@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
package/src/math/Vec4.js CHANGED
@@ -2,7 +2,8 @@
2
2
  * Vec4 - 4D Vector Class
3
3
  *
4
4
  * Represents a point or direction in 4-dimensional space.
5
- * Uses Float32Array for GPU compatibility and potential SIMD optimization.
5
+ * Uses plain numeric properties internally for minimal allocation overhead.
6
+ * GPU-compatible Float32Array created on demand via toFloat32Array().
6
7
  *
7
8
  * @example
8
9
  * const v = new Vec4(1, 2, 3, 0.5);
@@ -19,26 +20,66 @@ export class Vec4 {
19
20
  * @param {number} w - W component (4th dimension)
20
21
  */
21
22
  constructor(x = 0, y = 0, z = 0, w = 0) {
22
- // Use Float32Array for GPU compatibility
23
- this.data = new Float32Array(4);
24
- this.data[0] = x;
25
- this.data[1] = y;
26
- this.data[2] = z;
27
- this.data[3] = w;
23
+ this._x = x;
24
+ this._y = y;
25
+ this._z = z;
26
+ this._w = w;
28
27
  }
29
28
 
30
- // Property accessors for readability
31
- get x() { return this.data[0]; }
32
- set x(v) { this.data[0] = v; }
29
+ // Property accessors
30
+ get x() { return this._x; }
31
+ set x(v) { this._x = v; }
33
32
 
34
- get y() { return this.data[1]; }
35
- set y(v) { this.data[1] = v; }
33
+ get y() { return this._y; }
34
+ set y(v) { this._y = v; }
36
35
 
37
- get z() { return this.data[2]; }
38
- set z(v) { this.data[2] = v; }
36
+ get z() { return this._z; }
37
+ set z(v) { this._z = v; }
39
38
 
40
- get w() { return this.data[3]; }
41
- set w(v) { this.data[3] = v; }
39
+ get w() { return this._w; }
40
+ set w(v) { this._w = v; }
41
+
42
+ /**
43
+ * Backward-compatible .data getter.
44
+ * Returns a Float32Array snapshot of current values.
45
+ * Note: writes to the returned array do NOT propagate back.
46
+ * Use setComponent(index, value) for index-based mutation.
47
+ * @returns {Float32Array}
48
+ */
49
+ get data() {
50
+ return new Float32Array([this._x, this._y, this._z, this._w]);
51
+ }
52
+
53
+ /**
54
+ * Set a component by index (0=x, 1=y, 2=z, 3=w)
55
+ * @param {number} index - Component index (0-3)
56
+ * @param {number} value - New value
57
+ * @returns {Vec4} this
58
+ */
59
+ setComponent(index, value) {
60
+ switch (index) {
61
+ case 0: this._x = value; break;
62
+ case 1: this._y = value; break;
63
+ case 2: this._z = value; break;
64
+ case 3: this._w = value; break;
65
+ }
66
+ return this;
67
+ }
68
+
69
+ /**
70
+ * Get a component by index (0=x, 1=y, 2=z, 3=w)
71
+ * @param {number} index - Component index (0-3)
72
+ * @returns {number}
73
+ */
74
+ getComponent(index) {
75
+ switch (index) {
76
+ case 0: return this._x;
77
+ case 1: return this._y;
78
+ case 2: return this._z;
79
+ case 3: return this._w;
80
+ default: return 0;
81
+ }
82
+ }
42
83
 
43
84
  /**
44
85
  * Create a Vec4 from an array
@@ -54,7 +95,7 @@ export class Vec4 {
54
95
  * @returns {Vec4}
55
96
  */
56
97
  clone() {
57
- return new Vec4(this.x, this.y, this.z, this.w);
98
+ return new Vec4(this._x, this._y, this._z, this._w);
58
99
  }
59
100
 
60
101
  /**
@@ -63,10 +104,10 @@ export class Vec4 {
63
104
  * @returns {Vec4} this (for chaining)
64
105
  */
65
106
  copy(v) {
66
- this.data[0] = v.data[0];
67
- this.data[1] = v.data[1];
68
- this.data[2] = v.data[2];
69
- this.data[3] = v.data[3];
107
+ this._x = v._x;
108
+ this._y = v._y;
109
+ this._z = v._z;
110
+ this._w = v._w;
70
111
  return this;
71
112
  }
72
113
 
@@ -79,24 +120,32 @@ export class Vec4 {
79
120
  * @returns {Vec4} this
80
121
  */
81
122
  set(x, y, z, w) {
82
- this.data[0] = x;
83
- this.data[1] = y;
84
- this.data[2] = z;
85
- this.data[3] = w;
123
+ this._x = x;
124
+ this._y = y;
125
+ this._z = z;
126
+ this._w = w;
86
127
  return this;
87
128
  }
88
129
 
89
130
  /**
90
- * Add another vector (immutable)
131
+ * Add another vector (immutable unless target provided)
91
132
  * @param {Vec4} v
92
- * @returns {Vec4} New vector
93
- */
94
- add(v) {
133
+ * @param {Vec4} [target=null] - Optional target vector
134
+ * @returns {Vec4} New vector or target
135
+ */
136
+ add(v, target = null) {
137
+ if (target) {
138
+ target._x = this._x + v._x;
139
+ target._y = this._y + v._y;
140
+ target._z = this._z + v._z;
141
+ target._w = this._w + v._w;
142
+ return target;
143
+ }
95
144
  return new Vec4(
96
- this.x + v.x,
97
- this.y + v.y,
98
- this.z + v.z,
99
- this.w + v.w
145
+ this._x + v._x,
146
+ this._y + v._y,
147
+ this._z + v._z,
148
+ this._w + v._w
100
149
  );
101
150
  }
102
151
 
@@ -106,24 +155,32 @@ export class Vec4 {
106
155
  * @returns {Vec4} this
107
156
  */
108
157
  addInPlace(v) {
109
- this.data[0] += v.data[0];
110
- this.data[1] += v.data[1];
111
- this.data[2] += v.data[2];
112
- this.data[3] += v.data[3];
158
+ this._x += v._x;
159
+ this._y += v._y;
160
+ this._z += v._z;
161
+ this._w += v._w;
113
162
  return this;
114
163
  }
115
164
 
116
165
  /**
117
- * Subtract another vector (immutable)
166
+ * Subtract another vector (immutable unless target provided)
118
167
  * @param {Vec4} v
119
- * @returns {Vec4} New vector
120
- */
121
- sub(v) {
168
+ * @param {Vec4} [target=null] - Optional target vector
169
+ * @returns {Vec4} New vector or target
170
+ */
171
+ sub(v, target = null) {
172
+ if (target) {
173
+ target._x = this._x - v._x;
174
+ target._y = this._y - v._y;
175
+ target._z = this._z - v._z;
176
+ target._w = this._w - v._w;
177
+ return target;
178
+ }
122
179
  return new Vec4(
123
- this.x - v.x,
124
- this.y - v.y,
125
- this.z - v.z,
126
- this.w - v.w
180
+ this._x - v._x,
181
+ this._y - v._y,
182
+ this._z - v._z,
183
+ this._w - v._w
127
184
  );
128
185
  }
129
186
 
@@ -133,24 +190,32 @@ export class Vec4 {
133
190
  * @returns {Vec4} this
134
191
  */
135
192
  subInPlace(v) {
136
- this.data[0] -= v.data[0];
137
- this.data[1] -= v.data[1];
138
- this.data[2] -= v.data[2];
139
- this.data[3] -= v.data[3];
193
+ this._x -= v._x;
194
+ this._y -= v._y;
195
+ this._z -= v._z;
196
+ this._w -= v._w;
140
197
  return this;
141
198
  }
142
199
 
143
200
  /**
144
- * Multiply by scalar (immutable)
201
+ * Multiply by scalar (immutable unless target provided)
145
202
  * @param {number} s
146
- * @returns {Vec4} New vector
147
- */
148
- scale(s) {
203
+ * @param {Vec4} [target=null] - Optional target vector
204
+ * @returns {Vec4} New vector or target
205
+ */
206
+ scale(s, target = null) {
207
+ if (target) {
208
+ target._x = this._x * s;
209
+ target._y = this._y * s;
210
+ target._z = this._z * s;
211
+ target._w = this._w * s;
212
+ return target;
213
+ }
149
214
  return new Vec4(
150
- this.x * s,
151
- this.y * s,
152
- this.z * s,
153
- this.w * s
215
+ this._x * s,
216
+ this._y * s,
217
+ this._z * s,
218
+ this._w * s
154
219
  );
155
220
  }
156
221
 
@@ -160,33 +225,49 @@ export class Vec4 {
160
225
  * @returns {Vec4} this
161
226
  */
162
227
  scaleInPlace(s) {
163
- this.data[0] *= s;
164
- this.data[1] *= s;
165
- this.data[2] *= s;
166
- this.data[3] *= s;
228
+ this._x *= s;
229
+ this._y *= s;
230
+ this._z *= s;
231
+ this._w *= s;
167
232
  return this;
168
233
  }
169
234
 
170
235
  /**
171
236
  * Component-wise multiply (Hadamard product)
172
237
  * @param {Vec4} v
173
- * @returns {Vec4} New vector
174
- */
175
- multiply(v) {
238
+ * @param {Vec4} [target=null] - Optional target vector
239
+ * @returns {Vec4} New vector or target
240
+ */
241
+ multiply(v, target = null) {
242
+ if (target) {
243
+ target._x = this._x * v._x;
244
+ target._y = this._y * v._y;
245
+ target._z = this._z * v._z;
246
+ target._w = this._w * v._w;
247
+ return target;
248
+ }
176
249
  return new Vec4(
177
- this.x * v.x,
178
- this.y * v.y,
179
- this.z * v.z,
180
- this.w * v.w
250
+ this._x * v._x,
251
+ this._y * v._y,
252
+ this._z * v._z,
253
+ this._w * v._w
181
254
  );
182
255
  }
183
256
 
184
257
  /**
185
- * Negate vector (immutable)
186
- * @returns {Vec4} New vector
258
+ * Negate vector (immutable unless target provided)
259
+ * @param {Vec4} [target=null] - Optional target vector
260
+ * @returns {Vec4} New vector or target
187
261
  */
188
- negate() {
189
- return new Vec4(-this.x, -this.y, -this.z, -this.w);
262
+ negate(target = null) {
263
+ if (target) {
264
+ target._x = -this._x;
265
+ target._y = -this._y;
266
+ target._z = -this._z;
267
+ target._w = -this._w;
268
+ return target;
269
+ }
270
+ return new Vec4(-this._x, -this._y, -this._z, -this._w);
190
271
  }
191
272
 
192
273
  /**
@@ -194,10 +275,10 @@ export class Vec4 {
194
275
  * @returns {Vec4} this
195
276
  */
196
277
  negateInPlace() {
197
- this.data[0] = -this.data[0];
198
- this.data[1] = -this.data[1];
199
- this.data[2] = -this.data[2];
200
- this.data[3] = -this.data[3];
278
+ this._x = -this._x;
279
+ this._y = -this._y;
280
+ this._z = -this._z;
281
+ this._w = -this._w;
201
282
  return this;
202
283
  }
203
284
 
@@ -207,7 +288,7 @@ export class Vec4 {
207
288
  * @returns {number}
208
289
  */
209
290
  dot(v) {
210
- return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
291
+ return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
211
292
  }
212
293
 
213
294
  /**
@@ -215,7 +296,7 @@ export class Vec4 {
215
296
  * @returns {number}
216
297
  */
217
298
  lengthSquared() {
218
- return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
299
+ return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
219
300
  }
220
301
 
221
302
  /**
@@ -245,15 +326,23 @@ export class Vec4 {
245
326
  }
246
327
 
247
328
  /**
248
- * Normalize to unit length (immutable)
249
- * @returns {Vec4} New normalized vector
329
+ * Normalize to unit length (immutable unless target provided)
330
+ * @param {Vec4} [target=null] - Optional target vector
331
+ * @returns {Vec4} New normalized vector or target
250
332
  */
251
- normalize() {
333
+ normalize(target = null) {
252
334
  const len = this.length();
253
335
  if (len < 1e-10) {
336
+ if (target) {
337
+ target._x = 0;
338
+ target._y = 0;
339
+ target._z = 0;
340
+ target._w = 0;
341
+ return target;
342
+ }
254
343
  return new Vec4(0, 0, 0, 0);
255
344
  }
256
- return this.scale(1 / len);
345
+ return this.scale(1 / len, target);
257
346
  }
258
347
 
259
348
  /**
@@ -273,14 +362,22 @@ export class Vec4 {
273
362
  * Linear interpolation to another vector
274
363
  * @param {Vec4} v - Target vector
275
364
  * @param {number} t - Interpolation factor (0-1)
276
- * @returns {Vec4} New interpolated vector
277
- */
278
- lerp(v, t) {
365
+ * @param {Vec4} [target=null] - Optional target vector
366
+ * @returns {Vec4} New interpolated vector or target
367
+ */
368
+ lerp(v, t, target = null) {
369
+ if (target) {
370
+ target._x = this._x + (v._x - this._x) * t;
371
+ target._y = this._y + (v._y - this._y) * t;
372
+ target._z = this._z + (v._z - this._z) * t;
373
+ target._w = this._w + (v._w - this._w) * t;
374
+ return target;
375
+ }
279
376
  return new Vec4(
280
- this.x + (v.x - this.x) * t,
281
- this.y + (v.y - this.y) * t,
282
- this.z + (v.z - this.z) * t,
283
- this.w + (v.w - this.w) * t
377
+ this._x + (v._x - this._x) * t,
378
+ this._y + (v._y - this._y) * t,
379
+ this._z + (v._z - this._z) * t,
380
+ this._w + (v._w - this._w) * t
284
381
  );
285
382
  }
286
383
 
@@ -292,10 +389,10 @@ export class Vec4 {
292
389
  */
293
390
  equals(v, epsilon = 1e-6) {
294
391
  return (
295
- Math.abs(this.x - v.x) < epsilon &&
296
- Math.abs(this.y - v.y) < epsilon &&
297
- Math.abs(this.z - v.z) < epsilon &&
298
- Math.abs(this.w - v.w) < epsilon
392
+ Math.abs(this._x - v._x) < epsilon &&
393
+ Math.abs(this._y - v._y) < epsilon &&
394
+ Math.abs(this._z - v._z) < epsilon &&
395
+ Math.abs(this._w - v._w) < epsilon
299
396
  );
300
397
  }
301
398
 
@@ -321,10 +418,10 @@ export class Vec4 {
321
418
  d = options.distance ?? options.d ?? 2;
322
419
  }
323
420
  const epsilon = options.epsilon ?? 1e-5;
324
- const denom = d - this.w;
421
+ const denom = d - this._w;
325
422
  const clamped = Math.abs(denom) < epsilon ? (denom >= 0 ? epsilon : -epsilon) : denom;
326
423
  const scale = 1 / clamped;
327
- return new Vec4(this.x * scale, this.y * scale, this.z * scale, 0);
424
+ return new Vec4(this._x * scale, this._y * scale, this._z * scale, 0);
328
425
  }
329
426
 
330
427
  /**
@@ -335,10 +432,10 @@ export class Vec4 {
335
432
  */
336
433
  projectStereographic(options = {}) {
337
434
  const epsilon = options.epsilon ?? 1e-5;
338
- const denom = 1 - this.w;
435
+ const denom = 1 - this._w;
339
436
  const clamped = Math.abs(denom) < epsilon ? (denom >= 0 ? epsilon : -epsilon) : denom;
340
437
  const scale = 1 / clamped;
341
- return new Vec4(this.x * scale, this.y * scale, this.z * scale, 0);
438
+ return new Vec4(this._x * scale, this._y * scale, this._z * scale, 0);
342
439
  }
343
440
 
344
441
  /**
@@ -347,7 +444,7 @@ export class Vec4 {
347
444
  * @returns {Vec4} Projected point (w component is 0)
348
445
  */
349
446
  projectOrthographic() {
350
- return new Vec4(this.x, this.y, this.z, 0);
447
+ return new Vec4(this._x, this._y, this._z, 0);
351
448
  }
352
449
 
353
450
  /**
@@ -355,7 +452,7 @@ export class Vec4 {
355
452
  * @returns {number[]}
356
453
  */
357
454
  toArray() {
358
- return [this.x, this.y, this.z, this.w];
455
+ return [this._x, this._y, this._z, this._w];
359
456
  }
360
457
 
361
458
  /**
@@ -363,7 +460,7 @@ export class Vec4 {
363
460
  * @returns {Float32Array}
364
461
  */
365
462
  toFloat32Array() {
366
- return new Float32Array(this.data);
463
+ return new Float32Array([this._x, this._y, this._z, this._w]);
367
464
  }
368
465
 
369
466
  /**
@@ -371,7 +468,7 @@ export class Vec4 {
371
468
  * @returns {number[]}
372
469
  */
373
470
  toArray3() {
374
- return [this.x, this.y, this.z];
471
+ return [this._x, this._y, this._z];
375
472
  }
376
473
 
377
474
  /**
@@ -380,7 +477,7 @@ export class Vec4 {
380
477
  * @returns {string}
381
478
  */
382
479
  toString(precision = 3) {
383
- return `Vec4(${this.x.toFixed(precision)}, ${this.y.toFixed(precision)}, ${this.z.toFixed(precision)}, ${this.w.toFixed(precision)})`;
480
+ return `Vec4(${this._x.toFixed(precision)}, ${this._y.toFixed(precision)}, ${this._z.toFixed(precision)}, ${this._w.toFixed(precision)})`;
384
481
  }
385
482
 
386
483
  /**
@@ -388,7 +485,7 @@ export class Vec4 {
388
485
  * @returns {object}
389
486
  */
390
487
  toJSON() {
391
- return { x: this.x, y: this.y, z: this.z, w: this.w };
488
+ return { x: this._x, y: this._y, z: this._z, w: this._w };
392
489
  }
393
490
 
394
491
  // Static factory methods for common vectors
@@ -6,6 +6,17 @@
6
6
 
7
7
  import { GeometryLibrary } from '../geometry/GeometryLibrary.js';
8
8
 
9
+ // Role-specific intensity values for 5-layer canvas architecture.
10
+ // IMPORTANT: Must stay in sync with shader epsilon comparisons in the fragment shader
11
+ // at the "LAYER-BY-LAYER COLOR SYSTEM" section (search for layerIndex).
12
+ const ROLE_INTENSITIES = {
13
+ 'background': 0.4,
14
+ 'shadow': 0.6,
15
+ 'content': 1.0,
16
+ 'highlight': 1.3,
17
+ 'accent': 1.6
18
+ };
19
+
9
20
  export class QuantumHolographicVisualizer {
10
21
  constructor(canvasIdOrElement, role, reactivity, variant) {
11
22
  this.canvas = (canvasIdOrElement instanceof HTMLCanvasElement)
@@ -14,6 +25,7 @@ export class QuantumHolographicVisualizer {
14
25
  this.role = role;
15
26
  this.reactivity = reactivity;
16
27
  this.variant = variant;
28
+ this._canvasLabel = typeof canvasIdOrElement === 'string' ? canvasIdOrElement : canvasIdOrElement?.id || 'unknown';
17
29
 
18
30
  // CRITICAL FIX: Define contextOptions as instance property to match SmartCanvasPool
19
31
  this.contextOptions = {
@@ -34,9 +46,9 @@ export class QuantumHolographicVisualizer {
34
46
  this.canvas.getContext('experimental-webgl', this.contextOptions);
35
47
 
36
48
  if (!this.gl) {
37
- console.error(`WebGL not supported for ${canvasId}`);
49
+ console.error(`WebGL not supported for ${this._canvasLabel}`);
38
50
  if (window.mobileDebug) {
39
- window.mobileDebug.log(`❌ ${canvasId}: WebGL context creation failed`);
51
+ window.mobileDebug.log(`❌ ${this._canvasLabel}: WebGL context creation failed`);
40
52
  }
41
53
  // Show user-friendly error instead of white screen
42
54
  this.showWebGLError();
@@ -44,7 +56,7 @@ export class QuantumHolographicVisualizer {
44
56
  } else {
45
57
  if (window.mobileDebug) {
46
58
  const version = this.gl.getParameter(this.gl.VERSION);
47
- window.mobileDebug.log(`✅ ${canvasId}: WebGL context created - ${version}`);
59
+ window.mobileDebug.log(`✅ ${this._canvasLabel}: WebGL context created - ${version}`);
48
60
  }
49
61
  }
50
62
 
@@ -59,15 +71,15 @@ export class QuantumHolographicVisualizer {
59
71
  this._onContextLost = (e) => {
60
72
  e.preventDefault();
61
73
  this._contextLost = true;
62
- console.warn(`WebGL context lost for ${canvasId}`);
74
+ console.warn(`WebGL context lost for ${this._canvasLabel}`);
63
75
  };
64
76
  this._onContextRestored = () => {
65
- console.log(`WebGL context restored for ${canvasId}`);
77
+ console.log(`WebGL context restored for ${this._canvasLabel}`);
66
78
  this._contextLost = false;
67
79
  try {
68
80
  this.init();
69
81
  } catch (err) {
70
- console.error(`Failed to reinit after context restore for ${canvasId}:`, err);
82
+ console.error(`Failed to reinit after context restore for ${this._canvasLabel}:`, err);
71
83
  }
72
84
  };
73
85
  this.canvas.addEventListener('webglcontextlost', this._onContextLost);
@@ -688,11 +700,12 @@ void main() {
688
700
 
689
701
  // LAYER-BY-LAYER COLOR SYSTEM with user hue/saturation/intensity controls
690
702
  // Determine canvas layer from role/variant (0=background, 1=shadow, 2=content, 3=highlight, 4=accent)
703
+ // Values must match ROLE_INTENSITIES in JS: bg=0.4, shadow=0.6, content=1.0, highlight=1.3, accent=1.6
691
704
  int layerIndex = 0;
692
- if (u_roleIntensity == 0.7) layerIndex = 1; // shadow layer
693
- else if (u_roleIntensity == 1.0) layerIndex = 2; // content layer
694
- else if (u_roleIntensity == 0.85) layerIndex = 3; // highlight layer
695
- else if (u_roleIntensity == 0.6) layerIndex = 4; // accent layer
705
+ if (abs(u_roleIntensity - 0.6) < 0.05) layerIndex = 1; // shadow layer
706
+ else if (abs(u_roleIntensity - 1.0) < 0.05) layerIndex = 2; // content layer
707
+ else if (abs(u_roleIntensity - 1.3) < 0.05) layerIndex = 3; // highlight layer
708
+ else if (abs(u_roleIntensity - 1.6) < 0.05) layerIndex = 4; // accent layer
696
709
 
697
710
  // Get layer-specific base color using user hue/saturation controls
698
711
  float colorTime = timeSpeed * 2.0 + value * 3.0;
@@ -1016,15 +1029,6 @@ void main() {
1016
1029
  this._renderParamsLogged = true;
1017
1030
  }
1018
1031
 
1019
- // Role-specific intensity for quantum effects
1020
- const roleIntensities = {
1021
- 'background': 0.4,
1022
- 'shadow': 0.6,
1023
- 'content': 1.0,
1024
- 'highlight': 1.3,
1025
- 'accent': 1.6
1026
- };
1027
-
1028
1032
  const time = Date.now() - this.startTime;
1029
1033
 
1030
1034
  // Set uniforms
@@ -1068,7 +1072,7 @@ void main() {
1068
1072
  this.gl.uniform1f(this.uniforms.rot4dZW, this.params.rot4dZW || 0.0);
1069
1073
  this.gl.uniform1f(this.uniforms.mouseIntensity, this.mouseIntensity);
1070
1074
  this.gl.uniform1f(this.uniforms.clickIntensity, this.clickIntensity);
1071
- this.gl.uniform1f(this.uniforms.roleIntensity, roleIntensities[this.role] || 1.0);
1075
+ this.gl.uniform1f(this.uniforms.roleIntensity, ROLE_INTENSITIES[this.role] || 1.0);
1072
1076
  this.gl.uniform1f(this.uniforms.breath, this.params.breath || 0.0);
1073
1077
 
1074
1078
  this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4);
@@ -199,6 +199,44 @@ export class ShaderLoader {
199
199
  return results;
200
200
  }
201
201
 
202
+ /**
203
+ * Resolve #include directives in shader source.
204
+ * GLSL: #include "common/rotation4d.glsl"
205
+ * WGSL: // @include "common/rotation4d.wgsl"
206
+ *
207
+ * Includes are resolved from the loader's cache (call loadCommonLibrary() first).
208
+ * Non-recursive — only resolves one level of includes.
209
+ *
210
+ * @param {string} source - Shader source with include directives
211
+ * @returns {string} Resolved shader source
212
+ */
213
+ resolveIncludes(source) {
214
+ if (!source) return source;
215
+
216
+ // GLSL: #include "path"
217
+ // WGSL: // @include "path"
218
+ const includeRegex = /(?:^|\n)\s*(?:#include|\/\/\s*@include)\s+"([^"]+)"\s*(?:\n|$)/g;
219
+
220
+ return source.replace(includeRegex, (match, path) => {
221
+ const cached = this._cache.get(path);
222
+ if (cached) {
223
+ return '\n// --- included from ' + path + ' ---\n' + cached + '\n// --- end ' + path + ' ---\n';
224
+ }
225
+ console.warn(`ShaderLoader: Include not found in cache: "${path}" — load it first via loadCommonLibrary()`);
226
+ return match; // Leave directive in place if not found
227
+ });
228
+ }
229
+
230
+ /**
231
+ * Load a shader file and resolve includes.
232
+ * @param {string} relativePath
233
+ * @returns {Promise<string|null>}
234
+ */
235
+ async loadAndResolve(relativePath) {
236
+ const source = await this.load(relativePath);
237
+ return source ? this.resolveIncludes(source) : null;
238
+ }
239
+
202
240
  /**
203
241
  * Clear all cached shaders.
204
242
  */
@@ -384,10 +384,10 @@ export const ShaderLib = {
384
384
  mat4 rotateXZ(float angle) {
385
385
  float c = cos(angle), s = sin(angle);
386
386
  return mat4(
387
- c, 0, -s, 0,
388
- 0, 1, 0, 0,
389
- s, 0, c, 0,
390
- 0, 0, 0, 1
387
+ c, 0, s, 0,
388
+ 0, 1, 0, 0,
389
+ -s, 0, c, 0,
390
+ 0, 0, 0, 1
391
391
  );
392
392
  }
393
393
 
@@ -25,7 +25,7 @@ import { createWebGPUBackend, isWebGPUSupported, WGSLShaderLib } from './backend
25
25
  * @returns {Float32Array}
26
26
  */
27
27
  function packVIB3Uniforms(uniforms) {
28
- // Total: 32 floats = 128 bytes → aligned to 256 bytes in buffer
28
+ // Total: 33 floats (indices 0-32) = 132 bytes → padded to 256 bytes in buffer
29
29
  const data = new Float32Array(64); // 256 bytes
30
30
 
31
31
  data[0] = uniforms.u_time || 0;