@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.
- package/LICENSE +21 -0
- package/README.md +109 -0
- package/THIRD_PARTY_NOTICES.md +64 -0
- package/extensions/index.ts +6 -0
- package/install.sh +5 -0
- package/manifests/adapter-evidence.json +45 -0
- package/manifests/capabilities.json +124 -0
- package/manifests/live-verification.json +26 -0
- package/manifests/provenance.json +71 -0
- package/manifests/roles.json +474 -0
- package/manifests/sbom.json +7797 -0
- package/manifests/skill-compatibility.json +8100 -0
- package/manifests/subagent-provenance.json +37 -0
- package/package.json +91 -0
- package/prompts/build.md +8 -0
- package/prompts/define.md +8 -0
- package/prompts/ideate.md +8 -0
- package/prompts/local-review.md +8 -0
- package/prompts/ship.md +8 -0
- package/roles/agent-evaluator.md +47 -0
- package/roles/ai-regression-scout.md +47 -0
- package/roles/browser-qa-runner.md +47 -0
- package/roles/code-reviewer.md +47 -0
- package/roles/code-scout.md +47 -0
- package/roles/convergence-reviewer.md +55 -0
- package/roles/doc-researcher.md +47 -0
- package/roles/e2e-artifact-runner.md +47 -0
- package/roles/implementer.md +47 -0
- package/roles/opensource-sanitizer.md +47 -0
- package/roles/plan-auditor.md +47 -0
- package/roles/pr-test-analyzer.md +47 -0
- package/roles/security-auditor.md +47 -0
- package/roles/silent-failure-reviewer.md +47 -0
- package/roles/spec-miner.md +47 -0
- package/roles/test-coverage-reviewer.md +47 -0
- package/roles/test-engineer.md +48 -0
- package/roles/web-performance-auditor.md +47 -0
- package/roles/web-researcher.md +47 -0
- package/scripts/apply-adapter-evidence.ts +73 -0
- package/scripts/bootstrap.sh +180 -0
- package/scripts/generate-provenance.ts +143 -0
- package/scripts/local-package-e2e.ts +51 -0
- package/scripts/sync-roles.ts +213 -0
- package/scripts/sync-skills.ts +356 -0
- package/scripts/validate-runtime.ts +11 -0
- package/skills/academic-paper-review/SKILL.md +81 -0
- package/skills/agents-md-initialization/SKILL.md +121 -0
- package/skills/agents-md-initialization/references/agents-template.md +83 -0
- package/skills/agents-md-initialization/references/agents_md.py +215 -0
- package/skills/ai-regression-scout/SKILL.md +24 -0
- package/skills/aili-delivery-flow/SKILL.md +125 -0
- package/skills/aili-delivery-flow/references/artifact-contracts.md +138 -0
- package/skills/aili-delivery-flow/references/backend-routing.md +40 -0
- package/skills/aili-delivery-flow/references/build-execution-loop.md +113 -0
- package/skills/aili-delivery-flow/references/build-goal-mode.md +3 -0
- package/skills/aili-delivery-flow/references/direct-vs-delegated-work.md +38 -0
- package/skills/aili-delivery-flow/references/implementation-packages.md +54 -0
- package/skills/aili-delivery-flow/references/lifecycle.md +127 -0
- package/skills/aili-delivery-flow/references/protocols/acceptance-test-plan.md +18 -0
- package/skills/aili-delivery-flow/references/protocols/alignment-questionnaire.md +10 -0
- package/skills/aili-delivery-flow/references/protocols/closeout-report.md +101 -0
- package/skills/aili-delivery-flow/references/protocols/compact-evidence-pack.md +46 -0
- package/skills/aili-delivery-flow/references/protocols/idea-brief.md +10 -0
- package/skills/aili-delivery-flow/references/protocols/implementation-package.md +53 -0
- package/skills/aili-delivery-flow/references/protocols/research-evidence-pack.md +19 -0
- package/skills/aili-delivery-flow/references/protocols/review-report.md +7 -0
- package/skills/aili-delivery-flow/references/protocols/spec-draft.md +12 -0
- package/skills/aili-delivery-flow/references/protocols/subagent-result.md +60 -0
- package/skills/aili-delivery-flow/references/protocols/subagent-task-packet.md +29 -0
- package/skills/aili-delivery-flow/references/protocols/worktree-context.md +109 -0
- package/skills/aili-delivery-flow/references/questionnaire-policy.md +62 -0
- package/skills/aili-delivery-flow/references/review-repair-loop.md +16 -0
- package/skills/aili-delivery-flow/references/test-document-policy.md +35 -0
- package/skills/android-native-dev/SKILL.md +722 -0
- package/skills/android-native-dev/references/accessibility.md +209 -0
- package/skills/android-native-dev/references/adaptive-screens.md +231 -0
- package/skills/android-native-dev/references/design-style-guide.md +365 -0
- package/skills/android-native-dev/references/functional-requirements.md +229 -0
- package/skills/android-native-dev/references/motion-system.md +203 -0
- package/skills/android-native-dev/references/performance-stability.md +223 -0
- package/skills/android-native-dev/references/privacy-security.md +244 -0
- package/skills/android-native-dev/references/testing.md +554 -0
- package/skills/android-native-dev/references/visual-design.md +246 -0
- package/skills/api-and-interface-design/SKILL.md +318 -0
- package/skills/browser-qa/SKILL.md +32 -0
- package/skills/browser-testing-with-devtools/SKILL.md +323 -0
- package/skills/build-failure-repair/SKILL.md +49 -0
- package/skills/chart-visualization/SKILL.md +73 -0
- package/skills/ci-cd-and-automation/SKILL.md +353 -0
- package/skills/code-review-and-quality/SKILL.md +375 -0
- package/skills/code-review-quality-gates/SKILL.md +132 -0
- package/skills/code-simplification/SKILL.md +371 -0
- package/skills/comment-accuracy-review/SKILL.md +37 -0
- package/skills/consulting-analysis/SKILL.md +69 -0
- package/skills/context-engineering/SKILL.md +375 -0
- package/skills/coverage-review/SKILL.md +24 -0
- package/skills/data-analysis/SKILL.md +74 -0
- package/skills/deprecation-and-migration/SKILL.md +222 -0
- package/skills/documentation-and-adrs/SKILL.md +330 -0
- package/skills/e2e-artifact-handling/SKILL.md +30 -0
- package/skills/evidence-scoped-retrospective/SKILL.md +156 -0
- package/skills/explain-by-allegory/SKILL.md +99 -0
- package/skills/flutter-dev/SKILL.md +162 -0
- package/skills/flutter-dev/references/animations.md +497 -0
- package/skills/flutter-dev/references/bloc-state.md +281 -0
- package/skills/flutter-dev/references/forms.md +656 -0
- package/skills/flutter-dev/references/gorouter-navigation.md +257 -0
- package/skills/flutter-dev/references/localization.md +510 -0
- package/skills/flutter-dev/references/networking.md +566 -0
- package/skills/flutter-dev/references/performance.md +305 -0
- package/skills/flutter-dev/references/platform-specific.md +417 -0
- package/skills/flutter-dev/references/project-structure.md +273 -0
- package/skills/flutter-dev/references/riverpod-state.md +232 -0
- package/skills/flutter-dev/references/testing.md +364 -0
- package/skills/flutter-dev/references/widget-patterns.md +233 -0
- package/skills/frontend-dev/SKILL.md +468 -0
- package/skills/frontend-dev/canvas-fonts/ArsenalSC-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/ArsenalSC-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/BigShoulders-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/BigShoulders-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/BigShoulders-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Boldonse-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Boldonse-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/CrimsonPro-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/CrimsonPro-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/CrimsonPro-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/CrimsonPro-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/DMMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/DMMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/EricaOne-OFL.txt +94 -0
- package/skills/frontend-dev/canvas-fonts/EricaOne-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/GeistMono-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/GeistMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/GeistMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Gloock-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Gloock-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexMono-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-BoldItalic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-BoldItalic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSerif-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSerif-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Italiana-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Italiana-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/JetBrainsMono-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/JetBrainsMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/JetBrainsMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Jura-Light.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Jura-Medium.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Jura-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/LibreBaskerville-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/LibreBaskerville-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Lora-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Lora-BoldItalic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Lora-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Lora-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Lora-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/NationalPark-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/NationalPark-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/NationalPark-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/NothingYouCouldDo-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/NothingYouCouldDo-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Outfit-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Outfit-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Outfit-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/PixelifySans-Medium.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/PixelifySans-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/PoiretOne-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/PoiretOne-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/RedHatMono-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/RedHatMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/RedHatMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Silkscreen-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Silkscreen-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/SmoochSans-Medium.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/SmoochSans-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Tektur-Medium.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Tektur-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Tektur-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-BoldItalic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/YoungSerif-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/YoungSerif-Regular.ttf +0 -0
- package/skills/frontend-dev/references/asset-prompt-guide.md +43 -0
- package/skills/frontend-dev/references/env-setup.md +33 -0
- package/skills/frontend-dev/references/minimax-cli-reference.md +133 -0
- package/skills/frontend-dev/references/minimax-image-guide.md +65 -0
- package/skills/frontend-dev/references/minimax-music-guide.md +216 -0
- package/skills/frontend-dev/references/minimax-tts-guide.md +78 -0
- package/skills/frontend-dev/references/minimax-video-guide.md +82 -0
- package/skills/frontend-dev/references/minimax-voice-catalog.md +685 -0
- package/skills/frontend-dev/references/motion-recipes.md +407 -0
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- package/skills/frontend-dev/scripts/minimax_image.py +137 -0
- package/skills/frontend-dev/scripts/minimax_music.py +157 -0
- package/skills/frontend-dev/scripts/minimax_tts.py +127 -0
- package/skills/frontend-dev/scripts/minimax_video.py +187 -0
- package/skills/frontend-dev/templates/generator_template.js +223 -0
- package/skills/frontend-dev/templates/viewer.html +599 -0
- package/skills/frontend-ui-engineering/SKILL.md +367 -0
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## Use Cases
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Each cell on a discrete grid updates based on **its own state** and **neighbor states** according to fixed rules. Conway B3/S23 rules:
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- `∇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)
|