@rosetears/aili-pi 0.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (531) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +109 -0
  3. package/THIRD_PARTY_NOTICES.md +64 -0
  4. package/extensions/index.ts +6 -0
  5. package/install.sh +5 -0
  6. package/manifests/adapter-evidence.json +45 -0
  7. package/manifests/capabilities.json +124 -0
  8. package/manifests/live-verification.json +26 -0
  9. package/manifests/provenance.json +71 -0
  10. package/manifests/roles.json +474 -0
  11. package/manifests/sbom.json +7797 -0
  12. package/manifests/skill-compatibility.json +8100 -0
  13. package/manifests/subagent-provenance.json +37 -0
  14. package/package.json +91 -0
  15. package/prompts/build.md +8 -0
  16. package/prompts/define.md +8 -0
  17. package/prompts/ideate.md +8 -0
  18. package/prompts/local-review.md +8 -0
  19. package/prompts/ship.md +8 -0
  20. package/roles/agent-evaluator.md +47 -0
  21. package/roles/ai-regression-scout.md +47 -0
  22. package/roles/browser-qa-runner.md +47 -0
  23. package/roles/code-reviewer.md +47 -0
  24. package/roles/code-scout.md +47 -0
  25. package/roles/convergence-reviewer.md +55 -0
  26. package/roles/doc-researcher.md +47 -0
  27. package/roles/e2e-artifact-runner.md +47 -0
  28. package/roles/implementer.md +47 -0
  29. package/roles/opensource-sanitizer.md +47 -0
  30. package/roles/plan-auditor.md +47 -0
  31. package/roles/pr-test-analyzer.md +47 -0
  32. package/roles/security-auditor.md +47 -0
  33. package/roles/silent-failure-reviewer.md +47 -0
  34. package/roles/spec-miner.md +47 -0
  35. package/roles/test-coverage-reviewer.md +47 -0
  36. package/roles/test-engineer.md +48 -0
  37. package/roles/web-performance-auditor.md +47 -0
  38. package/roles/web-researcher.md +47 -0
  39. package/scripts/apply-adapter-evidence.ts +73 -0
  40. package/scripts/bootstrap.sh +180 -0
  41. package/scripts/generate-provenance.ts +143 -0
  42. package/scripts/local-package-e2e.ts +51 -0
  43. package/scripts/sync-roles.ts +213 -0
  44. package/scripts/sync-skills.ts +356 -0
  45. package/scripts/validate-runtime.ts +11 -0
  46. package/skills/academic-paper-review/SKILL.md +81 -0
  47. package/skills/agents-md-initialization/SKILL.md +121 -0
  48. package/skills/agents-md-initialization/references/agents-template.md +83 -0
  49. package/skills/agents-md-initialization/references/agents_md.py +215 -0
  50. package/skills/ai-regression-scout/SKILL.md +24 -0
  51. package/skills/aili-delivery-flow/SKILL.md +125 -0
  52. package/skills/aili-delivery-flow/references/artifact-contracts.md +138 -0
  53. package/skills/aili-delivery-flow/references/backend-routing.md +40 -0
  54. package/skills/aili-delivery-flow/references/build-execution-loop.md +113 -0
  55. package/skills/aili-delivery-flow/references/build-goal-mode.md +3 -0
  56. package/skills/aili-delivery-flow/references/direct-vs-delegated-work.md +38 -0
  57. package/skills/aili-delivery-flow/references/implementation-packages.md +54 -0
  58. package/skills/aili-delivery-flow/references/lifecycle.md +127 -0
  59. package/skills/aili-delivery-flow/references/protocols/acceptance-test-plan.md +18 -0
  60. package/skills/aili-delivery-flow/references/protocols/alignment-questionnaire.md +10 -0
  61. package/skills/aili-delivery-flow/references/protocols/closeout-report.md +101 -0
  62. package/skills/aili-delivery-flow/references/protocols/compact-evidence-pack.md +46 -0
  63. package/skills/aili-delivery-flow/references/protocols/idea-brief.md +10 -0
  64. package/skills/aili-delivery-flow/references/protocols/implementation-package.md +53 -0
  65. package/skills/aili-delivery-flow/references/protocols/research-evidence-pack.md +19 -0
  66. package/skills/aili-delivery-flow/references/protocols/review-report.md +7 -0
  67. package/skills/aili-delivery-flow/references/protocols/spec-draft.md +12 -0
  68. package/skills/aili-delivery-flow/references/protocols/subagent-result.md +60 -0
  69. package/skills/aili-delivery-flow/references/protocols/subagent-task-packet.md +29 -0
  70. package/skills/aili-delivery-flow/references/protocols/worktree-context.md +109 -0
  71. package/skills/aili-delivery-flow/references/questionnaire-policy.md +62 -0
  72. package/skills/aili-delivery-flow/references/review-repair-loop.md +16 -0
  73. package/skills/aili-delivery-flow/references/test-document-policy.md +35 -0
  74. package/skills/android-native-dev/SKILL.md +722 -0
  75. package/skills/android-native-dev/references/accessibility.md +209 -0
  76. package/skills/android-native-dev/references/adaptive-screens.md +231 -0
  77. package/skills/android-native-dev/references/design-style-guide.md +365 -0
  78. package/skills/android-native-dev/references/functional-requirements.md +229 -0
  79. package/skills/android-native-dev/references/motion-system.md +203 -0
  80. package/skills/android-native-dev/references/performance-stability.md +223 -0
  81. package/skills/android-native-dev/references/privacy-security.md +244 -0
  82. package/skills/android-native-dev/references/testing.md +554 -0
  83. package/skills/android-native-dev/references/visual-design.md +246 -0
  84. package/skills/api-and-interface-design/SKILL.md +318 -0
  85. package/skills/browser-qa/SKILL.md +32 -0
  86. package/skills/browser-testing-with-devtools/SKILL.md +323 -0
  87. package/skills/build-failure-repair/SKILL.md +49 -0
  88. package/skills/chart-visualization/SKILL.md +73 -0
  89. package/skills/ci-cd-and-automation/SKILL.md +353 -0
  90. package/skills/code-review-and-quality/SKILL.md +375 -0
  91. package/skills/code-review-quality-gates/SKILL.md +132 -0
  92. package/skills/code-simplification/SKILL.md +371 -0
  93. package/skills/comment-accuracy-review/SKILL.md +37 -0
  94. package/skills/consulting-analysis/SKILL.md +69 -0
  95. package/skills/context-engineering/SKILL.md +375 -0
  96. package/skills/coverage-review/SKILL.md +24 -0
  97. package/skills/data-analysis/SKILL.md +74 -0
  98. package/skills/deprecation-and-migration/SKILL.md +222 -0
  99. package/skills/documentation-and-adrs/SKILL.md +330 -0
  100. package/skills/e2e-artifact-handling/SKILL.md +30 -0
  101. package/skills/evidence-scoped-retrospective/SKILL.md +156 -0
  102. package/skills/explain-by-allegory/SKILL.md +99 -0
  103. package/skills/flutter-dev/SKILL.md +162 -0
  104. package/skills/flutter-dev/references/animations.md +497 -0
  105. package/skills/flutter-dev/references/bloc-state.md +281 -0
  106. package/skills/flutter-dev/references/forms.md +656 -0
  107. package/skills/flutter-dev/references/gorouter-navigation.md +257 -0
  108. package/skills/flutter-dev/references/localization.md +510 -0
  109. package/skills/flutter-dev/references/networking.md +566 -0
  110. package/skills/flutter-dev/references/performance.md +305 -0
  111. package/skills/flutter-dev/references/platform-specific.md +417 -0
  112. package/skills/flutter-dev/references/project-structure.md +273 -0
  113. package/skills/flutter-dev/references/riverpod-state.md +232 -0
  114. package/skills/flutter-dev/references/testing.md +364 -0
  115. package/skills/flutter-dev/references/widget-patterns.md +233 -0
  116. package/skills/frontend-dev/SKILL.md +468 -0
  117. package/skills/frontend-dev/canvas-fonts/ArsenalSC-OFL.txt +93 -0
  118. package/skills/frontend-dev/canvas-fonts/ArsenalSC-Regular.ttf +0 -0
  119. package/skills/frontend-dev/canvas-fonts/BigShoulders-Bold.ttf +0 -0
  120. package/skills/frontend-dev/canvas-fonts/BigShoulders-OFL.txt +93 -0
  121. package/skills/frontend-dev/canvas-fonts/BigShoulders-Regular.ttf +0 -0
  122. package/skills/frontend-dev/canvas-fonts/Boldonse-OFL.txt +93 -0
  123. package/skills/frontend-dev/canvas-fonts/Boldonse-Regular.ttf +0 -0
  124. package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-Bold.ttf +0 -0
  125. package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-OFL.txt +93 -0
  126. package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-Regular.ttf +0 -0
  127. package/skills/frontend-dev/canvas-fonts/CrimsonPro-Bold.ttf +0 -0
  128. package/skills/frontend-dev/canvas-fonts/CrimsonPro-Italic.ttf +0 -0
  129. package/skills/frontend-dev/canvas-fonts/CrimsonPro-OFL.txt +93 -0
  130. package/skills/frontend-dev/canvas-fonts/CrimsonPro-Regular.ttf +0 -0
  131. package/skills/frontend-dev/canvas-fonts/DMMono-OFL.txt +93 -0
  132. package/skills/frontend-dev/canvas-fonts/DMMono-Regular.ttf +0 -0
  133. package/skills/frontend-dev/canvas-fonts/EricaOne-OFL.txt +94 -0
  134. package/skills/frontend-dev/canvas-fonts/EricaOne-Regular.ttf +0 -0
  135. package/skills/frontend-dev/canvas-fonts/GeistMono-Bold.ttf +0 -0
  136. package/skills/frontend-dev/canvas-fonts/GeistMono-OFL.txt +93 -0
  137. package/skills/frontend-dev/canvas-fonts/GeistMono-Regular.ttf +0 -0
  138. package/skills/frontend-dev/canvas-fonts/Gloock-OFL.txt +93 -0
  139. package/skills/frontend-dev/canvas-fonts/Gloock-Regular.ttf +0 -0
  140. package/skills/frontend-dev/canvas-fonts/IBMPlexMono-Bold.ttf +0 -0
  141. package/skills/frontend-dev/canvas-fonts/IBMPlexMono-OFL.txt +93 -0
  142. package/skills/frontend-dev/canvas-fonts/IBMPlexMono-Regular.ttf +0 -0
  143. package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Bold.ttf +0 -0
  144. package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-BoldItalic.ttf +0 -0
  145. package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Italic.ttf +0 -0
  146. package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Regular.ttf +0 -0
  147. package/skills/frontend-dev/canvas-fonts/InstrumentSans-Bold.ttf +0 -0
  148. package/skills/frontend-dev/canvas-fonts/InstrumentSans-BoldItalic.ttf +0 -0
  149. package/skills/frontend-dev/canvas-fonts/InstrumentSans-Italic.ttf +0 -0
  150. package/skills/frontend-dev/canvas-fonts/InstrumentSans-OFL.txt +93 -0
  151. package/skills/frontend-dev/canvas-fonts/InstrumentSans-Regular.ttf +0 -0
  152. package/skills/frontend-dev/canvas-fonts/InstrumentSerif-Italic.ttf +0 -0
  153. package/skills/frontend-dev/canvas-fonts/InstrumentSerif-Regular.ttf +0 -0
  154. package/skills/frontend-dev/canvas-fonts/Italiana-OFL.txt +93 -0
  155. package/skills/frontend-dev/canvas-fonts/Italiana-Regular.ttf +0 -0
  156. package/skills/frontend-dev/canvas-fonts/JetBrainsMono-Bold.ttf +0 -0
  157. package/skills/frontend-dev/canvas-fonts/JetBrainsMono-OFL.txt +93 -0
  158. package/skills/frontend-dev/canvas-fonts/JetBrainsMono-Regular.ttf +0 -0
  159. package/skills/frontend-dev/canvas-fonts/Jura-Light.ttf +0 -0
  160. package/skills/frontend-dev/canvas-fonts/Jura-Medium.ttf +0 -0
  161. package/skills/frontend-dev/canvas-fonts/Jura-OFL.txt +93 -0
  162. package/skills/frontend-dev/canvas-fonts/LibreBaskerville-OFL.txt +93 -0
  163. package/skills/frontend-dev/canvas-fonts/LibreBaskerville-Regular.ttf +0 -0
  164. package/skills/frontend-dev/canvas-fonts/Lora-Bold.ttf +0 -0
  165. package/skills/frontend-dev/canvas-fonts/Lora-BoldItalic.ttf +0 -0
  166. package/skills/frontend-dev/canvas-fonts/Lora-Italic.ttf +0 -0
  167. package/skills/frontend-dev/canvas-fonts/Lora-OFL.txt +93 -0
  168. package/skills/frontend-dev/canvas-fonts/Lora-Regular.ttf +0 -0
  169. package/skills/frontend-dev/canvas-fonts/NationalPark-Bold.ttf +0 -0
  170. package/skills/frontend-dev/canvas-fonts/NationalPark-OFL.txt +93 -0
  171. package/skills/frontend-dev/canvas-fonts/NationalPark-Regular.ttf +0 -0
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  173. package/skills/frontend-dev/canvas-fonts/NothingYouCouldDo-Regular.ttf +0 -0
  174. package/skills/frontend-dev/canvas-fonts/Outfit-Bold.ttf +0 -0
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  176. package/skills/frontend-dev/canvas-fonts/Outfit-Regular.ttf +0 -0
  177. package/skills/frontend-dev/canvas-fonts/PixelifySans-Medium.ttf +0 -0
  178. package/skills/frontend-dev/canvas-fonts/PixelifySans-OFL.txt +93 -0
  179. package/skills/frontend-dev/canvas-fonts/PoiretOne-OFL.txt +93 -0
  180. package/skills/frontend-dev/canvas-fonts/PoiretOne-Regular.ttf +0 -0
  181. package/skills/frontend-dev/canvas-fonts/RedHatMono-Bold.ttf +0 -0
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  183. package/skills/frontend-dev/canvas-fonts/RedHatMono-Regular.ttf +0 -0
  184. package/skills/frontend-dev/canvas-fonts/Silkscreen-OFL.txt +93 -0
  185. package/skills/frontend-dev/canvas-fonts/Silkscreen-Regular.ttf +0 -0
  186. package/skills/frontend-dev/canvas-fonts/SmoochSans-Medium.ttf +0 -0
  187. package/skills/frontend-dev/canvas-fonts/SmoochSans-OFL.txt +93 -0
  188. package/skills/frontend-dev/canvas-fonts/Tektur-Medium.ttf +0 -0
  189. package/skills/frontend-dev/canvas-fonts/Tektur-OFL.txt +93 -0
  190. package/skills/frontend-dev/canvas-fonts/Tektur-Regular.ttf +0 -0
  191. package/skills/frontend-dev/canvas-fonts/WorkSans-Bold.ttf +0 -0
  192. package/skills/frontend-dev/canvas-fonts/WorkSans-BoldItalic.ttf +0 -0
  193. package/skills/frontend-dev/canvas-fonts/WorkSans-Italic.ttf +0 -0
  194. package/skills/frontend-dev/canvas-fonts/WorkSans-OFL.txt +93 -0
  195. package/skills/frontend-dev/canvas-fonts/WorkSans-Regular.ttf +0 -0
  196. package/skills/frontend-dev/canvas-fonts/YoungSerif-OFL.txt +93 -0
  197. package/skills/frontend-dev/canvas-fonts/YoungSerif-Regular.ttf +0 -0
  198. package/skills/frontend-dev/references/asset-prompt-guide.md +43 -0
  199. package/skills/frontend-dev/references/env-setup.md +33 -0
  200. package/skills/frontend-dev/references/minimax-cli-reference.md +133 -0
  201. package/skills/frontend-dev/references/minimax-image-guide.md +65 -0
  202. package/skills/frontend-dev/references/minimax-music-guide.md +216 -0
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  204. package/skills/frontend-dev/references/minimax-video-guide.md +82 -0
  205. package/skills/frontend-dev/references/minimax-voice-catalog.md +685 -0
  206. package/skills/frontend-dev/references/motion-recipes.md +407 -0
  207. package/skills/frontend-dev/references/troubleshooting.md +85 -0
  208. package/skills/frontend-dev/scripts/minimax_image.py +137 -0
  209. package/skills/frontend-dev/scripts/minimax_music.py +157 -0
  210. package/skills/frontend-dev/scripts/minimax_tts.py +127 -0
  211. package/skills/frontend-dev/scripts/minimax_video.py +187 -0
  212. package/skills/frontend-dev/templates/generator_template.js +223 -0
  213. package/skills/frontend-dev/templates/viewer.html +599 -0
  214. package/skills/frontend-ui-engineering/SKILL.md +367 -0
  215. package/skills/fullstack-dev/SKILL.md +819 -0
  216. package/skills/fullstack-dev/references/api-design.md +444 -0
  217. package/skills/fullstack-dev/references/auth-flow.md +165 -0
  218. package/skills/fullstack-dev/references/db-schema.md +706 -0
  219. package/skills/fullstack-dev/references/django-best-practices.md +466 -0
  220. package/skills/fullstack-dev/references/environment-management.md +78 -0
  221. package/skills/fullstack-dev/references/release-checklist.md +278 -0
  222. package/skills/fullstack-dev/references/technology-selection.md +254 -0
  223. package/skills/fullstack-dev/references/testing-strategy.md +404 -0
  224. package/skills/git-workflow-and-versioning/SKILL.md +446 -0
  225. package/skills/github-evidence-triage/SKILL.md +115 -0
  226. package/skills/harness-evolution/SKILL.md +59 -0
  227. package/skills/harness-evolution/references/activation-matrix.md +13 -0
  228. package/skills/harness-evolution/references/approval-policy.md +20 -0
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  232. package/skills/harness-issue-triage/SKILL.md +72 -0
  233. package/skills/harness-issue-triage/references/component-diagnosis.md +25 -0
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  236. package/skills/idea-refine/SKILL.md +191 -0
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  519. package/src/runtime/contracts.ts +9 -0
  520. package/src/runtime/doctor.ts +134 -0
  521. package/src/runtime/global-resources.ts +152 -0
  522. package/src/runtime/index.ts +23 -0
  523. package/src/runtime/lifecycle.ts +19 -0
  524. package/src/runtime/native-integrations.ts +44 -0
  525. package/src/runtime/path-boundaries.ts +69 -0
  526. package/src/runtime/registry.ts +213 -0
  527. package/src/runtime/roles.ts +64 -0
  528. package/src/runtime/rose-context.ts +24 -0
  529. package/src/runtime/subagents.ts +426 -0
  530. package/templates/APPEND_SYSTEM.md +12 -0
  531. package/upstream/aili-workflows.lock.json +3226 -0
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+ **IMPORTANT - GLSL Type Strictness**:
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+ - GLSL is a strongly-typed language and does not support the `string` type (you cannot define `string var`)
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+ - `vec2`/`vec3`/`vec4` are vector types and cannot be directly assigned a float (e.g., `vec2 a = 1.0` must be `vec2 a = vec2(1.0)`)
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+ - Array indices must be integer constants or uniform variables; runtime-computed floats cannot be used
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+ - Avoid uninitialized variables — GLSL default values are undefined
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+
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+ # Texture Sampling
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+
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+ ## Use Cases
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+
11
+ - **Post-processing effects**: Blur, bloom, dispersion, chromatic aberration
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+ - **Procedural noise**: FBM layering from noise textures to generate terrain, clouds, fire
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+ - **PBR/IBL**: Cubemap environment lighting, BRDF LUT lookup
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+ - **Simulation/feedback systems**: Reaction-diffusion, fluid simulation multi-buffer feedback
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+ - **Data storage**: Textures used as structured data (game state, keyboard input)
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+ - **Temporal accumulation**: TAA, motion blur, previous frame reading
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+
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+ ## Core Principles
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+
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+ | Function | Coordinate Type | Filtering | Typical Use |
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+ |----------|----------------|-----------|-------------|
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+ | `texture(sampler, uv)` | Float UV `[0,1]` | Hardware bilinear | General texture reading |
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+ | `textureLod(sampler, uv, lod)` | Float UV + LOD | Specified mip level | Control blur level / avoid auto mip |
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+ | `texelFetch(sampler, ivec2, lod)` | Integer pixel coordinates | No filtering | Exact pixel data reading |
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+
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+ Key mathematics:
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+ 1. **Hardware bilinear interpolation**: `texture()` automatically linearly blends between 4 adjacent texels
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+ 2. **Quintic Hermite smoothing**: `u = f^3(6f^2 - 15f + 10)`, C2 continuous (eliminates hardware linear interpolation seams)
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+ 3. **LOD control**: `textureLod` third parameter selects mipmap level, `lod=0` is original resolution, each +1 halves resolution
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+ 4. **Coordinate wrapping**: `fract(uv)` implements torus boundary, equivalent to `GL_REPEAT`
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+
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+ ## Implementation Steps
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+
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+ ### Step 1: Basic Sampling and UV Normalization
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+
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+ ```glsl
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+ vec2 uv = fragCoord / iResolution.xy;
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+ vec4 col = texture(iChannel0, uv);
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+ ```
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+
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+ ### Step 2: textureLod for Mipmap Control
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+
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+ ```glsl
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+ // In ray marching: force LOD 0 to avoid artifacts
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+ vec3 groundCol = textureLod(iChannel2, groundUv * 0.05, 0.0).rgb;
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+
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+ // Depth of field blur: LOD varies with distance
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+ float focus = mix(maxBlur - coverage, minBlur, smoothstep(.1, .2, coverage));
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+ vec3 col = textureLod(iChannel0, uv + normal, focus).rgb;
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+
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+ // Bloom: sample high mip levels
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+ #define BLOOM_LOD_A 4.0 // adjustable: bloom first mip level
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+ #define BLOOM_LOD_B 5.0
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+ #define BLOOM_LOD_C 6.0
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+ vec3 bloom = vec3(0.0);
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+ bloom += textureLod(iChannel0, uv + off * exp2(BLOOM_LOD_A), BLOOM_LOD_A).rgb;
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+ bloom += textureLod(iChannel0, uv + off * exp2(BLOOM_LOD_B), BLOOM_LOD_B).rgb;
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+ bloom += textureLod(iChannel0, uv + off * exp2(BLOOM_LOD_C), BLOOM_LOD_C).rgb;
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+ bloom /= 3.0;
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+ ```
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+
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+ ### Step 3: texelFetch for Exact Pixel Reading
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+
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+ ```glsl
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+ // Data storage addresses
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+ const ivec2 txBallPosVel = ivec2(0, 0);
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+ const ivec2 txPaddlePos = ivec2(1, 0);
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+ const ivec2 txPoints = ivec2(2, 0);
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+ const ivec2 txState = ivec2(3, 0);
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+
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+ vec4 loadValue(in ivec2 addr) {
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+ return texelFetch(iChannel0, addr, 0);
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+ }
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+
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+ void storeValue(in ivec2 addr, in vec4 val, inout vec4 fragColor, in ivec2 fragPos) {
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+ fragColor = (fragPos == addr) ? val : fragColor;
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+ }
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+
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+ // Keyboard input
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+ float key = texelFetch(iChannel1, ivec2(KEY_SPACE, 0), 0).x;
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+ ```
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+
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+ ### Step 4: Manual Bilinear + Quintic Hermite Smoothing
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+
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+ ```glsl
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+ float noise(vec2 x) {
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+ vec2 p = floor(x);
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+ vec2 f = fract(x);
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+ vec2 u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0); // C2 continuous
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+
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+ #define TEX_RES 1024.0 // adjustable: noise texture resolution
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+ float a = texture(iChannel0, (p + vec2(0.0, 0.0)) / TEX_RES).x;
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+ float b = texture(iChannel0, (p + vec2(1.0, 0.0)) / TEX_RES).x;
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+ float c = texture(iChannel0, (p + vec2(0.0, 1.0)) / TEX_RES).x;
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+ float d = texture(iChannel0, (p + vec2(1.0, 1.0)) / TEX_RES).x;
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+
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+ return a + (b - a) * u.x + (c - a) * u.y + (a - b - c + d) * u.x * u.y;
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+ }
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+ ```
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+
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+ ### Step 5: FBM Texture Noise
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+
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+ ```glsl
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+ #define FBM_OCTAVES 5 // adjustable: number of layers
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+ #define FBM_PERSISTENCE 0.5 // adjustable: amplitude decay rate
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+
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+ float fbm(vec2 x) {
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+ float v = 0.0;
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+ float a = 0.5;
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+ float totalWeight = 0.0;
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+ for (int i = 0; i < FBM_OCTAVES; i++) {
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+ v += a * noise(x);
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+ totalWeight += a;
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+ x *= 2.0;
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+ a *= FBM_PERSISTENCE;
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+ }
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+ return v / totalWeight;
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+ }
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+ ```
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+
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+ ### Step 6: Separable Gaussian Blur
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+
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+ ```glsl
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+ #define BLUR_RADIUS 4 // adjustable: blur radius
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+
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+ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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+ vec2 uv = fragCoord / iResolution.xy;
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+ vec2 d = vec2(1.0 / iResolution.x, 0.0); // horizontal pass; for vertical pass change to vec2(0, 1/iResolution.y)
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+ float w[9] = float[9](0.05, 0.09, 0.12, 0.15, 0.16, 0.15, 0.12, 0.09, 0.05);
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+
131
+ vec4 col = vec4(0.0);
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+ for (int i = -4; i <= 4; i++) {
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+ col += w[i + 4] * texture(iChannel0, fract(uv + float(i) * d));
134
+ }
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+ col /= 0.98;
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+ fragColor = col;
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+ }
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+ ```
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+
140
+ ### Step 7: Dispersion Sampling
141
+
142
+ ```glsl
143
+ #define DISP_SAMPLES 64 // adjustable: sample count
144
+
145
+ vec3 sampleWeights(float i) {
146
+ return vec3(i * i, 46.6666 * pow((1.0 - i) * i, 3.0), (1.0 - i) * (1.0 - i));
147
+ }
148
+
149
+ vec3 sampleDisp(sampler2D tex, vec2 uv, vec2 disp) {
150
+ vec3 col = vec3(0.0);
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+ vec3 totalWeight = vec3(0.0);
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+ for (int i = 0; i < DISP_SAMPLES; i++) {
153
+ float t = float(i) / float(DISP_SAMPLES);
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+ vec3 w = sampleWeights(t);
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+ col += w * texture(tex, fract(uv + disp * t)).rgb;
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+ totalWeight += w;
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+ }
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+ return col / totalWeight;
159
+ }
160
+ ```
161
+
162
+ ### Step 8: IBL Environment Sampling
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+
164
+ ```glsl
165
+ #define MAX_LOD 7.0 // adjustable: cubemap max mip level
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+ #define DIFFUSE_LOD 6.5 // adjustable: diffuse sampling LOD
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+
168
+ vec3 getSpecularLightColor(vec3 N, float roughness) {
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+ vec3 raw = textureLod(iChannel0, N, roughness * MAX_LOD).rgb;
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+ return pow(raw, vec3(4.5)) * 6.5; // HDR approximation
171
+ }
172
+
173
+ vec3 getDiffuseLightColor(vec3 N) {
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+ return textureLod(iChannel0, N, DIFFUSE_LOD).rgb;
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+ }
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+
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+ // BRDF LUT lookup
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+ vec2 brdf = texture(iChannel3, vec2(NdotV, roughness)).rg;
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+ vec3 specular = envColor * (F * brdf.x + brdf.y);
180
+ ```
181
+
182
+ ## Complete Code Template
183
+
184
+ iChannel0 bound to a noise texture (e.g., "Gray Noise Medium"), with mipmap enabled.
185
+
186
+ ```glsl
187
+ // === Texture Sampling Comprehensive Demo ===
188
+ // iChannel0: noise texture (requires mipmap enabled)
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+
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+ #define TEX_RES 256.0
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+ #define FBM_OCTAVES 6
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+ #define FBM_PERSISTENCE 0.5
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+ #define CLOUD_LAYERS 4
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+ #define CLOUD_SPEED 0.02
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+ #define DOF_MAX_BLUR 5.0
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+ #define DOF_FOCUS_DIST 0.5
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+ #define BLOOM_STRENGTH 0.3
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+ #define BLOOM_LOD 4.0
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+
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+ float noise(vec2 x) {
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+ vec2 p = floor(x);
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+ vec2 f = fract(x);
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+ vec2 u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
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+
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+ float a = textureLod(iChannel0, (p + vec2(0.0, 0.0)) / TEX_RES, 0.0).x;
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+ float b = textureLod(iChannel0, (p + vec2(1.0, 0.0)) / TEX_RES, 0.0).x;
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+ float c = textureLod(iChannel0, (p + vec2(0.0, 1.0)) / TEX_RES, 0.0).x;
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+ float d = textureLod(iChannel0, (p + vec2(1.0, 1.0)) / TEX_RES, 0.0).x;
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+
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+ return a + (b - a) * u.x + (c - a) * u.y + (a - b - c + d) * u.x * u.y;
211
+ }
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+
213
+ float fbm(vec2 x) {
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+ float v = 0.0;
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+ float a = 0.5;
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+ float w = 0.0;
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+ for (int i = 0; i < FBM_OCTAVES; i++) {
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+ v += a * noise(x);
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+ w += a;
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+ x *= 2.0;
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+ a *= FBM_PERSISTENCE;
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+ }
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+ return v / w;
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+ }
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+
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+ float cloudLayer(vec2 uv, float height, float time) {
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+ vec2 offset = vec2(time * CLOUD_SPEED * (1.0 + height), 0.0);
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+ float n = fbm((uv + offset) * (2.0 + height * 3.0));
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+ return smoothstep(0.4, 0.7, n);
230
+ }
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+
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+ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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+ vec2 uv = fragCoord / iResolution.xy;
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+ float aspect = iResolution.x / iResolution.y;
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+
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+ // 1. Procedural sky
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+ vec3 sky = mix(vec3(0.1, 0.15, 0.4), vec3(0.5, 0.7, 1.0), uv.y);
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+
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+ // 2. FBM cloud layers
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+ vec3 col = sky;
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+ for (int i = 0; i < CLOUD_LAYERS; i++) {
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+ float h = float(i) / float(CLOUD_LAYERS);
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+ float density = cloudLayer(vec2(uv.x * aspect, uv.y), h, iTime);
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+ vec3 cloudCol = mix(vec3(0.8, 0.85, 0.9), vec3(1.0), h);
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+ col = mix(col, cloudCol, density * (0.3 + 0.7 * h));
246
+ }
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+
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+ // 3. textureLod depth of field blur
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+ float dist = abs(uv.y - DOF_FOCUS_DIST);
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+ float lod = dist * DOF_MAX_BLUR;
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+ vec3 blurred = textureLod(iChannel0, uv, lod).rgb;
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+ col = mix(col, blurred * 0.5 + col * 0.5, 0.3);
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+
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+ // 4. Bloom
255
+ vec3 bloom = textureLod(iChannel0, uv, BLOOM_LOD).rgb;
256
+ bloom += textureLod(iChannel0, uv, BLOOM_LOD + 1.0).rgb;
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+ bloom += textureLod(iChannel0, uv, BLOOM_LOD + 2.0).rgb;
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+ bloom /= 3.0;
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+ col += bloom * BLOOM_STRENGTH;
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+
261
+ // 5. Post-processing
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+ col = (col * (6.2 * col + 0.5)) / (col * (6.2 * col + 1.7) + 0.06);
263
+ col *= 0.5 + 0.5 * pow(16.0 * uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y), 0.2);
264
+
265
+ fragColor = vec4(col, 1.0);
266
+ }
267
+ ```
268
+
269
+ ## Common Variants
270
+
271
+ ### Variant 1: Anisotropic Flow-Field Blur
272
+
273
+ ```glsl
274
+ #define BLUR_ITERATIONS 32 // adjustable: number of samples along flow field
275
+ #define BLUR_STEP 0.008 // adjustable: UV offset per step
276
+
277
+ vec3 flowBlur(vec2 uv) {
278
+ vec3 col = vec3(0.0);
279
+ float acc = 0.0;
280
+ for (int i = 0; i < BLUR_ITERATIONS; i++) {
281
+ float h = float(i) / float(BLUR_ITERATIONS);
282
+ float w = 4.0 * h * (1.0 - h);
283
+ col += w * texture(iChannel0, uv).rgb;
284
+ acc += w;
285
+ vec2 dir = texture(iChannel1, uv).xy * 2.0 - 1.0;
286
+ uv += BLUR_STEP * dir;
287
+ }
288
+ return col / acc;
289
+ }
290
+ ```
291
+
292
+ ### Variant 2: Buffer-as-Data Storage
293
+
294
+ ```glsl
295
+ const ivec2 txPosition = ivec2(0, 0);
296
+ const ivec2 txVelocity = ivec2(1, 0);
297
+ const ivec2 txState = ivec2(2, 0);
298
+
299
+ vec4 load(ivec2 addr) { return texelFetch(iChannel0, addr, 0); }
300
+
301
+ void store(ivec2 addr, vec4 val, inout vec4 fragColor, ivec2 fragPos) {
302
+ fragColor = (fragPos == addr) ? val : fragColor;
303
+ }
304
+
305
+ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
306
+ ivec2 p = ivec2(fragCoord);
307
+ fragColor = texelFetch(iChannel0, p, 0);
308
+ vec4 pos = load(txPosition);
309
+ vec4 vel = load(txVelocity);
310
+ // ... update logic ...
311
+ store(txPosition, pos + vel * 0.016, fragColor, p);
312
+ store(txVelocity, vel, fragColor, p);
313
+ }
314
+ ```
315
+
316
+ ### Variant 3: Dispersion Effect
317
+
318
+ ```glsl
319
+ #define DISP_SAMPLES 64 // adjustable: sample count
320
+ #define DISP_STRENGTH 0.05 // adjustable: dispersion strength
321
+
322
+ vec3 dispersion(vec2 uv, vec2 displacement) {
323
+ vec3 col = vec3(0.0);
324
+ vec3 w_total = vec3(0.0);
325
+ for (int i = 0; i < DISP_SAMPLES; i++) {
326
+ float t = float(i) / float(DISP_SAMPLES);
327
+ vec3 w = vec3(t * t, 46.666 * pow((1.0 - t) * t, 3.0), (1.0 - t) * (1.0 - t));
328
+ col += w * texture(iChannel0, fract(uv + displacement * t * DISP_STRENGTH)).rgb;
329
+ w_total += w;
330
+ }
331
+ return col / w_total;
332
+ }
333
+ ```
334
+
335
+ ### Variant 4: Triplanar Texture Mapping
336
+
337
+ ```glsl
338
+ #define TRIPLANAR_SHARPNESS 2.0 // adjustable: blend sharpness
339
+
340
+ vec3 triplanarSample(sampler2D tex, vec3 pos, vec3 normal, float scale) {
341
+ vec3 w = pow(abs(normal), vec3(TRIPLANAR_SHARPNESS));
342
+ w /= (w.x + w.y + w.z);
343
+ vec3 xSample = texture(tex, pos.yz * scale).rgb;
344
+ vec3 ySample = texture(tex, pos.xz * scale).rgb;
345
+ vec3 zSample = texture(tex, pos.xy * scale).rgb;
346
+ return xSample * w.x + ySample * w.y + zSample * w.z;
347
+ }
348
+ ```
349
+
350
+ ### Variant 5: Temporal Reprojection (TAA)
351
+
352
+ ```glsl
353
+ #define TAA_BLEND 0.9 // adjustable: history frame blend ratio
354
+
355
+ vec3 temporalBlend(vec2 currUv, vec2 prevUv, vec3 currColor) {
356
+ vec3 history = textureLod(iChannel0, prevUv, 0.0).rgb;
357
+ vec3 minCol = currColor - 0.1;
358
+ vec3 maxCol = currColor + 0.1;
359
+ history = clamp(history, minCol, maxCol);
360
+ return mix(currColor, history, TAA_BLEND);
361
+ }
362
+ ```
363
+
364
+ ## Performance & Composition
365
+
366
+ **Performance Tips**:
367
+ - Heavy sampling (e.g., 64 dispersion samples) is a bandwidth bottleneck — reduce sample count + use smart weight compensation; use `textureLod` with high LOD to reduce cache misses
368
+ - 2D Gaussian blur uses separable two-pass (O(N^2) -> O(2N)), leveraging hardware bilinear for (N+1)/2 samples to achieve N-tap
369
+ - Must use `textureLod(..., 0.0)` inside ray marching — the GPU cannot correctly estimate screen-space derivatives
370
+ - Manual Hermite interpolation is ~4x slower than hardware — only use for the first two FBM octaves, fall back to `texture()` for higher frequencies
371
+ - Each multi-buffer feedback adds one frame of latency — merge operations into the same pass; use `texelFetch` to avoid filtering overhead
372
+
373
+ **Composition Tips**:
374
+ - **+ SDF Ray Marching**: Noise textures for displacement maps/materials; use `textureLod(..., 0.0)` inside ray marching
375
+ - **+ Procedural Noise**: Hermite + FBM driving domain warping to generate terrain/clouds/fire; texture noise is faster than pure mathematical noise
376
+ - **+ Post-Processing Pipeline**: Multi-LOD bloom → separable DOF → dispersion → tone mapping, chaining a complete post-processing pipeline
377
+ - **+ PBR/IBL**: `textureLod` samples cubemap by roughness + BRDF LUT lookup = split-sum IBL
378
+ - **+ Simulation/Feedback**: Multi-buffer reaction-diffusion/fluid; Buffer A state, B/C separable blur diffusion, Image visualization; `fract()` torus boundary
379
+
380
+ ## Further Reading
381
+
382
+ For complete step-by-step tutorials, mathematical derivations, and advanced usage, see [reference](../reference/texture-sampling.md)