@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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  519. package/src/runtime/contracts.ts +9 -0
  520. package/src/runtime/doctor.ts +134 -0
  521. package/src/runtime/global-resources.ts +152 -0
  522. package/src/runtime/index.ts +23 -0
  523. package/src/runtime/lifecycle.ts +19 -0
  524. package/src/runtime/native-integrations.ts +44 -0
  525. package/src/runtime/path-boundaries.ts +69 -0
  526. package/src/runtime/registry.ts +213 -0
  527. package/src/runtime/roles.ts +64 -0
  528. package/src/runtime/rose-context.ts +24 -0
  529. package/src/runtime/subagents.ts +426 -0
  530. package/templates/APPEND_SYSTEM.md +12 -0
  531. package/upstream/aili-workflows.lock.json +3226 -0
@@ -0,0 +1,531 @@
1
+ # Cellular Automata & Reaction-Diffusion
2
+
3
+ ## Use Cases
4
+ - GPU grid evolution simulation (cellular automata, reaction-diffusion)
5
+ - Organic texture generation: spots, stripes, mazes, coral, vein patterns
6
+ - Conway's Game of Life and variants (custom B/S rule sets)
7
+ - Gray-Scott reaction-diffusion real-time visualization
8
+ - Using simulation results to drive 3D surface displacement, lighting, or coloring
9
+
10
+ ## Core Principles
11
+
12
+ ### Cellular Automata (CA)
13
+ Each cell on a discrete grid updates based on **its own state** and **neighbor states** according to fixed rules. Conway B3/S23 rules:
14
+ - Dead cell with exactly 3 live neighbors → birth
15
+ - Live cell with 2 or 3 live neighbors → survival
16
+ - Otherwise → death
17
+
18
+ Neighbor computation (Moore neighborhood, 8 neighbors): `k = Σ cell(px + offset)`
19
+
20
+ ### Reaction-Diffusion (RD)
21
+ Gray-Scott model — two substances u (activator) and v (inhibitor) diffuse and react:
22
+ ```
23
+ ∂u/∂t = Du·∇²u - u·v² + F·(1-u)
24
+ ∂v/∂t = Dv·∇²v + u·v² - (F+k)·v
25
+ ```
26
+ - `Du, Dv`: diffusion coefficients (Du > Dv produces patterns)
27
+ - `F`: feed rate, `k`: kill rate
28
+ - `∇²`: Laplacian, discretized using a nine-point stencil
29
+
30
+ Key parameters `(F, k)` determine the pattern:
31
+ | F | k | Pattern |
32
+ |---|---|---------|
33
+ | 0.035 | 0.065 | spots |
34
+ | 0.040 | 0.060 | stripes |
35
+ | 0.025 | 0.055 | labyrinthine |
36
+ | 0.050 | 0.065 | solitons |
37
+
38
+ ## Implementation Steps
39
+
40
+ ### Step 1: Grid State Storage & Self-Feedback
41
+ ```glsl
42
+ // Buffer A: iChannel0 bound to Buffer A itself (self-feedback)
43
+ vec4 prevState = texelFetch(iChannel0, ivec2(fragCoord), 0);
44
+ // UV sampling (supports texture filtering)
45
+ vec2 uv = fragCoord / iResolution.xy;
46
+ vec4 prevSmooth = texture(iChannel0, uv);
47
+ ```
48
+
49
+ ### Step 2: Initialization (Noise Seeding)
50
+ ```glsl
51
+ float hash1(float n) {
52
+ return fract(sin(n) * 138.5453123);
53
+ }
54
+ vec3 hash33(in vec2 p) {
55
+ float n = sin(dot(p, vec2(41, 289)));
56
+ return fract(vec3(2097152, 262144, 32768) * n);
57
+ }
58
+
59
+ if (iFrame < 2) {
60
+ // CA: random binary
61
+ float f = step(0.9, hash1(fragCoord.x * 13.0 + hash1(fragCoord.y * 71.1)));
62
+ fragColor = vec4(f, 0.0, 0.0, 0.0);
63
+ } else if (iFrame < 10) {
64
+ // RD: random continuous values
65
+ vec3 noise = hash33(fragCoord / iResolution.xy + vec2(53, 43) * float(iFrame));
66
+ fragColor = vec4(noise, 1.0);
67
+ }
68
+ ```
69
+
70
+ ### Step 3: Neighbor Sampling & Laplacian
71
+ ```glsl
72
+ // --- Method A: Discrete CA neighbor counting ---
73
+ int cell(in ivec2 p) {
74
+ ivec2 r = ivec2(textureSize(iChannel0, 0));
75
+ p = (p + r) % r; // wrap-around boundary
76
+ return (texelFetch(iChannel0, p, 0).x > 0.5) ? 1 : 0;
77
+ }
78
+ ivec2 px = ivec2(fragCoord);
79
+ int k = cell(px+ivec2(-1,-1)) + cell(px+ivec2(0,-1)) + cell(px+ivec2(1,-1))
80
+ + cell(px+ivec2(-1, 0)) + cell(px+ivec2(1, 0))
81
+ + cell(px+ivec2(-1, 1)) + cell(px+ivec2(0, 1)) + cell(px+ivec2(1, 1));
82
+
83
+ // --- Method B: Nine-point Laplacian (for RD) ---
84
+ // Weights: diagonal 0.5, cross 1.0, center -6.0
85
+ vec2 laplacian(vec2 uv) {
86
+ vec2 px = 1.0 / iResolution.xy;
87
+ vec4 P = vec4(px, 0.0, -px.x);
88
+ return
89
+ 0.5 * texture(iChannel0, uv - P.xy).xy
90
+ + texture(iChannel0, uv - P.zy).xy
91
+ + 0.5 * texture(iChannel0, uv - P.wy).xy
92
+ + texture(iChannel0, uv - P.xz).xy
93
+ - 6.0 * texture(iChannel0, uv).xy
94
+ + texture(iChannel0, uv + P.xz).xy
95
+ + 0.5 * texture(iChannel0, uv + P.wy).xy
96
+ + texture(iChannel0, uv + P.zy).xy
97
+ + 0.5 * texture(iChannel0, uv + P.xy).xy;
98
+ }
99
+
100
+ // --- Method C: 3x3 weighted blur (Gaussian approximation) ---
101
+ // Weights: corner 1, edge 2, center 4, total 16
102
+ float blur3x3(vec2 uv) {
103
+ vec3 e = vec3(1, 0, -1);
104
+ vec2 px = 1.0 / iResolution.xy;
105
+ float res = 0.0;
106
+ res += texture(iChannel0, uv + e.xx*px).x + texture(iChannel0, uv + e.xz*px).x
107
+ + texture(iChannel0, uv + e.zx*px).x + texture(iChannel0, uv + e.zz*px).x;
108
+ res += (texture(iChannel0, uv + e.xy*px).x + texture(iChannel0, uv + e.yx*px).x
109
+ + texture(iChannel0, uv + e.yz*px).x + texture(iChannel0, uv + e.zy*px).x) * 2.;
110
+ res += texture(iChannel0, uv + e.yy*px).x * 4.;
111
+ return res / 16.0;
112
+ }
113
+ ```
114
+
115
+ ### Step 4: State Update Rules
116
+ ```glsl
117
+ // --- CA: Conway B3/S23 ---
118
+ int e = cell(px);
119
+ float f = (((k == 2) && (e == 1)) || (k == 3)) ? 1.0 : 0.0;
120
+
121
+ // --- CA: Generic Birth/Survival bitmask ---
122
+ float ff = 0.0;
123
+ if (currentAlive) {
124
+ ff = ((stayset & (1 << (k - 1))) > 0) ? float(k) : 0.0;
125
+ } else {
126
+ ff = ((bornset & (1 << (k - 1))) > 0) ? 1.0 : 0.0;
127
+ }
128
+
129
+ // --- RD: Gray-Scott update ---
130
+ float u = prevState.x;
131
+ float v = prevState.y;
132
+ vec2 Duv = laplacian(uv) * DIFFUSION;
133
+ float du = Duv.x - u * v * v + F * (1.0 - u);
134
+ float dv = Duv.y + u * v * v - (F + k) * v;
135
+ fragColor.xy = clamp(vec2(u + du * DT, v + dv * DT), 0.0, 1.0);
136
+
137
+ // --- RD: Simplified version (gradient + random decay) ---
138
+ float avgRD = blur3x3(uv);
139
+ vec2 pwr = (1.0 / iResolution.xy) * 1.5;
140
+ vec2 lap = vec2(
141
+ texture(iChannel0, uv + vec2(pwr.x, 0)).y - texture(iChannel0, uv - vec2(pwr.x, 0)).y,
142
+ texture(iChannel0, uv + vec2(0, pwr.y)).y - texture(iChannel0, uv - vec2(0, pwr.y)).y
143
+ );
144
+ uv = uv + lap * (1.0 / iResolution.xy) * 3.0;
145
+ float newRD = texture(iChannel0, uv).x + (noise.z - 0.5) * 0.0025 - 0.002;
146
+ newRD += dot(texture(iChannel0, uv + (noise.xy - 0.5) / iResolution.xy).xy, vec2(1, -1)) * 0.145;
147
+ ```
148
+
149
+ ### Step 5: Visualization & Coloring
150
+ ```glsl
151
+ // Color mapping
152
+ float c = 1.0 - texture(iChannel0, uv).y;
153
+ vec3 col = pow(vec3(1.5, 1, 1) * c, vec3(1, 4, 12));
154
+
155
+ // Gradient normals + bump lighting
156
+ vec3 normal(vec2 uv) {
157
+ vec3 delta = vec3(1.0 / iResolution.xy, 0.0);
158
+ float du = texture(iChannel0, uv + delta.xz).x - texture(iChannel0, uv - delta.xz).x;
159
+ float dv = texture(iChannel0, uv + delta.zy).x - texture(iChannel0, uv - delta.zy).x;
160
+ return normalize(vec3(du, dv, 1.0));
161
+ }
162
+
163
+ // Specular highlight
164
+ float c2 = 1.0 - texture(iChannel0, uv + 0.5 / iResolution.xy).y;
165
+ col += vec3(0.36, 0.73, 1.0) * max(c2 * c2 - c * c, 0.0) * 12.0;
166
+
167
+ // Vignette + gamma
168
+ col *= pow(16.0 * uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y), 0.125) * 1.15;
169
+ col *= smoothstep(0.0, 1.0, iTime / 2.0);
170
+ fragColor = vec4(sqrt(min(col, 1.0)), 1.0);
171
+ ```
172
+
173
+ ## Complete Code Template
174
+
175
+ ShaderToy setup: Buffer A's iChannel0 = Buffer A (self-feedback, linear filtering). Image's iChannel0 = Buffer A.
176
+
177
+ ### Standalone HTML JS Skeleton (Ping-Pong Render Pipeline)
178
+
179
+ CA/RD requires framebuffer self-feedback. The following JS skeleton demonstrates the correct WebGL2 multi-pass ping-pong structure:
180
+
181
+ ```javascript
182
+ <script>
183
+ let frameCount = 0;
184
+ let mouse = [0, 0, 0, 0];
185
+
186
+ const canvas = document.getElementById('c');
187
+ const gl = canvas.getContext('webgl2');
188
+ const ext = gl.getExtension('EXT_color_buffer_float');
189
+
190
+ function createShader(type, src) {
191
+ const s = gl.createShader(type);
192
+ gl.shaderSource(s, src);
193
+ gl.compileShader(s);
194
+ if (!gl.getShaderParameter(s, gl.COMPILE_STATUS))
195
+ console.error(gl.getShaderInfoLog(s));
196
+ return s;
197
+ }
198
+ function createProgram(vsSrc, fsSrc) {
199
+ const p = gl.createProgram();
200
+ gl.attachShader(p, createShader(gl.VERTEX_SHADER, vsSrc));
201
+ gl.attachShader(p, createShader(gl.FRAGMENT_SHADER, fsSrc));
202
+ gl.linkProgram(p);
203
+ return p;
204
+ }
205
+
206
+ const vsSource = `#version 300 es
207
+ in vec2 pos;
208
+ void main(){ gl_Position=vec4(pos,0,1); }`;
209
+
210
+ // fsBuffer / fsImage: adapt from the Buffer A / Image templates below (uniform declarations + void main entry point)
211
+
212
+ const progBuf = createProgram(vsSource, fsBuffer);
213
+ const progImg = createProgram(vsSource, fsImage);
214
+
215
+ function createFBO(w, h) {
216
+ const tex = gl.createTexture();
217
+ gl.bindTexture(gl.TEXTURE_2D, tex);
218
+ const fmt = ext ? gl.RGBA16F : gl.RGBA;
219
+ const typ = ext ? gl.FLOAT : gl.UNSIGNED_BYTE;
220
+ gl.texImage2D(gl.TEXTURE_2D, 0, fmt, w, h, 0, gl.RGBA, typ, null);
221
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
222
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
223
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
224
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
225
+ const fbo = gl.createFramebuffer();
226
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
227
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
228
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
229
+ return { fbo, tex };
230
+ }
231
+
232
+ let W, H, bufA, bufB;
233
+
234
+ const vao = gl.createVertexArray();
235
+ gl.bindVertexArray(vao);
236
+ const vbo = gl.createBuffer();
237
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
238
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1,-1, 1,-1, -1,1, 1,1]), gl.STATIC_DRAW);
239
+ gl.enableVertexAttribArray(0);
240
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
241
+
242
+ function resize() {
243
+ canvas.width = W = innerWidth;
244
+ canvas.height = H = innerHeight;
245
+ bufA = createFBO(W, H);
246
+ bufB = createFBO(W, H);
247
+ frameCount = 0;
248
+ }
249
+ addEventListener('resize', resize);
250
+ resize();
251
+
252
+ canvas.addEventListener('mousedown', e => { mouse[2] = e.clientX; mouse[3] = H - e.clientY; });
253
+ canvas.addEventListener('mouseup', () => { mouse[2] = 0; mouse[3] = 0; });
254
+ canvas.addEventListener('mousemove', e => { mouse[0] = e.clientX; mouse[1] = H - e.clientY; });
255
+
256
+ function render(t) {
257
+ t *= 0.001;
258
+
259
+ // Buffer pass: read bufA → write bufB
260
+ gl.useProgram(progBuf);
261
+ gl.bindFramebuffer(gl.FRAMEBUFFER, bufB.fbo);
262
+ gl.viewport(0, 0, W, H);
263
+ gl.activeTexture(gl.TEXTURE0);
264
+ gl.bindTexture(gl.TEXTURE_2D, bufA.tex);
265
+ gl.uniform1i(gl.getUniformLocation(progBuf, 'iChannel0'), 0);
266
+ gl.uniform2f(gl.getUniformLocation(progBuf, 'iResolution'), W, H);
267
+ gl.uniform1f(gl.getUniformLocation(progBuf, 'iTime'), t);
268
+ gl.uniform1i(gl.getUniformLocation(progBuf, 'iFrame'), frameCount);
269
+ gl.uniform4f(gl.getUniformLocation(progBuf, 'iMouse'), ...mouse);
270
+ gl.bindVertexArray(vao);
271
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
272
+ [bufA, bufB] = [bufB, bufA];
273
+
274
+ // Image pass: read bufA → screen
275
+ gl.useProgram(progImg);
276
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
277
+ gl.viewport(0, 0, W, H);
278
+ gl.activeTexture(gl.TEXTURE0);
279
+ gl.bindTexture(gl.TEXTURE_2D, bufA.tex);
280
+ gl.uniform1i(gl.getUniformLocation(progImg, 'iChannel0'), 0);
281
+ gl.uniform2f(gl.getUniformLocation(progImg, 'iResolution'), W, H);
282
+ gl.uniform1f(gl.getUniformLocation(progImg, 'iTime'), t);
283
+ gl.uniform1i(gl.getUniformLocation(progImg, 'iFrame'), frameCount);
284
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
285
+
286
+ frameCount++;
287
+ requestAnimationFrame(render);
288
+ }
289
+ requestAnimationFrame(render);
290
+ </script>
291
+ ```
292
+
293
+ ### Buffer A (Simulation Computation)
294
+ ```glsl
295
+ // Gray-Scott Reaction-Diffusion — Buffer A (Simulation)
296
+ // iChannel0 = Buffer A (self-feedback, linear filtering)
297
+
298
+ #define DU 0.210 // u diffusion coefficient (0.1~0.3)
299
+ #define DV 0.105 // v diffusion coefficient (0.05~0.15)
300
+ #define F 0.040 // feed rate (0.01~0.08)
301
+ #define K 0.060 // kill rate (0.04~0.07)
302
+ #define DT 1.0 // time step (0.5~2.0)
303
+ #define INIT_FRAMES 10
304
+
305
+ float hash1(float n) {
306
+ return fract(sin(n) * 138.5453123);
307
+ }
308
+ vec3 hash33(vec2 p) {
309
+ float n = sin(dot(p, vec2(41.0, 289.0)));
310
+ return fract(vec3(2097152.0, 262144.0, 32768.0) * n);
311
+ }
312
+
313
+ // Nine-point Laplacian: diagonal 0.05, cross 0.2, center -1.0
314
+ vec2 laplacian9(vec2 uv) {
315
+ vec2 px = 1.0 / iResolution.xy;
316
+ vec2 c = texture(iChannel0, uv).xy;
317
+ vec2 n = texture(iChannel0, uv + vec2( 0, px.y)).xy;
318
+ vec2 s = texture(iChannel0, uv + vec2( 0,-px.y)).xy;
319
+ vec2 e = texture(iChannel0, uv + vec2( px.x, 0)).xy;
320
+ vec2 w = texture(iChannel0, uv + vec2(-px.x, 0)).xy;
321
+ vec2 ne = texture(iChannel0, uv + vec2( px.x, px.y)).xy;
322
+ vec2 nw = texture(iChannel0, uv + vec2(-px.x, px.y)).xy;
323
+ vec2 se = texture(iChannel0, uv + vec2( px.x,-px.y)).xy;
324
+ vec2 sw = texture(iChannel0, uv + vec2(-px.x,-px.y)).xy;
325
+ return (n + s + e + w) * 0.2 + (ne + nw + se + sw) * 0.05 - c;
326
+ }
327
+
328
+ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
329
+ vec2 uv = fragCoord / iResolution.xy;
330
+
331
+ // Initialization
332
+ if (iFrame < INIT_FRAMES) {
333
+ float rnd = hash1(fragCoord.x * 13.0 + hash1(fragCoord.y * 71.1 + float(iFrame)));
334
+ float u = 1.0;
335
+ float v = (rnd > 0.9) ? 1.0 : 0.0;
336
+ vec2 center = iResolution.xy * 0.5;
337
+ if (abs(fragCoord.x - center.x) < 20.0 && abs(fragCoord.y - center.y) < 20.0) {
338
+ v = hash1(fragCoord.x * 7.0 + fragCoord.y * 13.0) > 0.5 ? 1.0 : 0.0;
339
+ }
340
+ fragColor = vec4(u, v, 0.0, 1.0);
341
+ return;
342
+ }
343
+
344
+ // Read current state
345
+ vec2 state = texture(iChannel0, uv).xy;
346
+ float u = state.x;
347
+ float v = state.y;
348
+
349
+ // Gray-Scott equations
350
+ vec2 lap = laplacian9(uv);
351
+ float uvv = u * v * v;
352
+ float du = DU * lap.x - uvv + F * (1.0 - u);
353
+ float dv = DV * lap.y + uvv - (F + K) * v;
354
+
355
+ u += du * DT;
356
+ v += dv * DT;
357
+
358
+ // Mouse interaction: click to add v
359
+ if (iMouse.z > 0.0) {
360
+ if (length(fragCoord - iMouse.xy) < 10.0) v = 1.0;
361
+ }
362
+
363
+ fragColor = vec4(clamp(u, 0.0, 1.0), clamp(v, 0.0, 1.0), 0.0, 1.0);
364
+ }
365
+ ```
366
+
367
+ ### Image (Visualization Output)
368
+ ```glsl
369
+ // Gray-Scott Reaction-Diffusion — Image (Visualization)
370
+ // iChannel0 = Buffer A (linear filtering)
371
+
372
+ #define LIGHT_STRENGTH 12.0 // specular intensity (5~20)
373
+ #define COLOR_MODE 0 // 0=blue-gold, 1=flame, 2=monochrome
374
+ #define VIGNETTE 1 // 0=off, 1=vignette on
375
+
376
+ vec3 getNormal(vec2 uv) {
377
+ vec2 d = 1.0 / iResolution.xy;
378
+ float du = texture(iChannel0, uv + vec2(d.x, 0)).y - texture(iChannel0, uv - vec2(d.x, 0)).y;
379
+ float dv = texture(iChannel0, uv + vec2(0, d.y)).y - texture(iChannel0, uv - vec2(0, d.y)).y;
380
+ return normalize(vec3(du, dv, 0.05));
381
+ }
382
+
383
+ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
384
+ vec2 uv = fragCoord / iResolution.xy;
385
+ float val = texture(iChannel0, uv).y;
386
+ float c = 1.0 - val;
387
+
388
+ vec3 col;
389
+ #if COLOR_MODE == 0
390
+ float pattern = -cos(uv.x*0.75*3.14159-0.9)*cos(uv.y*1.5*3.14159-0.75)*0.5+0.5;
391
+ col = pow(vec3(1.5, 1.0, 1.0) * c, vec3(1.0, 4.0, 12.0));
392
+ col = mix(col, col.zyx, clamp(pattern - 0.2, 0.0, 1.0));
393
+ #elif COLOR_MODE == 1
394
+ col = vec3(c * 1.2, pow(c, 3.0), pow(c, 9.0));
395
+ #else
396
+ col = vec3(c);
397
+ #endif
398
+
399
+ float c2 = 1.0 - texture(iChannel0, uv + 0.5 / iResolution.xy).y;
400
+ col += vec3(0.36, 0.73, 1.0) * max(c2*c2 - c*c, 0.0) * LIGHT_STRENGTH;
401
+
402
+ #if VIGNETTE == 1
403
+ col *= pow(16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y), 0.125) * 1.15;
404
+ #endif
405
+ col *= smoothstep(0.0, 1.0, iTime / 2.0);
406
+ fragColor = vec4(sqrt(clamp(col, 0.0, 1.0)), 1.0);
407
+ }
408
+ ```
409
+
410
+ ## Common Variants
411
+
412
+ ### Variant 1: Conway's Game of Life (Discrete CA)
413
+ ```glsl
414
+ int cell(in ivec2 p) {
415
+ ivec2 r = ivec2(textureSize(iChannel0, 0));
416
+ p = (p + r) % r;
417
+ return (texelFetch(iChannel0, p, 0).x > 0.5) ? 1 : 0;
418
+ }
419
+
420
+ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
421
+ ivec2 px = ivec2(fragCoord);
422
+ int k = cell(px+ivec2(-1,-1)) + cell(px+ivec2(0,-1)) + cell(px+ivec2(1,-1))
423
+ + cell(px+ivec2(-1, 0)) + cell(px+ivec2(1, 0))
424
+ + cell(px+ivec2(-1, 1)) + cell(px+ivec2(0, 1)) + cell(px+ivec2(1, 1));
425
+ int e = cell(px);
426
+ float f = (((k == 2) && (e == 1)) || (k == 3)) ? 1.0 : 0.0;
427
+ if (iFrame < 2)
428
+ f = step(0.9, fract(sin(fragCoord.x*13.0 + sin(fragCoord.y*71.1)) * 138.5));
429
+ fragColor = vec4(f, 0.0, 0.0, 1.0);
430
+ }
431
+ ```
432
+
433
+ ### Variant 2: Configurable Rule Set CA (B/S Bitmask)
434
+ ```glsl
435
+ #define BORN_SET 8 // birth bitmask, 8 = B3
436
+ #define STAY_SET 12 // survival bitmask, 12 = S23
437
+ #define LIVEVAL 2.0
438
+ #define DECIMATE 1.0 // decay value
439
+
440
+ float ff = 0.0;
441
+ float ev = texelFetch(iChannel0, px, 0).w;
442
+ if (ev > 0.5) {
443
+ if (DECIMATE > 0.0) ff = ev - DECIMATE;
444
+ if ((STAY_SET & (1 << (k - 1))) > 0) ff = LIVEVAL;
445
+ } else {
446
+ ff = ((BORN_SET & (1 << (k - 1))) > 0) ? LIVEVAL : 0.0;
447
+ }
448
+ ```
449
+
450
+ ### Variant 3: Separable Gaussian Blur RD (Multi-Buffer)
451
+ ```glsl
452
+ // Buffer B: horizontal blur (reads Buffer A)
453
+ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
454
+ vec2 uv = fragCoord / iResolution.xy;
455
+ float h = 1.0 / iResolution.x;
456
+ vec4 sum = vec4(0.0);
457
+ sum += texture(iChannel0, fract(vec2(uv.x - 4.0*h, uv.y))) * 0.05;
458
+ sum += texture(iChannel0, fract(vec2(uv.x - 3.0*h, uv.y))) * 0.09;
459
+ sum += texture(iChannel0, fract(vec2(uv.x - 2.0*h, uv.y))) * 0.12;
460
+ sum += texture(iChannel0, fract(vec2(uv.x - 1.0*h, uv.y))) * 0.15;
461
+ sum += texture(iChannel0, fract(vec2(uv.x, uv.y))) * 0.16;
462
+ sum += texture(iChannel0, fract(vec2(uv.x + 1.0*h, uv.y))) * 0.15;
463
+ sum += texture(iChannel0, fract(vec2(uv.x + 2.0*h, uv.y))) * 0.12;
464
+ sum += texture(iChannel0, fract(vec2(uv.x + 3.0*h, uv.y))) * 0.09;
465
+ sum += texture(iChannel0, fract(vec2(uv.x + 4.0*h, uv.y))) * 0.05;
466
+ fragColor = vec4(sum.xyz / 0.98, 1.0);
467
+ }
468
+ // Buffer C: vertical blur (reads Buffer B), same structure but along y-axis
469
+ // Buffer A: reaction step reads Buffer C as the diffusion term
470
+ ```
471
+
472
+ ### Variant 4: Continuous Differential Operator CA (Vein/Fluid Style)
473
+ ```glsl
474
+ #define STEPS 40 // advection step count (10~60)
475
+ #define ts 0.2 // advection rotation strength
476
+ #define cs -2.0 // curl scale
477
+ #define ls 0.05 // Laplacian scale
478
+ #define amp 1.0 // self-amplification coefficient
479
+ #define upd 0.4 // update smoothing coefficient
480
+
481
+ // 3x3 discrete curl and divergence
482
+ curl = uv_n.x - uv_s.x - uv_e.y + uv_w.y
483
+ + _D * (uv_nw.x + uv_nw.y + uv_ne.x - uv_ne.y
484
+ + uv_sw.y - uv_sw.x - uv_se.y - uv_se.x);
485
+ div = uv_s.y - uv_n.y - uv_e.x + uv_w.x
486
+ + _D * (uv_nw.x - uv_nw.y - uv_ne.x - uv_ne.y
487
+ + uv_sw.x + uv_sw.y + uv_se.y - uv_se.x);
488
+
489
+ // Multi-step advection loop
490
+ for (int i = 0; i < STEPS; i++) {
491
+ advect(off, vUv, texel, curl, div, lapl, blur);
492
+ offd = rot(offd, ts * curl);
493
+ off += offd;
494
+ ab += blur / float(STEPS);
495
+ }
496
+ ```
497
+
498
+ ### Variant 5: RD-Driven 3D Surface (Raymarched RD)
499
+ ```glsl
500
+ // Image pass: use RD texture for displacement in SDF
501
+ vec2 map(in vec3 pos) {
502
+ vec3 p = normalize(pos);
503
+ vec2 uv;
504
+ uv.x = 0.5 + atan(p.z, p.x) / (2.0 * 3.14159);
505
+ uv.y = 0.5 - asin(p.y) / 3.14159;
506
+ float y = texture(iChannel0, uv).y;
507
+ float displacement = 0.1 * y;
508
+ float sd = length(pos) - (2.0 + displacement);
509
+ return vec2(sd, y);
510
+ }
511
+ ```
512
+
513
+ ## Performance & Composition
514
+
515
+ ### Performance Tips
516
+ - **texelFetch vs texture**: Use `texelFetch` for discrete CA (exact pixel reads), `texture` for continuous RD (bilinear interpolation)
517
+ - **Separable blur replaces large kernels**: For large diffusion radii, use two-pass separable Gaussian (O(2N)) instead of NxN Laplacian (O(N²))
518
+ - **Sub-iterations**: Multiple small DT steps within a single frame improves stability
519
+ - **Reduced resolution**: Low-resolution buffer simulation + Image pass upsampling
520
+ - **Avoid branching**: Use `step()/mix()/clamp()` instead of `if/else`
521
+
522
+ ### Composition Directions
523
+ - **RD + Raymarching**: RD as heightmap mapped onto 3D surface for displacement modeling
524
+ - **CA/RD + Particle Systems**: Field used as velocity field or spawn probability field to drive particles
525
+ - **RD + Bump Lighting**: Compute normals from RD values, combine with environment maps for metallic etching/ripple effects
526
+ - **CA + Color Decay Trails**: After death, fade per-frame with different RGB decay rates producing colored trails
527
+ - **RD + Domain Transforms**: Apply vortex/spiral transforms before sampling, producing spiral swirl patterns
528
+
529
+ ## Further Reading
530
+
531
+ Full step-by-step tutorial, mathematical derivations, and advanced usage in [reference](../reference/cellular-automata.md)