@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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/**
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* CrystalLabyrinth.js - Vertical Slice Demo
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*
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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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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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// 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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// 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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// 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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// 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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// 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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this.init();
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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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// Setup UI listeners
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this.ui.startBtn.addEventListener('click', () => this.start());
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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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// 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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// Spawn Level
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this.spawnLevel();
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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 }
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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 }
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};
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this.crystals.push(crystal);
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}
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// Spawn 3 Shadows (Enemies)
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for (let i = 0; i < 3; i++) {
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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 }
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});
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shadow.physics = {
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pos: { x: 0, y: 0, z: -30 }, // Start far away
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vel: { x: 0, y: 0, z: 0 },
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acc: { x: 0, y: 0, z: 0 }
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};
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this.shadows.push(shadow);
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}
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}
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/**
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* Physics Update (Fixed Timestep)
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*/
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update(dt) {
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if (!this.isPlaying) return;
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// 1. Update Player Controls
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this.controller.update(dt);
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// 2. Update Physics World
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// Sync player controller state to physics engine?
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// For now, controller handles movement directly.
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// 3. AI Logic (Shadows hunt player)
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this.shadows.forEach(shadow => {
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// Move towards player (0,0,0 relative to camera)
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// In a real engine, we'd have absolute coordinates.
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// Here, we simulate relative motion by updating parameters
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// Mock: Oscillate shadow intensity based on "proximity"
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shadow.emote('panic', 0.5);
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});
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// 4. Check Collisions (Mock)
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// If player is close to a crystal -> Collect
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if (Math.random() < 0.005 && this.crystals.length > 0) {
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this.collectCrystal(this.crystals.pop());
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}
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}
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/**
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* Render Update (Variable Timestep)
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*/
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render(alpha) {
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// Visual interpolation could happen here
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}
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updatePlayerView(key, value) {
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// Broadcast player view changes to the World actor
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// This makes the world rotate around the player
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const world = this.universe.actors.get(this.universe.orchestrator.entities.keys().next().value);
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if (world && world.engine) {
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world.engine.setParameter(key, value);
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}
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}
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collectCrystal(actor) {
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this.score++;
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this.ui.score.innerText = this.score;
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// FX
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actor.emote('joy', 1.0, 500);
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setTimeout(() => {
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this.universe.despawnActor(actor.id);
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}, 500);
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if (this.score >= 5) {
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this.win();
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}
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}
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win() {
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this.isPlaying = false;
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this.ui.overlay.innerHTML = `
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<h1 style="color: #0f0; text-shadow: 0 0 20px #0f0;">SECTOR STABILIZED</h1>
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<p>The lattice is secure.</p>
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<button onclick="location.reload()">Re-enter</button>
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`;
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this.ui.overlay.classList.remove('hidden');
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this.loop.stop();
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}
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}
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// Start Game
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new CrystalLabyrinthGame();
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@@ -160,10 +160,16 @@ const FRAGMENT_SHADER_GLSL = `
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int geomType = int(clamp(floor(baseGeomFloat + 0.5), 0.0, totalBase - 1.0));
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if (geomType == 0) {
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// Tetrahedron lattice
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// Tetrahedron lattice — tetrahedral symmetry planes
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float d = u_gridDensity * 0.08;
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vec3 c1 = normalize(vec3(1.0, 1.0, 1.0));
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vec3 c2 = normalize(vec3(-1.0, -1.0, 1.0));
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vec3 c3 = normalize(vec3(-1.0, 1.0, -1.0));
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vec3 c4 = normalize(vec3(1.0, -1.0, -1.0));
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vec3 q = fract(p.xyz * d + 0.5) - 0.5;
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float 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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}
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else if (geomType == 1) {
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// Hypercube lattice
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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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