@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
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  523. package/src/runtime/lifecycle.ts +19 -0
  524. package/src/runtime/native-integrations.ts +44 -0
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  527. package/src/runtime/roles.ts +64 -0
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  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
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1
+ # Fractal Rendering Skill
2
+
3
+ ## Use Cases
4
+ - Rendering self-similar mathematical structures: Mandelbrot/Julia sets (2D), Mandelbulb (3D), IFS fractals (Menger/Apollonian)
5
+ - Procedural textures or backgrounds requiring infinite detail
6
+ - Real-time generation of complex geometric visual effects (music visualization, sci-fi scenes, abstract art)
7
+ - Suitable for ShaderToy, demo scene, procedural content generation
8
+
9
+ ## Core Principles
10
+
11
+ Fractal rendering is essentially **visualization of iterative systems**, falling into three categories:
12
+
13
+ ### 1. Escape-Time Algorithm
14
+ Iterate `Z <- Z^2 + c`, count escape steps. Distance estimation by simultaneously tracking the derivative `Z'`:
15
+ ```
16
+ Z <- Z^2 + c
17
+ Z' <- 2*Z*Z' + 1
18
+ d(c) = |Z|*log|Z| / |Z'|
19
+ ```
20
+
21
+ ### 2. Iterated Function System (IFS / KIFS)
22
+ Fold-sort-scale-offset iteration produces self-similar structures:
23
+ ```
24
+ p = abs(p) // fold
25
+ sort p.xyz descending // sort
26
+ p = Scale * p - Offset * (Scale-1) // scale and offset
27
+ ```
28
+
29
+ ### 3. Spherical Inversion Fractals
30
+ `fract()` space folding + spherical inversion `p *= s/dot(p,p)`:
31
+ ```
32
+ p = -1.0 + 2.0 * fract(0.5*p + 0.5)
33
+ k = s / dot(p, p)
34
+ p *= k; scale *= k
35
+ ```
36
+
37
+ All 3D fractals are rendered via **Sphere Tracing (Ray Marching)**.
38
+
39
+ ## Implementation Steps
40
+
41
+ ### Step 1: Coordinate Normalization
42
+ ```glsl
43
+ vec2 p = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
44
+ ```
45
+
46
+ ### Step 2: 2D Mandelbrot Escape-Time Iteration
47
+ ```glsl
48
+ float distanceToMandelbrot(in vec2 c) {
49
+ vec2 z = vec2(0.0);
50
+ vec2 dz = vec2(0.0);
51
+ float m2 = 0.0;
52
+
53
+ for (int i = 0; i < MAX_ITER; i++) {
54
+ if (m2 > BAILOUT * BAILOUT) break;
55
+ // Z' -> 2*Z*Z' + 1
56
+ dz = 2.0 * vec2(z.x*dz.x - z.y*dz.y,
57
+ z.x*dz.y + z.y*dz.x) + vec2(1.0, 0.0);
58
+ // Z -> Z^2 + c
59
+ z = vec2(z.x*z.x - z.y*z.y, 2.0*z.x*z.y) + c;
60
+ m2 = dot(z, z);
61
+ }
62
+ return 0.5 * sqrt(dot(z,z) / dot(dz,dz)) * log(dot(z,z));
63
+ }
64
+ ```
65
+
66
+ ### Step 3: Mandelbulb Distance Field (Spherical Coordinate Power-N)
67
+ ```glsl
68
+ float mandelbulb(vec3 p) {
69
+ vec3 z = p;
70
+ float dr = 1.0;
71
+ float r;
72
+
73
+ for (int i = 0; i < FRACTAL_ITER; i++) {
74
+ r = length(z);
75
+ if (r > BAILOUT) break;
76
+ float theta = atan(z.y, z.x);
77
+ float phi = asin(z.z / r);
78
+ dr = pow(r, POWER - 1.0) * dr * POWER + 1.0;
79
+ r = pow(r, POWER);
80
+ theta *= POWER;
81
+ phi *= POWER;
82
+ z = r * vec3(cos(theta)*cos(phi),
83
+ sin(theta)*cos(phi),
84
+ sin(phi)) + p;
85
+ }
86
+ return 0.5 * log(r) * r / dr;
87
+ }
88
+ ```
89
+
90
+ ### Step 4: Menger Sponge Distance Field (KIFS)
91
+ ```glsl
92
+ float mengerDE(vec3 z) {
93
+ z = abs(1.0 - mod(z, 2.0)); // infinite tiling
94
+ float d = 1000.0;
95
+
96
+ for (int n = 0; n < IFS_ITER; n++) {
97
+ z = abs(z);
98
+ if (z.x < z.y) z.xy = z.yx;
99
+ if (z.x < z.z) z.xz = z.zx;
100
+ if (z.y < z.z) z.yz = z.zy;
101
+ z = SCALE * z - OFFSET * (SCALE - 1.0);
102
+ if (z.z < -0.5 * OFFSET.z * (SCALE - 1.0))
103
+ z.z += OFFSET.z * (SCALE - 1.0);
104
+ d = min(d, length(z) * pow(SCALE, float(-n) - 1.0));
105
+ }
106
+ return d - 0.001;
107
+ }
108
+ ```
109
+
110
+ ### Step 5: Apollonian Distance Field (Spherical Inversion)
111
+ ```glsl
112
+ vec4 orb; // orbit trap
113
+
114
+ float apollonianDE(vec3 p, float s) {
115
+ float scale = 1.0;
116
+ orb = vec4(1000.0);
117
+
118
+ for (int i = 0; i < INVERSION_ITER; i++) {
119
+ p = -1.0 + 2.0 * fract(0.5 * p + 0.5);
120
+ float r2 = dot(p, p);
121
+ orb = min(orb, vec4(abs(p), r2));
122
+ float k = s / r2;
123
+ p *= k;
124
+ scale *= k;
125
+ }
126
+ return 0.25 * abs(p.y) / scale;
127
+ }
128
+ ```
129
+
130
+ ### Step 6: Ray Marching
131
+ ```glsl
132
+ float rayMarch(vec3 ro, vec3 rd) {
133
+ float t = 0.01;
134
+ for (int i = 0; i < MAX_STEPS; i++) {
135
+ float precis = PRECISION * t;
136
+ float h = map(ro + rd * t);
137
+ if (h < precis || t > MAX_DIST) break;
138
+ t += h * FUDGE_FACTOR;
139
+ }
140
+ return (t > MAX_DIST) ? -1.0 : t;
141
+ }
142
+ ```
143
+
144
+ ### Step 7: Normal Calculation
145
+ ```glsl
146
+ // 4-tap tetrahedral method (recommended)
147
+ vec3 calcNormal(vec3 pos, float t) {
148
+ float precis = 0.001 * t;
149
+ vec2 e = vec2(1.0, -1.0) * precis;
150
+ return normalize(
151
+ e.xyy * map(pos + e.xyy) +
152
+ e.yyx * map(pos + e.yyx) +
153
+ e.yxy * map(pos + e.yxy) +
154
+ e.xxx * map(pos + e.xxx));
155
+ }
156
+ ```
157
+
158
+ ### Step 8: Shading & Lighting
159
+ ```glsl
160
+ vec3 shade(vec3 pos, vec3 nor, vec3 rd, vec4 trap) {
161
+ vec3 light1 = normalize(LIGHT_DIR);
162
+ float diff = clamp(dot(light1, nor), 0.0, 1.0);
163
+ float amb = 0.7 + 0.3 * nor.y;
164
+ float ao = pow(clamp(trap.w * 2.0, 0.0, 1.0), 1.2);
165
+
166
+ vec3 brdf = vec3(0.4) * amb * ao + vec3(1.0) * diff * ao;
167
+
168
+ vec3 rgb = vec3(1.0);
169
+ rgb = mix(rgb, vec3(1.0, 0.8, 0.2), clamp(6.0*trap.y, 0.0, 1.0));
170
+ rgb = mix(rgb, vec3(1.0, 0.55, 0.0), pow(clamp(1.0-2.0*trap.z, 0.0, 1.0), 8.0));
171
+ return rgb * brdf;
172
+ }
173
+ ```
174
+
175
+ ### Step 9: Camera
176
+ ```glsl
177
+ void setupCamera(vec2 uv, vec3 ro, vec3 ta, float cr, out vec3 rd) {
178
+ vec3 cw = normalize(ta - ro);
179
+ vec3 cp = vec3(sin(cr), cos(cr), 0.0);
180
+ vec3 cu = normalize(cross(cw, cp));
181
+ vec3 cv = normalize(cross(cu, cw));
182
+ rd = normalize(uv.x * cu + uv.y * cv + 2.0 * cw);
183
+ }
184
+ ```
185
+
186
+ ## Complete Code Template
187
+
188
+ 3D Apollonian fractal (spherical inversion type) with full ray marching pipeline, orbit trap coloring, and AO. Ready to run in ShaderToy.
189
+
190
+ ```glsl
191
+ // Fractal Rendering — Apollonian (Spherical Inversion) Template
192
+
193
+ #define MAX_STEPS 200
194
+ #define MAX_DIST 30.0
195
+ #define PRECISION 0.001
196
+ #define INVERSION_ITER 8 // Tunable: 5-12
197
+ #define AA 1 // Tunable: 1=no AA, 2=4xSSAA
198
+
199
+ vec4 orb;
200
+
201
+ float map(vec3 p, float s) {
202
+ float scale = 1.0;
203
+ orb = vec4(1000.0);
204
+
205
+ for (int i = 0; i < INVERSION_ITER; i++) {
206
+ p = -1.0 + 2.0 * fract(0.5 * p + 0.5);
207
+ float r2 = dot(p, p);
208
+ orb = min(orb, vec4(abs(p), r2));
209
+ float k = s / r2;
210
+ p *= k;
211
+ scale *= k;
212
+ }
213
+ return 0.25 * abs(p.y) / scale;
214
+ }
215
+
216
+ float trace(vec3 ro, vec3 rd, float s) {
217
+ float t = 0.01;
218
+ for (int i = 0; i < MAX_STEPS; i++) {
219
+ float precis = PRECISION * t;
220
+ float h = map(ro + rd * t, s);
221
+ if (h < precis || t > MAX_DIST) break;
222
+ t += h;
223
+ }
224
+ return (t > MAX_DIST) ? -1.0 : t;
225
+ }
226
+
227
+ vec3 calcNormal(vec3 pos, float t, float s) {
228
+ float precis = PRECISION * t;
229
+ vec2 e = vec2(1.0, -1.0) * precis;
230
+ return normalize(
231
+ e.xyy * map(pos + e.xyy, s) +
232
+ e.yyx * map(pos + e.yyx, s) +
233
+ e.yxy * map(pos + e.yxy, s) +
234
+ e.xxx * map(pos + e.xxx, s));
235
+ }
236
+
237
+ vec3 render(vec3 ro, vec3 rd, float anim) {
238
+ vec3 col = vec3(0.0);
239
+ float t = trace(ro, rd, anim);
240
+
241
+ if (t > 0.0) {
242
+ vec4 tra = orb;
243
+ vec3 pos = ro + t * rd;
244
+ vec3 nor = calcNormal(pos, t, anim);
245
+
246
+ vec3 light1 = normalize(vec3(0.577, 0.577, -0.577));
247
+ vec3 light2 = normalize(vec3(-0.707, 0.0, 0.707));
248
+ float key = clamp(dot(light1, nor), 0.0, 1.0);
249
+ float bac = clamp(0.2 + 0.8 * dot(light2, nor), 0.0, 1.0);
250
+ float amb = 0.7 + 0.3 * nor.y;
251
+ float ao = pow(clamp(tra.w * 2.0, 0.0, 1.0), 1.2);
252
+
253
+ vec3 brdf = vec3(0.40) * amb * ao
254
+ + vec3(1.00) * key * ao
255
+ + vec3(0.40) * bac * ao;
256
+
257
+ vec3 rgb = vec3(1.0);
258
+ rgb = mix(rgb, vec3(1.0, 0.80, 0.2), clamp(6.0 * tra.y, 0.0, 1.0));
259
+ rgb = mix(rgb, vec3(1.0, 0.55, 0.0), pow(clamp(1.0 - 2.0*tra.z, 0.0, 1.0), 8.0));
260
+
261
+ col = rgb * brdf * exp(-0.2 * t);
262
+ }
263
+ return sqrt(col);
264
+ }
265
+
266
+ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
267
+ float time = iTime * 0.25;
268
+ float anim = 1.1 + 0.5 * smoothstep(-0.3, 0.3, cos(0.1 * iTime));
269
+
270
+ vec3 tot = vec3(0.0);
271
+
272
+ #if AA > 1
273
+ for (int jj = 0; jj < AA; jj++)
274
+ for (int ii = 0; ii < AA; ii++)
275
+ #else
276
+ int ii = 1, jj = 1;
277
+ #endif
278
+ {
279
+ vec2 q = fragCoord.xy + vec2(float(ii), float(jj)) / float(AA);
280
+ vec2 p = (2.0 * q - iResolution.xy) / iResolution.y;
281
+
282
+ vec3 ro = vec3(2.8*cos(0.1 + 0.33*time),
283
+ 0.4 + 0.3*cos(0.37*time),
284
+ 2.8*cos(0.5 + 0.35*time));
285
+ vec3 ta = vec3(1.9*cos(1.2 + 0.41*time),
286
+ 0.4 + 0.1*cos(0.27*time),
287
+ 1.9*cos(2.0 + 0.38*time));
288
+ float roll = 0.2 * cos(0.1 * time);
289
+
290
+ vec3 cw = normalize(ta - ro);
291
+ vec3 cp = vec3(sin(roll), cos(roll), 0.0);
292
+ vec3 cu = normalize(cross(cw, cp));
293
+ vec3 cv = normalize(cross(cu, cw));
294
+ vec3 rd = normalize(p.x*cu + p.y*cv + 2.0*cw);
295
+
296
+ tot += render(ro, rd, anim);
297
+ }
298
+
299
+ tot /= float(AA * AA);
300
+ fragColor = vec4(tot, 1.0);
301
+ }
302
+ ```
303
+
304
+ ## Common Variants
305
+
306
+ ### 1. 2D Mandelbrot (Distance Estimation Coloring)
307
+ Pure 2D, no ray marching needed. Complex iteration + distance coloring.
308
+ ```glsl
309
+ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
310
+ vec2 p = (2.0*fragCoord - iResolution.xy) / iResolution.y;
311
+ float tz = 0.5 - 0.5*cos(0.225*iTime);
312
+ float zoo = pow(0.5, 13.0*tz);
313
+ vec2 c = vec2(-0.05, 0.6805) + p * zoo; // Tunable: zoom center point
314
+
315
+ vec2 z = vec2(0.0), dz = vec2(0.0);
316
+ for (int i = 0; i < 300; i++) {
317
+ if (dot(z,z) > 1024.0) break;
318
+ dz = 2.0*vec2(z.x*dz.x-z.y*dz.y, z.x*dz.y+z.y*dz.x) + vec2(1.0,0.0);
319
+ z = vec2(z.x*z.x-z.y*z.y, 2.0*z.x*z.y) + c;
320
+ }
321
+
322
+ float d = 0.5*sqrt(dot(z,z)/dot(dz,dz))*log(dot(z,z));
323
+ d = clamp(pow(4.0*d/zoo, 0.2), 0.0, 1.0);
324
+ fragColor = vec4(vec3(d), 1.0);
325
+ }
326
+ ```
327
+
328
+ ### 2. Mandelbulb Power-N
329
+ Spherical coordinate trigonometric functions; `POWER` parameter controls morphology.
330
+ ```glsl
331
+ #define POWER 8.0 // Tunable: 2-16
332
+ #define FRACTAL_ITER 4 // Tunable: 2-8
333
+
334
+ float mandelbulbDE(vec3 p) {
335
+ vec3 z = p;
336
+ float dr = 1.0, r;
337
+ for (int i = 0; i < FRACTAL_ITER; i++) {
338
+ r = length(z);
339
+ if (r > 2.0) break;
340
+ float theta = atan(z.y, z.x);
341
+ float phi = asin(z.z / r);
342
+ dr = pow(r, POWER - 1.0) * dr * POWER + 1.0;
343
+ r = pow(r, POWER);
344
+ theta *= POWER; phi *= POWER;
345
+ z = r * vec3(cos(theta)*cos(phi), sin(theta)*cos(phi), sin(phi)) + p;
346
+ }
347
+ return 0.5 * log(r) * r / dr;
348
+ }
349
+ ```
350
+
351
+ ### 3. Menger Sponge (KIFS)
352
+ `abs()` folding + conditional sorting, regular geometric fractal.
353
+ ```glsl
354
+ #define SCALE 3.0
355
+ #define OFFSET vec3(0.92858,0.92858,0.32858)
356
+ #define IFS_ITER 7
357
+
358
+ float mengerDE(vec3 z) {
359
+ z = abs(1.0 - mod(z, 2.0));
360
+ float d = 1000.0;
361
+ for (int n = 0; n < IFS_ITER; n++) {
362
+ z = abs(z);
363
+ if (z.x < z.y) z.xy = z.yx;
364
+ if (z.x < z.z) z.xz = z.zx;
365
+ if (z.y < z.z) z.yz = z.zy;
366
+ z = SCALE * z - OFFSET * (SCALE - 1.0);
367
+ if (z.z < -0.5*OFFSET.z*(SCALE-1.0))
368
+ z.z += OFFSET.z*(SCALE-1.0);
369
+ d = min(d, length(z) * pow(SCALE, float(-n)-1.0));
370
+ }
371
+ return d - 0.001;
372
+ }
373
+ ```
374
+
375
+ ### 4. Quaternion Julia Set
376
+ Quaternion `Z <- Z^2 + c` (4D), with fixed `c` parameter; visualized by taking a 3D slice.
377
+ ```glsl
378
+ vec4 qsqr(vec4 a) {
379
+ return vec4(a.x*a.x - a.y*a.y - a.z*a.z - a.w*a.w,
380
+ 2.0*a.x*a.y, 2.0*a.x*a.z, 2.0*a.x*a.w);
381
+ }
382
+
383
+ float juliaDE(vec3 p, vec4 c) {
384
+ vec4 z = vec4(p, 0.0);
385
+ float md2 = 1.0, mz2 = dot(z, z);
386
+ for (int i = 0; i < 11; i++) {
387
+ md2 *= 4.0 * mz2;
388
+ z = qsqr(z) + c;
389
+ mz2 = dot(z, z);
390
+ if (mz2 > 4.0) break;
391
+ }
392
+ return 0.25 * sqrt(mz2 / md2) * log(mz2);
393
+ }
394
+ // Animated c: vec4 c = 0.45*cos(vec4(0.5,3.9,1.4,1.1)+time*vec4(1.2,1.7,1.3,2.5))-vec4(0.3,0,0,0);
395
+ ```
396
+
397
+ ### 5. Minimal IFS Field (2D, No Ray Marching)
398
+ `abs(p)/dot(p,p) + offset` iteration, weighted accumulation produces a density field.
399
+ ```glsl
400
+ float field(vec3 p) {
401
+ float strength = 7.0 + 0.03 * log(1.e-6 + fract(sin(iTime) * 4373.11));
402
+ float accum = 0.0, prev = 0.0, tw = 0.0;
403
+ for (int i = 0; i < 32; ++i) {
404
+ float mag = dot(p, p);
405
+ p = abs(p) / mag + vec3(-0.5, -0.4, -1.5); // Tunable: offset values
406
+ float w = exp(-float(i) / 7.0);
407
+ accum += w * exp(-strength * pow(abs(mag - prev), 2.3));
408
+ tw += w;
409
+ prev = mag;
410
+ }
411
+ return max(0.0, 5.0 * accum / tw - 0.7);
412
+ }
413
+ ```
414
+
415
+ ## Performance & Composition
416
+
417
+ ### Performance Tips
418
+ - Core bottleneck: outer ray marching x inner fractal iteration (e.g., `200 x 8 = 1600` map calls per pixel)
419
+ - Reduce `MAX_STEPS` to 60-100, compensate with fudge factor 0.7-0.9
420
+ - Hit threshold `precis = 0.001 * t` relaxes with distance
421
+ - Fractal iteration: break immediately when `|z|^2 > bailout`
422
+ - Reducing iterations from 8 to 4-5 has minimal visual impact
423
+ - Use 4-tap normals instead of 6-tap to save 33%
424
+ - Use AA=1 during development, AA=2 for release (AA=3 = 9x overhead)
425
+ - Avoid `pow()` inside loops; manually expand for low powers
426
+
427
+ ### Composition Techniques
428
+ - **Volumetric light**: accumulate `exp(-10.0 * h)` during ray march for god rays
429
+ - **Tone Mapping**: ACES + sRGB gamma for handling high-frequency detail
430
+ - **Transparent refraction**: negative distance field reverse ray march + Beer's law absorption
431
+ - **Orbit Trap coloring**: map trap values to HSV or emissive colors
432
+ - **Soft shadows**: ray march toward light, accumulate `min(k * h / t)` for soft shadows
433
+
434
+ ## Further Reading
435
+
436
+ For complete step-by-step tutorials, mathematical derivations, and advanced usage, see [reference](../reference/fractal-rendering.md)