@vib3code/sdk 2.0.3-canary.75a3290 → 2.0.3-canary.7b9491f

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 (91) hide show
  1. package/DOCS/AGENT_HARNESS_ARCHITECTURE.md +2 -0
  2. package/DOCS/ANDROID_DEPLOYMENT.md +59 -0
  3. package/DOCS/ARCHITECTURE.md +1 -0
  4. package/DOCS/CI_TESTING.md +2 -0
  5. package/DOCS/CLI_ONBOARDING.md +2 -0
  6. package/DOCS/CONTROL_REFERENCE.md +2 -0
  7. package/DOCS/CROSS_SITE_DESIGN_PATTERNS.md +2 -0
  8. package/DOCS/ENV_SETUP.md +2 -0
  9. package/DOCS/EPIC_SCROLL_EVENTS.md +2 -0
  10. package/DOCS/EXPANSION_DESIGN.md +979 -0
  11. package/DOCS/EXPANSION_DESIGN_ULTRA.md +389 -0
  12. package/DOCS/EXPORT_FORMATS.md +2 -0
  13. package/DOCS/GPU_DISPOSAL_GUIDE.md +2 -0
  14. package/DOCS/HANDOFF_LANDING_PAGE.md +2 -0
  15. package/DOCS/HANDOFF_SDK_DEVELOPMENT.md +2 -0
  16. package/DOCS/LICENSING_TIERS.md +2 -0
  17. package/DOCS/MASTER_PLAN_2026-01-31.md +4 -2
  18. package/DOCS/MULTIVIZ_CHOREOGRAPHY_PATTERNS.md +3 -1
  19. package/DOCS/OBS_SETUP_GUIDE.md +2 -0
  20. package/DOCS/OPTIMIZATION_PLAN_MATH.md +119 -0
  21. package/DOCS/PRODUCT_STRATEGY.md +2 -0
  22. package/DOCS/PROJECT_SETUP.md +2 -0
  23. package/DOCS/README.md +5 -3
  24. package/DOCS/REFERENCE_SCROLL_ANALYSIS.md +2 -0
  25. package/DOCS/RENDERER_LIFECYCLE.md +2 -0
  26. package/DOCS/REPO_MANIFEST.md +2 -0
  27. package/DOCS/ROADMAP.md +2 -0
  28. package/DOCS/SCROLL_TIMELINE_v3.md +2 -0
  29. package/DOCS/SITE_REFACTOR_PLAN.md +2 -0
  30. package/DOCS/STATUS.md +2 -0
  31. package/DOCS/SYSTEM_INVENTORY.md +4 -2
  32. package/DOCS/TELEMETRY_EXPORTS.md +2 -0
  33. package/DOCS/VISUAL_ANALYSIS_CLICKERSS.md +2 -0
  34. package/DOCS/VISUAL_ANALYSIS_FACETAD.md +2 -0
  35. package/DOCS/VISUAL_ANALYSIS_SIMONE.md +2 -0
  36. package/DOCS/VISUAL_ANALYSIS_TABLESIDE.md +2 -0
  37. package/DOCS/WEBGPU_STATUS.md +121 -38
  38. package/DOCS/XR_BENCHMARKS.md +2 -0
  39. package/DOCS/archive/BLUEPRINT_EXECUTION_PLAN_2026-01-07.md +1 -34
  40. package/DOCS/archive/DEV_TRACK_ANALYSIS.md +1 -80
  41. package/DOCS/archive/DEV_TRACK_PLAN_2026-01-07.md +1 -42
  42. package/DOCS/archive/SESSION_014_PLAN.md +1 -195
  43. package/DOCS/archive/SESSION_LOG_2026-01-07.md +1 -56
  44. package/DOCS/archive/STRATEGIC_BLUEPRINT_2026-01-07.md +1 -72
  45. package/DOCS/archive/SYSTEM_AUDIT_2026-01-30.md +1 -741
  46. package/DOCS/archive/WEBGPU_STATUS_2026-02-15_STALE.md +1 -0
  47. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-01-31.md +2 -0
  48. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-06.md +2 -0
  49. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-13.md +2 -0
  50. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-15.md +2 -0
  51. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-16.md +110 -0
  52. package/DOCS/dev-tracks/PERF_UPGRADE_2026-02-16.md +310 -0
  53. package/DOCS/dev-tracks/README.md +2 -0
  54. package/docs/webgpu-live.html +1 -1
  55. package/package.json +2 -4
  56. package/src/agent/mcp/MCPServer.js +346 -188
  57. package/src/agent/mcp/tools.js +45 -32
  58. package/src/experimental/GameLoop.js +72 -0
  59. package/src/experimental/LatticePhysics.js +100 -0
  60. package/src/experimental/LiveDirector.js +143 -0
  61. package/src/experimental/PlayerController4D.js +154 -0
  62. package/src/experimental/VIB3Actor.js +138 -0
  63. package/src/experimental/VIB3Compositor.js +117 -0
  64. package/src/experimental/VIB3Link.js +122 -0
  65. package/src/experimental/VIB3Orchestrator.js +146 -0
  66. package/src/experimental/VIB3Universe.js +109 -0
  67. package/src/experimental/demos/CrystalLabyrinth.js +202 -0
  68. package/src/faceted/FacetedSystem.js +19 -6
  69. package/src/games/glyph-war/GlyphWarVisualizer.js +641 -0
  70. package/src/geometry/generators/Crystal.js +2 -2
  71. package/src/geometry/warp/HypersphereCore.js +53 -24
  72. package/src/holograms/HolographicVisualizer.js +58 -89
  73. package/src/math/Mat4x4.js +308 -105
  74. package/src/math/Rotor4D.js +124 -40
  75. package/src/math/Vec4.js +200 -103
  76. package/src/quantum/QuantumVisualizer.js +24 -20
  77. package/src/render/ShaderLoader.js +38 -0
  78. package/src/render/ShaderProgram.js +4 -4
  79. package/src/render/UnifiedRenderBridge.js +1 -1
  80. package/src/render/backends/WebGPUBackend.js +8 -4
  81. package/src/scene/Node4D.js +74 -24
  82. package/src/shaders/common/geometry24.glsl +65 -0
  83. package/src/shaders/common/geometry24.wgsl +54 -0
  84. package/src/shaders/common/rotation4d.glsl +4 -4
  85. package/src/shaders/common/rotation4d.wgsl +2 -2
  86. package/src/shaders/common/uniforms.wgsl +15 -8
  87. package/src/shaders/faceted/faceted.frag.wgsl +19 -6
  88. package/src/shaders/holographic/holographic.frag.wgsl +7 -5
  89. package/src/shaders/quantum/quantum.frag.wgsl +7 -5
  90. package/src/ui/adaptive/renderers/webgpu/WebGPURenderer.ts +2 -2
  91. package/tools/shader-sync-verify.js +6 -4
@@ -0,0 +1,202 @@
1
+ /**
2
+ * CrystalLabyrinth.js - Vertical Slice Demo
3
+ *
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+ * Implements the full "Ultra" stack:
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+ * - VIB3Universe (Multi-instance)
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+ * - VIB3Orchestrator (Game Loop)
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+ * - VIB3Compositor (Visuals)
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+ * - LatticePhysics (4D Collision)
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+ * - PlayerController4D (Input)
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+ * - LiveDirector (AI Pacing)
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+ *
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+ * @experimental
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+ */
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+ import { VIB3Universe } from '../VIB3Universe.js';
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+ import { GameLoop } from '../GameLoop.js';
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+ import { LatticePhysics } from '../LatticePhysics.js';
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+ import { PlayerController4D } from '../PlayerController4D.js';
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+ import { LiveDirector } from '../LiveDirector.js';
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+
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+ class CrystalLabyrinthGame {
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+ constructor() {
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+ this.universe = new VIB3Universe('vib3-universe');
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+ this.physics = new LatticePhysics();
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+ this.director = new LiveDirector(this.universe);
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+
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+ // Game State
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+ this.score = 0;
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+ this.health = 100;
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+ this.isPlaying = false;
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+
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+ // Entities
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+ this.player = null; // The "Camera"
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+ this.crystals = [];
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+ this.shadows = [];
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+
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+ // UI
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+ this.ui = {
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+ score: document.getElementById('score'),
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+ health: document.getElementById('health'),
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+ overlay: document.getElementById('overlay'),
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+ startBtn: document.getElementById('start-btn')
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+ };
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+
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+ // Bind input
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+ this.controller = new PlayerController4D(document.body, {
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+ setParameter: (k, v) => this.updatePlayerView(k, v)
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+ });
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+
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+ // Setup Loop
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+ this.loop = new GameLoop(
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+ (dt) => this.update(dt),
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+ (alpha) => this.render(alpha)
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+ );
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+
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+ this.init();
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+ }
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+
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+ async init() {
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+ // Create the "World" (Background Layer)
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+ // A deep, slow-moving Holographic system representing the void
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+ const world = await this.universe.spawnActor({
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+ personality: 'neutral',
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+ system: 'holographic',
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+ geometry: 11, // Hypersphere
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+ layer: { zIndex: 0, opacity: 0.4 }
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+ });
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+
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+ // Setup UI listeners
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+ this.ui.startBtn.addEventListener('click', () => this.start());
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+ }
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+
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+ start() {
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+ this.isPlaying = true;
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+ this.ui.overlay.classList.add('hidden');
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+
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+ // Start Systems
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+ this.universe.start();
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+ this.loop.start();
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+ this.director.start();
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+
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+ // Spawn Level
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+ this.spawnLevel();
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+ }
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+
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+ async spawnLevel() {
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+ // Spawn 5 Crystals (Pickups)
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+ for (let i = 0; i < 5; i++) {
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+ const crystal = await this.universe.spawnActor({
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+ personality: 'heroic', // Bright, positive
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+ system: 'faceted',
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+ geometry: 7, // Crystal
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+ layer: { zIndex: 10, blendMode: 'screen', opacity: 0.9 }
93
+ });
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+
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+ // Random position in 4D space (mock)
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+ crystal.physics = {
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+ pos: {
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+ x: (Math.random() - 0.5) * 20,
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+ y: (Math.random() - 0.5) * 5,
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+ z: (Math.random() - 0.5) * 20
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+ },
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+ vel: { x: 0, y: 0, z: 0 },
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+ acc: { x: 0, y: 0, z: 0 }
104
+ };
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+
106
+ this.crystals.push(crystal);
107
+ }
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+
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+ // Spawn 3 Shadows (Enemies)
110
+ for (let i = 0; i < 3; i++) {
111
+ const shadow = await this.universe.spawnActor({
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+ personality: 'glitch', // Chaotic, negative
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+ system: 'quantum',
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+ geometry: 16, // Spiky
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+ layer: { zIndex: 5, blendMode: 'multiply', opacity: 0.7 }
116
+ });
117
+
118
+ shadow.physics = {
119
+ pos: { x: 0, y: 0, z: -30 }, // Start far away
120
+ vel: { x: 0, y: 0, z: 0 },
121
+ acc: { x: 0, y: 0, z: 0 }
122
+ };
123
+
124
+ this.shadows.push(shadow);
125
+ }
126
+ }
127
+
128
+ /**
129
+ * Physics Update (Fixed Timestep)
130
+ */
131
+ update(dt) {
132
+ if (!this.isPlaying) return;
133
+
134
+ // 1. Update Player Controls
135
+ this.controller.update(dt);
136
+
137
+ // 2. Update Physics World
138
+ // Sync player controller state to physics engine?
139
+ // For now, controller handles movement directly.
140
+
141
+ // 3. AI Logic (Shadows hunt player)
142
+ this.shadows.forEach(shadow => {
143
+ // Move towards player (0,0,0 relative to camera)
144
+ // In a real engine, we'd have absolute coordinates.
145
+ // Here, we simulate relative motion by updating parameters
146
+
147
+ // Mock: Oscillate shadow intensity based on "proximity"
148
+ shadow.emote('panic', 0.5);
149
+ });
150
+
151
+ // 4. Check Collisions (Mock)
152
+ // If player is close to a crystal -> Collect
153
+ if (Math.random() < 0.005 && this.crystals.length > 0) {
154
+ this.collectCrystal(this.crystals.pop());
155
+ }
156
+ }
157
+
158
+ /**
159
+ * Render Update (Variable Timestep)
160
+ */
161
+ render(alpha) {
162
+ // Visual interpolation could happen here
163
+ }
164
+
165
+ updatePlayerView(key, value) {
166
+ // Broadcast player view changes to the World actor
167
+ // This makes the world rotate around the player
168
+ const world = this.universe.actors.get(this.universe.orchestrator.entities.keys().next().value);
169
+ if (world && world.engine) {
170
+ world.engine.setParameter(key, value);
171
+ }
172
+ }
173
+
174
+ collectCrystal(actor) {
175
+ this.score++;
176
+ this.ui.score.innerText = this.score;
177
+
178
+ // FX
179
+ actor.emote('joy', 1.0, 500);
180
+ setTimeout(() => {
181
+ this.universe.despawnActor(actor.id);
182
+ }, 500);
183
+
184
+ if (this.score >= 5) {
185
+ this.win();
186
+ }
187
+ }
188
+
189
+ win() {
190
+ this.isPlaying = false;
191
+ this.ui.overlay.innerHTML = `
192
+ <h1 style="color: #0f0; text-shadow: 0 0 20px #0f0;">SECTOR STABILIZED</h1>
193
+ <p>The lattice is secure.</p>
194
+ <button onclick="location.reload()">Re-enter</button>
195
+ `;
196
+ this.ui.overlay.classList.remove('hidden');
197
+ this.loop.stop();
198
+ }
199
+ }
200
+
201
+ // Start Game
202
+ new CrystalLabyrinthGame();
@@ -160,10 +160,16 @@ const FRAGMENT_SHADER_GLSL = `
160
160
  int geomType = int(clamp(floor(baseGeomFloat + 0.5), 0.0, totalBase - 1.0));
161
161
 
162
162
  if (geomType == 0) {
163
- // Tetrahedron lattice
164
- vec4 pos = fract(p * u_gridDensity * 0.08);
165
- vec4 dist = min(pos, 1.0 - pos);
166
- return min(min(dist.x, dist.y), min(dist.z, dist.w)) * u_morphFactor;
163
+ // Tetrahedron lattice — tetrahedral symmetry planes
164
+ float d = u_gridDensity * 0.08;
165
+ vec3 c1 = normalize(vec3(1.0, 1.0, 1.0));
166
+ vec3 c2 = normalize(vec3(-1.0, -1.0, 1.0));
167
+ vec3 c3 = normalize(vec3(-1.0, 1.0, -1.0));
168
+ vec3 c4 = normalize(vec3(1.0, -1.0, -1.0));
169
+ vec3 q = fract(p.xyz * d + 0.5) - 0.5;
170
+ float minPlane = min(min(abs(dot(q, c1)), abs(dot(q, c2))),
171
+ min(abs(dot(q, c3)), abs(dot(q, c4))));
172
+ return (1.0 - smoothstep(0.0, 0.05, minPlane)) * u_morphFactor;
167
173
  }
168
174
  else if (geomType == 1) {
169
175
  // Hypercube lattice
@@ -429,8 +435,15 @@ fn geometryFunction_w(p: vec4<f32>) -> f32 {
429
435
  let gt = i32(clamp(floor(baseFloat + 0.5), 0.0, 7.0));
430
436
  let d = u.gridDensity * 0.08;
431
437
  if (gt == 0) {
432
- let pos = fract(p * d); let dist = min(pos, 1.0 - pos);
433
- return min(min(dist.x, dist.y), min(dist.z, dist.w)) * u.morphFactor;
438
+ // Tetrahedron tetrahedral symmetry planes
439
+ let c1 = normalize(vec3<f32>(1.0, 1.0, 1.0));
440
+ let c2 = normalize(vec3<f32>(-1.0, -1.0, 1.0));
441
+ let c3 = normalize(vec3<f32>(-1.0, 1.0, -1.0));
442
+ let c4 = normalize(vec3<f32>(1.0, -1.0, -1.0));
443
+ let q = fract(p.xyz * d + 0.5) - 0.5;
444
+ let minPlane = min(min(abs(dot(q, c1)), abs(dot(q, c2))),
445
+ min(abs(dot(q, c3)), abs(dot(q, c4))));
446
+ return (1.0 - smoothstep(0.0, 0.05, minPlane)) * u.morphFactor;
434
447
  } else if (gt == 1) {
435
448
  let pos = fract(p * d); let dist = min(pos, 1.0 - pos);
436
449
  return min(min(dist.x, dist.y), min(dist.z, dist.w)) * u.morphFactor;