@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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+ # Domain Warping
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+
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+ ## Use Cases
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+
5
+ - **Marble/jade textures**: multi-layer warping produces streaked stone textures
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+ - **Fabric/silk appearance**: warping field creases simulate textile surfaces
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+ - **Geological formations**: rock strata, lava flows, surface erosion
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+ - **Gas giant atmospheres**: Jupiter-style banded circulation
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+ - **Smoke/fire/explosions**: fluid effects combined with volumetric rendering
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+ - **Abstract art backgrounds**: procedural organic patterns, suitable for UI backgrounds, music visualization
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+ - **Electric current/plasma effects**: ridged FBM variant produces sharp arc patterns
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+
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+ Core advantage: relies only on math functions (no texture assets needed), outputs seamless tiling, animatable, GPU-friendly.
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+
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+ ## Core Principles
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+
17
+ Warp input coordinates with noise, then query the main function:
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+
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+ ```
20
+ f(p) -> f(p + fbm(p))
21
+ ```
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+
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+ Classic multi-layer recursive nesting:
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+
25
+ ```
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+ result = fbm(p + fbm(p + fbm(p)))
27
+ ```
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+
29
+ Each FBM layer's output serves as a coordinate offset for the next layer; deeper nesting produces more organic deformation.
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+
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+ **Key mathematical structure**:
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+
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+ 1. **Noise** `noise(p)`: pseudo-random values at integer lattice points + Hermite interpolation `f*f*(3.0-2.0*f)`
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+ 2. **FBM**: `fbm(p) = sum of (0.5^i) * noise(p * 2^i * R^i)`, where `R` is a rotation matrix for decorrelation
35
+ 3. **Domain warping chain**: `fbm(p + fbm(p + fbm(p)))`
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+
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+ The rotation matrix `mat2(0.80, 0.60, -0.60, 0.80)` (approx 36.87 deg) is the most widely used decorrelation transform.
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+
39
+ ## Implementation Steps
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+
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+ ### Step 1: Hash Function
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+
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+ ```glsl
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+ // Map 2D integer coordinates to a pseudo-random float
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+ float hash(vec2 p) {
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+ p = fract(p * 0.6180339887); // golden ratio pre-perturbation
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+ p *= 25.0;
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+ return fract(p.x * p.y * (p.x + p.y));
49
+ }
50
+ ```
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+
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+ > The classic `fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453)` also works; the sin-free version above has more stable precision on some GPUs.
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+
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+ ### Step 2: Value Noise
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+
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+ ```glsl
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+ // Hash values at integer lattice points, Hermite smooth interpolation
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+ float noise(vec2 p) {
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+ vec2 i = floor(p);
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+ vec2 f = fract(p);
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+ f = f * f * (3.0 - 2.0 * f);
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+
63
+ return mix(
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+ mix(hash(i + vec2(0.0, 0.0)), hash(i + vec2(1.0, 0.0)), f.x),
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+ mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), f.x),
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+ f.y
67
+ );
68
+ }
69
+ ```
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+
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+ ### Step 3: FBM
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+
73
+ ```glsl
74
+ const mat2 mtx = mat2(0.80, 0.60, -0.60, 0.80); // rotation approx 36.87 deg
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+
76
+ float fbm(vec2 p) {
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+ float f = 0.0;
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+ f += 0.500000 * noise(p); p = mtx * p * 2.02;
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+ f += 0.250000 * noise(p); p = mtx * p * 2.03;
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+ f += 0.125000 * noise(p); p = mtx * p * 2.01;
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+ f += 0.062500 * noise(p); p = mtx * p * 2.04;
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+ f += 0.031250 * noise(p); p = mtx * p * 2.01;
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+ f += 0.015625 * noise(p);
84
+ return f / 0.96875;
85
+ }
86
+ ```
87
+
88
+ > Lacunarity uses 2.01~2.04 rather than exactly 2.0 to avoid visual artifacts caused by lattice regularity.
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+
90
+ ### Step 4: Domain Warping (Core)
91
+
92
+ ```glsl
93
+ // Classic three-layer domain warping
94
+ float pattern(vec2 p) {
95
+ return fbm(p + fbm(p + fbm(p)));
96
+ }
97
+ ```
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+
99
+ ### Step 5: Time Animation
100
+
101
+ ```glsl
102
+ // Inject time into the first and last octaves: low frequency drives overall flow, high frequency adds detail variation
103
+ float fbm(vec2 p) {
104
+ float f = 0.0;
105
+ f += 0.500000 * noise(p + iTime); // lowest frequency: slow overall flow
106
+ p = mtx * p * 2.02;
107
+ f += 0.250000 * noise(p); p = mtx * p * 2.03;
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+ f += 0.125000 * noise(p); p = mtx * p * 2.01;
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+ f += 0.062500 * noise(p); p = mtx * p * 2.04;
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+ f += 0.031250 * noise(p); p = mtx * p * 2.01;
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+ f += 0.015625 * noise(p + sin(iTime)); // highest frequency: subtle detail motion
112
+ return f / 0.96875;
113
+ }
114
+ ```
115
+
116
+ ### Step 6: Coloring
117
+
118
+ ```glsl
119
+ // Map scalar field (0~1) to color using a mix chain
120
+ // IMPORTANT: Note: GLSL is strictly typed. Variable declarations must be complete, e.g. vec3 col = vec3(0.2, 0.1, 0.4)
121
+ // IMPORTANT: Decimals must be written as 0.x, not .x (division by zero errors)
122
+ vec3 palette(float t) {
123
+ vec3 col = vec3(0.2, 0.1, 0.4); // deep purple base
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+ col = mix(col, vec3(0.3, 0.05, 0.05), t); // dark red
125
+ col = mix(col, vec3(0.9, 0.9, 0.9), t * t); // high values toward white
126
+ col = mix(col, vec3(0.0, 0.2, 0.4), smoothstep(0.6, 0.8, t)); // blue highlight
127
+ return col * t * 2.0;
128
+ }
129
+ ```
130
+
131
+ ## Full Code Template
132
+
133
+ ```glsl
134
+ // Domain Warping — Full Runnable Template (ShaderToy)
135
+
136
+ #define WARP_DEPTH 3 // Warp nesting depth (1=subtle, 2=moderate, 3=classic)
137
+ #define NUM_OCTAVES 6 // FBM octave count (4=coarse fast, 6=fine)
138
+ #define TIME_SCALE 1.0 // Animation speed (0.05=very slow, 1.0=fluid, 2.0=fast)
139
+ #define WARP_STRENGTH 1.0 // Warp intensity (0.5=subtle, 1.0=standard, 2.0=strong)
140
+ #define BASE_SCALE 3.0 // Overall noise scale (larger = denser texture)
141
+
142
+ const mat2 mtx = mat2(0.80, 0.60, -0.60, 0.80);
143
+
144
+ float hash(vec2 p) {
145
+ p = fract(p * 0.6180339887);
146
+ p *= 25.0;
147
+ return fract(p.x * p.y * (p.x + p.y));
148
+ }
149
+
150
+ float noise(vec2 p) {
151
+ vec2 i = floor(p);
152
+ vec2 f = fract(p);
153
+ f = f * f * (3.0 - 2.0 * f);
154
+
155
+ return mix(
156
+ mix(hash(i + vec2(0.0, 0.0)), hash(i + vec2(1.0, 0.0)), f.x),
157
+ mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), f.x),
158
+ f.y
159
+ );
160
+ }
161
+
162
+ float fbm(vec2 p) {
163
+ float f = 0.0;
164
+ float amp = 0.5;
165
+ float freq = 1.0;
166
+ float norm = 0.0;
167
+
168
+ for (int i = 0; i < NUM_OCTAVES; i++) {
169
+ float t = 0.0;
170
+ if (i == 0) t = iTime * TIME_SCALE;
171
+ if (i == NUM_OCTAVES - 1) t = sin(iTime * TIME_SCALE);
172
+
173
+ f += amp * noise(p + t);
174
+ norm += amp;
175
+ p = mtx * p * 2.02;
176
+ amp *= 0.5;
177
+ }
178
+ return f / norm;
179
+ }
180
+
181
+ float pattern(vec2 p) {
182
+ float val = fbm(p);
183
+
184
+ #if WARP_DEPTH >= 2
185
+ val = fbm(p + WARP_STRENGTH * val);
186
+ #endif
187
+
188
+ #if WARP_DEPTH >= 3
189
+ val = fbm(p + WARP_STRENGTH * val);
190
+ #endif
191
+
192
+ return val;
193
+ }
194
+
195
+ vec3 palette(float t) {
196
+ vec3 col = vec3(0.2, 0.1, 0.4);
197
+ col = mix(col, vec3(0.3, 0.05, 0.05), t);
198
+ col = mix(col, vec3(0.9, 0.9, 0.9), t * t);
199
+ col = mix(col, vec3(0.0, 0.2, 0.4), smoothstep(0.6, 0.8, t));
200
+ return col * t * 2.0;
201
+ }
202
+
203
+ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
204
+ vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
205
+ uv *= BASE_SCALE;
206
+
207
+ float shade = pattern(uv);
208
+ vec3 col = palette(shade);
209
+
210
+ // Vignette effect
211
+ vec2 q = fragCoord / iResolution.xy;
212
+ col *= 0.5 + 0.5 * sqrt(16.0 * q.x * q.y * (1.0 - q.x) * (1.0 - q.y));
213
+
214
+ fragColor = vec4(col, 1.0);
215
+ }
216
+ ```
217
+
218
+ ## Common Variants
219
+
220
+ ### Variant 1: Multi-Resolution Layered Warping
221
+
222
+ Different warp layers use FBM with different octave counts, outputting `vec2` for dual-axis displacement, with intermediate variables used for coloring.
223
+
224
+ ```glsl
225
+ float fbm4(vec2 p) {
226
+ float f = 0.0;
227
+ f += 0.5000 * (-1.0 + 2.0 * noise(p)); p = mtx * p * 2.02;
228
+ f += 0.2500 * (-1.0 + 2.0 * noise(p)); p = mtx * p * 2.03;
229
+ f += 0.1250 * (-1.0 + 2.0 * noise(p)); p = mtx * p * 2.01;
230
+ f += 0.0625 * (-1.0 + 2.0 * noise(p));
231
+ return f / 0.9375;
232
+ }
233
+
234
+ float fbm6(vec2 p) {
235
+ float f = 0.0;
236
+ f += 0.500000 * noise(p); p = mtx * p * 2.02;
237
+ f += 0.250000 * noise(p); p = mtx * p * 2.03;
238
+ f += 0.125000 * noise(p); p = mtx * p * 2.01;
239
+ f += 0.062500 * noise(p); p = mtx * p * 2.04;
240
+ f += 0.031250 * noise(p); p = mtx * p * 2.01;
241
+ f += 0.015625 * noise(p);
242
+ return f / 0.96875;
243
+ }
244
+
245
+ vec2 fbm4_2(vec2 p) {
246
+ return vec2(fbm4(p + vec2(1.0)), fbm4(p + vec2(6.2)));
247
+ }
248
+ vec2 fbm6_2(vec2 p) {
249
+ return vec2(fbm6(p + vec2(9.2)), fbm6(p + vec2(5.7)));
250
+ }
251
+
252
+ float func(vec2 q, out vec2 o, out vec2 n) {
253
+ q += 0.05 * sin(vec2(0.11, 0.13) * iTime + length(q) * 4.0);
254
+ o = 0.5 + 0.5 * fbm4_2(q);
255
+ o += 0.02 * sin(vec2(0.13, 0.11) * iTime * length(o));
256
+ n = fbm6_2(4.0 * o);
257
+ vec2 p = q + 2.0 * n + 1.0;
258
+ float f = 0.5 + 0.5 * fbm4(2.0 * p);
259
+ f = mix(f, f * f * f * 3.5, f * abs(n.x));
260
+ return f;
261
+ }
262
+
263
+ // Coloring uses intermediate variables o, n
264
+ vec3 col = vec3(0.2, 0.1, 0.4);
265
+ col = mix(col, vec3(0.3, 0.05, 0.05), f);
266
+ col = mix(col, vec3(0.9, 0.9, 0.9), dot(n, n));
267
+ col = mix(col, vec3(0.5, 0.2, 0.2), 0.5 * o.y * o.y);
268
+ col = mix(col, vec3(0.0, 0.2, 0.4), 0.5 * smoothstep(1.2, 1.3, abs(n.y) + abs(n.x)));
269
+ col *= f * 2.0;
270
+ ```
271
+
272
+ ### Variant 2: Turbulence/Ridged Warping (Electric Arc/Plasma Effect)
273
+
274
+ In FBM, apply `abs(noise - 0.5)` to produce ridged textures, with dual-axis independent displacement + time-reversed drift.
275
+
276
+ ```glsl
277
+ float fbm_ridged(vec2 p) {
278
+ float z = 2.0;
279
+ float rz = 0.0;
280
+ for (float i = 1.0; i < 6.0; i++) {
281
+ rz += abs((noise(p) - 0.5) * 2.0) / z;
282
+ z *= 2.0;
283
+ p *= 2.0;
284
+ }
285
+ return rz;
286
+ }
287
+
288
+ float dualfbm(vec2 p) {
289
+ vec2 p2 = p * 0.7;
290
+ vec2 basis = vec2(
291
+ fbm_ridged(p2 - iTime * 0.24),
292
+ fbm_ridged(p2 + iTime * 0.26)
293
+ );
294
+ basis = (basis - 0.5) * 0.2;
295
+ p += basis;
296
+ return fbm_ridged(p * makem2(iTime * 0.03));
297
+ }
298
+
299
+ // Electric arc coloring
300
+ vec3 col = vec3(0.2, 0.1, 0.4) / rz;
301
+ ```
302
+
303
+ ### Variant 3: Pseudo-3D Lit Domain Warping
304
+
305
+ Estimate screen-space normals via finite differences, apply directional lighting for an embossed effect.
306
+
307
+ ```glsl
308
+ float e = 2.0 / iResolution.y;
309
+ vec3 nor = normalize(vec3(
310
+ pattern(p + vec2(e, 0.0)) - shade,
311
+ 2.0 * e,
312
+ pattern(p + vec2(0.0, e)) - shade
313
+ ));
314
+
315
+ vec3 lig = normalize(vec3(0.9, 0.2, -0.4));
316
+ float dif = clamp(0.3 + 0.7 * dot(nor, lig), 0.0, 1.0);
317
+ vec3 lin = vec3(0.70, 0.90, 0.95) * (nor.y * 0.5 + 0.5);
318
+ lin += vec3(0.15, 0.10, 0.05) * dif;
319
+
320
+ col *= 1.2 * lin;
321
+ col = 1.0 - col;
322
+ col = 1.1 * col * col;
323
+ ```
324
+
325
+ ### Variant 4: Flow Field Iterative Warping (Gas Giant Effect)
326
+
327
+ Compute the FBM gradient field, Euler-integrate to iteratively advect coordinates, simulating fluid convection vortices.
328
+
329
+ ```glsl
330
+ #define ADVECT_ITERATIONS 5
331
+
332
+ vec2 field(vec2 p) {
333
+ float t = 0.2 * iTime;
334
+ p.x += t;
335
+ float n = fbm(p, t);
336
+ float e = 0.25;
337
+ float nx = fbm(p + vec2(e, 0.0), t);
338
+ float ny = fbm(p + vec2(0.0, e), t);
339
+ return vec2(n - ny, nx - n) / e;
340
+ }
341
+
342
+ vec3 distort(vec2 p) {
343
+ for (float i = 0.0; i < float(ADVECT_ITERATIONS); i++) {
344
+ p += field(p) / float(ADVECT_ITERATIONS);
345
+ }
346
+ return vec3(fbm(p, 0.0));
347
+ }
348
+ ```
349
+
350
+ ### Variant 5: 3D Volumetric Domain Warping (Explosion/Fireball Effect)
351
+
352
+ Displace a sphere SDF with 3D FBM, rendered via volumetric ray marching.
353
+
354
+ ```glsl
355
+ #define NOISE_FREQ 4.0
356
+ #define NOISE_AMP -0.5
357
+
358
+ mat3 m3 = mat3(0.00, 0.80, 0.60,
359
+ -0.80, 0.36,-0.48,
360
+ -0.60,-0.48, 0.64);
361
+
362
+ float noise3D(vec3 p) {
363
+ vec3 fl = floor(p);
364
+ vec3 fr = fract(p);
365
+ fr = fr * fr * (3.0 - 2.0 * fr);
366
+ float n = fl.x + fl.y * 157.0 + 113.0 * fl.z;
367
+ return mix(mix(mix(hash(n+0.0), hash(n+1.0), fr.x),
368
+ mix(hash(n+157.0), hash(n+158.0), fr.x), fr.y),
369
+ mix(mix(hash(n+113.0), hash(n+114.0), fr.x),
370
+ mix(hash(n+270.0), hash(n+271.0), fr.x), fr.y), fr.z);
371
+ }
372
+
373
+ float fbm3D(vec3 p) {
374
+ float f = 0.0;
375
+ f += 0.5000 * noise3D(p); p = m3 * p * 2.02;
376
+ f += 0.2500 * noise3D(p); p = m3 * p * 2.03;
377
+ f += 0.1250 * noise3D(p); p = m3 * p * 2.01;
378
+ f += 0.0625 * noise3D(p); p = m3 * p * 2.02;
379
+ f += 0.03125 * abs(noise3D(p));
380
+ return f / 0.9375;
381
+ }
382
+
383
+ float distanceFunc(vec3 p, out float displace) {
384
+ float d = length(p) - 0.5;
385
+ displace = fbm3D(p * NOISE_FREQ + vec3(0, -1, 0) * iTime);
386
+ d += displace * NOISE_AMP;
387
+ return d;
388
+ }
389
+ ```
390
+
391
+ ## Performance & Composition
392
+
393
+ ### Performance Tips
394
+
395
+ - Three warp layers x 6 octaves = 18 noise samples per pixel; adding lit finite differences can reach 54
396
+ - **Reduce octaves**: 4 instead of 6, ~33% performance gain with minimal visual difference
397
+ - **Reduce warp depth**: two layers `fbm(p + fbm(p))` is already organic enough, saving ~33%
398
+ - **sin-product noise**: `sin(p.x)*sin(p.y)` is branchless and memory-free, suitable for mobile
399
+ - **GPU built-in derivatives**: `dFdx/dFdy` instead of finite differences, 3x faster
400
+ - **Texture noise**: pre-bake noise textures, trading computation for memory reads
401
+ - **LOD adaptive**: reduce octave count for distant pixels
402
+ - **Supersampling**: only use 2x2 when anti-aliasing is needed, 4x performance cost
403
+
404
+ ### Composition Suggestions
405
+
406
+ - **Ray marching**: warped scalar field as SDF displacement function -> fire, explosions, organic forms
407
+ - **Polar coordinate transform**: domain warping in polar space -> vortices, nebulae, spirals
408
+ - **Cosine palette**: `a + b*cos(2*pi*(c*t+d))` is more flexible than mix chains
409
+ - **Post-processing**: bloom glow, tone mapping `col/(1+col)`, chromatic aberration (RGB channel offset sampling)
410
+ - **Particles/geometry**: scalar field driving particle velocity fields, vertex displacement, UV animation
411
+
412
+ ## Further Reading
413
+
414
+ Full step-by-step tutorials, mathematical derivations, and advanced usage in [reference](../reference/domain-warping.md)