@omerrgocmen/crewctl 1.0.2 → 1.1.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/orchestrator/README.md +462 -462
- package/orchestrator/config.default.json +71 -71
- package/orchestrator/roles/operator.md +77 -77
- package/orchestrator/roles/reviewer.md +63 -63
- package/orchestrator/skills/acceptance-criteria.md +18 -18
- package/orchestrator/skills/accessibility-audit.md +16 -16
- package/orchestrator/skills/accessible-forms.md +16 -16
- package/orchestrator/skills/api-design.md +27 -27
- package/orchestrator/skills/api-documentation.md +16 -16
- package/orchestrator/skills/architecture-decision-record.md +18 -18
- package/orchestrator/skills/authentication-design.md +16 -16
- package/orchestrator/skills/authorization-review.md +16 -16
- package/orchestrator/skills/backward-compatibility.md +17 -17
- package/orchestrator/skills/changelog-writing.md +16 -16
- package/orchestrator/skills/ci-pipeline-design.md +16 -16
- package/orchestrator/skills/cli-design.md +16 -16
- package/orchestrator/skills/code-review.md +27 -27
- package/orchestrator/skills/configuration-management.md +16 -16
- package/orchestrator/skills/container-review.md +16 -16
- package/orchestrator/skills/contract-testing.md +16 -16
- package/orchestrator/skills/dashboard-design.md +16 -16
- package/orchestrator/skills/database-migration.md +16 -16
- package/orchestrator/skills/database-schema-design.md +16 -16
- package/orchestrator/skills/debugging.md +26 -26
- package/orchestrator/skills/dependency-review.md +16 -16
- package/orchestrator/skills/design-review.md +29 -29
- package/orchestrator/skills/design-system.md +16 -16
- package/orchestrator/skills/docs-api-reference.md +16 -16
- package/orchestrator/skills/docs-troubleshooting.md +16 -16
- package/orchestrator/skills/docs-tutorial.md +16 -16
- package/orchestrator/skills/docs-writing.md +25 -25
- package/orchestrator/skills/empty-error-loading-states.md +16 -16
- package/orchestrator/skills/end-to-end-testing.md +16 -16
- package/orchestrator/skills/error-handling.md +16 -16
- package/orchestrator/skills/frontend-design.md +28 -28
- package/orchestrator/skills/git-commit-writing.md +16 -16
- package/orchestrator/skills/graphql-design.md +16 -16
- package/orchestrator/skills/incident-runbook.md +18 -18
- package/orchestrator/skills/input-validation.md +16 -16
- package/orchestrator/skills/integration-testing.md +16 -16
- package/orchestrator/skills/interaction-design.md +16 -16
- package/orchestrator/skills/landing-page-design.md +16 -16
- package/orchestrator/skills/observability-design.md +16 -16
- package/orchestrator/skills/openapi-contract.md +16 -16
- package/orchestrator/skills/performance-profiling.md +16 -16
- package/orchestrator/skills/privacy-review.md +16 -16
- package/orchestrator/skills/property-based-testing.md +16 -16
- package/orchestrator/skills/pull-request-writing.md +16 -16
- package/orchestrator/skills/refactoring.md +16 -16
- package/orchestrator/skills/release-readiness.md +16 -16
- package/orchestrator/skills/responsive-design.md +16 -16
- package/orchestrator/skills/secrets-management.md +16 -16
- package/orchestrator/skills/secure-file-upload.md +16 -16
- package/orchestrator/skills/security-review.md +26 -26
- package/orchestrator/skills/semantic-versioning.md +17 -17
- package/orchestrator/skills/seo-on-page.md +16 -16
- package/orchestrator/skills/seo-structured-data.md +16 -16
- package/orchestrator/skills/seo-technical-audit.md +16 -16
- package/orchestrator/skills/sql-query-review.md +16 -16
- package/orchestrator/skills/supply-chain-security.md +16 -16
- package/orchestrator/skills/test-strategy.md +16 -16
- package/orchestrator/skills/threat-modeling.md +16 -16
- package/orchestrator/skills/unit-testing.md +16 -16
- package/orchestrator/skills/write-tests.md +28 -28
- package/orchestrator/src/cli-registry.js +682 -616
- package/orchestrator/src/cli.js +131 -131
- package/orchestrator/src/doctor.js +64 -64
- package/orchestrator/src/engine.js +246 -37
- package/orchestrator/src/server.js +795 -766
- package/orchestrator/src/skill-registry.js +272 -272
- package/orchestrator/src/store.js +426 -399
- package/orchestrator/web/OrbitControls.js +1417 -1417
- package/orchestrator/web/flow.html +740 -740
- package/orchestrator/web/index.html +601 -557
- package/orchestrator/web/jsm/postprocessing/EffectComposer.js +231 -231
- package/orchestrator/web/jsm/postprocessing/MaskPass.js +104 -104
- package/orchestrator/web/jsm/postprocessing/Pass.js +95 -95
- package/orchestrator/web/jsm/postprocessing/RenderPass.js +99 -99
- package/orchestrator/web/jsm/postprocessing/ShaderPass.js +77 -77
- package/orchestrator/web/jsm/postprocessing/UnrealBloomPass.js +415 -415
- package/orchestrator/web/jsm/shaders/CopyShader.js +45 -45
- package/orchestrator/web/jsm/shaders/LuminosityHighPassShader.js +66 -66
- package/orchestrator/web/three.module.min.js +6 -6
- package/package.json +2 -2
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/**
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* Full-screen textured quad shader
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*/
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const CopyShader = {
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name: 'CopyShader',
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uniforms: {
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'tDiffuse': { value: null },
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'opacity': { value: 1.0 }
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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uniform float opacity;
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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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void main() {
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vec4 texel = texture2D( tDiffuse, vUv );
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gl_FragColor = opacity * texel;
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}`
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};
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export { CopyShader };
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/**
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* Full-screen textured quad shader
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*/
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const CopyShader = {
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name: 'CopyShader',
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uniforms: {
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'tDiffuse': { value: null },
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'opacity': { value: 1.0 }
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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uniform float opacity;
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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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void main() {
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vec4 texel = texture2D( tDiffuse, vUv );
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gl_FragColor = opacity * texel;
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}`
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};
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export { CopyShader };
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import {
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Color
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} from 'three';
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/**
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const LuminosityHighPassShader = {
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name: 'LuminosityHighPassShader',
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shaderID: 'luminosityHighPass',
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uniforms: {
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'tDiffuse': { value: null },
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'luminosityThreshold': { value: 1.0 },
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'smoothWidth': { value: 1.0 },
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'defaultColor': { value: new Color( 0x000000 ) },
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'defaultOpacity': { value: 0.0 }
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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uniform sampler2D tDiffuse;
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uniform vec3 defaultColor;
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uniform float defaultOpacity;
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uniform float luminosityThreshold;
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uniform float smoothWidth;
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varying vec2 vUv;
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void main() {
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vec4 texel = texture2D( tDiffuse, vUv );
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vec3 luma = vec3( 0.299, 0.587, 0.114 );
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float v = dot( texel.xyz, luma );
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vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
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float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
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gl_FragColor = mix( outputColor, texel, alpha );
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}`
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};
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export { LuminosityHighPassShader };
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import {
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Color
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} from 'three';
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/**
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* Luminosity
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* http://en.wikipedia.org/wiki/Luminosity
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*/
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const LuminosityHighPassShader = {
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name: 'LuminosityHighPassShader',
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shaderID: 'luminosityHighPass',
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uniforms: {
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'tDiffuse': { value: null },
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'luminosityThreshold': { value: 1.0 },
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'smoothWidth': { value: 1.0 },
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'defaultColor': { value: new Color( 0x000000 ) },
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'defaultOpacity': { value: 0.0 }
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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uniform sampler2D tDiffuse;
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uniform vec3 defaultColor;
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uniform float defaultOpacity;
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uniform float luminosityThreshold;
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uniform float smoothWidth;
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varying vec2 vUv;
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void main() {
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vec4 texel = texture2D( tDiffuse, vUv );
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vec3 luma = vec3( 0.299, 0.587, 0.114 );
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float v = dot( texel.xyz, luma );
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vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
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float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
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gl_FragColor = mix( outputColor, texel, alpha );
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}`
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};
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export { LuminosityHighPassShader };
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