibility:
|
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|
+
visibility: Y,
|
|
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|
buffer: { type: "uniform" }
|
|
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|
}]
|
|
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|
}), g = e.createRenderPipeline({
|
|
@@ -2143,7 +2147,7 @@ function Nt(e) {
|
|
|
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|
entryPoint: "fs_main",
|
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|
targets: [{
|
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|
format: f,
|
|
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|
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blend: n ? void 0 :
|
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|
+
blend: n ? void 0 : Nt
|
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|
}]
|
|
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2152
|
},
|
|
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2153
|
primitive: { topology: "triangle-list" }
|
|
@@ -2154,13 +2158,13 @@ function Nt(e) {
|
|
|
2154
2158
|
binding: 0,
|
|
2155
2159
|
resource: { buffer: m }
|
|
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2160
|
}]
|
|
2157
|
-
}), v =
|
|
2161
|
+
}), v = Ot();
|
|
2158
2162
|
function y(e) {}
|
|
2159
2163
|
function b(t) {
|
|
2160
2164
|
let c = +!a(), l = u === null ? 0 : Math.max(0, (t - u) * 1e3);
|
|
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2165
|
u = t, s.tick(c === 0 ? 0 : l);
|
|
2162
|
-
let f =
|
|
2163
|
-
|
|
2166
|
+
let f = V(s, r(), c), p = i();
|
|
2167
|
+
kt(v, p, f, o(t), n ? 1 : p.alpha), e.queue.writeBuffer(m, 0, v.buffer);
|
|
2164
2168
|
let h = d.getCurrentTexture().createView(), y = e.createCommandEncoder({ label: "[Aurora] frame" }), b = y.beginRenderPass({ colorAttachments: [{
|
|
2165
2169
|
view: h,
|
|
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2170
|
clearValue: {
|
|
@@ -2175,9 +2179,7 @@ function Nt(e) {
|
|
|
2175
2179
|
b.setPipeline(g), b.setBindGroup(0, _), b.draw(3, 1, 0, 0), b.end(), e.queue.submit([y.finish()]);
|
|
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2180
|
}
|
|
2177
2181
|
function x() {
|
|
2178
|
-
|
|
2179
|
-
let e = i();
|
|
2180
|
-
return e.nucleiDrift !== 0 || e.paletteDrift !== 0 || e.breathDepth !== 0 || e.warpDrift !== 0 || B(s);
|
|
2182
|
+
return a() ? !1 : R(i()) ? !0 : H(s);
|
|
2181
2183
|
}
|
|
2182
2184
|
return {
|
|
2183
2185
|
frame: b,
|
|
@@ -2189,10 +2191,10 @@ function Nt(e) {
|
|
|
2189
2191
|
};
|
|
2190
2192
|
};
|
|
2191
2193
|
}
|
|
2192
|
-
function
|
|
2194
|
+
function Ft(e, t, n, r) {
|
|
2193
2195
|
let { canvas: i, opaquePresentation: a, getCursorScalars: o, getConfig: s, getReducedMotion: c, getRenderTime: l, pointerField: u, getDecodedImage: d, registerImageUploader: f } = r, p = null, m = e.createShaderModule({
|
|
2194
2196
|
label: "[Aurora] aurora-image.wgsl",
|
|
2195
|
-
code:
|
|
2197
|
+
code: Ct
|
|
2196
2198
|
}), h = e.createBuffer({
|
|
2197
2199
|
label: "[Aurora] image uniforms",
|
|
2198
2200
|
size: 352,
|
|
@@ -2208,12 +2210,12 @@ function Pt(e, t, n, r) {
|
|
|
2208
2210
|
entries: [
|
|
2209
2211
|
{
|
|
2210
2212
|
binding: 0,
|
|
2211
|
-
visibility:
|
|
2213
|
+
visibility: Y,
|
|
2212
2214
|
buffer: { type: "uniform" }
|
|
2213
2215
|
},
|
|
2214
2216
|
{
|
|
2215
2217
|
binding: 1,
|
|
2216
|
-
visibility:
|
|
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|
+
visibility: Y,
|
|
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2219
|
texture: {
|
|
2218
2220
|
sampleType: "float",
|
|
2219
2221
|
viewDimension: "2d"
|
|
@@ -2221,7 +2223,7 @@ function Pt(e, t, n, r) {
|
|
|
2221
2223
|
},
|
|
2222
2224
|
{
|
|
2223
2225
|
binding: 2,
|
|
2224
|
-
visibility:
|
|
2226
|
+
visibility: Y,
|
|
2225
2227
|
sampler: { type: "filtering" }
|
|
2226
2228
|
}
|
|
2227
2229
|
]
|
|
@@ -2237,11 +2239,11 @@ function Pt(e, t, n, r) {
|
|
|
2237
2239
|
entryPoint: "fs_main",
|
|
2238
2240
|
targets: [{
|
|
2239
2241
|
format: n,
|
|
2240
|
-
blend: a ? void 0 :
|
|
2242
|
+
blend: a ? void 0 : Nt
|
|
2241
2243
|
}]
|
|
2242
2244
|
},
|
|
2243
2245
|
primitive: { topology: "triangle-list" }
|
|
2244
|
-
}), y =
|
|
2246
|
+
}), y = ve(e, d() ?? he()).texture;
|
|
2245
2247
|
function b() {
|
|
2246
2248
|
return e.createBindGroup({
|
|
2247
2249
|
label: "[Aurora] image bind-group",
|
|
@@ -2264,15 +2266,15 @@ function Pt(e, t, n, r) {
|
|
|
2264
2266
|
}
|
|
2265
2267
|
let x = b();
|
|
2266
2268
|
f((t) => {
|
|
2267
|
-
y.destroy(), y =
|
|
2269
|
+
y.destroy(), y = ve(e, t).texture, x = b();
|
|
2268
2270
|
});
|
|
2269
|
-
let S =
|
|
2271
|
+
let S = jt();
|
|
2270
2272
|
function C(e) {}
|
|
2271
2273
|
function w(n) {
|
|
2272
2274
|
let r = +!c(), d = p === null ? 0 : Math.max(0, (n - p) * 1e3);
|
|
2273
2275
|
p = n, u.tick(r === 0 ? 0 : d);
|
|
2274
|
-
let f =
|
|
2275
|
-
|
|
2276
|
+
let f = V(u, o(), r), m = i.height > 0 ? i.width / i.height : 1, g = s();
|
|
2277
|
+
Mt(S, g, f, l(n), m, a ? 1 : g.alpha), e.queue.writeBuffer(h, 0, S.buffer);
|
|
2276
2278
|
let _ = t.getCurrentTexture().createView(), y = e.createCommandEncoder({ label: "[Aurora] image frame" }), b = y.beginRenderPass({ colorAttachments: [{
|
|
2277
2279
|
view: _,
|
|
2278
2280
|
clearValue: {
|
|
@@ -2287,9 +2289,7 @@ function Pt(e, t, n, r) {
|
|
|
2287
2289
|
b.setPipeline(v), b.setBindGroup(0, x), b.draw(3, 1, 0, 0), b.end(), e.queue.submit([y.finish()]);
|
|
2288
2290
|
}
|
|
2289
2291
|
function T() {
|
|
2290
|
-
|
|
2291
|
-
let e = s();
|
|
2292
|
-
return e.nucleiDrift !== 0 || e.warpDrift !== 0 || e.paletteDrift !== 0 || B(u);
|
|
2292
|
+
return c() ? !1 : R(s()) ? !0 : H(u);
|
|
2293
2293
|
}
|
|
2294
2294
|
return {
|
|
2295
2295
|
frame: w,
|
|
@@ -2302,13 +2302,13 @@ function Pt(e, t, n, r) {
|
|
|
2302
2302
|
}
|
|
2303
2303
|
//#endregion
|
|
2304
2304
|
//#region src/components/aurora/composables/runtime.ts
|
|
2305
|
-
function
|
|
2305
|
+
function It(e) {
|
|
2306
2306
|
return e.mode === "capture" || e.initStrategy === "eager";
|
|
2307
2307
|
}
|
|
2308
|
-
function
|
|
2308
|
+
function Lt(e) {
|
|
2309
2309
|
return typeof e.preserveDrawingBuffer == "boolean" ? e.preserveDrawingBuffer : e.mode === "capture";
|
|
2310
2310
|
}
|
|
2311
|
-
function
|
|
2311
|
+
function Rt(e = "live") {
|
|
2312
2312
|
let t = e !== "capture";
|
|
2313
2313
|
return {
|
|
2314
2314
|
opaque: t,
|
|
@@ -2316,17 +2316,17 @@ function Lt(e = "live") {
|
|
|
2316
2316
|
contextAlpha: !t
|
|
2317
2317
|
};
|
|
2318
2318
|
}
|
|
2319
|
-
var
|
|
2320
|
-
function
|
|
2321
|
-
return e.interactivity?.swirl
|
|
2319
|
+
var zt = (e) => Math.min(1, Math.max(0, e));
|
|
2320
|
+
function X(e) {
|
|
2321
|
+
return e.interactivity?.swirl !== !1 || e.medium !== "smooth" && e.interactivity?.light === !0;
|
|
2322
2322
|
}
|
|
2323
|
-
var
|
|
2324
|
-
function
|
|
2325
|
-
return r ?
|
|
2323
|
+
var Bt = 3.7;
|
|
2324
|
+
function Vt(e, t, n, r) {
|
|
2325
|
+
return r ? Bt : e.interactivity?.scroll === !0 ? t + Math.min(1, Math.max(0, n)) * e.breathPeriod : t;
|
|
2326
2326
|
}
|
|
2327
|
-
function
|
|
2328
|
-
let i =
|
|
2329
|
-
a.opaque && (e.style.opacity = String(
|
|
2327
|
+
function Ht(e, n, r = {}) {
|
|
2328
|
+
let i = Lt(r), a = Rt(r.mode), o = e.style.opacity, s = (t) => {
|
|
2329
|
+
a.opaque && (e.style.opacity = String(zt(t)));
|
|
2330
2330
|
};
|
|
2331
2331
|
s(n.alpha);
|
|
2332
2332
|
let c = !r.forceWebGLUnderSoftwareRaster && F(), l = n, u = 0, d = t({
|
|
@@ -2336,23 +2336,23 @@ function Vt(e, n, r = {}) {
|
|
|
2336
2336
|
leadGain: .08,
|
|
2337
2337
|
halfLifeMs: 110
|
|
2338
2338
|
}), f = .8, p = .25, m = () => {
|
|
2339
|
-
let e = l.interactivity, t =
|
|
2339
|
+
let e = l.interactivity, t = X(l);
|
|
2340
2340
|
return {
|
|
2341
2341
|
strength: t ? f : 0,
|
|
2342
2342
|
radius: p,
|
|
2343
2343
|
amplitude: t ? Math.min(1, Math.max(0, e?.amplitude ?? .5)) : 0
|
|
2344
2344
|
};
|
|
2345
|
-
}, h = null,
|
|
2346
|
-
wake: () =>
|
|
2345
|
+
}, h = null, _ = ye({
|
|
2346
|
+
wake: () => C.wake(),
|
|
2347
2347
|
onError: r.onInitError
|
|
2348
|
-
}),
|
|
2349
|
-
function
|
|
2350
|
-
!
|
|
2348
|
+
}), v = c ? /* @__PURE__ */ Error("[Aurora] GPU animation is unavailable under software rasterization") : null, y = r.forceBackend === "webgl2", b = !1;
|
|
2349
|
+
function x() {
|
|
2350
|
+
!v || b || (b = !0, r.onInitError?.(v));
|
|
2351
2351
|
}
|
|
2352
|
-
let
|
|
2352
|
+
let C = c ? {
|
|
2353
2353
|
backend: "webgl2",
|
|
2354
|
-
arm:
|
|
2355
|
-
armAsync: () => (
|
|
2354
|
+
arm: x,
|
|
2355
|
+
armAsync: () => (x(), Promise.reject(v)),
|
|
2356
2356
|
presize: () => {},
|
|
2357
2357
|
suspend: () => {},
|
|
2358
2358
|
resume: () => {},
|
|
@@ -2360,10 +2360,10 @@ function Vt(e, n, r = {}) {
|
|
|
2360
2360
|
renderAt: () => {},
|
|
2361
2361
|
dispose: () => {},
|
|
2362
2362
|
reducedMotion: !1
|
|
2363
|
-
} :
|
|
2363
|
+
} : S(e, {
|
|
2364
2364
|
mode: r.mode === "capture" ? "capture" : "live",
|
|
2365
2365
|
alphaMode: a.alphaMode,
|
|
2366
|
-
dprPolicy:
|
|
2366
|
+
dprPolicy: g,
|
|
2367
2367
|
revealBloom: r.revealBloom ?? !1,
|
|
2368
2368
|
contextAttrs: {
|
|
2369
2369
|
antialias: !1,
|
|
@@ -2371,25 +2371,25 @@ function Vt(e, n, r = {}) {
|
|
|
2371
2371
|
premultipliedAlpha: a.contextAlpha,
|
|
2372
2372
|
preserveDrawingBuffer: i
|
|
2373
2373
|
},
|
|
2374
|
-
setupWGPU:
|
|
2374
|
+
setupWGPU: y ? void 0 : Pt({
|
|
2375
2375
|
canvas: e,
|
|
2376
2376
|
opaquePresentation: a.opaque,
|
|
2377
2377
|
getCursorScalars: m,
|
|
2378
2378
|
getConfig: () => l,
|
|
2379
|
-
getReducedMotion: () =>
|
|
2380
|
-
getRenderTime: (e) =>
|
|
2379
|
+
getReducedMotion: () => C.reducedMotion,
|
|
2380
|
+
getRenderTime: (e) => Vt(l, e, u, C.reducedMotion),
|
|
2381
2381
|
pointerField: d,
|
|
2382
|
-
getDecodedImage: () =>
|
|
2383
|
-
registerImageUploader: (e) =>
|
|
2382
|
+
getDecodedImage: () => _.getDecodedImage(),
|
|
2383
|
+
registerImageUploader: (e) => _.setImageUploader(e)
|
|
2384
2384
|
}),
|
|
2385
|
-
setupGL:
|
|
2385
|
+
setupGL: xt({
|
|
2386
2386
|
opaquePresentation: a.opaque,
|
|
2387
2387
|
getConfig: () => l,
|
|
2388
|
-
getReducedMotion: () =>
|
|
2389
|
-
getRenderTime: (e) =>
|
|
2388
|
+
getReducedMotion: () => C.reducedMotion,
|
|
2389
|
+
getRenderTime: (e) => Vt(l, e, u, C.reducedMotion),
|
|
2390
2390
|
getCursorScalars: m,
|
|
2391
2391
|
pointerField: d,
|
|
2392
|
-
imageCoordinator:
|
|
2392
|
+
imageCoordinator: _,
|
|
2393
2393
|
registerConfigUploader: (e) => {
|
|
2394
2394
|
h = e;
|
|
2395
2395
|
}
|
|
@@ -2397,55 +2397,56 @@ function Vt(e, n, r = {}) {
|
|
|
2397
2397
|
onInitError: r.onInitError ? (e) => r.onInitError?.(e instanceof Error ? e : Error(String(e))) : void 0,
|
|
2398
2398
|
onStatus: r.onRendererStatus
|
|
2399
2399
|
});
|
|
2400
|
-
|
|
2401
|
-
function
|
|
2402
|
-
|
|
2403
|
-
}
|
|
2404
|
-
function C() {
|
|
2405
|
-
d.setActive(!1), b.wake();
|
|
2400
|
+
v && r.onRendererStatus?.(te("webgl2", "Software renderer", v));
|
|
2401
|
+
function w(e, t, n = .8) {
|
|
2402
|
+
X(l) && (f = n, d.setActive(!0), d.setPointer(e, t), C.wake());
|
|
2406
2403
|
}
|
|
2407
|
-
function
|
|
2408
|
-
|
|
2404
|
+
function T() {
|
|
2405
|
+
d.setActive(!1), C.wake();
|
|
2409
2406
|
}
|
|
2410
2407
|
function E(e) {
|
|
2408
|
+
p = e, C.wake();
|
|
2409
|
+
}
|
|
2410
|
+
function D(e) {
|
|
2411
2411
|
let t = Math.min(1, Math.max(0, e));
|
|
2412
|
-
t !== u && (u = t, l.interactivity?.scroll === !0 && !
|
|
2412
|
+
t !== u && (u = t, l.interactivity?.scroll === !0 && !C.reducedMotion && C.wake());
|
|
2413
2413
|
}
|
|
2414
|
-
function
|
|
2415
|
-
|
|
2414
|
+
function O() {
|
|
2415
|
+
C.armAsync().catch(() => void 0);
|
|
2416
2416
|
}
|
|
2417
|
-
function
|
|
2418
|
-
return
|
|
2417
|
+
function ee() {
|
|
2418
|
+
return C.armAsync();
|
|
2419
2419
|
}
|
|
2420
|
-
return
|
|
2421
|
-
arm: () =>
|
|
2422
|
-
armAsync: () =>
|
|
2420
|
+
return _.ensureDecoded(l), r.mode !== "capture" && It(r) && O(), {
|
|
2421
|
+
arm: () => O(),
|
|
2422
|
+
armAsync: () => ee(),
|
|
2423
2423
|
update: (e) => {
|
|
2424
|
-
l = e, s(e.alpha),
|
|
2424
|
+
l = e, s(e.alpha), X(e) || d.setActive(!1), h?.(e), _.ensureDecoded(e), C.wake();
|
|
2425
2425
|
},
|
|
2426
|
-
setCursor:
|
|
2427
|
-
clearCursor:
|
|
2428
|
-
setCursorRadius:
|
|
2429
|
-
setScrollProgress:
|
|
2426
|
+
setCursor: w,
|
|
2427
|
+
clearCursor: T,
|
|
2428
|
+
setCursorRadius: E,
|
|
2429
|
+
setScrollProgress: D,
|
|
2430
2430
|
get reducedMotion() {
|
|
2431
|
-
return
|
|
2431
|
+
return C.reducedMotion;
|
|
2432
2432
|
},
|
|
2433
|
-
pause: (e = "manual") =>
|
|
2434
|
-
resume: (e = "manual") =>
|
|
2435
|
-
renderAt: (e) =>
|
|
2433
|
+
pause: (e = "manual") => C.suspend(e),
|
|
2434
|
+
resume: (e = "manual") => C.resume(e),
|
|
2435
|
+
renderAt: (e) => C.renderAt(e),
|
|
2436
2436
|
dispose: () => {
|
|
2437
|
-
|
|
2437
|
+
C.dispose(), a.opaque && (e.style.opacity = o);
|
|
2438
2438
|
}
|
|
2439
2439
|
};
|
|
2440
2440
|
}
|
|
2441
2441
|
//#endregion
|
|
2442
2442
|
//#region src/components/aurora/composables/configSource.ts
|
|
2443
|
-
function
|
|
2443
|
+
function Ut(e) {
|
|
2444
2444
|
return typeof e == "function" ? e : e && typeof e == "object" && "value" in e ? () => e.value : () => e;
|
|
2445
2445
|
}
|
|
2446
2446
|
//#endregion
|
|
2447
2447
|
//#region src/components/aurora/composables/useAurora.ts
|
|
2448
|
-
|
|
2448
|
+
var Wt = 500;
|
|
2449
|
+
function Gt(e) {
|
|
2449
2450
|
if (typeof window > "u") return () => {};
|
|
2450
2451
|
if (typeof window.requestIdleCallback == "function") {
|
|
2451
2452
|
let t = window.requestIdleCallback(() => e(), { timeout: 2e3 });
|
|
@@ -2462,47 +2463,65 @@ function Ut(e) {
|
|
|
2462
2463
|
r = !0, cancelAnimationFrame(t), n !== void 0 && clearTimeout(n);
|
|
2463
2464
|
};
|
|
2464
2465
|
}
|
|
2465
|
-
function
|
|
2466
|
-
let o =
|
|
2466
|
+
function Kt(e, t, n = {}, r = {}) {
|
|
2467
|
+
let o = Ut(t), s = r.renderMode === "css", c = null, l = null, u = null, d = null, f = null, p = null, m = !1, h = M(!1), g = M(!1), _ = 0, v = 0, y = !1;
|
|
2468
|
+
function b() {
|
|
2469
|
+
if (g.value = !1, typeof requestAnimationFrame != "function" || (v = performance.now() + 500, _ !== 0)) return;
|
|
2470
|
+
let e = (t) => {
|
|
2471
|
+
if (t < v) {
|
|
2472
|
+
_ = requestAnimationFrame(e);
|
|
2473
|
+
return;
|
|
2474
|
+
}
|
|
2475
|
+
_ = 0, g.value = !0;
|
|
2476
|
+
};
|
|
2477
|
+
_ = requestAnimationFrame(e);
|
|
2478
|
+
}
|
|
2479
|
+
function x() {
|
|
2480
|
+
_ !== 0 && cancelAnimationFrame(_), _ = 0, g.value = !1;
|
|
2481
|
+
}
|
|
2482
|
+
let S = ue(s ? ee() : O("webgl2")), C = i({
|
|
2467
2483
|
target: e,
|
|
2468
2484
|
trackExit: !0,
|
|
2469
2485
|
enabled: k(() => !s && o().interactivity?.scroll === !0)
|
|
2470
2486
|
});
|
|
2471
|
-
d =
|
|
2472
|
-
let
|
|
2473
|
-
function
|
|
2487
|
+
d = P(C, (e) => c?.setScrollProgress(e), { flush: "sync" });
|
|
2488
|
+
let w = n.mode === "capture" || n.initStrategy === "eager";
|
|
2489
|
+
function T(e) {
|
|
2474
2490
|
let t = e instanceof Error ? e : Error(String(e));
|
|
2475
|
-
|
|
2491
|
+
S.value = te(S.value.engine, S.value.adapter, t), n.onInitError?.(t);
|
|
2476
2492
|
}
|
|
2477
|
-
async function
|
|
2493
|
+
async function E() {
|
|
2478
2494
|
if (m || !c) return;
|
|
2479
2495
|
m = !0;
|
|
2480
2496
|
let e = c;
|
|
2481
2497
|
try {
|
|
2482
2498
|
await e.armAsync();
|
|
2483
2499
|
} catch (e) {
|
|
2484
|
-
|
|
2500
|
+
S.value.phase !== "error" && T(e);
|
|
2485
2501
|
return;
|
|
2486
2502
|
}
|
|
2487
|
-
c !== e ||
|
|
2503
|
+
c !== e || S.value.engine === "css" || (h.value = !0, e.update(o()), e.setScrollProgress(C.value), b(), y = !0, l = P(o, (t) => {
|
|
2504
|
+
e.update(t), b();
|
|
2505
|
+
}, { deep: !0 }));
|
|
2488
2506
|
}
|
|
2489
2507
|
return ce(() => {
|
|
2490
2508
|
let t = e.value;
|
|
2491
2509
|
if (!t || s) return;
|
|
2492
2510
|
try {
|
|
2493
|
-
c =
|
|
2511
|
+
c = Ht(t, o(), {
|
|
2494
2512
|
initStrategy: "deferred",
|
|
2495
2513
|
...n,
|
|
2496
2514
|
onRendererStatus: (e) => {
|
|
2497
|
-
|
|
2515
|
+
let t = e.phase === "ready", r = t && !h.value && y;
|
|
2516
|
+
S.value = e, h.value = t, t ? r && b() : x(), n.onRendererStatus?.(e);
|
|
2498
2517
|
}
|
|
2499
2518
|
});
|
|
2500
2519
|
} catch (e) {
|
|
2501
|
-
|
|
2520
|
+
T(e);
|
|
2502
2521
|
return;
|
|
2503
2522
|
}
|
|
2504
|
-
if (
|
|
2505
|
-
|
|
2523
|
+
if (w) {
|
|
2524
|
+
E();
|
|
2506
2525
|
return;
|
|
2507
2526
|
}
|
|
2508
2527
|
p = a(e, {
|
|
@@ -2510,13 +2529,13 @@ function Wt(e, t, n = {}, r = {}) {
|
|
|
2510
2529
|
resume: () => c?.resume("off-screen-io")
|
|
2511
2530
|
}, { pauseWhenHidden: !1 });
|
|
2512
2531
|
let r = p.isIntersecting;
|
|
2513
|
-
u =
|
|
2514
|
-
!e || m || f || (f =
|
|
2515
|
-
f = null, r.value &&
|
|
2532
|
+
u = P(r, (e) => {
|
|
2533
|
+
!e || m || f || (f = Gt(() => {
|
|
2534
|
+
f = null, r.value && E();
|
|
2516
2535
|
}));
|
|
2517
2536
|
}, { immediate: !0 });
|
|
2518
2537
|
}), se(() => {
|
|
2519
|
-
f?.(), u?.(), l?.(), d?.(), p?.dispose(), c?.dispose(), c = null;
|
|
2538
|
+
x(), f?.(), u?.(), l?.(), d?.(), p?.dispose(), c?.dispose(), c = null;
|
|
2520
2539
|
}), {
|
|
2521
2540
|
setCursor: (e, t, n) => c?.setCursor(e, t, n),
|
|
2522
2541
|
clearCursor: () => c?.clearCursor(),
|
|
@@ -2524,17 +2543,18 @@ function Wt(e, t, n = {}, r = {}) {
|
|
|
2524
2543
|
renderAt: (e) => c?.renderAt(e),
|
|
2525
2544
|
pause: () => c?.pause(),
|
|
2526
2545
|
resume: () => c?.resume(),
|
|
2527
|
-
isArmed:
|
|
2528
|
-
|
|
2546
|
+
isArmed: j(h),
|
|
2547
|
+
isSettled: j(g),
|
|
2548
|
+
rendererStatus: j(S)
|
|
2529
2549
|
};
|
|
2530
2550
|
}
|
|
2531
2551
|
//#endregion
|
|
2532
2552
|
//#region src/components/aurora/composables/auroraFallbackGround.ts
|
|
2533
|
-
function
|
|
2553
|
+
function Z(e) {
|
|
2534
2554
|
let t = Math.max(0, Math.min(1, e));
|
|
2535
2555
|
return t <= .0031308 ? t * 12.92 : 1.055 * t ** (1 / 2.4) - .055;
|
|
2536
2556
|
}
|
|
2537
|
-
function
|
|
2557
|
+
function qt([e, t, n]) {
|
|
2538
2558
|
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));
|
|
2539
2559
|
if (l < r) return [
|
|
2540
2560
|
u(o),
|
|
@@ -2550,10 +2570,10 @@ function Gt([e, t, n]) {
|
|
|
2550
2570
|
u(c + (f - c) * m)
|
|
2551
2571
|
];
|
|
2552
2572
|
}
|
|
2553
|
-
function
|
|
2573
|
+
function Jt([e, t, n]) {
|
|
2554
2574
|
return .2126 * e + .7152 * t + .0722 * n;
|
|
2555
2575
|
}
|
|
2556
|
-
function
|
|
2576
|
+
function Yt(e, t) {
|
|
2557
2577
|
let n = e.length;
|
|
2558
2578
|
if (n === 0) return [
|
|
2559
2579
|
0,
|
|
@@ -2568,7 +2588,7 @@ function qt(e, t) {
|
|
|
2568
2588
|
s[2] + (c[2] - s[2]) * o
|
|
2569
2589
|
];
|
|
2570
2590
|
}
|
|
2571
|
-
function
|
|
2591
|
+
function Xt(e, t, n, r) {
|
|
2572
2592
|
let i = 0, a = 0, o = 0;
|
|
2573
2593
|
for (let s of e) {
|
|
2574
2594
|
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 / (_ * _));
|
|
@@ -2580,33 +2600,33 @@ function Jt(e, t, n, r) {
|
|
|
2580
2600
|
valueMod: a / s
|
|
2581
2601
|
};
|
|
2582
2602
|
}
|
|
2583
|
-
function
|
|
2584
|
-
let r = e.palette.map((e) => d(e)), { paletteId: i, valueMod: a } =
|
|
2603
|
+
function Zt(e, t, n) {
|
|
2604
|
+
let r = e.palette.map((e) => d(e)), { paletteId: i, valueMod: a } = Xt(e.nuclei, e.softmaxBeta, t, n), o = Yt(r, i), s = 1 + e.valueVariance * a, c = [
|
|
2585
2605
|
o[0] * s,
|
|
2586
2606
|
o[1] * s,
|
|
2587
2607
|
o[2] * s
|
|
2588
2608
|
];
|
|
2589
|
-
return c =
|
|
2609
|
+
return c = qt(c), c = [
|
|
2590
2610
|
Math.max(0, Math.min(1, c[0] * .985 + .008)),
|
|
2591
2611
|
Math.max(0, Math.min(1, c[1] * .985 + .008)),
|
|
2592
2612
|
Math.max(0, Math.min(1, c[2] * .985 + .008))
|
|
2593
2613
|
], [
|
|
2594
|
-
|
|
2595
|
-
|
|
2596
|
-
|
|
2614
|
+
Z(c[0]),
|
|
2615
|
+
Z(c[1]),
|
|
2616
|
+
Z(c[2])
|
|
2597
2617
|
];
|
|
2598
2618
|
}
|
|
2599
|
-
function
|
|
2619
|
+
function Qt([e, t, n]) {
|
|
2600
2620
|
let r = (e) => Math.round(Math.max(0, Math.min(1, e)) * 255);
|
|
2601
2621
|
return `rgb(${r(e)}, ${r(t)}, ${r(n)})`;
|
|
2602
2622
|
}
|
|
2603
|
-
function
|
|
2604
|
-
return
|
|
2623
|
+
function $t(e) {
|
|
2624
|
+
return Jt(e.map((e) => {
|
|
2605
2625
|
let t = Math.max(0, Math.min(1, e));
|
|
2606
2626
|
return t <= .04045 ? t / 12.92 : ((t + .055) / 1.055) ** 2.4;
|
|
2607
2627
|
}));
|
|
2608
2628
|
}
|
|
2609
|
-
function
|
|
2629
|
+
function en(e, t = {}) {
|
|
2610
2630
|
let n = Math.max(2, Math.min(16, Math.round(t.grid ?? 8))), r = [], i = 0, a = [
|
|
2611
2631
|
0,
|
|
2612
2632
|
0,
|
|
@@ -2619,13 +2639,13 @@ function Zt(e, t = {}) {
|
|
|
2619
2639
|
0
|
|
2620
2640
|
];
|
|
2621
2641
|
for (let t = 0; t < n; t++) for (let s = 0; s < n; s++) {
|
|
2622
|
-
let c = (s + .5) / n, l = (t + .5) / n, u =
|
|
2642
|
+
let c = (s + .5) / n, l = (t + .5) / n, u = Zt(e, c, l);
|
|
2623
2643
|
r.push({
|
|
2624
2644
|
x: c,
|
|
2625
2645
|
y: l,
|
|
2626
2646
|
color: u
|
|
2627
2647
|
});
|
|
2628
|
-
let d =
|
|
2648
|
+
let d = $t(u);
|
|
2629
2649
|
i += d;
|
|
2630
2650
|
let f = (l < .5 ? 0 : 2) + (c < .5 ? 0 : 1);
|
|
2631
2651
|
a[f] += d, o[f] += 1;
|
|
@@ -2642,10 +2662,10 @@ function Zt(e, t = {}) {
|
|
|
2642
2662
|
];
|
|
2643
2663
|
for (let e of r) l[0] += e.color[0], l[1] += e.color[1], l[2] += e.color[2];
|
|
2644
2664
|
l[0] /= r.length, l[1] /= r.length, l[2] /= r.length;
|
|
2645
|
-
let u =
|
|
2665
|
+
let u = tn(r, n);
|
|
2646
2666
|
if (u) return {
|
|
2647
2667
|
backgroundImage: `url("${u}")`,
|
|
2648
|
-
backgroundColor:
|
|
2668
|
+
backgroundColor: Qt(l),
|
|
2649
2669
|
metrics: {
|
|
2650
2670
|
mean: s,
|
|
2651
2671
|
quadrants: c
|
|
@@ -2657,14 +2677,14 @@ function Zt(e, t = {}) {
|
|
|
2657
2677
|
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)`;
|
|
2658
2678
|
return `radial-gradient(circle ${d.toFixed(2)}% at ${t}% ${n}%, ${s} 0%, ${c} 100%)`;
|
|
2659
2679
|
}).join(", "),
|
|
2660
|
-
backgroundColor:
|
|
2680
|
+
backgroundColor: Qt(l),
|
|
2661
2681
|
metrics: {
|
|
2662
2682
|
mean: s,
|
|
2663
2683
|
quadrants: c
|
|
2664
2684
|
}
|
|
2665
2685
|
};
|
|
2666
2686
|
}
|
|
2667
|
-
function
|
|
2687
|
+
function tn(e, t) {
|
|
2668
2688
|
if (typeof document > "u") return null;
|
|
2669
2689
|
let n;
|
|
2670
2690
|
try {
|
|
@@ -2689,10 +2709,10 @@ function Qt(e, t) {
|
|
|
2689
2709
|
}
|
|
2690
2710
|
//#endregion
|
|
2691
2711
|
//#region src/components/aurora/Aurora.vue?vue&type=script&setup=true&lang.ts
|
|
2692
|
-
var
|
|
2712
|
+
var nn = ["data-aurora-substrate", "data-aurora-settled"], rn = /*#__PURE__*/ e(/* @__PURE__ */ re({
|
|
2693
2713
|
__name: "Aurora",
|
|
2694
2714
|
props: {
|
|
2695
|
-
config: { default: () =>
|
|
2715
|
+
config: { default: () => z },
|
|
2696
2716
|
runtimeOptions: {},
|
|
2697
2717
|
onInitError: {},
|
|
2698
2718
|
renderMode: { default: "auto" },
|
|
@@ -2700,15 +2720,15 @@ var $t = ["data-aurora-substrate"], en = /*#__PURE__*/ e(/* @__PURE__ */ re({
|
|
|
2700
2720
|
},
|
|
2701
2721
|
emits: ["rendererStatus"],
|
|
2702
2722
|
setup(e, { expose: t, emit: n }) {
|
|
2703
|
-
let r = n, i = e, a =
|
|
2723
|
+
let r = n, i = e, a = xe(i.renderMode, { forceWebGLUnderSoftwareRaster: i.runtimeOptions?.forceWebGLUnderSoftwareRaster ?? !1 }), o = k(() => Math.max(0, Math.min(1, i.opacityCeiling))), s = M(null), c = ie(), l = c?.appContext.config.errorHandler, u = l ? (e) => l(e, c?.proxy ?? null, "Aurora initialization") : void 0, d = Kt(s, () => i.config, {
|
|
2704
2724
|
...i.runtimeOptions ?? {},
|
|
2705
2725
|
onInitError: i.onInitError ?? i.runtimeOptions?.onInitError ?? u
|
|
2706
2726
|
}, { renderMode: a });
|
|
2707
|
-
|
|
2727
|
+
P(d.rendererStatus, (e) => r("rendererStatus", e), {
|
|
2708
2728
|
immediate: !0,
|
|
2709
2729
|
flush: "sync"
|
|
2710
2730
|
});
|
|
2711
|
-
let f = k(() =>
|
|
2731
|
+
let f = k(() => en(i.config)), p = k(() => f.value.backgroundImage), m = k(() => f.value.backgroundColor);
|
|
2712
2732
|
return t({
|
|
2713
2733
|
config: i.config,
|
|
2714
2734
|
canvasRef: s,
|
|
@@ -2719,10 +2739,12 @@ var $t = ["data-aurora-substrate"], en = /*#__PURE__*/ e(/* @__PURE__ */ re({
|
|
|
2719
2739
|
pause: d.pause,
|
|
2720
2740
|
resume: d.resume,
|
|
2721
2741
|
isArmed: d.isArmed,
|
|
2742
|
+
isSettled: d.isSettled,
|
|
2722
2743
|
rendererStatus: d.rendererStatus
|
|
2723
2744
|
}), (e, t) => (le(), ne("div", {
|
|
2724
2745
|
class: "aurora-root block h-full w-full overflow-hidden",
|
|
2725
|
-
"data-aurora-substrate":
|
|
2746
|
+
"data-aurora-substrate": N(a),
|
|
2747
|
+
"data-aurora-settled": N(d).isSettled.value ? "" : void 0,
|
|
2726
2748
|
style: oe({ opacity: o.value })
|
|
2727
2749
|
}, [A("div", {
|
|
2728
2750
|
class: "aurora-placeholder h-full min-h-0 w-full",
|
|
@@ -2731,18 +2753,18 @@ var $t = ["data-aurora-substrate"], en = /*#__PURE__*/ e(/* @__PURE__ */ re({
|
|
|
2731
2753
|
backgroundImage: p.value,
|
|
2732
2754
|
backgroundColor: m.value
|
|
2733
2755
|
})
|
|
2734
|
-
}, null, 4), A("div", { class: ae(["aurora-canvas-layer h-full min-h-0 w-full", { "aurora-canvas-layer--armed":
|
|
2756
|
+
}, null, 4), A("div", { class: ae(["aurora-canvas-layer h-full min-h-0 w-full", { "aurora-canvas-layer--armed": N(d).isArmed.value }]) }, [A("canvas", {
|
|
2735
2757
|
ref_key: "canvasRef",
|
|
2736
2758
|
ref: s,
|
|
2737
2759
|
"aria-hidden": "true",
|
|
2738
|
-
class: ae(["aurora-canvas block h-full w-full", { "aurora-canvas--armed":
|
|
2739
|
-
}, null, 2)], 2)], 12,
|
|
2760
|
+
class: ae(["aurora-canvas block h-full w-full", { "aurora-canvas--armed": N(d).isArmed.value }])
|
|
2761
|
+
}, null, 2)], 2)], 12, nn));
|
|
2740
2762
|
}
|
|
2741
|
-
}), [["__scopeId", "data-v-
|
|
2763
|
+
}), [["__scopeId", "data-v-f054ede9"]]);
|
|
2742
2764
|
//#endregion
|
|
2743
2765
|
//#region src/components/aurora/composables/useCursorInteraction.ts
|
|
2744
|
-
function
|
|
2745
|
-
let r =
|
|
2766
|
+
function an(e, t, n) {
|
|
2767
|
+
let r = Ut(t), i = n.hitFraction ?? .35, a = null, o = null;
|
|
2746
2768
|
function s(e, t) {
|
|
2747
2769
|
let n = t.getBoundingClientRect();
|
|
2748
2770
|
return {
|
|
@@ -2863,7 +2885,7 @@ var $ = {
|
|
|
2863
2885
|
calm: 16,
|
|
2864
2886
|
vivid: 44
|
|
2865
2887
|
}
|
|
2866
|
-
},
|
|
2888
|
+
}, on = {
|
|
2867
2889
|
still: {
|
|
2868
2890
|
nucleiDrift: 0,
|
|
2869
2891
|
paletteDrift: 0,
|
|
@@ -2882,8 +2904,8 @@ var $ = {
|
|
|
2882
2904
|
warpDrift: .008,
|
|
2883
2905
|
breathDepth: .05
|
|
2884
2906
|
}
|
|
2885
|
-
},
|
|
2886
|
-
function
|
|
2907
|
+
}, sn = .61803398875;
|
|
2908
|
+
function cn(e, t = "composed") {
|
|
2887
2909
|
let n = Math.max(1, Math.min(8, Math.round(e))), r = [
|
|
2888
2910
|
[.33, .33],
|
|
2889
2911
|
[.67, .67],
|
|
@@ -2895,8 +2917,8 @@ function an(e, t = "composed") {
|
|
|
2895
2917
|
[.67, .5]
|
|
2896
2918
|
], i = (e) => {
|
|
2897
2919
|
if (t === "scattered") {
|
|
2898
|
-
let t = e *
|
|
2899
|
-
return [
|
|
2920
|
+
let t = e * sn * Math.PI * 2, r = .12 + .3 * Math.sqrt((e + .5) / n);
|
|
2921
|
+
return [m(.5 + r * Math.cos(t), .1, .9), m(.5 + r * Math.sin(t), .1, .9)];
|
|
2900
2922
|
}
|
|
2901
2923
|
if (t === "centred") {
|
|
2902
2924
|
if (n === 1) return [.5, .5];
|
|
@@ -2918,8 +2940,8 @@ function an(e, t = "composed") {
|
|
|
2918
2940
|
};
|
|
2919
2941
|
});
|
|
2920
2942
|
}
|
|
2921
|
-
var
|
|
2922
|
-
function
|
|
2943
|
+
var ln = .03;
|
|
2944
|
+
function un(e, t, n) {
|
|
2923
2945
|
let r = e.length;
|
|
2924
2946
|
if (r === 0 || t <= 0) return;
|
|
2925
2947
|
let i = e.reduce((e, t) => e + t.C, 0) / r, a = Math.min(.22, i * 1.5), o = (e, t, n) => l({
|
|
@@ -2928,23 +2950,23 @@ function sn(e, t, n) {
|
|
|
2928
2950
|
h: n
|
|
2929
2951
|
}).C;
|
|
2930
2952
|
if (e.forEach((e, n) => {
|
|
2931
|
-
let r = n % 2 == 0 ? a :
|
|
2932
|
-
e.C = o(e.L,
|
|
2953
|
+
let r = n % 2 == 0 ? a : ln;
|
|
2954
|
+
e.C = o(e.L, m(Q(e.C, r, t), 0, .4), e.h);
|
|
2933
2955
|
}), !n) return;
|
|
2934
2956
|
let s = 0;
|
|
2935
2957
|
for (let t = 1; t < r; t++) e[t].L < e[s].L && (s = t);
|
|
2936
2958
|
let c = e[s];
|
|
2937
|
-
c.C = o(c.L,
|
|
2959
|
+
c.C = o(c.L, ln, c.h);
|
|
2938
2960
|
}
|
|
2939
|
-
function
|
|
2961
|
+
function dn(e) {
|
|
2940
2962
|
return e < .4 ? "fbm" : e < .75 ? "hybrid" : "cellular";
|
|
2941
2963
|
}
|
|
2942
|
-
function
|
|
2943
|
-
let n =
|
|
2944
|
-
e.warpAmount =
|
|
2964
|
+
function fn(e, t) {
|
|
2965
|
+
let n = m(t, 0, 1);
|
|
2966
|
+
e.warpAmount = m(Q(.2, .6, n), 0, .6), e.warpScale = m(Q(1, 2.6, n), .5, 3), e.warpMode = dn(n), e.noiseOctaves = n < .5 ? 3 : n < .85 ? 4 : 5;
|
|
2945
2967
|
}
|
|
2946
|
-
function
|
|
2947
|
-
let r =
|
|
2968
|
+
function pn(e, t, n) {
|
|
2969
|
+
let r = m(n, 0, 1);
|
|
2948
2970
|
switch (t) {
|
|
2949
2971
|
case "watercolor":
|
|
2950
2972
|
e.wetEdge = r, e.granulation = r * .8;
|
|
@@ -2967,49 +2989,49 @@ function un(e, t, n) {
|
|
|
2967
2989
|
break;
|
|
2968
2990
|
}
|
|
2969
2991
|
}
|
|
2970
|
-
function
|
|
2992
|
+
function mn(e, t) {
|
|
2971
2993
|
switch (t) {
|
|
2972
|
-
case "watercolor": return
|
|
2994
|
+
case "watercolor": return m(e.wetEdge, 0, 1);
|
|
2973
2995
|
case "oil":
|
|
2974
2996
|
case "vangogh":
|
|
2975
2997
|
case "pastel":
|
|
2976
2998
|
case "oil-pastel":
|
|
2977
2999
|
case "crayon":
|
|
2978
|
-
case "kuwahara": return
|
|
3000
|
+
case "kuwahara": return m(e.strokeAmount, 0, 1);
|
|
2979
3001
|
case "metal":
|
|
2980
|
-
case "metal-gradient": return
|
|
3002
|
+
case "metal-gradient": return m((e.metalPolish ?? 1) / 4, 0, 1);
|
|
2981
3003
|
}
|
|
2982
3004
|
}
|
|
2983
|
-
function
|
|
3005
|
+
function hn(e) {
|
|
2984
3006
|
return e.nucleiDrift + e.paletteDrift + e.warpDrift > .001 ? "drifting" : e.breathDepth > .001 ? "breathing" : "still";
|
|
2985
3007
|
}
|
|
2986
|
-
function
|
|
2987
|
-
return n === t ? 0 :
|
|
3008
|
+
function gn(e, t, n) {
|
|
3009
|
+
return n === t ? 0 : m((e - t) / (n - t), 0, 1);
|
|
2988
3010
|
}
|
|
2989
3011
|
//#endregion
|
|
2990
3012
|
//#region src/components/aurora/composables/atoms.ts
|
|
2991
|
-
var
|
|
2992
|
-
function
|
|
3013
|
+
var _n = {};
|
|
3014
|
+
function vn(e = _n, t = z) {
|
|
2993
3015
|
let n = {
|
|
2994
3016
|
...t,
|
|
2995
3017
|
palette: t.palette.map((e) => ({ ...e })),
|
|
2996
3018
|
nuclei: t.nuclei.map((e) => ({ ...e })),
|
|
2997
3019
|
flow: { ...t.flow }
|
|
2998
|
-
}, r = e.colorEnergy === void 0 ? void 0 :
|
|
3020
|
+
}, r = e.colorEnergy === void 0 ? void 0 : m(e.colorEnergy, 0, 1);
|
|
2999
3021
|
if (e.seed !== void 0) {
|
|
3000
|
-
let t = e.hueSpread === void 0 ? r === void 0 ? void 0 : Q($.hueSpread.calm, $.hueSpread.vivid, r) :
|
|
3001
|
-
n.palette =
|
|
3022
|
+
let t = e.hueSpread === void 0 ? r === void 0 ? void 0 : Q($.hueSpread.calm, $.hueSpread.vivid, r) : m(e.hueSpread, 0, 180);
|
|
3023
|
+
n.palette = Xe(e.seed, {
|
|
3002
3024
|
harmony: e.harmony ?? "analogous",
|
|
3003
3025
|
stopCount: 4,
|
|
3004
3026
|
temperatureShift: r === void 0 ? 0 : Q($.temperatureShift.calm, $.temperatureShift.vivid, r),
|
|
3005
3027
|
...t === void 0 ? {} : { hueSpread: t },
|
|
3006
3028
|
...e.lightnessScheme === void 0 ? {} : { scheme: e.lightnessScheme },
|
|
3007
3029
|
...e.lBand === void 0 ? {} : { lBand: e.lBand }
|
|
3008
|
-
}), e.chromaVariance !== void 0 && e.chromaVariance > 0 &&
|
|
3030
|
+
}), e.chromaVariance !== void 0 && e.chromaVariance > 0 && un(n.palette, m(e.chromaVariance, 0, 1), e.chromaCounterpoint ?? !1);
|
|
3009
3031
|
}
|
|
3010
|
-
if (r !== void 0 && (n.saturation =
|
|
3011
|
-
let t =
|
|
3012
|
-
n.nucleiDrift =
|
|
3032
|
+
if (r !== void 0 && (n.saturation = m(Q($.saturation.calm, $.saturation.vivid, r), .6, 1.3), n.valueVariance = m(Q($.valueVariance.calm, $.valueVariance.vivid, r), 0, .3), n.breathDepth = m(Q($.breathDepth.calm, $.breathDepth.vivid, r), 0, .15)), e.zones !== void 0 && (n.nuclei = cn(e.zones.count, e.zones.arrangement ?? "composed")), e.noise !== void 0 && fn(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 && pn(n, e.medium.kind, e.medium.amount)), e.motion !== void 0) {
|
|
3033
|
+
let t = on[e.motion];
|
|
3034
|
+
n.nucleiDrift = m(t.nucleiDrift, 0, .05), n.paletteDrift = m(t.paletteDrift, 0, .04), n.warpDrift = m(t.warpDrift, 0, .015), n.breathDepth = m(e.motion === "still" ? 0 : Math.max(n.breathDepth, t.breathDepth), 0, .15);
|
|
3013
3035
|
}
|
|
3014
3036
|
if (e.interactivity !== void 0) {
|
|
3015
3037
|
let t = e.interactivity, r = e.medium?.kind !== void 0 && e.medium.kind !== "smooth" ? e.interactivity.light : void 0;
|
|
@@ -3017,12 +3039,12 @@ function hn(e = mn, t = V) {
|
|
|
3017
3039
|
...r === void 0 ? {} : { light: r },
|
|
3018
3040
|
...t.scroll === void 0 ? {} : { scroll: t.scroll },
|
|
3019
3041
|
swirl: t.swirl ?? !0,
|
|
3020
|
-
amplitude: t.amplitude === void 0 ? .5 :
|
|
3042
|
+
amplitude: t.amplitude === void 0 ? .5 : m(t.amplitude, 0, 1)
|
|
3021
3043
|
};
|
|
3022
3044
|
}
|
|
3023
3045
|
return n;
|
|
3024
3046
|
}
|
|
3025
|
-
function
|
|
3047
|
+
function yn(e) {
|
|
3026
3048
|
let t = e.medium, n = e.interactivity, r = n && (n.scroll !== void 0 || n.swirl !== void 0 || n.amplitude !== void 0) ? {
|
|
3027
3049
|
...n.scroll === void 0 ? {} : { scroll: n.scroll },
|
|
3028
3050
|
...n.swirl === void 0 ? {} : { swirl: n.swirl },
|
|
@@ -3030,13 +3052,13 @@ function gn(e) {
|
|
|
3030
3052
|
} : void 0, i = {
|
|
3031
3053
|
seed: e.palette.length > 0 ? u(e.palette[0]) : "#3a7bd5",
|
|
3032
3054
|
harmony: "analogous",
|
|
3033
|
-
colorEnergy:
|
|
3055
|
+
colorEnergy: gn(e.saturation, $.saturation.calm, $.saturation.vivid),
|
|
3034
3056
|
zones: {
|
|
3035
3057
|
count: Math.max(1, Math.min(8, e.nuclei.length)),
|
|
3036
3058
|
arrangement: "composed"
|
|
3037
3059
|
},
|
|
3038
|
-
noise:
|
|
3039
|
-
motion:
|
|
3060
|
+
noise: gn(e.warpAmount, .2, .6),
|
|
3061
|
+
motion: hn(e)
|
|
3040
3062
|
};
|
|
3041
3063
|
return t === "smooth" ? {
|
|
3042
3064
|
...i,
|
|
@@ -3046,7 +3068,7 @@ function gn(e) {
|
|
|
3046
3068
|
...i,
|
|
3047
3069
|
medium: {
|
|
3048
3070
|
kind: t,
|
|
3049
|
-
amount:
|
|
3071
|
+
amount: mn(e, t)
|
|
3050
3072
|
},
|
|
3051
3073
|
...r || n?.light !== void 0 ? { interactivity: {
|
|
3052
3074
|
...r,
|
|
@@ -3055,4 +3077,4 @@ function gn(e) {
|
|
|
3055
3077
|
};
|
|
3056
3078
|
}
|
|
3057
3079
|
//#endregion
|
|
3058
|
-
export {
|
|
3080
|
+
export { Wt as AURORA_SETTLE_MS, rn as Aurora, _n as DEFAULT_ATOMS, z as DEFAULT_AURORA_CONFIG, Re as DEFAULT_VIVIDNESS, Ve as IMAGE_BLUR_MAX_DEFAULT, Be as IMAGE_BLUR_MIN_DEFAULT, Ie as MAX_NUCLEI, Le as MAX_STOPS, He as PAPER_WASH_GROUND, ze as VIVID_TARGET, en as auroraFallbackGround, yn as configToAtoms, Ht as createAurora, s as cssToOklch, Xe as deriveAurora, U as flattenPalette, Ke as hexToOklchStop, F as isSoftwareWebGLRenderer, Xt as nucleiFieldStatic, cn as nucleiPrior, u as oklchStopToHex, d as oklchToLinear, Ge as paletteToCssGradient, Jt as relativeLuminance, vn as resolveAtoms, xe as resolveRenderMode, Zt as sampleAuroraField, Kt as useAurora, an as useCursorInteraction };
|