@vib3code/sdk 2.0.3-canary.75a3290 → 2.0.3-canary.89c05e0
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.
- package/DOCS/EXPANSION_DESIGN.md +977 -0
- package/DOCS/EXPANSION_DESIGN_ULTRA.md +387 -0
- package/DOCS/MASTER_PLAN_2026-01-31.md +2 -2
- package/DOCS/OPTIMIZATION_PLAN_MATH.md +118 -0
- package/DOCS/SYSTEM_INVENTORY.md +2 -2
- package/DOCS/WEBGPU_STATUS.md +119 -38
- package/DOCS/archive/WEBGPU_STATUS_2026-02-15_STALE.md +38 -0
- package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-16.md +108 -0
- package/DOCS/dev-tracks/PERF_UPGRADE_2026-02-16.md +308 -0
- package/docs/webgpu-live.html +1 -1
- package/package.json +1 -1
- package/src/agent/mcp/MCPServer.js +346 -188
- package/src/agent/mcp/tools.js +45 -32
- package/src/experimental/GameLoop.js +72 -0
- package/src/experimental/LatticePhysics.js +100 -0
- package/src/experimental/LiveDirector.js +143 -0
- package/src/experimental/PlayerController4D.js +154 -0
- package/src/experimental/VIB3Actor.js +138 -0
- package/src/experimental/VIB3Compositor.js +117 -0
- package/src/experimental/VIB3Link.js +122 -0
- package/src/experimental/VIB3Orchestrator.js +146 -0
- package/src/experimental/VIB3Universe.js +109 -0
- package/src/experimental/demos/CrystalLabyrinth.js +202 -0
- package/src/faceted/FacetedSystem.js +19 -6
- package/src/games/glyph-war/GlyphWarVisualizer.js +641 -0
- package/src/geometry/generators/Crystal.js +2 -2
- package/src/holograms/HolographicVisualizer.js +58 -89
- package/src/math/Mat4x4.js +192 -19
- package/src/math/Rotor4D.js +93 -39
- package/src/math/Vec4.js +119 -78
- package/src/quantum/QuantumVisualizer.js +24 -20
- package/src/render/ShaderLoader.js +38 -0
- package/src/render/ShaderProgram.js +4 -4
- package/src/render/UnifiedRenderBridge.js +1 -1
- package/src/render/backends/WebGPUBackend.js +8 -4
- package/src/shaders/common/geometry24.glsl +65 -0
- package/src/shaders/common/geometry24.wgsl +54 -0
- package/src/shaders/common/rotation4d.glsl +4 -4
- package/src/shaders/common/rotation4d.wgsl +2 -2
- package/src/shaders/common/uniforms.wgsl +15 -8
- package/src/shaders/faceted/faceted.frag.wgsl +19 -6
- package/src/shaders/holographic/holographic.frag.wgsl +7 -5
- package/src/shaders/quantum/quantum.frag.wgsl +7 -5
- package/src/ui/adaptive/renderers/webgpu/WebGPURenderer.ts +2 -2
- package/tools/shader-sync-verify.js +6 -4
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@@ -47,6 +47,60 @@ fn hypertetrahedronCore(p: vec4<f32>, baseType: f32) -> f32 {
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return max(baseGeometry(p, baseType), tf);
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}
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+
// ── Polytope Core Warp Functions ──
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// Requires: rotation functions from rotation4d.wgsl and u: VIB3Uniforms
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fn warpHypersphereCore_common(p: vec3<f32>, geomIdx: i32) -> vec3<f32> {
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let radius = length(p);
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let morphBlend = clamp(u.morphFactor * 0.6 + (u.dimension - 3.0) * 0.25, 0.0, 2.0);
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let w = sin(radius * (1.3 + f32(geomIdx) * 0.12) + u.time * 0.0008 * u.speed)
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* (0.4 + morphBlend * 0.45);
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var p4d = vec4<f32>(p * (1.0 + morphBlend * 0.2), w);
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p4d = rotateXY(u.rot4dXY) * p4d;
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p4d = rotateXZ(u.rot4dXZ) * p4d;
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p4d = rotateYZ(u.rot4dYZ) * p4d;
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p4d = rotateXW(u.rot4dXW) * p4d;
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p4d = rotateYW(u.rot4dYW) * p4d;
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p4d = rotateZW(u.rot4dZW) * p4d;
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let proj = project4Dto3D(p4d);
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return mix(p, proj, clamp(0.45 + morphBlend * 0.35, 0.0, 1.0));
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}
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fn warpHypertetraCore_common(p: vec3<f32>, geomIdx: i32) -> vec3<f32> {
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let c1 = normalize(vec3<f32>(1.0, 1.0, 1.0));
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let c2 = normalize(vec3<f32>(-1.0, -1.0, 1.0));
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let c3 = normalize(vec3<f32>(-1.0, 1.0, -1.0));
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let c4 = normalize(vec3<f32>(1.0, -1.0, -1.0));
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let morphBlend = clamp(u.morphFactor * 0.8 + (u.dimension - 3.0) * 0.2, 0.0, 2.0);
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let basisMix = dot(p, c1) * 0.14 + dot(p, c2) * 0.1 + dot(p, c3) * 0.08;
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let w = sin(basisMix * 5.5 + u.time * 0.0009 * u.speed)
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* cos(dot(p, c4) * 4.2 - u.time * 0.0007 * u.speed)
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* (0.5 + morphBlend * 0.4);
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let offset = vec3<f32>(dot(p, c1), dot(p, c2), dot(p, c3)) * 0.1 * morphBlend;
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var p4d = vec4<f32>(p + offset, w);
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p4d = rotateXY(u.rot4dXY) * p4d;
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p4d = rotateXZ(u.rot4dXZ) * p4d;
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p4d = rotateYZ(u.rot4dYZ) * p4d;
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p4d = rotateXW(u.rot4dXW) * p4d;
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p4d = rotateYW(u.rot4dYW) * p4d;
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p4d = rotateZW(u.rot4dZW) * p4d;
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let proj = project4Dto3D(p4d);
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let planeInf = min(min(abs(dot(p, c1)), abs(dot(p, c2))),
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min(abs(dot(p, c3)), abs(dot(p, c4))));
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let blended = mix(p, proj, clamp(0.45 + morphBlend * 0.35, 0.0, 1.0));
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return mix(blended, blended * (1.0 - planeInf * 0.55), 0.2 + morphBlend * 0.2);
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}
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fn applyCoreWarp_common(p: vec3<f32>, geomType: f32) -> vec3<f32> {
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let coreFloat = floor(geomType / 8.0);
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let coreIndex = i32(clamp(coreFloat, 0.0, 2.0));
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let baseFloat = geomType - floor(geomType / 8.0) * 8.0;
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let geomIdx = i32(clamp(floor(baseFloat + 0.5), 0.0, 7.0));
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if (coreIndex == 1) { return warpHypersphereCore_common(p, geomIdx); }
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if (coreIndex == 2) { return warpHypertetraCore_common(p, geomIdx); }
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return p;
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}
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fn geometry(p: vec4<f32>, t: f32) -> f32 {
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if (t < 8.0) { return baseGeometry(p, t); }
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else if (t < 16.0) { return hypersphereCore(p, t - 8.0); }
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@@ -16,9 +16,9 @@ fn rotateXZ(angle: f32) -> mat4x4<f32> {
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let c = cos(angle);
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let s = sin(angle);
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return mat4x4<f32>(
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vec4<f32>(c, 0.0,
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vec4<f32>( c, 0.0, s, 0.0),
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vec4<f32>(0.0, 1.0, 0.0, 0.0),
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vec4<f32>(s, 0.0,
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vec4<f32>(-s, 0.0, c, 0.0),
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vec4<f32>(0.0, 0.0, 0.0, 1.0)
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);
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}
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@@ -1,16 +1,19 @@
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// VIB3+ Common Uniform Struct (WGSL)
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// Shared across all visualization systems
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// Canonical layout — must match packVIB3Uniforms() in UnifiedRenderBridge.js
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// All fields are f32 (except resolution vec2) to avoid alignment surprises.
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// Total: 33 floats (132 bytes), buffer padded to 256 bytes.
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struct VIB3Uniforms {
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// Time and resolution
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// Time and resolution (indices 0-3)
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time: f32,
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_pad0: f32,
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resolution: vec2<f32>,
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// Geometry selection
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// Geometry selection 0-23 (index 4)
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geometry: f32,
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// 6D Rotation (
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// 6D Rotation in radians (indices 5-10)
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rot4dXY: f32,
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rot4dXZ: f32,
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rot4dYZ: f32,
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@@ -18,7 +21,7 @@ struct VIB3Uniforms {
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rot4dYW: f32,
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rot4dZW: f32,
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// Visual parameters
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// Visual parameters (indices 11-18)
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dimension: f32,
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gridDensity: f32,
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morphFactor: f32,
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intensity: f32,
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saturation: f32,
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// Reactivity
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// Reactivity (indices 19-23)
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mouseIntensity: f32,
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clickIntensity: f32,
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bass: f32,
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mid: f32,
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high: f32,
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// Layer parameters (
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// Layer parameters (indices 24-31)
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layerScale: f32,
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layerOpacity: f32,
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_pad1: f32,
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layerColorR: f32,
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layerColorG: f32,
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layerColorB: f32,
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densityMult: f32,
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speedMult: f32,
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// Vitality (index 32)
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breath: f32,
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};
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@group(0) @binding(0) var<uniform> u: VIB3Uniforms;
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struct VIB3Uniforms {
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time: f32,
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_pad0: f32,
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resolution: vec2<f32>,
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geometry: f32,
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rot4dXY: f32,
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gridDensity: f32,
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morphFactor: f32,
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chaos: f32,
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speed: f32,
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hue: f32,
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intensity: f32,
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saturation: f32,
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mouseIntensity: f32,
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clickIntensity: f32,
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roleIntensity: f32,
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bass: f32,
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mid: f32,
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high: f32,
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layerScale: f32,
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layerOpacity: f32,
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_pad1: f32,
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layerColorR: f32,
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layerColorG: f32,
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layerColorB: f32,
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densityMult: f32,
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speedMult: f32,
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breath: f32,
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mouse: vec2<f32>,
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_pad1: vec2<f32>,
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};
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@group(0) @binding(0) var<uniform> u: VIB3Uniforms;
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let gt = i32(clamp(floor(baseFloat + 0.5), 0.0, 7.0));
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let d = u.gridDensity * 0.08;
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if (gt == 0) {
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// Tetrahedron — tetrahedral symmetry planes
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let c1 = normalize(vec3<f32>(1.0, 1.0, 1.0));
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let c2 = normalize(vec3<f32>(-1.0, -1.0, 1.0));
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let c3 = normalize(vec3<f32>(-1.0, 1.0, -1.0));
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let c4 = normalize(vec3<f32>(1.0, -1.0, -1.0));
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let q = fract(p.xyz * d + 0.5) - 0.5;
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let minPlane = min(min(abs(dot(q, c1)), abs(dot(q, c2))),
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min(abs(dot(q, c3)), abs(dot(q, c4))));
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return (1.0 - smoothstep(0.0, 0.05, minPlane)) * u.morphFactor;
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} else if (gt == 1) {
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let pos = fract(p * d); let dist = min(pos, 1.0 - pos);
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return min(min(dist.x, dist.y), min(dist.z, dist.w)) * u.morphFactor;
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high: f32,
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layerScale: f32,
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layerOpacity: f32,
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_pad1: f32,
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layerColorR: f32,
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layerColorG: f32,
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layerColorB: f32,
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densityMult: f32,
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speedMult: f32,
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breath: f32,
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};
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@group(0) @binding(0) var<uniform> u: VIB3Uniforms;
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fn rotateXZ(angle: f32) -> mat4x4<f32> {
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let c = cos(angle); let s = sin(angle);
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return mat4x4<f32>(
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vec4<f32>(c, 0.0,
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vec4<f32>(s, 0.0, c, 0.0), vec4<f32>(0.0, 0.0, 0.0, 1.0));
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vec4<f32>(c, 0.0, s, 0.0), vec4<f32>(0.0, 1.0, 0.0, 0.0),
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vec4<f32>(-s, 0.0, c, 0.0), vec4<f32>(0.0, 0.0, 0.0, 1.0));
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}
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fn rotateYZ(angle: f32) -> mat4x4<f32> {
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let c = cos(angle); let s = sin(angle);
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@@ -28,11 +28,13 @@ struct VIB3Uniforms {
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high: f32,
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layerScale: f32,
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layerOpacity: f32,
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_pad1: f32,
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layerColorR: f32,
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layerColorG: f32,
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layerColorB: f32,
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densityMult: f32,
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speedMult: f32,
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breath: f32,
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};
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@group(0) @binding(0) var<uniform> u: VIB3Uniforms;
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fn rotateXZ(angle: f32) -> mat4x4<f32> {
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let c = cos(angle); let s = sin(angle);
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return mat4x4<f32>(
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vec4<f32>(c, 0.0,
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vec4<f32>(s, 0.0, c, 0.0), vec4<f32>(0.0, 0.0, 0.0, 1.0));
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vec4<f32>(c, 0.0, s, 0.0), vec4<f32>(0.0, 1.0, 0.0, 0.0),
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vec4<f32>(-s, 0.0, c, 0.0), vec4<f32>(0.0, 0.0, 0.0, 1.0));
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}
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fn rotateYZ(angle: f32) -> mat4x4<f32> {
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let c = cos(angle); let s = sin(angle);
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@@ -546,9 +546,9 @@ fn rotateXZ(angle: f32) -> mat4x4<f32> {
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546
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let c = cos(angle);
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547
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let s = sin(angle);
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548
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return mat4x4<f32>(
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549
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-
vec4<f32>(c, 0.0,
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549
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+
vec4<f32>( c, 0.0, s, 0.0),
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vec4<f32>(0.0, 1.0, 0.0, 0.0),
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551
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-
vec4<f32>(s, 0.0, c, 0.0),
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551
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+
vec4<f32>(-s, 0.0, c, 0.0),
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vec4<f32>(0.0, 0.0, 0.0, 1.0)
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);
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}
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@@ -602,6 +602,7 @@ const FACETED_GLSL_FRAGMENT = `
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precision highp float;
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uniform float u_time;
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uniform vec2 u_resolution;
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605
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+
uniform vec2 u_mouse;
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uniform float u_geometry;
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uniform float u_rot4dXY;
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uniform float u_rot4dXZ;
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@@ -619,6 +620,7 @@ uniform float u_saturation;
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uniform float u_speed;
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uniform float u_mouseIntensity;
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uniform float u_clickIntensity;
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623
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+
uniform float u_roleIntensity;
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uniform float u_bass;
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uniform float u_mid;
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uniform float u_high;
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@@ -667,7 +669,8 @@ struct VIB3Uniforms {
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667
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668
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/**
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669
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* Holographic system GLSL fragment shader uniforms (from HolographicVisualizer.js).
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670
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-
*
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672
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+
* Uses standard names (u_gridDensity, u_morphFactor, u_geometry) plus many
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673
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+
* system-specific uniforms for audio/touch/scroll reactivity.
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*/
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const HOLOGRAPHIC_GLSL_FRAGMENT = `
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precision highp float;
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@@ -675,7 +678,7 @@ uniform vec2 u_resolution;
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uniform float u_time;
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uniform vec2 u_mouse;
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uniform float u_geometry;
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678
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-
uniform float
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681
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+
uniform float u_gridDensity;
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uniform float u_speed;
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uniform vec3 u_color;
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uniform float u_intensity;
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@@ -686,9 +689,8 @@ uniform float u_chaosIntensity;
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uniform float u_mouseIntensity;
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uniform float u_clickIntensity;
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uniform float u_densityVariation;
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689
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-
uniform float u_geometryType;
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uniform float u_chaos;
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691
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-
uniform float
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693
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+
uniform float u_morphFactor;
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uniform float u_touchMorph;
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uniform float u_touchChaos;
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uniform float u_scrollParallax;
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