@rosetears/aili-pi 0.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (531) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +109 -0
  3. package/THIRD_PARTY_NOTICES.md +64 -0
  4. package/extensions/index.ts +6 -0
  5. package/install.sh +5 -0
  6. package/manifests/adapter-evidence.json +45 -0
  7. package/manifests/capabilities.json +124 -0
  8. package/manifests/live-verification.json +26 -0
  9. package/manifests/provenance.json +71 -0
  10. package/manifests/roles.json +474 -0
  11. package/manifests/sbom.json +7797 -0
  12. package/manifests/skill-compatibility.json +8100 -0
  13. package/manifests/subagent-provenance.json +37 -0
  14. package/package.json +91 -0
  15. package/prompts/build.md +8 -0
  16. package/prompts/define.md +8 -0
  17. package/prompts/ideate.md +8 -0
  18. package/prompts/local-review.md +8 -0
  19. package/prompts/ship.md +8 -0
  20. package/roles/agent-evaluator.md +47 -0
  21. package/roles/ai-regression-scout.md +47 -0
  22. package/roles/browser-qa-runner.md +47 -0
  23. package/roles/code-reviewer.md +47 -0
  24. package/roles/code-scout.md +47 -0
  25. package/roles/convergence-reviewer.md +55 -0
  26. package/roles/doc-researcher.md +47 -0
  27. package/roles/e2e-artifact-runner.md +47 -0
  28. package/roles/implementer.md +47 -0
  29. package/roles/opensource-sanitizer.md +47 -0
  30. package/roles/plan-auditor.md +47 -0
  31. package/roles/pr-test-analyzer.md +47 -0
  32. package/roles/security-auditor.md +47 -0
  33. package/roles/silent-failure-reviewer.md +47 -0
  34. package/roles/spec-miner.md +47 -0
  35. package/roles/test-coverage-reviewer.md +47 -0
  36. package/roles/test-engineer.md +48 -0
  37. package/roles/web-performance-auditor.md +47 -0
  38. package/roles/web-researcher.md +47 -0
  39. package/scripts/apply-adapter-evidence.ts +73 -0
  40. package/scripts/bootstrap.sh +180 -0
  41. package/scripts/generate-provenance.ts +143 -0
  42. package/scripts/local-package-e2e.ts +51 -0
  43. package/scripts/sync-roles.ts +213 -0
  44. package/scripts/sync-skills.ts +356 -0
  45. package/scripts/validate-runtime.ts +11 -0
  46. package/skills/academic-paper-review/SKILL.md +81 -0
  47. package/skills/agents-md-initialization/SKILL.md +121 -0
  48. package/skills/agents-md-initialization/references/agents-template.md +83 -0
  49. package/skills/agents-md-initialization/references/agents_md.py +215 -0
  50. package/skills/ai-regression-scout/SKILL.md +24 -0
  51. package/skills/aili-delivery-flow/SKILL.md +125 -0
  52. package/skills/aili-delivery-flow/references/artifact-contracts.md +138 -0
  53. package/skills/aili-delivery-flow/references/backend-routing.md +40 -0
  54. package/skills/aili-delivery-flow/references/build-execution-loop.md +113 -0
  55. package/skills/aili-delivery-flow/references/build-goal-mode.md +3 -0
  56. package/skills/aili-delivery-flow/references/direct-vs-delegated-work.md +38 -0
  57. package/skills/aili-delivery-flow/references/implementation-packages.md +54 -0
  58. package/skills/aili-delivery-flow/references/lifecycle.md +127 -0
  59. package/skills/aili-delivery-flow/references/protocols/acceptance-test-plan.md +18 -0
  60. package/skills/aili-delivery-flow/references/protocols/alignment-questionnaire.md +10 -0
  61. package/skills/aili-delivery-flow/references/protocols/closeout-report.md +101 -0
  62. package/skills/aili-delivery-flow/references/protocols/compact-evidence-pack.md +46 -0
  63. package/skills/aili-delivery-flow/references/protocols/idea-brief.md +10 -0
  64. package/skills/aili-delivery-flow/references/protocols/implementation-package.md +53 -0
  65. package/skills/aili-delivery-flow/references/protocols/research-evidence-pack.md +19 -0
  66. package/skills/aili-delivery-flow/references/protocols/review-report.md +7 -0
  67. package/skills/aili-delivery-flow/references/protocols/spec-draft.md +12 -0
  68. package/skills/aili-delivery-flow/references/protocols/subagent-result.md +60 -0
  69. package/skills/aili-delivery-flow/references/protocols/subagent-task-packet.md +29 -0
  70. package/skills/aili-delivery-flow/references/protocols/worktree-context.md +109 -0
  71. package/skills/aili-delivery-flow/references/questionnaire-policy.md +62 -0
  72. package/skills/aili-delivery-flow/references/review-repair-loop.md +16 -0
  73. package/skills/aili-delivery-flow/references/test-document-policy.md +35 -0
  74. package/skills/android-native-dev/SKILL.md +722 -0
  75. package/skills/android-native-dev/references/accessibility.md +209 -0
  76. package/skills/android-native-dev/references/adaptive-screens.md +231 -0
  77. package/skills/android-native-dev/references/design-style-guide.md +365 -0
  78. package/skills/android-native-dev/references/functional-requirements.md +229 -0
  79. package/skills/android-native-dev/references/motion-system.md +203 -0
  80. package/skills/android-native-dev/references/performance-stability.md +223 -0
  81. package/skills/android-native-dev/references/privacy-security.md +244 -0
  82. package/skills/android-native-dev/references/testing.md +554 -0
  83. package/skills/android-native-dev/references/visual-design.md +246 -0
  84. package/skills/api-and-interface-design/SKILL.md +318 -0
  85. package/skills/browser-qa/SKILL.md +32 -0
  86. package/skills/browser-testing-with-devtools/SKILL.md +323 -0
  87. package/skills/build-failure-repair/SKILL.md +49 -0
  88. package/skills/chart-visualization/SKILL.md +73 -0
  89. package/skills/ci-cd-and-automation/SKILL.md +353 -0
  90. package/skills/code-review-and-quality/SKILL.md +375 -0
  91. package/skills/code-review-quality-gates/SKILL.md +132 -0
  92. package/skills/code-simplification/SKILL.md +371 -0
  93. package/skills/comment-accuracy-review/SKILL.md +37 -0
  94. package/skills/consulting-analysis/SKILL.md +69 -0
  95. package/skills/context-engineering/SKILL.md +375 -0
  96. package/skills/coverage-review/SKILL.md +24 -0
  97. package/skills/data-analysis/SKILL.md +74 -0
  98. package/skills/deprecation-and-migration/SKILL.md +222 -0
  99. package/skills/documentation-and-adrs/SKILL.md +330 -0
  100. package/skills/e2e-artifact-handling/SKILL.md +30 -0
  101. package/skills/evidence-scoped-retrospective/SKILL.md +156 -0
  102. package/skills/explain-by-allegory/SKILL.md +99 -0
  103. package/skills/flutter-dev/SKILL.md +162 -0
  104. package/skills/flutter-dev/references/animations.md +497 -0
  105. package/skills/flutter-dev/references/bloc-state.md +281 -0
  106. package/skills/flutter-dev/references/forms.md +656 -0
  107. package/skills/flutter-dev/references/gorouter-navigation.md +257 -0
  108. package/skills/flutter-dev/references/localization.md +510 -0
  109. package/skills/flutter-dev/references/networking.md +566 -0
  110. package/skills/flutter-dev/references/performance.md +305 -0
  111. package/skills/flutter-dev/references/platform-specific.md +417 -0
  112. package/skills/flutter-dev/references/project-structure.md +273 -0
  113. package/skills/flutter-dev/references/riverpod-state.md +232 -0
  114. package/skills/flutter-dev/references/testing.md +364 -0
  115. package/skills/flutter-dev/references/widget-patterns.md +233 -0
  116. package/skills/frontend-dev/SKILL.md +468 -0
  117. package/skills/frontend-dev/canvas-fonts/ArsenalSC-OFL.txt +93 -0
  118. package/skills/frontend-dev/canvas-fonts/ArsenalSC-Regular.ttf +0 -0
  119. package/skills/frontend-dev/canvas-fonts/BigShoulders-Bold.ttf +0 -0
  120. package/skills/frontend-dev/canvas-fonts/BigShoulders-OFL.txt +93 -0
  121. package/skills/frontend-dev/canvas-fonts/BigShoulders-Regular.ttf +0 -0
  122. package/skills/frontend-dev/canvas-fonts/Boldonse-OFL.txt +93 -0
  123. package/skills/frontend-dev/canvas-fonts/Boldonse-Regular.ttf +0 -0
  124. package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-Bold.ttf +0 -0
  125. package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-OFL.txt +93 -0
  126. package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-Regular.ttf +0 -0
  127. package/skills/frontend-dev/canvas-fonts/CrimsonPro-Bold.ttf +0 -0
  128. package/skills/frontend-dev/canvas-fonts/CrimsonPro-Italic.ttf +0 -0
  129. package/skills/frontend-dev/canvas-fonts/CrimsonPro-OFL.txt +93 -0
  130. package/skills/frontend-dev/canvas-fonts/CrimsonPro-Regular.ttf +0 -0
  131. package/skills/frontend-dev/canvas-fonts/DMMono-OFL.txt +93 -0
  132. package/skills/frontend-dev/canvas-fonts/DMMono-Regular.ttf +0 -0
  133. package/skills/frontend-dev/canvas-fonts/EricaOne-OFL.txt +94 -0
  134. package/skills/frontend-dev/canvas-fonts/EricaOne-Regular.ttf +0 -0
  135. package/skills/frontend-dev/canvas-fonts/GeistMono-Bold.ttf +0 -0
  136. package/skills/frontend-dev/canvas-fonts/GeistMono-OFL.txt +93 -0
  137. package/skills/frontend-dev/canvas-fonts/GeistMono-Regular.ttf +0 -0
  138. package/skills/frontend-dev/canvas-fonts/Gloock-OFL.txt +93 -0
  139. package/skills/frontend-dev/canvas-fonts/Gloock-Regular.ttf +0 -0
  140. package/skills/frontend-dev/canvas-fonts/IBMPlexMono-Bold.ttf +0 -0
  141. package/skills/frontend-dev/canvas-fonts/IBMPlexMono-OFL.txt +93 -0
  142. package/skills/frontend-dev/canvas-fonts/IBMPlexMono-Regular.ttf +0 -0
  143. package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Bold.ttf +0 -0
  144. package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-BoldItalic.ttf +0 -0
  145. package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Italic.ttf +0 -0
  146. package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Regular.ttf +0 -0
  147. package/skills/frontend-dev/canvas-fonts/InstrumentSans-Bold.ttf +0 -0
  148. package/skills/frontend-dev/canvas-fonts/InstrumentSans-BoldItalic.ttf +0 -0
  149. package/skills/frontend-dev/canvas-fonts/InstrumentSans-Italic.ttf +0 -0
  150. package/skills/frontend-dev/canvas-fonts/InstrumentSans-OFL.txt +93 -0
  151. package/skills/frontend-dev/canvas-fonts/InstrumentSans-Regular.ttf +0 -0
  152. package/skills/frontend-dev/canvas-fonts/InstrumentSerif-Italic.ttf +0 -0
  153. package/skills/frontend-dev/canvas-fonts/InstrumentSerif-Regular.ttf +0 -0
  154. package/skills/frontend-dev/canvas-fonts/Italiana-OFL.txt +93 -0
  155. package/skills/frontend-dev/canvas-fonts/Italiana-Regular.ttf +0 -0
  156. package/skills/frontend-dev/canvas-fonts/JetBrainsMono-Bold.ttf +0 -0
  157. package/skills/frontend-dev/canvas-fonts/JetBrainsMono-OFL.txt +93 -0
  158. package/skills/frontend-dev/canvas-fonts/JetBrainsMono-Regular.ttf +0 -0
  159. package/skills/frontend-dev/canvas-fonts/Jura-Light.ttf +0 -0
  160. package/skills/frontend-dev/canvas-fonts/Jura-Medium.ttf +0 -0
  161. package/skills/frontend-dev/canvas-fonts/Jura-OFL.txt +93 -0
  162. package/skills/frontend-dev/canvas-fonts/LibreBaskerville-OFL.txt +93 -0
  163. package/skills/frontend-dev/canvas-fonts/LibreBaskerville-Regular.ttf +0 -0
  164. package/skills/frontend-dev/canvas-fonts/Lora-Bold.ttf +0 -0
  165. package/skills/frontend-dev/canvas-fonts/Lora-BoldItalic.ttf +0 -0
  166. package/skills/frontend-dev/canvas-fonts/Lora-Italic.ttf +0 -0
  167. package/skills/frontend-dev/canvas-fonts/Lora-OFL.txt +93 -0
  168. package/skills/frontend-dev/canvas-fonts/Lora-Regular.ttf +0 -0
  169. package/skills/frontend-dev/canvas-fonts/NationalPark-Bold.ttf +0 -0
  170. package/skills/frontend-dev/canvas-fonts/NationalPark-OFL.txt +93 -0
  171. package/skills/frontend-dev/canvas-fonts/NationalPark-Regular.ttf +0 -0
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  173. package/skills/frontend-dev/canvas-fonts/NothingYouCouldDo-Regular.ttf +0 -0
  174. package/skills/frontend-dev/canvas-fonts/Outfit-Bold.ttf +0 -0
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  176. package/skills/frontend-dev/canvas-fonts/Outfit-Regular.ttf +0 -0
  177. package/skills/frontend-dev/canvas-fonts/PixelifySans-Medium.ttf +0 -0
  178. package/skills/frontend-dev/canvas-fonts/PixelifySans-OFL.txt +93 -0
  179. package/skills/frontend-dev/canvas-fonts/PoiretOne-OFL.txt +93 -0
  180. package/skills/frontend-dev/canvas-fonts/PoiretOne-Regular.ttf +0 -0
  181. package/skills/frontend-dev/canvas-fonts/RedHatMono-Bold.ttf +0 -0
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  183. package/skills/frontend-dev/canvas-fonts/RedHatMono-Regular.ttf +0 -0
  184. package/skills/frontend-dev/canvas-fonts/Silkscreen-OFL.txt +93 -0
  185. package/skills/frontend-dev/canvas-fonts/Silkscreen-Regular.ttf +0 -0
  186. package/skills/frontend-dev/canvas-fonts/SmoochSans-Medium.ttf +0 -0
  187. package/skills/frontend-dev/canvas-fonts/SmoochSans-OFL.txt +93 -0
  188. package/skills/frontend-dev/canvas-fonts/Tektur-Medium.ttf +0 -0
  189. package/skills/frontend-dev/canvas-fonts/Tektur-OFL.txt +93 -0
  190. package/skills/frontend-dev/canvas-fonts/Tektur-Regular.ttf +0 -0
  191. package/skills/frontend-dev/canvas-fonts/WorkSans-Bold.ttf +0 -0
  192. package/skills/frontend-dev/canvas-fonts/WorkSans-BoldItalic.ttf +0 -0
  193. package/skills/frontend-dev/canvas-fonts/WorkSans-Italic.ttf +0 -0
  194. package/skills/frontend-dev/canvas-fonts/WorkSans-OFL.txt +93 -0
  195. package/skills/frontend-dev/canvas-fonts/WorkSans-Regular.ttf +0 -0
  196. package/skills/frontend-dev/canvas-fonts/YoungSerif-OFL.txt +93 -0
  197. package/skills/frontend-dev/canvas-fonts/YoungSerif-Regular.ttf +0 -0
  198. package/skills/frontend-dev/references/asset-prompt-guide.md +43 -0
  199. package/skills/frontend-dev/references/env-setup.md +33 -0
  200. package/skills/frontend-dev/references/minimax-cli-reference.md +133 -0
  201. package/skills/frontend-dev/references/minimax-image-guide.md +65 -0
  202. package/skills/frontend-dev/references/minimax-music-guide.md +216 -0
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  204. package/skills/frontend-dev/references/minimax-video-guide.md +82 -0
  205. package/skills/frontend-dev/references/minimax-voice-catalog.md +685 -0
  206. package/skills/frontend-dev/references/motion-recipes.md +407 -0
  207. package/skills/frontend-dev/references/troubleshooting.md +85 -0
  208. package/skills/frontend-dev/scripts/minimax_image.py +137 -0
  209. package/skills/frontend-dev/scripts/minimax_music.py +157 -0
  210. package/skills/frontend-dev/scripts/minimax_tts.py +127 -0
  211. package/skills/frontend-dev/scripts/minimax_video.py +187 -0
  212. package/skills/frontend-dev/templates/generator_template.js +223 -0
  213. package/skills/frontend-dev/templates/viewer.html +599 -0
  214. package/skills/frontend-ui-engineering/SKILL.md +367 -0
  215. package/skills/fullstack-dev/SKILL.md +819 -0
  216. package/skills/fullstack-dev/references/api-design.md +444 -0
  217. package/skills/fullstack-dev/references/auth-flow.md +165 -0
  218. package/skills/fullstack-dev/references/db-schema.md +706 -0
  219. package/skills/fullstack-dev/references/django-best-practices.md +466 -0
  220. package/skills/fullstack-dev/references/environment-management.md +78 -0
  221. package/skills/fullstack-dev/references/release-checklist.md +278 -0
  222. package/skills/fullstack-dev/references/technology-selection.md +254 -0
  223. package/skills/fullstack-dev/references/testing-strategy.md +404 -0
  224. package/skills/git-workflow-and-versioning/SKILL.md +446 -0
  225. package/skills/github-evidence-triage/SKILL.md +115 -0
  226. package/skills/harness-evolution/SKILL.md +59 -0
  227. package/skills/harness-evolution/references/activation-matrix.md +13 -0
  228. package/skills/harness-evolution/references/approval-policy.md +20 -0
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  232. package/skills/harness-issue-triage/SKILL.md +72 -0
  233. package/skills/harness-issue-triage/references/component-diagnosis.md +25 -0
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  236. package/skills/idea-refine/SKILL.md +191 -0
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+ # 2D Procedural Patterns — Detailed Reference
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+
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+ This document is a complete supplement to [SKILL.md](SKILL.md), containing prerequisites, detailed explanations for each step, variant descriptions, in-depth performance analysis, and combination example code.
4
+
5
+ ---
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+
7
+ ## Prerequisites
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+
9
+ - **GLSL Basic Syntax**: uniform, varying, built-in functions
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+ - **Vector Math**: `dot`, `length`, `normalize`, `atan`
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+ - **Coordinate Space Concepts**: UV normalization, aspect ratio correction
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+ - **Basic Math Functions**: `sin`/`cos`, `fract`/`floor`/`mod`, `smoothstep`, `pow`
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+ - **Polar Coordinates**: `atan(y,x)` returns angle, `length` returns radial distance
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+
15
+ ---
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+
17
+ ## Core Principles in Detail
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+
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+ The essence of 2D procedural patterns is the combination of **domain transforms + distance fields + color mapping**:
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+
21
+ 1. **Domain Repetition**: use `fract()`/`mod()` to fold an infinite plane into finite cells, each cell independently rendering the same (or variant) pattern
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+ 2. **Cell Identification**: use `floor()` to extract the integer coordinates of the current cell as a hash seed to generate pseudo-random numbers, driving independent variations per cell
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+ 3. **Distance Fields (SDF)**: use mathematical functions to compute the distance from a pixel to geometric shapes (circles, hexagons, line segments, arcs), converting to crisp or soft edges via `smoothstep`
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+ 4. **Color Mapping**: Cosine palette `a + b*cos(2pi(c*t+d))` or HSV mapping, converting scalar values to rich colors
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+ 5. **Layered Compositing**: results from multiple loops or multi-layer passes are combined through addition, multiplication, or `mix` to build visual complexity
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+
27
+ ---
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+
29
+ ## Implementation Steps in Detail
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+
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+ ### Step 1: UV Coordinate Normalization and Aspect Ratio Correction
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+
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+ **What**: Convert pixel coordinates to normalized coordinates centered on the screen with Y-axis range [-1, 1]
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+
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+ **Why**: A unified coordinate system ensures patterns don't distort with resolution changes; using Y-axis as reference maintains square pixels
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+
37
+ ```glsl
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+ vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
39
+ ```
40
+
41
+ ### Step 2: Domain Repetition — Dividing Space into Repeating Cells
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+
43
+ **What**: Scale UV coordinates and take the fractional part to generate repeating local coordinates; simultaneously extract cell IDs using `floor`
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+
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+ **Why**: `fract()` folds an infinite plane into a repeating [0,1) space, `floor()` provides a unique cell identifier for subsequent randomization. Subtracting 0.5 centers the origin
46
+
47
+ ```glsl
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+ #define SCALE 4.0 // Tunable: repetition density, higher = more cells
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+ vec2 cell_uv = fract(uv * SCALE) - 0.5;
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+ vec2 cell_id = floor(uv * SCALE);
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+ ```
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+
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+ For hexagonal grids, domain repetition requires special handling (two offset rectangular grids, taking the nearest):
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+
55
+ ```glsl
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+ const vec2 s = vec2(1, 1.7320508); // 1 and sqrt(3)
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+ vec4 hC = floor(vec4(p, p - vec2(0.5, 1.0)) / s.xyxy) + 0.5;
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+ vec4 h = vec4(p - hC.xy * s, p - (hC.zw + 0.5) * s);
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+ // Take the nearest hexagonal center
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+ vec4 hex_data = dot(h.xy, h.xy) < dot(h.zw, h.zw)
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+ ? vec4(h.xy, hC.xy)
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+ : vec4(h.zw, hC.zw + vec2(0.5, 1.0));
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+ ```
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+
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+ ### Step 3: Cell Randomization
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+
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+ **What**: Use cell IDs to generate pseudo-random numbers, giving each cell different attributes (size, position, color offset)
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+
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+ **Why**: Pure repetition looks mechanical; randomization gives patterns a "procedural yet lively" quality
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+
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+ ```glsl
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+ float hash21(vec2 p) {
73
+ return fract(sin(dot(p, vec2(141.173, 289.927))) * 43758.5453);
74
+ }
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+
76
+ float rnd = hash21(cell_id);
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+ float radius = 0.15 + 0.1 * rnd; // Tunable: base radius and random range
78
+ ```
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+
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+ ### Step 4: Distance Field Shape Rendering
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+
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+ **What**: Compute the distance from the pixel to the target shape, then convert to visualization using `smoothstep`
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+
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+ **Why**: SDF is the cornerstone of procedural graphics — a single scalar value simultaneously encodes shape, edges, and glow effects
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+
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+ ```glsl
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+ // Circle SDF
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+ float d = length(cell_uv) - radius;
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+
90
+ // Hexagon SDF
91
+ float hex_sdf(vec2 p) {
92
+ p = abs(p);
93
+ return max(dot(p, vec2(0.5, 0.866025)), p.x);
94
+ }
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+
96
+ // Line segment SDF (for networks/grid lines)
97
+ float line_sdf(vec2 a, vec2 b, vec2 p) {
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+ vec2 pa = p - a, ba = b - a;
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+ float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
100
+ return length(pa - ba * h);
101
+ }
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+
103
+ // Anti-aliased rendering with smoothstep
104
+ float shape = 1.0 - smoothstep(radius - 0.008, radius + 0.008, length(cell_uv));
105
+ ```
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+
107
+ ### Step 5: Polar Coordinate Conversion and Ring/Arc Patterns
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+
109
+ **What**: Convert Cartesian coordinates to polar coordinates, using radial distance to draw concentric rings and angle to draw sectors/arc segments
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+
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+ **Why**: Polar coordinates are naturally suited for radar sweeps, concentric circles, spirals, and other radially symmetric patterns
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+
113
+ ```glsl
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+ vec2 polar = vec2(length(uv), atan(uv.y, uv.x));
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+ float ring_id = floor(polar.x * NUM_RINGS + 0.5) / NUM_RINGS; // Tunable: NUM_RINGS ring count
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+
117
+ // Concentric rings
118
+ float ring = 1.0 - pow(abs(sin(polar.x * 3.14159 * NUM_RINGS)) * 1.25, 2.5);
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+
120
+ // Arc segment clipping
121
+ float arc_end = polar.y + sin(iTime + ring_id * 5.5) * 1.52 - 1.5;
122
+ ring *= smoothstep(0.0, 0.05, arc_end);
123
+ ```
124
+
125
+ ### Step 6: Cosine Palette
126
+
127
+ **What**: Generate a continuous rainbow color mapping function using four vec3 parameters
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+
129
+ **Why**: A single line of code generates infinite smooth color schemes, more flexible and GPU-friendly than lookup tables
130
+
131
+ ```glsl
132
+ vec3 palette(float t) {
133
+ // Tunable: modify a/b/c/d to change color scheme
134
+ vec3 a = vec3(0.5, 0.5, 0.5); // Brightness offset
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+ vec3 b = vec3(0.5, 0.5, 0.5); // Amplitude
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+ vec3 c = vec3(1.0, 1.0, 1.0); // Frequency
137
+ vec3 d = vec3(0.263, 0.416, 0.557); // Phase offset
138
+ return a + b * cos(6.28318 * (c * t + d));
139
+ }
140
+ ```
141
+
142
+ ### Step 7: Iterative Stacking and Glow Effects
143
+
144
+ **What**: Repeatedly perform domain repetition + distance field calculation in a loop, accumulating color; use `pow(1/d)` to produce glow
145
+
146
+ **Why**: A single layer pattern is too simple; multi-layer iterative stacking produces fractal-like visual complexity with minimal code. Exponentially decaying glow gives patterns a neon light feel
147
+
148
+ ```glsl
149
+ #define NUM_LAYERS 4.0 // Tunable: number of iteration layers, more = more complex
150
+ vec3 finalColor = vec3(0.0);
151
+ vec2 uv0 = uv; // Preserve original UV for global coloring
152
+
153
+ for (float i = 0.0; i < NUM_LAYERS; i++) {
154
+ uv = fract(uv * 1.5) - 0.5; // Tunable: 1.5 is the scale factor
155
+ float d = length(uv) * exp(-length(uv0));
156
+ vec3 col = palette(length(uv0) + i * 0.4 + iTime * 0.4);
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+ d = sin(d * 8.0 + iTime) / 8.0; // Tunable: 8.0 is the ripple frequency
158
+ d = abs(d);
159
+ d = pow(0.01 / d, 1.2); // Tunable: 0.01 is glow width, 1.2 is decay exponent
160
+ finalColor += col * d;
161
+ }
162
+ ```
163
+
164
+ ### Step 8: Trigonometric Interference Patterns
165
+
166
+ **What**: Use `sin`/`cos` to mutually perturb coordinates in iterations, generating water caustic-like interference patterns
167
+
168
+ **Why**: Superposition of trigonometric functions produces complex Moire-like interference patterns; a few iterations yield highly organic visual effects
169
+
170
+ ```glsl
171
+ #define MAX_ITER 5 // Tunable: iteration count, more = richer detail
172
+ vec2 p = mod(uv * TAU, TAU) - 250.0; // TAU period ensures tileability
173
+ vec2 i = p;
174
+ float c = 1.0;
175
+ float inten = 0.005; // Tunable: intensity coefficient
176
+
177
+ for (int n = 0; n < MAX_ITER; n++) {
178
+ float t = iTime * (1.0 - 3.5 / float(n + 1));
179
+ i = p + vec2(cos(t - i.x) + sin(t + i.y),
180
+ sin(t - i.y) + cos(t + i.x));
181
+ c += 1.0 / length(vec2(p.x / (sin(i.x + t) / inten),
182
+ p.y / (cos(i.y + t) / inten)));
183
+ }
184
+ c /= float(MAX_ITER);
185
+ c = 1.17 - pow(c, 1.4); // Tunable: 1.4 is the contrast exponent
186
+ vec3 colour = vec3(pow(abs(c), 8.0));
187
+ ```
188
+
189
+ ### Step 9: Multi-Layer Depth Compositing
190
+
191
+ **What**: Render the same pattern at different zoom levels, using depth fade-in/out to simulate parallax
192
+
193
+ **Why**: Multi-scale stacking breaks the mechanical feel of a single scale, producing a pseudo-3D depth effect
194
+
195
+ ```glsl
196
+ #define NUM_DEPTH_LAYERS 4.0 // Tunable: number of depth layers
197
+ float m = 0.0;
198
+ for (float i = 0.0; i < 1.0; i += 1.0 / NUM_DEPTH_LAYERS) {
199
+ float z = fract(iTime * 0.1 + i);
200
+ float size = mix(15.0, 1.0, z); // Dense far away, sparse up close
201
+ float fade = smoothstep(0.0, 0.6, z) * smoothstep(1.0, 0.8, z); // Fade at both ends
202
+ m += fade * patternLayer(uv * size, i, iTime);
203
+ }
204
+ ```
205
+
206
+ ### Step 10: Post-Processing Pipeline
207
+
208
+ **What**: Apply gamma correction, contrast enhancement, saturation adjustment, and vignette in sequence
209
+
210
+ **Why**: Post-processing transforms "technically correct" output into "visually pleasing" final results
211
+
212
+ ```glsl
213
+ // Gamma correction
214
+ col = pow(clamp(col, 0.0, 1.0), vec3(1.0 / 2.2));
215
+ // Contrast enhancement (S-curve)
216
+ col = col * 0.6 + 0.4 * col * col * (3.0 - 2.0 * col);
217
+ // Saturation adjustment
218
+ col = mix(col, vec3(dot(col, vec3(0.33))), -0.4); // Tunable: -0.4 increases saturation, positive reduces it
219
+ // Vignette
220
+ vec2 q = fragCoord / iResolution.xy;
221
+ col *= 0.5 + 0.5 * pow(16.0 * q.x * q.y * (1.0 - q.x) * (1.0 - q.y), 0.7);
222
+ ```
223
+
224
+ ---
225
+
226
+ ## Common Variants in Detail
227
+
228
+ ### Variant 1: Hexagonal Grid + Truchet Arcs
229
+
230
+ **Difference from base version**: Replaces the square grid with a hexagonal grid coordinate system, drawing three randomly oriented arcs within each hexagonal cell; arcs form maze-like continuous paths between cells
231
+
232
+ **Key modified code**:
233
+ ```glsl
234
+ // Hexagon distance field
235
+ float hex(vec2 p) {
236
+ p = abs(p);
237
+ return max(dot(p, vec2(0.5, 0.866025)), p.x);
238
+ }
239
+
240
+ // Hexagonal grid coordinates (returns xy=cell-local coords, zw=cell ID)
241
+ const vec2 s = vec2(1.0, 1.7320508);
242
+ vec4 getHex(vec2 p) {
243
+ vec4 hC = floor(vec4(p, p - vec2(0.5, 1.0)) / s.xyxy) + 0.5;
244
+ vec4 h = vec4(p - hC.xy * s, p - (hC.zw + 0.5) * s);
245
+ return dot(h.xy, h.xy) < dot(h.zw, h.zw)
246
+ ? vec4(h.xy, hC.xy)
247
+ : vec4(h.zw, hC.zw + vec2(0.5, 1.0));
248
+ }
249
+
250
+ // Truchet three-arc: one arc for each of three directions
251
+ float r = 1.0;
252
+ vec2 q1 = p - vec2(0.0, r) / s;
253
+ vec2 q2 = rot2(6.28318 / 3.0) * p - vec2(0.0, r) / s;
254
+ vec2 q3 = rot2(6.28318 * 2.0 / 3.0) * p - vec2(0.0, r) / s;
255
+ // Take nearest arc
256
+ float d = min(min(length(q1), length(q2)), length(q3));
257
+ d = abs(d - 0.288675) - 0.1; // 0.288675 = sqrt(3)/6, arc radius
258
+ ```
259
+
260
+ ### Variant 2: Water Caustic Interference Pattern
261
+
262
+ **Difference from base version**: Does not use domain repetition grids; instead generates full-screen interference textures through trigonometric iteration, seamlessly tileable
263
+
264
+ **Key modified code**:
265
+ ```glsl
266
+ #define TAU 6.28318530718
267
+ #define MAX_ITER 5 // Tunable: iteration count
268
+
269
+ vec2 p = mod(uv * TAU, TAU) - 250.0;
270
+ vec2 i = p;
271
+ float c = 1.0;
272
+ float inten = 0.005;
273
+ for (int n = 0; n < MAX_ITER; n++) {
274
+ float t = iTime * (1.0 - 3.5 / float(n + 1));
275
+ i = p + vec2(cos(t - i.x) + sin(t + i.y),
276
+ sin(t - i.y) + cos(t + i.x));
277
+ c += 1.0 / length(vec2(p.x / (sin(i.x + t) / inten),
278
+ p.y / (cos(i.y + t) / inten)));
279
+ }
280
+ c /= float(MAX_ITER);
281
+ c = 1.17 - pow(c, 1.4);
282
+ vec3 colour = vec3(pow(abs(c), 8.0));
283
+ colour = clamp(colour + vec3(0.0, 0.35, 0.5), 0.0, 1.0); // Aquatic color shift
284
+ ```
285
+
286
+ ### Variant 3: Polar Concentric Rings + Animated Arc Segments
287
+
288
+ **Difference from base version**: Uses polar coordinates instead of Cartesian grids, drawing concentric ring arc segments with independent animation, suitable for radar/HUD style
289
+
290
+ **Key modified code**:
291
+ ```glsl
292
+ #define NUM_RINGS 20.0 // Tunable: ring count
293
+ #define PALETTE vec3(0.0, 1.4, 2.0) + 1.5
294
+
295
+ vec2 plr = vec2(length(p), atan(p.y, p.x));
296
+ float id = floor(plr.x * NUM_RINGS + 0.5) / NUM_RINGS;
297
+
298
+ // Each ring rotates independently
299
+ p *= rot2(id * 11.0);
300
+ p.y = abs(p.y); // Mirror symmetry
301
+
302
+ // Concentric ring SDF
303
+ float rz = 1.0 - pow(abs(sin(plr.x * 3.14159 * NUM_RINGS)) * 1.25, 2.5);
304
+
305
+ // Arc segment animation
306
+ float arc = plr.y + sin(iTime + id * 5.5) * 1.52 - 1.5;
307
+ rz *= smoothstep(0.0, 0.05, arc);
308
+
309
+ // Per-ring coloring
310
+ vec3 col = (sin(PALETTE + id * 5.0 + iTime) * 0.5 + 0.5) * rz;
311
+ ```
312
+
313
+ ### Variant 4: Multi-Layer Depth Parallax Network
314
+
315
+ **Difference from base version**: Renders grid nodes and connections at multiple zoom levels, using depth fade-in/out to produce a pseudo-3D effect
316
+
317
+ **Key modified code**:
318
+ ```glsl
319
+ #define NUM_DEPTH_LAYERS 4.0 // Tunable: number of depth layers
320
+
321
+ // Random vertex position within each cell
322
+ vec2 GetPos(vec2 id, vec2 offs, float t) {
323
+ float n = hash21(id + offs);
324
+ return offs + vec2(sin(t + n * 6.28), cos(t + fract(n * 100.0) * 6.28)) * 0.4;
325
+ }
326
+
327
+ // Line segment SDF
328
+ float df_line(vec2 a, vec2 b, vec2 p) {
329
+ vec2 pa = p - a, ba = b - a;
330
+ float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
331
+ return length(pa - ba * h);
332
+ }
333
+
334
+ // Multi-layer compositing
335
+ float m = 0.0;
336
+ for (float i = 0.0; i < 1.0; i += 1.0 / NUM_DEPTH_LAYERS) {
337
+ float z = fract(iTime * 0.1 + i);
338
+ float size = mix(15.0, 1.0, z);
339
+ float fade = smoothstep(0.0, 0.6, z) * smoothstep(1.0, 0.8, z);
340
+ m += fade * NetLayer(uv * size, i, iTime);
341
+ }
342
+ ```
343
+
344
+ ### Variant 5: Fractal Apollian Pattern
345
+
346
+ **Difference from base version**: Uses iterative fold-and-invert transforms to generate infinitely detailed aperiodic fractal patterns, combined with HSV coloring
347
+
348
+ **Key modified code**:
349
+ ```glsl
350
+ float apollian(vec4 p, float s) {
351
+ float scale = 1.0;
352
+ for (int i = 0; i < 7; ++i) { // Tunable: iteration count (5~12)
353
+ p = -1.0 + 2.0 * fract(0.5 * p + 0.5); // Space folding
354
+ float r2 = dot(p, p);
355
+ float k = s / r2; // Tunable: s is scaling factor (1.0~1.5)
356
+ p *= k; // Inversion mapping
357
+ scale *= k;
358
+ }
359
+ return abs(p.y) / scale;
360
+ }
361
+
362
+ // 4D slice animation for smooth morphing
363
+ vec4 pp = vec4(p.x, p.y, 0.0, 0.0) + offset;
364
+ pp.w = 0.125 * (1.0 - tanh(length(pp.xyz)));
365
+ float d = apollian(pp / 4.0, 1.2) * 4.0;
366
+
367
+ // HSV coloring
368
+ float hue = fract(0.75 * length(p) - 0.3 * iTime) + 0.3;
369
+ float sat = 0.75 * tanh(2.0 * length(p));
370
+ vec3 col = hsv2rgb(vec3(hue, sat, 1.0));
371
+ ```
372
+
373
+ ---
374
+
375
+ ## In-Depth Performance Optimization
376
+
377
+ ### 1. Control Iteration Count
378
+ The iteration loop is the biggest performance bottleneck. Increasing `NUM_LAYERS` from 4 to 8 halves performance. On mobile, keep it at 3 or fewer layers.
379
+
380
+ ### 2. Avoid Branching
381
+ Replace `if/else` with branchless `step()`/`smoothstep()`/`mix()` alternatives:
382
+ ```glsl
383
+ // Bad: if(rnd > 0.5) p.y = -p.y;
384
+ // Good: p.y *= sign(rnd - 0.5); // or use mix
385
+ ```
386
+
387
+ ### 3. Merge Distance Field Calculations
388
+ Combine multiple shape SDFs using `min()`/`max()` and apply a single `smoothstep`, rather than rendering each shape separately.
389
+
390
+ ### 4. Precompute Constants
391
+ Compute `sin`/`cos` pairs (e.g., rotation matrices) once outside the loop; write irrational numbers like `1.7320508` (sqrt(3)) as direct constants.
392
+
393
+ ### 5. Minimize `atan` Calls
394
+ `atan` is an expensive function. If you only need periodic angular variation, consider approximating with `dot`.
395
+
396
+ ### 6. LOD Strategy
397
+ Reduce iteration count at distance/when zoomed out:
398
+ ```glsl
399
+ int iters = int(mix(3.0, float(MAX_ITER), smoothstep(0.0, 1.0, 1.0 / scale)));
400
+ ```
401
+
402
+ ### 7. Use `smoothstep` Instead of `pow`
403
+ `pow(x, n)` is slower than `smoothstep` on some GPUs, and `smoothstep` naturally clamps to [0,1].
404
+
405
+ ---
406
+
407
+ ## Complete Combination Suggestion Examples
408
+
409
+ ### 1. + Noise Texture
410
+ Overlay Perlin/Simplex noise perturbation on distance fields to give geometric patterns an organic/eroded feel. Triangle noise (as used in "Overly Satisfying") is an efficient low-cost alternative:
411
+ ```glsl
412
+ d += triangleNoise(uv * 10.0) * 0.05; // Noise perturbation amount is tunable
413
+ ```
414
+
415
+ ### 2. + Post-Processing Cross-Hatch
416
+ Overlay cross-hatching effects on patterns to simulate hand-drawn/printmaking style (as used in "Hexagonal Maze Flow"):
417
+ ```glsl
418
+ float gr = dot(col, vec3(0.299, 0.587, 0.114)); // Grayscale
419
+ float hatch = (gr < 0.45) ? clamp(sin((uv.x - uv.y) * 125.6) * 2.0 + 1.5, 0.0, 1.0) : 1.0;
420
+ col *= hatch * 0.5 + 0.5;
421
+ ```
422
+
423
+ ### 3. + SDF Boolean Operations
424
+ Combine multiple base patterns through `min` (union), `max` (intersection), and subtraction into complex geometry:
425
+ ```glsl
426
+ float d = max(hexSDF, -circleSDF); // Hexagon minus circle = hexagonal ring
427
+ ```
428
+
429
+ ### 4. + Domain Warping
430
+ Apply sin/cos distortion to UVs before domain repetition, producing flowing/swirling effects:
431
+ ```glsl
432
+ uv += 0.05 * vec2(sin(uv.y * 5.0 + iTime), sin(uv.x * 3.0 + iTime));
433
+ ```
434
+
435
+ ### 5. + Radial Blur / Motion Blur
436
+ Average multiple samples in the polar coordinate direction on the final color, producing rotational motion blur to enhance dynamism.
437
+
438
+ ### 6. + Pseudo-3D Lighting
439
+ Use SDF gradients as normals and add simple diffuse/specular lighting to give 2D patterns a relief/embossed appearance (as in "Apollian with a twist" shadow casting method).