@vib3code/sdk 2.0.3-canary.75a3290 → 2.0.3-canary.ef8d292
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/MASTER_PLAN_2026-01-31.md +2 -2
- 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/webgpu-live.html +1 -1
- package/package.json +1 -1
- package/src/agent/mcp/MCPServer.js +151 -52
- package/src/faceted/FacetedSystem.js +19 -6
- package/src/games/glyph-war/GlyphWarVisualizer.js +641 -0
- package/src/holograms/HolographicVisualizer.js +58 -89
- package/src/math/Mat4x4.js +70 -13
- package/src/math/Rotor4D.js +100 -39
- 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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@@ -199,6 +199,44 @@ export class ShaderLoader {
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return results;
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}
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/**
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* Resolve #include directives in shader source.
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* GLSL: #include "common/rotation4d.glsl"
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* WGSL: // @include "common/rotation4d.wgsl"
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*
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* Includes are resolved from the loader's cache (call loadCommonLibrary() first).
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* Non-recursive — only resolves one level of includes.
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*
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* @param {string} source - Shader source with include directives
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* @returns {string} Resolved shader source
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*/
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resolveIncludes(source) {
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if (!source) return source;
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// GLSL: #include "path"
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// WGSL: // @include "path"
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const includeRegex = /(?:^|\n)\s*(?:#include|\/\/\s*@include)\s+"([^"]+)"\s*(?:\n|$)/g;
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return source.replace(includeRegex, (match, path) => {
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const cached = this._cache.get(path);
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if (cached) {
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return '\n// --- included from ' + path + ' ---\n' + cached + '\n// --- end ' + path + ' ---\n';
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}
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console.warn(`ShaderLoader: Include not found in cache: "${path}" — load it first via loadCommonLibrary()`);
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return match; // Leave directive in place if not found
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});
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}
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/**
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* Load a shader file and resolve includes.
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* @param {string} relativePath
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* @returns {Promise<string|null>}
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*/
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async loadAndResolve(relativePath) {
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const source = await this.load(relativePath);
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return source ? this.resolveIncludes(source) : null;
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}
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/**
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* Clear all cached shaders.
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*/
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@@ -384,10 +384,10 @@ export const ShaderLib = {
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mat4 rotateXZ(float angle) {
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float c = cos(angle), s = sin(angle);
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return mat4(
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c, 0,
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0, 1,
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-
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0, 0,
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c, 0, s, 0,
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0, 1, 0, 0,
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-s, 0, c, 0,
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0, 0, 0, 1
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);
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}
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@@ -25,7 +25,7 @@ import { createWebGPUBackend, isWebGPUSupported, WGSLShaderLib } from './backend
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* @returns {Float32Array}
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*/
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function packVIB3Uniforms(uniforms) {
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-
// Total:
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// Total: 33 floats (indices 0-32) = 132 bytes → padded to 256 bytes in buffer
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const data = new Float32Array(64); // 256 bytes
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data[0] = uniforms.u_time || 0;
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@@ -152,10 +152,14 @@ struct VIB3Uniforms {
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layerScale: f32,
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layerOpacity: f32,
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_pad1: f32,
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-
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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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-
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+
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// Vitality
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breath: f32,
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};
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`;
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@@ -178,9 +182,9 @@ 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, c, 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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@@ -53,6 +53,71 @@ float hypertetrahedronCore(vec4 p, float baseType) {
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return max(baseShape, tetraField);
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}
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// ── Polytope Core Warp Functions ──
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// Requires: rotation matrices from rotation4d.glsl, project4Dto3D, and u_* uniforms
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vec3 warpHypersphereCore(vec3 p, int geometryIndex, vec2 mouseDelta) {
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float radius = length(p);
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float morphBlend = clamp(u_morphFactor * 0.6 + (u_dimension - 3.0) * 0.25, 0.0, 2.0);
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float w = sin(radius * (1.3 + float(geometryIndex) * 0.12) + u_time * 0.0008 * u_speed);
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w *= (0.4 + morphBlend * 0.45);
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vec4 p4d = vec4(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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vec3 projected = project4Dto3D(p4d);
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return mix(p, projected, clamp(0.45 + morphBlend * 0.35, 0.0, 1.0));
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}
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vec3 warpHypertetraCore(vec3 p, int geometryIndex, vec2 mouseDelta) {
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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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float morphBlend = clamp(u_morphFactor * 0.8 + (u_dimension - 3.0) * 0.2, 0.0, 2.0);
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float basisMix = dot(p, c1) * 0.14 + dot(p, c2) * 0.1 + dot(p, c3) * 0.08;
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float w = sin(basisMix * 5.5 + u_time * 0.0009 * u_speed);
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w *= cos(dot(p, c4) * 4.2 - u_time * 0.0007 * u_speed);
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w *= (0.5 + morphBlend * 0.4);
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vec3 offset = vec3(dot(p, c1), dot(p, c2), dot(p, c3)) * 0.1 * morphBlend;
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vec4 p4d = vec4(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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vec3 projected = project4Dto3D(p4d);
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float planeInfluence = 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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vec3 blended = mix(p, projected, clamp(0.45 + morphBlend * 0.35, 0.0, 1.0));
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return mix(blended, blended * (1.0 - planeInfluence * 0.55), 0.2 + morphBlend * 0.2);
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}
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vec3 applyCoreWarp(vec3 p, float geometryType, vec2 mouseDelta) {
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float totalBase = 8.0;
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float coreFloat = floor(geometryType / totalBase);
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int coreIndex = int(clamp(coreFloat, 0.0, 2.0));
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float baseGeomFloat = geometryType - floor(geometryType / totalBase) * totalBase;
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int geometryIndex = int(clamp(floor(baseGeomFloat + 0.5), 0.0, totalBase - 1.0));
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if (coreIndex == 1) {
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return warpHypersphereCore(p, geometryIndex, mouseDelta);
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}
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if (coreIndex == 2) {
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return warpHypertetraCore(p, geometryIndex, mouseDelta);
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}
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return p;
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}
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// Main geometry dispatcher (0-23)
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float geometry(vec4 p, float type) {
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if (type < 8.0) {
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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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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, 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, c, 0.0),
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}
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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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4
|
+
// All fields are f32 (except resolution vec2) to avoid alignment surprises.
|
|
5
|
+
// Total: 33 floats (132 bytes), buffer padded to 256 bytes.
|
|
3
6
|
|
|
4
7
|
struct VIB3Uniforms {
|
|
5
|
-
// Time and resolution
|
|
8
|
+
// Time and resolution (indices 0-3)
|
|
6
9
|
time: f32,
|
|
7
10
|
_pad0: f32,
|
|
8
11
|
resolution: vec2<f32>,
|
|
9
12
|
|
|
10
|
-
// Geometry selection
|
|
13
|
+
// Geometry selection 0-23 (index 4)
|
|
11
14
|
geometry: f32,
|
|
12
15
|
|
|
13
|
-
// 6D Rotation (
|
|
16
|
+
// 6D Rotation in radians (indices 5-10)
|
|
14
17
|
rot4dXY: f32,
|
|
15
18
|
rot4dXZ: f32,
|
|
16
19
|
rot4dYZ: f32,
|
|
@@ -18,7 +21,7 @@ struct VIB3Uniforms {
|
|
|
18
21
|
rot4dYW: f32,
|
|
19
22
|
rot4dZW: f32,
|
|
20
23
|
|
|
21
|
-
// Visual parameters
|
|
24
|
+
// Visual parameters (indices 11-18)
|
|
22
25
|
dimension: f32,
|
|
23
26
|
gridDensity: f32,
|
|
24
27
|
morphFactor: f32,
|
|
@@ -28,21 +31,25 @@ struct VIB3Uniforms {
|
|
|
28
31
|
intensity: f32,
|
|
29
32
|
saturation: f32,
|
|
30
33
|
|
|
31
|
-
// Reactivity
|
|
34
|
+
// Reactivity (indices 19-23)
|
|
32
35
|
mouseIntensity: f32,
|
|
33
36
|
clickIntensity: f32,
|
|
34
37
|
bass: f32,
|
|
35
38
|
mid: f32,
|
|
36
39
|
high: f32,
|
|
37
40
|
|
|
38
|
-
// Layer parameters (
|
|
41
|
+
// Layer parameters (indices 24-31)
|
|
39
42
|
layerScale: f32,
|
|
40
43
|
layerOpacity: f32,
|
|
41
44
|
_pad1: f32,
|
|
42
|
-
|
|
45
|
+
layerColorR: f32,
|
|
46
|
+
layerColorG: f32,
|
|
47
|
+
layerColorB: f32,
|
|
43
48
|
densityMult: f32,
|
|
44
49
|
speedMult: f32,
|
|
45
|
-
|
|
50
|
+
|
|
51
|
+
// Vitality (index 32)
|
|
52
|
+
breath: f32,
|
|
46
53
|
};
|
|
47
54
|
|
|
48
55
|
@group(0) @binding(0) var<uniform> u: VIB3Uniforms;
|
|
@@ -4,7 +4,7 @@
|
|
|
4
4
|
|
|
5
5
|
struct VIB3Uniforms {
|
|
6
6
|
time: f32,
|
|
7
|
-
|
|
7
|
+
_pad0: f32,
|
|
8
8
|
resolution: vec2<f32>,
|
|
9
9
|
geometry: f32,
|
|
10
10
|
rot4dXY: f32,
|
|
@@ -17,18 +17,24 @@ struct VIB3Uniforms {
|
|
|
17
17
|
gridDensity: f32,
|
|
18
18
|
morphFactor: f32,
|
|
19
19
|
chaos: f32,
|
|
20
|
+
speed: f32,
|
|
20
21
|
hue: f32,
|
|
21
22
|
intensity: f32,
|
|
22
23
|
saturation: f32,
|
|
23
24
|
mouseIntensity: f32,
|
|
24
25
|
clickIntensity: f32,
|
|
25
|
-
roleIntensity: f32,
|
|
26
26
|
bass: f32,
|
|
27
27
|
mid: f32,
|
|
28
28
|
high: f32,
|
|
29
|
+
layerScale: f32,
|
|
30
|
+
layerOpacity: f32,
|
|
31
|
+
_pad1: f32,
|
|
32
|
+
layerColorR: f32,
|
|
33
|
+
layerColorG: f32,
|
|
34
|
+
layerColorB: f32,
|
|
35
|
+
densityMult: f32,
|
|
36
|
+
speedMult: f32,
|
|
29
37
|
breath: f32,
|
|
30
|
-
mouse: vec2<f32>,
|
|
31
|
-
_pad1: vec2<f32>,
|
|
32
38
|
};
|
|
33
39
|
|
|
34
40
|
@group(0) @binding(0) var<uniform> u: VIB3Uniforms;
|
|
@@ -131,8 +137,15 @@ fn geometryFunction_w(p: vec4<f32>) -> f32 {
|
|
|
131
137
|
let gt = i32(clamp(floor(baseFloat + 0.5), 0.0, 7.0));
|
|
132
138
|
let d = u.gridDensity * 0.08;
|
|
133
139
|
if (gt == 0) {
|
|
134
|
-
|
|
135
|
-
|
|
140
|
+
// Tetrahedron — tetrahedral symmetry planes
|
|
141
|
+
let c1 = normalize(vec3<f32>(1.0, 1.0, 1.0));
|
|
142
|
+
let c2 = normalize(vec3<f32>(-1.0, -1.0, 1.0));
|
|
143
|
+
let c3 = normalize(vec3<f32>(-1.0, 1.0, -1.0));
|
|
144
|
+
let c4 = normalize(vec3<f32>(1.0, -1.0, -1.0));
|
|
145
|
+
let q = fract(p.xyz * d + 0.5) - 0.5;
|
|
146
|
+
let minPlane = min(min(abs(dot(q, c1)), abs(dot(q, c2))),
|
|
147
|
+
min(abs(dot(q, c3)), abs(dot(q, c4))));
|
|
148
|
+
return (1.0 - smoothstep(0.0, 0.05, minPlane)) * u.morphFactor;
|
|
136
149
|
} else if (gt == 1) {
|
|
137
150
|
let pos = fract(p * d); let dist = min(pos, 1.0 - pos);
|
|
138
151
|
return min(min(dist.x, dist.y), min(dist.z, dist.w)) * u.morphFactor;
|
|
@@ -28,11 +28,13 @@ struct VIB3Uniforms {
|
|
|
28
28
|
high: f32,
|
|
29
29
|
layerScale: f32,
|
|
30
30
|
layerOpacity: f32,
|
|
31
|
-
|
|
32
|
-
|
|
31
|
+
_pad1: f32,
|
|
32
|
+
layerColorR: f32,
|
|
33
|
+
layerColorG: f32,
|
|
34
|
+
layerColorB: f32,
|
|
33
35
|
densityMult: f32,
|
|
34
36
|
speedMult: f32,
|
|
35
|
-
|
|
37
|
+
breath: f32,
|
|
36
38
|
};
|
|
37
39
|
|
|
38
40
|
@group(0) @binding(0) var<uniform> u: VIB3Uniforms;
|
|
@@ -52,8 +54,8 @@ fn rotateXY(angle: f32) -> mat4x4<f32> {
|
|
|
52
54
|
fn rotateXZ(angle: f32) -> mat4x4<f32> {
|
|
53
55
|
let c = cos(angle); let s = sin(angle);
|
|
54
56
|
return mat4x4<f32>(
|
|
55
|
-
vec4<f32>(c, 0.0,
|
|
56
|
-
vec4<f32>(s, 0.0, c, 0.0), vec4<f32>(0.0, 0.0, 0.0, 1.0));
|
|
57
|
+
vec4<f32>(c, 0.0, s, 0.0), vec4<f32>(0.0, 1.0, 0.0, 0.0),
|
|
58
|
+
vec4<f32>(-s, 0.0, c, 0.0), vec4<f32>(0.0, 0.0, 0.0, 1.0));
|
|
57
59
|
}
|
|
58
60
|
fn rotateYZ(angle: f32) -> mat4x4<f32> {
|
|
59
61
|
let c = cos(angle); let s = sin(angle);
|
|
@@ -28,11 +28,13 @@ struct VIB3Uniforms {
|
|
|
28
28
|
high: f32,
|
|
29
29
|
layerScale: f32,
|
|
30
30
|
layerOpacity: f32,
|
|
31
|
-
|
|
32
|
-
|
|
31
|
+
_pad1: f32,
|
|
32
|
+
layerColorR: f32,
|
|
33
|
+
layerColorG: f32,
|
|
34
|
+
layerColorB: f32,
|
|
33
35
|
densityMult: f32,
|
|
34
36
|
speedMult: f32,
|
|
35
|
-
|
|
37
|
+
breath: f32,
|
|
36
38
|
};
|
|
37
39
|
|
|
38
40
|
@group(0) @binding(0) var<uniform> u: VIB3Uniforms;
|
|
@@ -52,8 +54,8 @@ fn rotateXY(angle: f32) -> mat4x4<f32> {
|
|
|
52
54
|
fn rotateXZ(angle: f32) -> mat4x4<f32> {
|
|
53
55
|
let c = cos(angle); let s = sin(angle);
|
|
54
56
|
return mat4x4<f32>(
|
|
55
|
-
vec4<f32>(c, 0.0,
|
|
56
|
-
vec4<f32>(s, 0.0, c, 0.0), vec4<f32>(0.0, 0.0, 0.0, 1.0));
|
|
57
|
+
vec4<f32>(c, 0.0, s, 0.0), vec4<f32>(0.0, 1.0, 0.0, 0.0),
|
|
58
|
+
vec4<f32>(-s, 0.0, c, 0.0), vec4<f32>(0.0, 0.0, 0.0, 1.0));
|
|
57
59
|
}
|
|
58
60
|
fn rotateYZ(angle: f32) -> mat4x4<f32> {
|
|
59
61
|
let c = cos(angle); let s = sin(angle);
|
|
@@ -546,9 +546,9 @@ fn rotateXZ(angle: f32) -> mat4x4<f32> {
|
|
|
546
546
|
let c = cos(angle);
|
|
547
547
|
let s = sin(angle);
|
|
548
548
|
return mat4x4<f32>(
|
|
549
|
-
vec4<f32>(c, 0.0,
|
|
549
|
+
vec4<f32>( c, 0.0, s, 0.0),
|
|
550
550
|
vec4<f32>(0.0, 1.0, 0.0, 0.0),
|
|
551
|
-
vec4<f32>(s, 0.0, c, 0.0),
|
|
551
|
+
vec4<f32>(-s, 0.0, c, 0.0),
|
|
552
552
|
vec4<f32>(0.0, 0.0, 0.0, 1.0)
|
|
553
553
|
);
|
|
554
554
|
}
|
|
@@ -602,6 +602,7 @@ const FACETED_GLSL_FRAGMENT = `
|
|
|
602
602
|
precision highp float;
|
|
603
603
|
uniform float u_time;
|
|
604
604
|
uniform vec2 u_resolution;
|
|
605
|
+
uniform vec2 u_mouse;
|
|
605
606
|
uniform float u_geometry;
|
|
606
607
|
uniform float u_rot4dXY;
|
|
607
608
|
uniform float u_rot4dXZ;
|
|
@@ -619,6 +620,7 @@ uniform float u_saturation;
|
|
|
619
620
|
uniform float u_speed;
|
|
620
621
|
uniform float u_mouseIntensity;
|
|
621
622
|
uniform float u_clickIntensity;
|
|
623
|
+
uniform float u_roleIntensity;
|
|
622
624
|
uniform float u_bass;
|
|
623
625
|
uniform float u_mid;
|
|
624
626
|
uniform float u_high;
|
|
@@ -667,7 +669,8 @@ struct VIB3Uniforms {
|
|
|
667
669
|
|
|
668
670
|
/**
|
|
669
671
|
* Holographic system GLSL fragment shader uniforms (from HolographicVisualizer.js).
|
|
670
|
-
*
|
|
672
|
+
* Uses standard names (u_gridDensity, u_morphFactor, u_geometry) plus many
|
|
673
|
+
* system-specific uniforms for audio/touch/scroll reactivity.
|
|
671
674
|
*/
|
|
672
675
|
const HOLOGRAPHIC_GLSL_FRAGMENT = `
|
|
673
676
|
precision highp float;
|
|
@@ -675,7 +678,7 @@ uniform vec2 u_resolution;
|
|
|
675
678
|
uniform float u_time;
|
|
676
679
|
uniform vec2 u_mouse;
|
|
677
680
|
uniform float u_geometry;
|
|
678
|
-
uniform float
|
|
681
|
+
uniform float u_gridDensity;
|
|
679
682
|
uniform float u_speed;
|
|
680
683
|
uniform vec3 u_color;
|
|
681
684
|
uniform float u_intensity;
|
|
@@ -686,9 +689,8 @@ uniform float u_chaosIntensity;
|
|
|
686
689
|
uniform float u_mouseIntensity;
|
|
687
690
|
uniform float u_clickIntensity;
|
|
688
691
|
uniform float u_densityVariation;
|
|
689
|
-
uniform float u_geometryType;
|
|
690
692
|
uniform float u_chaos;
|
|
691
|
-
uniform float
|
|
693
|
+
uniform float u_morphFactor;
|
|
692
694
|
uniform float u_touchMorph;
|
|
693
695
|
uniform float u_touchChaos;
|
|
694
696
|
uniform float u_scrollParallax;
|