@viji-dev/core 0.6.1 → 0.7.0

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.
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  export const docsApi = {
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- "generatedAt": "2026-05-11T07:11:45.518Z",
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  "id": "getting-started",
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- "markdown": "# Best Practices\n\nThe rules below apply to every Viji scene, no matter which renderer you use. They cover the few topics where the same constraint has to hold across Native, P5, and Shader at once: animation timing, resolution, audio/video guards, and a handful of safety rules the runtime expects. Get them right and your scenes look correct at any resolution, run smoothly at any frame rate, and stay reliable across devices.\n\nLooking for a specific bug? [Common Mistakes](../common-mistakes/) has wrong/right pairs you can scan.\n\n---\n\n## Animation Timing Across Renderers\n\nViji exposes two timing values that are equivalent across all three renderers:\n\n- **`viji.time`** / **`u_time`**: seconds since the scene started. Use it for animation at a **constant** speed (oscillations, hue cycling, periodic events).\n- **`viji.deltaTime`** / **`u_deltaTime`**: seconds since the last frame. Use it when you accumulate values smoothly regardless of frame rate (movement, physics, fading), or when **animation speed is controlled by a parameter**.\n\n```javascript\n// viji.time: animation at a constant speed\nconst angle = viji.time * 2.0; // fixed 2 rad/s, no parameter involved\nconst x = Math.cos(angle) * radius;\n\n// viji.deltaTime: accumulation that stays smooth at any FPS\nposition += velocity * viji.deltaTime;\nopacity -= fadeRate * viji.deltaTime;\n```\n\n### When to use which\n\n| Use Case | Property | Why |\n|----------|----------|-----|\n| Oscillation at **constant** speed | [`viji.time`](/native/timing#vijitime-absolute-time) / [`u_time`](/shader/timing#u_time-absolute-time) | Depends on absolute position in time |\n| Hue cycling at constant rate | [`viji.time`](/native/timing#vijitime-absolute-time) / [`u_time`](/shader/timing#u_time-absolute-time) | Needs a continuous, monotonic input |\n| Oscillation at **parameter-driven** speed | accumulator with [`viji.deltaTime`](/native/timing#vijideltatime-frame-delta) / [`@viji-accumulator`](/shader/parameters/accumulator) | Avoids phase jumps when the slider changes |\n| Position accumulation | [`viji.deltaTime`](/native/timing#vijideltatime-frame-delta) | Must advance the same amount per second, regardless of FPS |\n| Physics / velocity | [`viji.deltaTime`](/native/timing#vijideltatime-frame-delta) | Distance = speed × time elapsed |\n| Fading / easing | [`viji.deltaTime`](/native/timing#vijideltatime-frame-delta) | Progress should be per-second, not per-frame |\n| Periodic events | [`viji.time`](/native/timing#vijitime-absolute-time) / [`u_time`](/shader/timing#u_time-absolute-time) | Trigger at fixed time intervals |\n\n**Rule of thumb:** if the speed multiplier is a **constant**, `viji.time * constant` is fine. If the speed comes from a **parameter** (slider, etc.), accumulate with `viji.deltaTime` to prevent jumps.\n\n### Accumulator Pattern: Parameter-Driven Speed\n\nWhen animation speed is controlled by a user parameter, **never** multiply `viji.time` (or `u_time`) by the parameter directly. Changing the slider recalculates the entire phase history with the new value and causes a visible jump. Instead, accumulate `speed × deltaTime` incrementally so the slider only affects future frames.\n\nThe pattern is the same across all three renderers:\n\n```javascript\n// Native\nconst speed = viji.slider(1, { min: 0.1, max: 5 });\nlet phase = 0;\nfunction render(viji) {\n phase += speed.value * viji.deltaTime;\n const wave = Math.sin(phase);\n}\n```\n\n```javascript\n// @renderer p5\nconst spin = viji.slider(1, { min: 0.1, max: 5, label: 'Spin' });\nlet phase = 0;\nfunction render(viji, p5) {\n phase += spin.value * viji.deltaTime;\n p5.rotate(phase);\n}\n```\n\n```glsl\n// @renderer shader\n// @viji-slider:speed label:\"Speed\" default:1.0 min:0.1 max:5.0\n// @viji-accumulator:phase rate:speed\n\nvoid main() {\n // Use `phase` instead of `u_time * speed`\n float wave = sin(phase);\n gl_FragColor = vec4(vec3(wave * 0.5 + 0.5), 1.0);\n}\n```\n\nFor shaders, the [`@viji-accumulator`](/shader/parameters/accumulator) directive integrates `speed × deltaTime` into the uniform automatically: there is no manual loop variable to maintain.\n\n### Nested Multiplication: The Same Trap After Accumulating\n\nAfter adopting the accumulator pattern, a common follow-up mistake is multiplying the accumulated value by another parameter. This causes the same jump because the full accumulated history is rescaled instantly:\n\n```javascript\n// Wrong: rotation jumps when rotationSpeed slider changes\nphase += speed.value * viji.deltaTime; // accumulates correctly\nconst rotation = phase * rotationSpeed.value; // jumps when rotationSpeed changes\n```\n\n```javascript\n// Right: each parameter-driven value gets its own accumulator\nlet phase = 0;\nlet rotPhase = 0;\nfunction render(viji) {\n phase += speed.value * viji.deltaTime;\n rotPhase += speed.value * rotationSpeed.value * viji.deltaTime;\n const rotation = rotPhase; // smooth at any slider value\n}\n```\n\n**Rule of thumb:** any time a growing value (accumulated phase, elapsed time) is multiplied by a user parameter, the result will jump when that parameter changes. Each such product needs its own `deltaTime`-based accumulator (or its own `@viji-accumulator` in shaders).\n\n> [!NOTE]\n> When animation speed is driven by a parameter, always use the accumulator pattern (`deltaTime` in JS/P5, `@viji-accumulator` in shaders) to prevent phase jumps. The same rule extends to nested multiplications: never multiply an accumulated value by a parameter.\n\n**See also:** [`native/timing`](/native/timing#when-to-use-vijitime-vs-vijideltatime), [`shader/timing`](/shader/timing#speed-controlled-animation-the-accumulator), [`shader/parameters/accumulator`](/shader/parameters/accumulator#basic-usage), [`p5/timing`](/p5/timing#when-to-use-vijitime-vs-vijideltatime).\n\n---\n\n## Resolution Agnosticism Across Renderers\n\nThe host application controls your scene's resolution. It may change at any time (window resize, resolution scaling for performance, high-DPI displays). Never hardcode pixel values or assume a specific canvas size.\n\nThe dimensions are exposed differently per renderer but the rule is identical:\n\n- **Native + P5**: `viji.width` and `viji.height` (also `p5.width` / `p5.height`, which Viji keeps in sync)\n- **Shader**: `u_resolution` (a `vec2`)\n\n### Native and P5\n\n```javascript\n// Good: scales to any resolution\nconst centerX = viji.width / 2;\nconst centerY = viji.height / 2;\nconst radius = Math.min(viji.width, viji.height) * 0.1;\n\n// Bad: breaks at different resolutions\nconst centerX = 960;\nconst centerY = 540;\nconst radius = 50;\n```\n\nFor parameters that control sizes, use normalized values (0-1) and multiply by canvas dimensions:\n\n```javascript\nconst size = viji.slider(0.15, { min: 0.02, max: 0.5, label: 'Size' });\n\nfunction render(viji) {\n const pixelSize = size.value * Math.min(viji.width, viji.height);\n}\n```\n\n### Shader\n\n```glsl\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution; // normalized 0-1 coordinates\n float aspect = u_resolution.x / u_resolution.y;\n // ...\n}\n```\n\n> [!NOTE]\n> Always use `viji.width` and `viji.height` for positioning and sizing, and `viji.deltaTime` for frame-rate-independent animation. Never hardcode pixel values or assume a specific frame rate.\n\n**See also:** [`native/canvas-context`](/native/canvas-context), [`p5/canvas-resolution`](/p5/canvas-resolution), [`shader/resolution`](/shader/resolution).\n\n---\n\n## Audio and Video `isConnected` Guards\n\nAudio and video streams are provided by the host and may not always be available. Always check `isConnected` before reading audio bands, drawing video frames, or running CV inference. Without the guard your scene reads zeros or undefined values silently, with no indication that the input is missing.\n\nThe rule applies in three places:\n\n1. **Default audio source** (`viji.audio.isConnected`)\n2. **Default video source** (`viji.video.isConnected`)\n3. **Each external device entry** in `viji.devices[]` (`device.audio.isConnected`, `device.video.isConnected`)\n\n```javascript\nfunction render(viji) {\n if (viji.audio.isConnected) {\n const bass = viji.audio.bands.low;\n // ... react to audio\n }\n\n if (viji.video.isConnected && viji.video.currentFrame) {\n ctx.drawImage(viji.video.currentFrame, 0, 0, viji.width, viji.height);\n }\n\n for (const device of viji.devices) {\n if (device.audio?.isConnected) {\n const level = device.audio.volume.current;\n // ... per-device audio reaction\n }\n if (device.video?.isConnected && device.video.currentFrame) {\n // ... per-device video draw\n }\n }\n}\n```\n\nThe same checks work in P5 (replace canvas calls with `p5.image(...)`). In shaders, default audio and video uniforms safely fall back to `0.0` (or black for the `u_video` texture) when nothing is connected, so a typical scene can simply use the values without an explicit guard. When you read from a specific stream or device, gate on the corresponding boolean uniform: `u_audioStream{N}Connected`, `u_videoStream{N}Connected`, or `u_device{N}Connected`.\n\n**See also:** [`native/audio`](/native/audio), [`native/video`](/native/video), [`p5/audio`](/p5/audio), [`p5/video`](/p5/video), [`shader/audio`](/shader/audio), [`shader/video`](/shader/video).\n\n---\n\n## Worker Environment\n\nScenes run inside a Web Worker. There is no DOM. Use `viji.image()` for images, the `viji.audio` / `viji.video` APIs for media, and `fetch()` for external data.\n\n> [!WARNING]\n> Scenes run in a Web Worker. There is no `window`, `document`, `Image()`, `localStorage`, or any DOM API. All inputs (audio, video, images) are provided through the Viji API. One exception: `fetch()` is available, so you can load external data (JSON, etc.) from CDNs.\n\n**See also:** [`native/canvas-context`](/native/canvas-context) for the worker context model and the canonical `useContext()` pattern.\n\n---\n\n## Parameters at Top Level\n\nParameter helpers (`viji.slider()`, `viji.color()`, etc.) register UI controls with the host. They must run **once** during initialization, never inside `render()`.\n\n> [!NOTE]\n> Parameters must be defined at the top level of your scene, not inside `render()`. They are registered once during initialization. Defining them inside `render()` would re-register the parameter every frame, resetting its value to the default and making user changes ineffective.\n\nFor P5, the same rule applies, with one extra constraint: parameters must also not be declared inside `setup()`, since they need to be registered before `setup()` runs.\n\n**See also:** [`native/parameters`](/native/parameters), [`p5/parameters`](/p5/parameters), [`shader/parameters`](/shader/parameters).\n\n---\n\n## Memory in the Render Loop\n\nAllocating objects, arrays, or strings inside `render()` creates garbage-collection pressure and frame drops. Pre-allocate at the top level and mutate in place.\n\n> [!TIP]\n> Avoid allocating objects, arrays, or strings inside `render()`. Pre-allocate at the top level and reuse them:\n> ```javascript\n> // Good: pre-allocated\n> const pos = { x: 0, y: 0 };\n> function render(viji) {\n> pos.x = viji.width / 2;\n> pos.y = viji.height / 2;\n> }\n>\n> // Bad: creates a new object every frame\n> function render(viji) {\n> const pos = { x: viji.width / 2, y: viji.height / 2 };\n> }\n> ```\n\nThis is especially important for particle systems, arrays of positions, or any data structure that persists across frames.\n\n**See also:** [`native/quickstart`](/native/quickstart), [`p5/quickstart`](/p5/quickstart).\n\n---\n\n## Computer Vision Costs\n\nCV features (face detection, hand tracking, pose detection, etc.) are powerful but expensive. Each feature runs ML inference in its own WebGL context. Understand the relative cost before enabling more than one.\n\n| Feature | Relative Cost | WebGL Contexts | Notes |\n|---------|--------------|----------------|-------|\n| Face Detection | Low | 1 | Bounding box + basic landmarks only |\n| Face Mesh | Medium-High | 1 | 468 facial landmarks, requires more processing |\n| Emotion Detection | High | 1 | 7 expressions + 52 blendshape coefficients |\n| Hand Tracking | Medium | 1 | Up to 2 hands, 21 landmarks each |\n| Pose Detection | Medium | 1 | 33 body landmarks |\n| Body Segmentation | High | 1 | Per-pixel mask, large tensor output |\n\n> [!WARNING]\n> **WebGL Context Limits:** Each CV feature requires its own WebGL context for ML inference. Browsers typically allow 8-16 active WebGL contexts. Enabling too many CV features simultaneously can cause context eviction, potentially breaking the scene's own rendering. Use only the CV features you need.\n\n> [!TIP]\n> **Best practice:** Don't enable CV features by default. Instead, expose a toggle parameter so users can activate them on capable devices:\n> ```javascript\n> const useFace = viji.toggle(false, { label: 'Enable Face Detection', category: 'video' });\n> if (useFace.value) {\n> await viji.video.cv.enableFaceDetection(true);\n> }\n> ```\n\nThe cost rule applies in all three renderers. Native and P5 scenes activate CV through `viji.video.cv.enableX()` / `disableX()` from artist code (typically inside a per-frame reconciler that calls `enable*` when a toggle changes). Shader scenes activate CV through the `// @viji-cv:<featureToken>` directive — bare for always-on, or toggleable to synthesize a host-side parameter and a `bool <featureToken>` uniform mirroring the toggle. See [Shader Video & CV](/shader/video) for the directive surface.\n\n**See also:** [`native/video`](/native/video), [`p5/video`](/p5/video), [`shader/video`](/shader/video).\n\n## `currentFrame` vs `analysedFrame`: Pick the Right Trade-off\n\nCV results are computed asynchronously from the video stream. By the time `viji.video.cv.faces` (or `hands` / `pose` / `segmentation`) is available, the camera has moved on. With CV enabled you always have two frames to choose between, and they fail in different ways:\n\n- **`viji.video.currentFrame`** is the just-arrived video frame. It refreshes every frame your scene runs.\n- **`viji.video.cv.analysedFrame`** is the exact frame MediaPipe ran on to produce the current CV results. It refreshes only when an inference completes, which is not every frame.\n\nEach pairing has a different failure mode:\n\n| Choice | Mismatch | What you see |\n|---|---|---|\n| `currentFrame` + CV results | Spatial: landmarks and mask lag the displayed pixels by one inference | Overlay trails the face/body during fast motion |\n| `analysedFrame` + CV results | Temporal: the displayed image freezes briefly between inferences | The video itself stutters or holds, then jumps |\n\nYou cannot avoid both. Pick the mismatch that matters less for your scene.\n\n### How to choose\n\nAsk: *does my effect read pixels from the displayed frame at CV-derived positions?*\n\n- **No.** Drawing landmark dots, particles attached to fingertips, audio-reactive visuals driven by CV positions, generative geometry, abstract scenes that do not display the camera at all: use `currentFrame`. Spatial drift on a small overlay is much easier to live with than the displayed video stuttering.\n- **Yes.** Compositing the segmentation mask onto the body, sampling skin tone under a face landmark, warping the face along its mesh, texture-mapped face filters: use `analysedFrame`. Spatial alignment is the whole point of the effect, and the visible stutter is the cost.\n\nDrawing landmark dots over `currentFrame` is **not** a mistake. It is a deliberate choice to keep the live-camera feel.\n\n```javascript\n// Live camera with landmark dots: currentFrame is the right default\nctx.drawImage(viji.video.currentFrame, 0, 0, w, h);\nviji.video.cv.faces.forEach(face => { /* dots */ });\n\n// Mask compositing or pixel sampling under landmarks: analysedFrame is required\nconst frame = viji.video.cv.analysedFrame ?? viji.video.currentFrame;\nctx.drawImage(frame, 0, 0, w, h);\n// composite mask against the same frame, or sample skin tone at landmark positions...\n```\n\nFor shaders, `u_video` and `u_videoAnalysed` (gated by `u_videoAnalysedAvailable`) follow the same trade-off. Sample `u_videoAnalysed` only when the effect reads pixels at CV-derived positions; otherwise `u_video` is freshest and simplest.\n\n`analysedFrame` is `null` until the first CV inference completes after a feature is enabled (typically under one second). The `?? currentFrame` fallback covers that startup window, but be aware the source switches when the first inference lands; a brief visual hitch is normal.\n\n`analysedFrame` is available only on `viji.video` (the main stream); `viji.videoStreams[i]` and `viji.devices[i].video` always expose `null`.\n\n---\n\n## Drawing Video at the Right Aspect Ratio\n\nCamera frames almost never match the canvas aspect ratio. Drawing the video to `(0, 0, viji.width, viji.height)` stretches it visibly: faces get squashed or elongated, circles become ovals, and CV bounding boxes drift off the actual face.\n\nThe fix is a small helper that returns the destination rectangle for `drawImage` (or `p5.image`) and lets you map CV coordinates into the same rectangle. The recipe and full code live on the per-renderer basics pages: [native](/native/video/basics/#drawing-video), [p5](/p5/video/basics/#drawing-video), [shader](/shader/video/basics/#drawing-video). Use those helpers in every video / CV scene.\n\n### Cover vs Contain\n\n| Mode | What it does | Use when |\n|---|---|---|\n| `cover` (default) | Video fills the canvas, edges cropped when aspects mismatch | Live camera feeds, filter-style scenes, anywhere stretching would look wrong but black bars would too |\n| `contain` | Full video shown, letterboxed when aspects mismatch | CV demos where bounding boxes near frame edges must stay visible, body segmentation where the user might be at the edge of the camera view, severe aspect mismatches |\n\n**Default to `cover`.** It matches the convention from CSS `object-fit: cover` and most camera apps: the camera fills the visible area cleanly, and the small edge crop is normal. Switch to `contain` only when losing the edges of the frame would lose meaning, which is mostly CV-overlay scenes.\n\n**Stretching `(0, 0, viji.width, viji.height)` is allowed only when distortion is intentional** (an artistic effect that wants the squash). On every other scene it is a quality bug.\n\n---\n\n## Parameter Categories\n\nParameters that depend on an external input (audio, video / camera / CV, or user interaction) must include the matching `category` so the host UI can show or hide them based on whether that input is active.\n\n| Input | Required `category` |\n|-------|---------------------|\n| Audio-related parameters (volume sensitivity, bass reactivity, beat response) | `'audio'` |\n| Video/camera/CV-related parameters (video opacity, CV sensitivity, segmentation toggles) | `'video'` |\n| Interaction-related parameters (mouse attraction, keyboard speed, touch sensitivity) | `'interaction'` |\n| Everything else (colors, sizes, speeds, shapes) | `'general'` (default: can be omitted) |\n\n**Native / P5:**\n\n```javascript\n// Wrong\nconst bassSensitivity = viji.slider(1.5, { min: 0, max: 3, label: 'Bass Sensitivity', group: 'audio' });\n\n// Right\nconst bassSensitivity = viji.slider(1.5, { min: 0, max: 3, label: 'Bass Sensitivity', group: 'audio', category: 'audio' });\n```\n\n**Shader:** use the `category:` key in `@viji-*` directives:\n\n```glsl\n// @viji-slider:bassSensitivity label:\"Bass Sensitivity\" default:1.5 min:0 max:3 group:audio category:audio\n```\n\n> [!NOTE]\n> `group` controls layout (which section the parameter appears in). `category` controls visibility (whether the parameter is shown at all). They are orthogonal: use both when appropriate.\n\n**See also:** [`native/parameters/categories`](/native/parameters/categories), [`p5/parameters/categories`](/p5/parameters/categories), [`shader/parameters/categories`](/shader/parameters/categories).\n\n---\n\n## No Redundant Input Toggles\n\nThe host UI controls whether audio, video, and interaction inputs are available to the scene. A scene-level on/off toggle for whether to *react to* an already-available input is redundant: muting host audio achieves the same thing as flipping an \"Audio Reactive\" toggle off, and any creative-strength slider at zero is also already an off-switch.\n\n**The rule.** Don't add `viji.toggle` parameters whose only effect is gating whether the scene reads from `viji.audio`, `viji.video`, `viji.mouse`, `viji.keyboard`, or `viji.touch`. Use `isConnected` / `isInCanvas` guards plus a creative-strength parameter (slider, color, etc.) tagged with the matching `category` instead.\n\n```javascript\n// Wrong: redundant on/off toggles\nconst audioReact = viji.toggle(true, { label: 'Audio Reactive', category: 'audio' });\nconst useCamera = viji.toggle(true, { label: 'Use Camera', category: 'video' });\nconst showMouse = viji.toggle(true, { label: 'Mouse Trail', category: 'interaction' });\n\n// Right: creative-strength parameters with the matching category\nconst bassSensitivity = viji.slider(1.5, { min: 0, max: 3, label: 'Bass Sensitivity', category: 'audio' });\nconst videoOpacity = viji.slider(0.6, { min: 0, max: 1, label: 'Video Opacity', category: 'video' });\nconst mouseAttraction = viji.slider(0.5, { min: 0, max: 1, label: 'Mouse Attraction', category: 'interaction' });\n```\n\n**Why.** The host already exposes input switches in its UI. A scene-level \"Audio Reactive (on/off)\" toggle just duplicates that switch one layer down, and any creative-strength slider going to zero (`bassSensitivity = 0`) achieves the off state without an extra control. Two controls for the same thing is friction for the user and a quality bug for our example scenes.\n\n**The exception: CV feature toggles.** `viji.video.cv.enableFaceDetection`, `enableFaceMesh`, `enableHandTracking`, etc. are *not* input toggles; they activate paid features that consume WebGL contexts and ML inference cycles. Those have to stay opt-in. The line: if the toggle's effect is \"should the scene read an already-available input?\" → remove. If it's \"should the runtime spend resources to enable a feature?\" → keep.\n\nIn shader scenes the same rule applies, expressed as a directive: `// @viji-cv:faceDetection label:\"Face Detection\" default:false` (toggleable form) is the shader equivalent of the JS toggle pattern above. Bare `// @viji-cv:faceDetection` is the always-on equivalent and skips the parameter entirely.\n\n**See also:** [`native/parameters/categories`](/native/parameters/categories), [Common Mistakes: Redundant Input Toggles](../common-mistakes/#redundant-input-onoff-toggles).\n\n---\n\n## Canvas Context Selection\n\nUse `viji.useContext()` to obtain a 2D or WebGL context for the scene canvas, not `viji.canvas.getContext()`. A canvas only supports one context type for its entire lifetime: pick one and stay with it.\n\n> [!WARNING]\n> A canvas only supports one context type. If you call `useContext('2d')` and later call `useContext('webgl')` (or vice versa), the second call returns `null`. Choose one context type and use it for the entire scene.\n\n**See also:** [`native/canvas-context`](/native/canvas-context).\n\n---\n\n## Related\n\n- [Common Mistakes](../common-mistakes/): symptom catalog with wrong/right pairs.\n- [Renderers Overview](../renderers-overview/): choosing the right renderer."
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+ "markdown": "# Best Practices\n\nThe rules below apply to every Viji scene, no matter which renderer you use. They cover the few topics where the same constraint has to hold across Native, P5, and Shader at once: animation timing, resolution, audio/video guards, and a handful of safety rules the runtime expects. Get them right and your scenes look correct at any resolution, run smoothly at any frame rate, and stay reliable across devices.\n\nLooking for a specific bug? [Common Mistakes](../common-mistakes/) has wrong/right pairs you can scan.\n\n---\n\n## Animation Timing Across Renderers\n\nViji exposes two timing values that are equivalent across all three renderers:\n\n- **`viji.time`** / **`u_time`**: seconds since the scene started. Use it for animation at a **constant** speed (oscillations, hue cycling, periodic events).\n- **`viji.deltaTime`** / **`u_deltaTime`**: seconds since the last frame. Use it when you accumulate values smoothly regardless of frame rate (movement, physics, fading), or when **animation speed is controlled by a parameter**.\n\n```javascript\n// viji.time: animation at a constant speed\nconst angle = viji.time * 2.0; // fixed 2 rad/s, no parameter involved\nconst x = Math.cos(angle) * radius;\n\n// viji.deltaTime: accumulation that stays smooth at any FPS\nposition += velocity * viji.deltaTime;\nopacity -= fadeRate * viji.deltaTime;\n```\n\n### When to use which\n\n| Use Case | Property | Why |\n|----------|----------|-----|\n| Oscillation at **constant** speed | [`viji.time`](/native/timing#vijitime-absolute-time) / [`u_time`](/shader/timing#u_time-absolute-time) | Depends on absolute position in time |\n| Hue cycling at constant rate | [`viji.time`](/native/timing#vijitime-absolute-time) / [`u_time`](/shader/timing#u_time-absolute-time) | Needs a continuous, monotonic input |\n| Oscillation at **parameter-driven** speed | accumulator with [`viji.deltaTime`](/native/timing#vijideltatime-frame-delta) / [`@viji-accumulator`](/shader/parameters/accumulator) | Avoids phase jumps when the slider changes |\n| Position accumulation | [`viji.deltaTime`](/native/timing#vijideltatime-frame-delta) | Must advance the same amount per second, regardless of FPS |\n| Physics / velocity | [`viji.deltaTime`](/native/timing#vijideltatime-frame-delta) | Distance = speed × time elapsed |\n| Fading / easing | [`viji.deltaTime`](/native/timing#vijideltatime-frame-delta) | Progress should be per-second, not per-frame |\n| Periodic events | [`viji.time`](/native/timing#vijitime-absolute-time) / [`u_time`](/shader/timing#u_time-absolute-time) | Trigger at fixed time intervals |\n\n**Rule of thumb:** if the speed multiplier is a **constant**, `viji.time * constant` is fine. If the speed comes from a **parameter** (slider, etc.), accumulate with `viji.deltaTime` to prevent jumps.\n\n### Accumulator Pattern: Parameter-Driven Speed\n\nWhen animation speed is controlled by a user parameter, **never** multiply `viji.time` (or `u_time`) by the parameter directly. Changing the slider recalculates the entire phase history with the new value and causes a visible jump. Instead, accumulate `speed × deltaTime` incrementally so the slider only affects future frames.\n\nThe pattern is the same across all three renderers:\n\n```javascript\n// Native\nconst speed = viji.slider(1, { min: 0.1, max: 5 });\nlet phase = 0;\nfunction render(viji) {\n phase += speed.value * viji.deltaTime;\n const wave = Math.sin(phase);\n}\n```\n\n```javascript\n// @renderer p5\nconst spin = viji.slider(1, { min: 0.1, max: 5, label: 'Spin' });\nlet phase = 0;\nfunction render(viji, p5) {\n phase += spin.value * viji.deltaTime;\n p5.rotate(phase);\n}\n```\n\n```glsl\n// @renderer shader\n// @viji-slider:speed label:\"Speed\" default:1.0 min:0.1 max:5.0\n// @viji-accumulator:phase rate:speed\n\nvoid main() {\n // Use `phase` instead of `u_time * speed`\n float wave = sin(phase);\n gl_FragColor = vec4(vec3(wave * 0.5 + 0.5), 1.0);\n}\n```\n\nFor shaders, the [`@viji-accumulator`](/shader/parameters/accumulator) directive integrates `speed × deltaTime` into the uniform automatically: there is no manual loop variable to maintain.\n\n### Nested Multiplication: The Same Trap After Accumulating\n\nAfter adopting the accumulator pattern, a common follow-up mistake is multiplying the accumulated value by another parameter. This causes the same jump because the full accumulated history is rescaled instantly:\n\n```javascript\n// Wrong: rotation jumps when rotationSpeed slider changes\nphase += speed.value * viji.deltaTime; // accumulates correctly\nconst rotation = phase * rotationSpeed.value; // jumps when rotationSpeed changes\n```\n\n```javascript\n// Right: each parameter-driven value gets its own accumulator\nlet phase = 0;\nlet rotPhase = 0;\nfunction render(viji) {\n phase += speed.value * viji.deltaTime;\n rotPhase += speed.value * rotationSpeed.value * viji.deltaTime;\n const rotation = rotPhase; // smooth at any slider value\n}\n```\n\n**Rule of thumb:** any time a growing value (accumulated phase, elapsed time) is multiplied by a user parameter, the result will jump when that parameter changes. Each such product needs its own `deltaTime`-based accumulator (or its own `@viji-accumulator` in shaders).\n\n> [!NOTE]\n> When animation speed is driven by a parameter, always use the accumulator pattern (`deltaTime` in JS/P5, `@viji-accumulator` in shaders) to prevent phase jumps. The same rule extends to nested multiplications: never multiply an accumulated value by a parameter.\n\n**See also:** [`native/timing`](/native/timing#when-to-use-vijitime-vs-vijideltatime), [`shader/timing`](/shader/timing#speed-controlled-animation-the-accumulator), [`shader/parameters/accumulator`](/shader/parameters/accumulator#basic-usage), [`p5/timing`](/p5/timing#when-to-use-vijitime-vs-vijideltatime).\n\n---\n\n## Resolution Agnosticism Across Renderers\n\nThe host application controls your scene's resolution. It may change at any time (window resize, resolution scaling for performance, high-DPI displays). Never hardcode pixel values or assume a specific canvas size.\n\nThe dimensions are exposed differently per renderer but the rule is identical:\n\n- **Native + P5**: `viji.width` and `viji.height` (also `p5.width` / `p5.height`, which Viji keeps in sync)\n- **Shader**: `u_resolution` (a `vec2`)\n\n### Native and P5\n\n```javascript\n// Good: scales to any resolution\nconst centerX = viji.width / 2;\nconst centerY = viji.height / 2;\nconst radius = Math.min(viji.width, viji.height) * 0.1;\n\n// Bad: breaks at different resolutions\nconst centerX = 960;\nconst centerY = 540;\nconst radius = 50;\n```\n\nFor parameters that control sizes, use normalized values (0-1) and multiply by canvas dimensions:\n\n```javascript\nconst size = viji.slider(0.15, { min: 0.02, max: 0.5, label: 'Size' });\n\nfunction render(viji) {\n const pixelSize = size.value * Math.min(viji.width, viji.height);\n}\n```\n\n### Shader\n\n```glsl\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution; // normalized 0-1 coordinates\n float aspect = u_resolution.x / u_resolution.y;\n // ...\n}\n```\n\n> [!NOTE]\n> Always use `viji.width` and `viji.height` for positioning and sizing, and `viji.deltaTime` for frame-rate-independent animation. Never hardcode pixel values or assume a specific frame rate.\n\n**See also:** [`native/canvas-context`](/native/canvas-context), [`p5/canvas-resolution`](/p5/canvas-resolution), [`shader/resolution`](/shader/resolution).\n\n---\n\n## Audio and Video `isConnected` Guards\n\nAudio and video streams are provided by the host and may not always be available. Always check `isConnected` before reading audio bands, drawing video frames, or running CV inference. Without the guard your scene reads zeros or undefined values silently, with no indication that the input is missing.\n\nThe rule applies in three places:\n\n1. **Default audio source** (`viji.audio.isConnected`)\n2. **Default video source** (`viji.video.isConnected`)\n3. **Each external device entry** in `viji.devices[]` (`device.audio.isConnected`, `device.video.isConnected`)\n\n```javascript\nfunction render(viji) {\n if (viji.audio.isConnected) {\n const bass = viji.audio.bands.low;\n // ... react to audio\n }\n\n if (viji.video.isConnected && viji.video.currentFrame) {\n ctx.drawImage(viji.video.currentFrame, 0, 0, viji.width, viji.height);\n }\n\n for (const device of viji.devices) {\n if (device.audio?.isConnected) {\n const level = device.audio.volume.current;\n // ... per-device audio reaction\n }\n if (device.video?.isConnected && device.video.currentFrame) {\n // ... per-device video draw\n }\n }\n}\n```\n\nThe same checks work in P5 (replace canvas calls with `p5.image(...)`). In shaders, default audio and video uniforms safely fall back to `0.0` (or black for the `u_video` texture) when nothing is connected, so a typical scene can simply use the values without an explicit guard. When you read from a specific stream or device, gate on the corresponding boolean uniform: `u_audioStream{N}Connected`, `u_videoStream{N}Connected`, or `u_device{N}Connected`.\n\n**See also:** [`native/audio`](/native/audio), [`native/video`](/native/video), [`p5/audio`](/p5/audio), [`p5/video`](/p5/video), [`shader/audio`](/shader/audio), [`shader/video`](/shader/video).\n\n---\n\n## Worker Environment\n\nScenes run inside a Web Worker. There is no DOM. Use `viji.image()` for images, the `viji.audio` / `viji.video` APIs for media, and `fetch()` for external data.\n\n> [!WARNING]\n> Scenes run in a Web Worker. There is no `window`, `document`, `Image()`, `localStorage`, or any DOM API. All inputs (audio, video, images) are provided through the Viji API. One exception: `fetch()` is available, so you can load external data (JSON, etc.) from CDNs.\n\n**See also:** [`native/canvas-context`](/native/canvas-context) for the worker context model and the canonical `useContext()` pattern.\n\n---\n\n## Parameters at Top Level\n\nParameter helpers (`viji.slider()`, `viji.color()`, etc.) register UI controls with the host. They must run **once** during initialization, never inside `render()`.\n\n> [!NOTE]\n> Parameters must be defined at the top level of your scene, not inside `render()`. They are registered once during initialization. Defining them inside `render()` would re-register the parameter every frame, resetting its value to the default and making user changes ineffective.\n\nFor P5, the same rule applies, with one extra constraint: parameters must also not be declared inside `setup()`, since they need to be registered before `setup()` runs.\n\n**See also:** [`native/parameters`](/native/parameters), [`p5/parameters`](/p5/parameters), [`shader/parameters`](/shader/parameters).\n\n---\n\n## Memory in the Render Loop\n\nAllocating objects, arrays, or strings inside `render()` creates garbage-collection pressure and frame drops. Pre-allocate at the top level and mutate in place.\n\n> [!TIP]\n> Avoid allocating objects, arrays, or strings inside `render()`. Pre-allocate at the top level and reuse them:\n> ```javascript\n> // Good: pre-allocated\n> const pos = { x: 0, y: 0 };\n> function render(viji) {\n> pos.x = viji.width / 2;\n> pos.y = viji.height / 2;\n> }\n>\n> // Bad: creates a new object every frame\n> function render(viji) {\n> const pos = { x: viji.width / 2, y: viji.height / 2 };\n> }\n> ```\n\nThis is especially important for particle systems, arrays of positions, or any data structure that persists across frames.\n\n**See also:** [`native/quickstart`](/native/quickstart), [`p5/quickstart`](/p5/quickstart).\n\n---\n\n## Computer Vision Costs\n\nCV features (face detection, hand tracking, pose detection, etc.) are powerful but expensive. Each feature runs ML inference in its own WebGL context. Understand the relative cost before enabling more than one.\n\n| Feature | Relative Cost | WebGL Contexts | Notes |\n|---------|--------------|----------------|-------|\n| Face Detection | Low | 1 | Bounding box + basic landmarks only |\n| Face Mesh | Medium-High | 1 | 468 facial landmarks, requires more processing |\n| Emotion Detection | High | 1 | 7 expressions + 52 blendshape coefficients |\n| Hand Tracking | Medium | 1 | Up to 2 hands, 21 landmarks each |\n| Pose Detection | Medium | 1 | 33 body landmarks |\n| Body Segmentation | High | 1 | Per-pixel mask, large tensor output |\n\n> [!WARNING]\n> **WebGL Context Limits:** Each CV feature requires its own WebGL context for ML inference. Browsers typically allow 8-16 active WebGL contexts. Enabling too many CV features simultaneously can cause context eviction, potentially breaking the scene's own rendering. Use only the CV features you need.\n\n> [!TIP]\n> **Best practice:** Don't enable CV features by default. Instead, expose a toggle parameter so users can activate them on capable devices:\n> ```javascript\n> const useFace = viji.toggle(false, { label: 'Enable Face Detection', category: 'video' });\n> if (useFace.value) {\n> await viji.video.cv.enableFaceDetection(true);\n> }\n> ```\n\nThe cost rule applies in all three renderers. Native and P5 scenes activate CV through `viji.video.cv.enableX()` / `disableX()` from artist code (typically inside a per-frame reconciler that calls `enable*` when a toggle changes). Shader scenes activate CV through the `// @viji-cv:<featureToken>` directive — bare for always-on, or toggleable to synthesize a host-side parameter and a `bool <featureToken>` uniform mirroring the toggle. See [Shader Video & CV](/shader/video) for the directive surface.\n\n**See also:** [`native/video`](/native/video), [`p5/video`](/p5/video), [`shader/video`](/shader/video).\n\n## `currentFrame` vs `analysedFrame`: Pick the Right Trade-off\n\nCV results are computed asynchronously from the video stream. By the time `viji.video.cv.faces` (or `hands` / `pose` / `segmentation`) is available, the camera has moved on. With CV enabled you always have two frames to choose between, and they fail in different ways:\n\n- **`viji.video.currentFrame`** is the just-arrived video frame. It refreshes every frame your scene runs.\n- **`viji.video.cv.analysedFrame`** is the exact frame MediaPipe ran on to produce the current CV results. It refreshes only when an inference completes, which is not every frame.\n\nEach pairing has a different failure mode:\n\n| Choice | Mismatch | What you see |\n|---|---|---|\n| `currentFrame` + CV results | Spatial: landmarks and mask lag the displayed pixels by one inference | Overlay trails the face/body during fast motion |\n| `analysedFrame` + CV results | Temporal: the displayed image freezes briefly between inferences | The video itself stutters or holds, then jumps |\n\nYou cannot avoid both. Pick the mismatch that matters less for your scene.\n\n### How to choose\n\nAsk: *does my effect read pixels from the displayed frame at CV-derived positions?*\n\n- **No.** Drawing landmark dots, particles attached to fingertips, audio-reactive visuals driven by CV positions, generative geometry, abstract scenes that do not display the camera at all: use `currentFrame`. Spatial drift on a small overlay is much easier to live with than the displayed video stuttering.\n- **Yes.** Compositing the segmentation mask onto the body, sampling skin tone under a face landmark, warping the face along its mesh, texture-mapped face filters: use `analysedFrame`. Spatial alignment is the whole point of the effect, and the visible stutter is the cost.\n\nDrawing landmark dots over `currentFrame` is **not** a mistake. It is a deliberate choice to keep the live-camera feel.\n\n```javascript\n// Live camera with landmark dots: currentFrame is the right default\nctx.drawImage(viji.video.currentFrame, 0, 0, w, h);\nviji.video.cv.faces.forEach(face => { /* dots */ });\n\n// Mask compositing or pixel sampling under landmarks: analysedFrame is required\nconst frame = viji.video.cv.analysedFrame ?? viji.video.currentFrame;\nctx.drawImage(frame, 0, 0, w, h);\n// composite mask against the same frame, or sample skin tone at landmark positions...\n```\n\nFor shaders, `u_video` and `u_videoAnalysed` (gated by `u_videoAnalysedAvailable`) follow the same trade-off. Sample `u_videoAnalysed` only when the effect reads pixels at CV-derived positions; otherwise `u_video` is freshest and simplest.\n\n`analysedFrame` is `null` until the first CV inference completes after a feature is enabled (typically under one second). The `?? currentFrame` fallback covers that startup window, but be aware the source switches when the first inference lands; a brief visual hitch is normal.\n\n`viji.video.cv.analysedFrame` exists only on the main stream's CV surface. On `viji.videoStreams[i].cv.analysedFrame` and `viji.devices[i].video?.cv.analysedFrame` it always reads `null`, since CV does not run on those streams.\n\n---\n\n## Drawing Video at the Right Aspect Ratio\n\nCamera frames almost never match the canvas aspect ratio. Drawing the video to `(0, 0, viji.width, viji.height)` stretches it visibly: faces get squashed or elongated, circles become ovals, and CV bounding boxes drift off the actual face.\n\nThe fix is a small helper that returns the destination rectangle for `drawImage` (or `p5.image`) and lets you map CV coordinates into the same rectangle. The recipe and full code live on the per-renderer basics pages: [native](/native/video/basics/#drawing-video), [p5](/p5/video/basics/#drawing-video), [shader](/shader/video/basics/#drawing-video). Use those helpers in every video / CV scene.\n\n### Cover vs Contain\n\n| Mode | What it does | Use when |\n|---|---|---|\n| `cover` (default) | Video fills the canvas, edges cropped when aspects mismatch | Live camera feeds, filter-style scenes, anywhere stretching would look wrong but black bars would too |\n| `contain` | Full video shown, letterboxed when aspects mismatch | CV demos where bounding boxes near frame edges must stay visible, body segmentation where the user might be at the edge of the camera view, severe aspect mismatches |\n\n**Default to `cover`.** It matches the convention from CSS `object-fit: cover` and most camera apps: the camera fills the visible area cleanly, and the small edge crop is normal. Switch to `contain` only when losing the edges of the frame would lose meaning, which is mostly CV-overlay scenes.\n\n**Stretching `(0, 0, viji.width, viji.height)` is allowed only when distortion is intentional** (an artistic effect that wants the squash). On every other scene it is a quality bug.\n\n---\n\n## Parameter Categories\n\nParameters that depend on an external input (audio, video / camera / CV, or user interaction) must include the matching `category` so the host UI can show or hide them based on whether that input is active.\n\n| Input | Required `category` |\n|-------|---------------------|\n| Audio-related parameters (volume sensitivity, bass reactivity, beat response) | `'audio'` |\n| Video/camera/CV-related parameters (video opacity, CV sensitivity, segmentation toggles) | `'video'` |\n| Interaction-related parameters (mouse attraction, keyboard speed, touch sensitivity) | `'interaction'` |\n| Everything else (colors, sizes, speeds, shapes) | `'general'` (default: can be omitted) |\n\n**Native / P5:**\n\n```javascript\n// Wrong\nconst bassSensitivity = viji.slider(1.5, { min: 0, max: 3, label: 'Bass Sensitivity', group: 'audio' });\n\n// Right\nconst bassSensitivity = viji.slider(1.5, { min: 0, max: 3, label: 'Bass Sensitivity', group: 'audio', category: 'audio' });\n```\n\n**Shader:** use the `category:` key in `@viji-*` directives:\n\n```glsl\n// @viji-slider:bassSensitivity label:\"Bass Sensitivity\" default:1.5 min:0 max:3 group:audio category:audio\n```\n\n> [!NOTE]\n> `group` controls layout (which section the parameter appears in). `category` controls visibility (whether the parameter is shown at all). They are orthogonal: use both when appropriate.\n\n**See also:** [`native/parameters/categories`](/native/parameters/categories), [`p5/parameters/categories`](/p5/parameters/categories), [`shader/parameters/categories`](/shader/parameters/categories).\n\n---\n\n## No Redundant Input Toggles\n\nThe host UI controls whether audio, video, and interaction inputs are available to the scene. A scene-level on/off toggle for whether to *react to* an already-available input is redundant: muting host audio achieves the same thing as flipping an \"Audio Reactive\" toggle off, and any creative-strength slider at zero is also already an off-switch.\n\n**The rule.** Don't add `viji.toggle` parameters whose only effect is gating whether the scene reads from `viji.audio`, `viji.video`, `viji.mouse`, `viji.keyboard`, or `viji.touch`. Use `isConnected` / `isInCanvas` guards plus a creative-strength parameter (slider, color, etc.) tagged with the matching `category` instead.\n\n```javascript\n// Wrong: redundant on/off toggles\nconst audioReact = viji.toggle(true, { label: 'Audio Reactive', category: 'audio' });\nconst useCamera = viji.toggle(true, { label: 'Use Camera', category: 'video' });\nconst showMouse = viji.toggle(true, { label: 'Mouse Trail', category: 'interaction' });\n\n// Right: creative-strength parameters with the matching category\nconst bassSensitivity = viji.slider(1.5, { min: 0, max: 3, label: 'Bass Sensitivity', category: 'audio' });\nconst videoOpacity = viji.slider(0.6, { min: 0, max: 1, label: 'Video Opacity', category: 'video' });\nconst mouseAttraction = viji.slider(0.5, { min: 0, max: 1, label: 'Mouse Attraction', category: 'interaction' });\n```\n\n**Why.** The host already exposes input switches in its UI. A scene-level \"Audio Reactive (on/off)\" toggle just duplicates that switch one layer down, and any creative-strength slider going to zero (`bassSensitivity = 0`) achieves the off state without an extra control. Two controls for the same thing is friction for the user and a quality bug for our example scenes.\n\n**The exception: CV feature toggles.** `viji.video.cv.enableFaceDetection`, `enableFaceMesh`, `enableHandTracking`, etc. are *not* input toggles; they activate paid features that consume WebGL contexts and ML inference cycles. Those have to stay opt-in. The line: if the toggle's effect is \"should the scene read an already-available input?\" → remove. If it's \"should the runtime spend resources to enable a feature?\" → keep.\n\nIn shader scenes the same rule applies, expressed as a directive: `// @viji-cv:faceDetection label:\"Face Detection\" default:false` (toggleable form) is the shader equivalent of the JS toggle pattern above. Bare `// @viji-cv:faceDetection` is the always-on equivalent and skips the parameter entirely.\n\n**See also:** [`native/parameters/categories`](/native/parameters/categories), [Common Mistakes: Redundant Input Toggles](../common-mistakes/#redundant-input-onoff-toggles).\n\n---\n\n## Canvas Context Selection\n\nUse `viji.useContext()` to obtain a 2D or WebGL context for the scene canvas, not `viji.canvas.getContext()`. A canvas only supports one context type for its entire lifetime: pick one and stay with it.\n\n> [!WARNING]\n> A canvas only supports one context type. If you call `useContext('2d')` and later call `useContext('webgl')` (or vice versa), the second call returns `null`. Choose one context type and use it for the entire scene.\n\n**See also:** [`native/canvas-context`](/native/canvas-context).\n\n---\n\n## Related\n\n- [Common Mistakes](../common-mistakes/): symptom catalog with wrong/right pairs.\n- [Renderers Overview](../renderers-overview/): choosing the right renderer."
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- "markdown": "# Prompt: Native Scenes\n\nCopy the prompt below and paste it into your AI assistant. Then describe the scene you want. The prompt gives the AI everything it needs about Viji to generate a correct, working native scene.\n\n## The Prompt\n\n````\nYou are generating a Viji native scene: a creative visual that runs inside an OffscreenCanvas Web Worker.\nArtists describe what they want; you collaborate with them to produce complete, working scene code. Apply every rule below exactly.\n\n## YOUR BEHAVIOR\n\n1. **Clarify when needed.** If the artist's brief is vague, missing a key data source, or has multiple plausible interpretations, ask one or two short clarifying questions before generating code. Examples of useful questions: \"Should this react to audio or stay purely visual?\", \"Should it use the camera or only mouse input?\", \"Roughly how dense / how minimal do you want it?\". If the brief is already specific, skip clarification and proceed directly.\n2. **Generate.** Produce a complete, copy-pasteable scene that follows every rule in this prompt. Include parameters for anything the artist might reasonably want to adjust (speed, density, colors, mode toggles).\n3. **Explain.** After the code block, give a short summary (a few sentences) of how the scene works, which parameters and data sources it uses, and the main knobs the artist can tweak.\n4. **Iterate.** Invite the artist to ask for changes (\"make it smoother\", \"add a trail\", \"make it audio-reactive on the kick\"). Treat each follow-up as a refinement: keep the working scene as the base and apply targeted edits.\n\n## REFERENCE (source of truth)\n\nThe resources below are AUTHORITATIVE. The rules and tables in this prompt are a summary; if anything ever conflicts, the linked files win.\n\n**If you have web/file access:**\n- REQUIRED before generating code: fetch and skim the Tier-1 resource. Use it to verify exact API names and types.\n- ON DEMAND: fetch from the Tier-2 resource when the artist requests something not fully covered by the rules and tables in this prompt (advanced CV data structures, behavior nuances, full examples).\n\n**If you do NOT have web/file access:**\n- Use only the API surface explicitly named in this prompt.\n- Never invent property, method, or uniform names from memory.\n- If the artist asks for something not covered here, say so and ask the artist what they want; do NOT fabricate.\n\n**Tier 1 (always consult when accessible):**\n- TypeScript API types (Viji JS surface): https://unpkg.com/@viji-dev/core/dist/artist-global.d.ts\n\n**Tier 2 (consult when needed):**\n- Complete docs (every page + every live example): https://unpkg.com/@viji-dev/core/dist/docs-api.js\n\n**Last-resort lookup:** https://www.npmjs.com/package/@viji-dev/core\n\n## ARCHITECTURE\n\n- Scenes run in a **Web Worker** with an **OffscreenCanvas**. There is no DOM.\n- The global `viji` object provides canvas, timing, audio, video, CV, input, sensors, and parameters.\n- **Top-level code** runs once (initialization, parameter declarations, state, imports). Top-level `await` is supported for dynamic imports.\n- **`function render(viji) { ... }`** is called every frame. This is where you draw.\n- There is **no `setup()` function** in native scenes. All initialization goes at the top level.\n\n## RULES\n\n1. NEVER access `window`, `document`, `Image()`, `localStorage`, or any DOM API. `fetch()` and `await import()` ARE available.\n2. ALWAYS declare parameters at the TOP LEVEL, never inside `render()`:\n ```javascript\n const speed = viji.slider(1, { min: 0.1, max: 5, label: 'Speed' });\n function render(viji) { /* use speed.value */ }\n ```\n3. ALWAYS read parameters via `.value`: `speed.value`, `color.value`, `toggle.value`. Color parameters also expose `.rgb` (`{ r, g, b }` in 0..255) and `.hsb` (`{ h, s, b }`, h in 0..360, s/b in 0..100). Use them instead of parsing hex by hand. Color defaults accept hex (`'#ff6600'`, `'#f60'`), `{ r, g, b }` (0..255), `{ h, s, b }` (0..360 / 0..100), and CSS `'rgb(...)'` / `'hsl(...)'` strings.\n4. ALWAYS use `viji.width` and `viji.height` for canvas dimensions. NEVER hardcode pixel sizes.\n5. ALWAYS use `viji.time` or `viji.deltaTime` for animation. NEVER count frames or assume a fixed frame rate.\n - `viji.time`: elapsed seconds. Use for constant-speed oscillations only: `sin(viji.time * 2.0)`.\n - `viji.deltaTime`: seconds since last frame. Use for accumulators: `angle += speed.value * viji.deltaTime;`\n6. NEVER multiply `viji.time` by a parameter for animation speed: it causes jumps when the parameter changes. ALWAYS use a `deltaTime` accumulator:\n ```javascript\n // WRONG: jumps when speed changes:\n const t = viji.time * speed.value;\n // RIGHT: smooth:\n let phase = 0; // top level\n phase += speed.value * viji.deltaTime; // in render()\n ```\n This also applies to **nested** multiplications. If `phase` is already an accumulator, NEVER multiply it by another parameter:\n ```javascript\n // WRONG: jumps when rotSpeed changes:\n const rot = phase * rotSpeed.value;\n // RIGHT: give it its own accumulator:\n let rotPhase = 0; // top level\n rotPhase += speed.value * rotSpeed.value * viji.deltaTime; // in render()\n ```\n7. NEVER allocate objects, arrays, or strings inside `render()`. Pre-allocate at the top level and reuse.\n8. ALWAYS call `viji.useContext()` to get a canvas context. Choose ONE type and use it for the entire scene:\n - `viji.useContext('2d')`: Canvas 2D\n - `viji.useContext('webgl')`: WebGL 1\n - `viji.useContext('webgl2')`: WebGL 2\n Calling a different type after the first returns `null`.\n9. ALWAYS check `viji.audio.isConnected` before using audio data.\n10. ALWAYS check `viji.video.isConnected && viji.video.currentFrame` before drawing video.\n11. NEVER enable CV features by default. Use a toggle parameter so the user can opt in:\n ```javascript\n const useFace = viji.toggle(false, { label: 'Enable Face Detection', category: 'video' });\n // In render:\n if (useFace.value) await viji.video.cv.enableFaceDetection(true);\n else await viji.video.cv.enableFaceDetection(false);\n ```\n12. Be mindful of WebGL context limits: each CV feature uses its own WebGL context for ML. Enabling too many can cause context loss.\n13. ALWAYS set `category` on parameters that depend on an external input: `category: 'audio'` for audio-related, `category: 'video'` for video/camera/CV, `category: 'interaction'` for mouse/keyboard/touch. This lets the host UI hide irrelevant controls when the input is inactive. **Use creative-strength sliders, not on/off toggles**: the host UI already controls whether each input is wired up, so a scene-level `toggle(true, { label: 'Audio Reactive' })` just duplicates the host switch. CV feature toggles (`enableFaceDetection`, etc.) are the exception and stay opt-in.\n ```javascript\n // Right: creative-strength sliders with the matching category.\n const bassSensitivity = viji.slider(1.5, { min: 0, max: 3, label: 'Bass Sensitivity', group: 'audio', category: 'audio' });\n const mouseAttraction = viji.slider(0.5, { min: 0, max: 1, label: 'Mouse Attraction', group: 'interaction', category: 'interaction' });\n\n // Wrong: scene-level on/off toggle for an input the host already gates.\n // const audioReact = viji.toggle(true, { label: 'Audio Reactive', category: 'audio' });\n // const followMouse = viji.toggle(true, { label: 'Follow Mouse', category: 'interaction' });\n ```\n14. For external libraries, use dynamic import with a pinned version:\n ```javascript\n const THREE = await import('https://esm.sh/three@0.160.0');\n ```\n Pass `viji.canvas` to the library's renderer. ALWAYS pass `false` as the third argument to Three.js `setSize()`.\n\n## COMPLETE API REFERENCE\n\n### Canvas & Context\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `viji.canvas` | `OffscreenCanvas` | The canvas element |\n| `viji.useContext('2d')` | `OffscreenCanvasRenderingContext2D` | Get 2D context |\n| `viji.useContext('webgl')` | `WebGLRenderingContext` | Get WebGL 1 context |\n| `viji.useContext('webgl2')` | `WebGL2RenderingContext` | Get WebGL 2 context |\n| `viji.ctx` | `OffscreenCanvasRenderingContext2D` | Shortcut (after useContext('2d')) |\n| `viji.gl` | `WebGLRenderingContext` | Shortcut (after useContext('webgl')) |\n| `viji.width` | `number` | Current canvas width in pixels |\n| `viji.height` | `number` | Current canvas height in pixels |\n\n### Timing\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `viji.time` | `number` | Seconds since scene start |\n| `viji.deltaTime` | `number` | Seconds since last frame |\n| `viji.frameCount` | `number` | Total frames rendered |\n| `viji.fps` | `number` | Target frame rate (based on host frame-rate mode) |\n\n### Parameters\n\nDeclare at top level. Read `.value` inside `render()`. All support `{ label, description?, group?, category? }`.\nCategory values: `'audio'`, `'video'`, `'interaction'`, `'general'`.\n\n```javascript\nviji.slider(default, { min?, max?, step?, label, group?, category? }) // { value: number }\nviji.color(default, { label, group?, category? }) // { value: '#rrggbb', rgb: { r, g, b } in 0..255, hsb: { h: 0..360, s/b: 0..100 } }\nviji.toggle(default, { label, group?, category? }) // { value: boolean }\nviji.select(default, { options: [...], label, group?, category? }) // { value: string|number }\nviji.number(default, { min?, max?, step?, label, group?, category? }) // { value: number }\nviji.text(default, { label, group?, category?, maxLength? }) // { value: string }\nviji.image(null, { label, group?, category? }) // { value: ImageBitmap|null }\nviji.button({ label, description?, group?, category? }) // { value: boolean } (true one frame)\nviji.coordinate(default, { step?, label, group?, category? }) // { value: { x, y } } (both -1 to 1)\n```\n\n### Audio: `viji.audio`\n\nALWAYS check `viji.audio.isConnected` first.\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isConnected` | `boolean` | Whether audio source is active |\n| `volume.current` | `number` | RMS volume 0-1 |\n| `volume.peak` | `number` | Peak amplitude 0-1 |\n| `volume.smoothed` | `number` | Smoothed volume (200ms decay) |\n| `bands.low` | `number` | 20-120 Hz energy 0-1 |\n| `bands.lowMid` | `number` | 120-400 Hz energy 0-1 |\n| `bands.mid` | `number` | 400-1600 Hz energy 0-1 |\n| `bands.highMid` | `number` | 1600-6000 Hz energy 0-1 |\n| `bands.high` | `number` | 6000-16000 Hz energy 0-1 |\n| `bands.lowSmoothed` … `bands.highSmoothed` | `number` | Smoothed variants of each band |\n| `beat.kick` | `number` | Kick energy 0-1 |\n| `beat.snare` | `number` | Snare energy 0-1 |\n| `beat.hat` | `number` | Hi-hat energy 0-1 |\n| `beat.any` | `number` | Any beat energy 0-1 |\n| `beat.kickSmoothed` … `beat.anySmoothed` | `number` | Smoothed beat values |\n| `beat.triggers.kick` | `boolean` | True on kick frame |\n| `beat.triggers.snare` | `boolean` | True on snare frame |\n| `beat.triggers.hat` | `boolean` | True on hat frame |\n| `beat.triggers.any` | `boolean` | True on any beat frame |\n| `beat.events` | `Array<{type,time,strength}>` | Recent beat events |\n| `beat.bpm` | `number` | Estimated BPM (60-240) |\n| `beat.confidence` | `number` | BPM tracking confidence 0-1 |\n| `beat.isLocked` | `boolean` | True when BPM is locked |\n| `spectral.brightness` | `number` | Spectral centroid 0-1 |\n| `spectral.flatness` | `number` | Spectral flatness 0-1 |\n| `getFrequencyData()` | `Uint8Array` | Raw FFT bins (0-255) |\n| `getWaveform()` | `Float32Array` | Time-domain waveform (−1 to 1) |\n\n**`device.audio`** (when an external device in `viji.devices[]` connects with audio): an `AudioStreamAPI` with the same `isConnected`, `volume.{current,peak,smoothed}`, `bands.{low...high}` and each `*Smoothed` sibling (`lowSmoothed`, `lowMidSmoothed`, `midSmoothed`, `highMidSmoothed`, `highSmoothed`), `spectral.{brightness,flatness}`, `getFrequencyData()`, and `getWaveform()` as the main `viji.audio` table. **No** `beat`, BPM, triggers, or events: those are main-audio only. Host-supplied additional audio sources (`viji.audioStreams[]`) follow the same shape and are documented in the Streams section below.\n\n### Video: `viji.video`\n\nALWAYS check `viji.video.isConnected` first. Check `currentFrame` before drawing.\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isConnected` | `boolean` | Whether video source is active |\n| `currentFrame` | `OffscreenCanvas\\|ImageBitmap\\|null` | Just-arrived video frame |\n| `analysedFrame` | `OffscreenCanvas\\|null` | Frame paired with the current `faces`/`hands`/`pose`/`segmentation` results. `null` until first CV result. Read-only. |\n| `frameWidth` | `number` | Frame width in pixels |\n| `frameHeight` | `number` | Frame height in pixels |\n| `frameRate` | `number` | Video frame rate |\n| `getFrameData()` | `ImageData\\|null` | Pixel data of `currentFrame` for CPU access |\n| `getAnalysedFrameData()` | `ImageData\\|null` | Pixel data of `analysedFrame`, paired with CV results |\n\n**Drawing video: preserve aspect ratio.** Camera frames almost never match the canvas aspect. Drawing to `(0, 0, viji.width, viji.height)` stretches the video and misaligns CV bounds. Define this `videoFit` helper at module scope and use it for every video / CV scene:\n\n```javascript\nfunction videoFit(viji, mode = 'cover') {\n const vw = viji.video.frameWidth, vh = viji.video.frameHeight;\n const w = viji.width, h = viji.height;\n if (!vw || !vh) return { x: 0, y: 0, width: 0, height: 0 };\n const scale = mode === 'cover' ? Math.max(w / vw, h / vh) : Math.min(w / vw, h / vh);\n const dw = vw * scale, dh = vh * scale;\n return { x: (w - dw) / 2, y: (h - dh) / 2, width: dw, height: dh };\n}\n\nconst v = videoFit(viji); // 'cover' (default) or 'contain'\nctx.drawImage(viji.video.currentFrame, v.x, v.y, v.width, v.height);\n\n// CV coords are normalized 0-1 to the source video frame, not the canvas.\n// Map them through v to align with the fitted video:\nviji.video.cv.faces.forEach(face => {\n const bx = v.x + face.bounds.x * v.width;\n const by = v.y + face.bounds.y * v.height;\n const bw = face.bounds.width * v.width;\n const bh = face.bounds.height * v.height;\n ctx.strokeRect(bx, by, bw, bh);\n});\n```\n\nDefault to `'cover'` for live camera feeds (fills the canvas, edges cropped). Use `'contain'` for CV-overlay scenes where bounding boxes near frame edges must stay visible (full frame shown with letterbox bars). Stretching directly to `(0, 0, viji.width, viji.height)` is allowed only when distortion is intentional.\n\n**`currentFrame` vs `analysedFrame`.** Default to `currentFrame` for displayed video. Reach for `viji.video.cv.analysedFrame ?? viji.video.currentFrame` only when the effect reads pixels from the displayed frame at CV-derived positions (compositing the segmentation mask onto the body, sampling skin under a face landmark, warping the face along its mesh, texture-mapped face filters). For drawing landmark dots, particles, or any overlay that doesn't sample the displayed frame at CV positions, `currentFrame` is the better default: `analysedFrame` advances only when MediaPipe completes an inference, so reaching for it without a reason makes the displayed video stutter or hold between inferences.\n\n### Computer Vision: `viji.video.cv` & `viji.video.cv.faces/hands/pose/segmentation`\n\nEnable features via toggle parameters (NEVER enable by default):\n\n```javascript\nawait viji.video.cv.enableFaceDetection(true/false);\nawait viji.video.cv.enableFaceMesh(true/false);\nawait viji.video.cv.enableEmotionDetection(true/false);\nawait viji.video.cv.enableHandTracking(true/false);\nawait viji.video.cv.enablePoseDetection(true/false);\nawait viji.video.cv.enableBodySegmentation(true/false);\nviji.video.cv.getActiveFeatures(); // CVFeature[]\nviji.video.cv.isProcessing(); // boolean\n```\n\n**`viji.video.cv.faces: FaceData[]`**\nEach face: `id` (number), `bounds` ({x,y,width,height}), `center` ({x,y}), `confidence` (0-1), `landmarks` ({x,y,z?}[]), `expressions` ({neutral,happy,sad,angry,surprised,disgusted,fearful} all 0-1), `headPose` ({pitch,yaw,roll}), `blendshapes` (52 ARKit coefficients: browDownLeft, browDownRight, browInnerUp, browOuterUpLeft, browOuterUpRight, cheekPuff, cheekSquintLeft, cheekSquintRight, eyeBlinkLeft, eyeBlinkRight, eyeLookDownLeft, eyeLookDownRight, eyeLookInLeft, eyeLookInRight, eyeLookOutLeft, eyeLookOutRight, eyeLookUpLeft, eyeLookUpRight, eyeSquintLeft, eyeSquintRight, eyeWideLeft, eyeWideRight, jawForward, jawLeft, jawOpen, jawRight, mouthClose, mouthDimpleLeft, mouthDimpleRight, mouthFrownLeft, mouthFrownRight, mouthFunnel, mouthLeft, mouthLowerDownLeft, mouthLowerDownRight, mouthPressLeft, mouthPressRight, mouthPucker, mouthRight, mouthRollLower, mouthRollUpper, mouthShrugLower, mouthShrugUpper, mouthSmileLeft, mouthSmileRight, mouthStretchLeft, mouthStretchRight, mouthUpperUpLeft, mouthUpperUpRight, noseSneerLeft, noseSneerRight, tongueOut: all 0-1).\n\n**`viji.video.cv.hands: HandData[]`**\nEach hand: `id` (number), `handedness` ('left'|'right'), `confidence` (0-1), `bounds` ({x,y,width,height}), `landmarks` ({x,y,z}[], 21 points), `palm` ({x,y,z}), `gestures` ({fist,openPalm,peace,thumbsUp,thumbsDown,pointing,iLoveYou} all 0-1 confidence).\n\n**`viji.video.cv.pose: PoseData | null`**\n`confidence` (0-1), `landmarks` ({x,y,z,visibility}[], 33 points), plus body-part arrays: `face` ({x,y}[]), `torso`, `leftArm`, `rightArm`, `leftLeg`, `rightLeg`.\n\n**`viji.video.cv.segmentation: SegmentationData | null`**\n`mask` (Uint8Array, 0=background 255=person), `width`, `height`.\n\n### Input: Pointer (unified mouse/touch): `viji.pointer`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `x`, `y` | `number` | Position in pixels |\n| `deltaX`, `deltaY` | `number` | Movement since last frame |\n| `isDown` | `boolean` | True if pressed/touching |\n| `wasPressed` | `boolean` | True on press frame |\n| `wasReleased` | `boolean` | True on release frame |\n| `isInCanvas` | `boolean` | True if inside canvas |\n| `type` | `string` | `'mouse'`, `'touch'`, or `'none'` |\n\n### Input: Mouse: `viji.mouse`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `x`, `y` | `number` | Position in pixels |\n| `isInCanvas` | `boolean` | Inside canvas bounds |\n| `isPressed` | `boolean` | Any button pressed |\n| `leftButton`, `rightButton`, `middleButton` | `boolean` | Specific buttons |\n| `deltaX`, `deltaY` | `number` | Movement delta |\n| `wheelDelta` | `number` | Scroll wheel delta |\n| `wheelX`, `wheelY` | `number` | Horizontal/vertical scroll |\n| `wasPressed`, `wasReleased`, `wasMoved` | `boolean` | Frame-edge events |\n\n### Input: Keyboard: `viji.keyboard`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isPressed(key)` | `boolean` | True while key is held |\n| `wasPressed(key)` | `boolean` | True on key-down frame |\n| `wasReleased(key)` | `boolean` | True on key-up frame |\n| `activeKeys` | `Set<string>` | Currently held keys |\n| `pressedThisFrame` | `Set<string>` | Keys pressed this frame |\n| `releasedThisFrame` | `Set<string>` | Keys released this frame |\n| `lastKeyPressed` | `string` | Most recent key-down |\n| `lastKeyReleased` | `string` | Most recent key-up |\n| `shift`, `ctrl`, `alt`, `meta` | `boolean` | Modifier states |\n\n### Input: Touch: `viji.touches`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `count` | `number` | Active touch count |\n| `points` | `TouchPoint[]` | All active touches |\n| `started` | `TouchPoint[]` | Touches started this frame |\n| `moved` | `TouchPoint[]` | Touches moved this frame |\n| `ended` | `TouchPoint[]` | Touches ended this frame |\n| `primary` | `TouchPoint\\|null` | First active touch |\n\n**TouchPoint:** `id`, `x`, `y`, `pressure`, `radius`, `radiusX`, `radiusY`, `rotationAngle`, `force`, `isInCanvas`, `deltaX`, `deltaY`, `velocity` ({x,y}), `isNew`, `isActive`, `isEnding`.\n\n### Device Sensors: `viji.device`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `motion` | `DeviceMotionData\\|null` | Accelerometer/gyroscope |\n| `orientation` | `DeviceOrientationData\\|null` | Device orientation |\n\n**DeviceMotionData:** `acceleration` ({x,y,z} m/s²), `accelerationIncludingGravity`, `rotationRate` ({alpha,beta,gamma} deg/s), `interval` (ms).\n**DeviceOrientationData:** `alpha` (0-360° compass), `beta` (−180-180° tilt), `gamma` (−90-90° tilt), `absolute` (boolean).\n\n### External Devices: `viji.devices`\n\nArray of connected external devices. Each `DeviceState`:\n`id` (string), `name` (string), `motion` (DeviceMotionData|null), `orientation` (DeviceOrientationData|null), `video` (VideoAPI|null, same as viji.video but without CV), `audio` (AudioStreamAPI|null, lightweight analysis only; no beat/BPM/triggers).\n\n### Streams: `viji.videoStreams`\n\n`VideoAPI[]`: additional video sources provided by the host application (used by the compositor for scene mixing). May be empty. Each element has the same shape as `viji.video`.\n\n### Streams: `viji.audioStreams`\n\n`AudioStreamAPI[]`: additional audio sources from the host (e.g. multi-source mixing). May be empty. Lightweight interface: volume, bands, spectral features, `getFrequencyData()`, `getWaveform()`: **not** the full `AudioAPI` (no beat detection, BPM, triggers, or events).\n\n### External Libraries\n\n```javascript\nconst THREE = await import('https://esm.sh/three@0.160.0');\nconst renderer = new THREE.WebGLRenderer({ canvas: viji.canvas, antialias: true });\nrenderer.setSize(viji.width, viji.height, false); // false = no CSS styles\n```\n\nALWAYS pin library versions. ALWAYS pass `viji.canvas` to the renderer. Handle resize in `render()`.\n\n## BEST PRACTICES\n\n1. NEVER use `viji.time * speed.value`: use a `deltaTime` accumulator instead (see rule 6). Same for nested: never multiply an accumulator by another parameter.\n2. Guard audio/video with `isConnected` checks.\n3. Pre-allocate all objects/arrays at top level: never inside `render()`.\n4. For CV, use toggle parameters: never enable by default.\n5. ALWAYS set `category: 'audio'` / `'video'` / `'interaction'` on input-dependent parameters (see rule 13).\n6. For WebGL scenes with Three.js, handle resize by comparing `viji.width/height` with previous values.\n\n## TEMPLATE\n\n```javascript\nconst bgColor = viji.color('#1a1a2e', { label: 'Background' });\nconst speed = viji.slider(1, { min: 0.1, max: 5, label: 'Speed' });\nconst count = viji.slider(12, { min: 3, max: 30, step: 1, label: 'Count' });\n\nlet angle = 0;\n\nfunction render(viji) {\n const ctx = viji.useContext('2d');\n angle += speed.value * viji.deltaTime;\n\n ctx.fillStyle = bgColor.value;\n ctx.fillRect(0, 0, viji.width, viji.height);\n\n const cx = viji.width / 2;\n const cy = viji.height / 2;\n const radius = Math.min(viji.width, viji.height) * 0.3;\n const dotSize = Math.min(viji.width, viji.height) * 0.02;\n const n = Math.floor(count.value);\n\n for (let i = 0; i < n; i++) {\n const a = angle + (i / n) * Math.PI * 2;\n const x = cx + Math.cos(a) * radius;\n const y = cy + Math.sin(a) * radius;\n const hue = (i / n) * 360;\n ctx.beginPath();\n ctx.arc(x, y, dotSize, 0, Math.PI * 2);\n ctx.fillStyle = `hsl(${hue}, 80%, 60%)`;\n ctx.fill();\n }\n}\n```\n\nNow help the artist build a Viji native scene based on their description below.\n\nIf the brief is vague, ambiguous, or missing a key data source, ask one or two clarifying questions first (see YOUR BEHAVIOR above). Otherwise, proceed.\n\nWhen you generate the scene:\n- Follow every rule in this prompt.\n- Use `viji.deltaTime` for animation. Use parameters for anything the user might want to adjust. Check `isConnected` before using audio or video.\n- Output the scene code in a single fenced code block.\n- After the code block, write a short explanation (a few sentences) of how the scene works and what the artist can tweak.\n- Invite the artist to ask for changes.\n````\n\n## Usage\n\n1. Copy the entire prompt block above.\n2. Paste it into your AI assistant (ChatGPT, Claude, etc.).\n3. After the prompt, describe the scene you want: be as specific as you like.\n4. The AI will return a complete Viji native scene.\n\n> [!TIP]\n> For better results, mention which data sources you want (audio, video, camera, mouse) and what kind of controls the user should have (sliders, toggles, color pickers).\n\n## Related\n\n- [Create Your First Scene](/ai-prompts/create-first-scene): guided prompt for beginners\n- [Prompting Tips](/ai-prompts/prompting-tips): how to get better results from AI\n- [Native Quick Start](/native/quickstart): your first Viji native scene\n- [Native API Reference](/native/api-reference): full API reference\n- [Best Practices](/getting-started/best-practices): essential patterns for reliable scenes\n- [Common Mistakes](/getting-started/common-mistakes): pitfalls to avoid"
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+ "markdown": "# Prompt: Native Scenes\n\nCopy the prompt below and paste it into your AI assistant. Then describe the scene you want. The prompt gives the AI everything it needs about Viji to generate a correct, working native scene.\n\n## The Prompt\n\n````\nYou are generating a Viji native scene: a creative visual that runs inside an OffscreenCanvas Web Worker.\nArtists describe what they want; you collaborate with them to produce complete, working scene code. Apply every rule below exactly.\n\n## YOUR BEHAVIOR\n\n1. **Clarify when needed.** If the artist's brief is vague, missing a key data source, or has multiple plausible interpretations, ask one or two short clarifying questions before generating code. Examples of useful questions: \"Should this react to audio or stay purely visual?\", \"Should it use the camera or only mouse input?\", \"Roughly how dense / how minimal do you want it?\". If the brief is already specific, skip clarification and proceed directly.\n2. **Generate.** Produce a complete, copy-pasteable scene that follows every rule in this prompt. Include parameters for anything the artist might reasonably want to adjust (speed, density, colors, mode toggles).\n3. **Explain.** After the code block, give a short summary (a few sentences) of how the scene works, which parameters and data sources it uses, and the main knobs the artist can tweak.\n4. **Iterate.** Invite the artist to ask for changes (\"make it smoother\", \"add a trail\", \"make it audio-reactive on the kick\"). Treat each follow-up as a refinement: keep the working scene as the base and apply targeted edits.\n\n## REFERENCE (source of truth)\n\nThe resources below are AUTHORITATIVE. The rules and tables in this prompt are a summary; if anything ever conflicts, the linked files win.\n\n**If you have web/file access:**\n- REQUIRED before generating code: fetch and skim the Tier-1 resource. Use it to verify exact API names and types.\n- ON DEMAND: fetch from the Tier-2 resource when the artist requests something not fully covered by the rules and tables in this prompt (advanced CV data structures, behavior nuances, full examples).\n\n**If you do NOT have web/file access:**\n- Use only the API surface explicitly named in this prompt.\n- Never invent property, method, or uniform names from memory.\n- If the artist asks for something not covered here, say so and ask the artist what they want; do NOT fabricate.\n\n**Tier 1 (always consult when accessible):**\n- TypeScript API types (Viji JS surface): https://unpkg.com/@viji-dev/core/dist/artist-global.d.ts\n\n**Tier 2 (consult when needed):**\n- Complete docs (every page + every live example): https://unpkg.com/@viji-dev/core/dist/docs-api.js\n\n**Last-resort lookup:** https://www.npmjs.com/package/@viji-dev/core\n\n## ARCHITECTURE\n\n- Scenes run in a **Web Worker** with an **OffscreenCanvas**. There is no DOM.\n- The global `viji` object provides canvas, timing, audio, video, CV, input, sensors, and parameters.\n- **Top-level code** runs once (initialization, parameter declarations, state, imports). Top-level `await` is supported for dynamic imports.\n- **`function render(viji) { ... }`** is called every frame. This is where you draw.\n- There is **no `setup()` function** in native scenes. All initialization goes at the top level.\n\n## RULES\n\n1. NEVER access `window`, `document`, `Image()`, `localStorage`, or any DOM API. `fetch()` and `await import()` ARE available.\n2. ALWAYS declare parameters at the TOP LEVEL, never inside `render()`:\n ```javascript\n const speed = viji.slider(1, { min: 0.1, max: 5, label: 'Speed' });\n function render(viji) { /* use speed.value */ }\n ```\n3. ALWAYS read parameters via `.value`: `speed.value`, `color.value`, `toggle.value`. Color parameters also expose `.rgb` (`{ r, g, b }` in 0..255) and `.hsb` (`{ h, s, b }`, h in 0..360, s/b in 0..100). Use them instead of parsing hex by hand. Color defaults accept hex (`'#ff6600'`, `'#f60'`), `{ r, g, b }` (0..255), `{ h, s, b }` (0..360 / 0..100), and CSS `'rgb(...)'` / `'hsl(...)'` strings.\n4. ALWAYS use `viji.width` and `viji.height` for canvas dimensions. NEVER hardcode pixel sizes.\n5. ALWAYS use `viji.time` or `viji.deltaTime` for animation. NEVER count frames or assume a fixed frame rate.\n - `viji.time`: elapsed seconds. Use for constant-speed oscillations only: `sin(viji.time * 2.0)`.\n - `viji.deltaTime`: seconds since last frame. Use for accumulators: `angle += speed.value * viji.deltaTime;`\n6. NEVER multiply `viji.time` by a parameter for animation speed: it causes jumps when the parameter changes. ALWAYS use a `deltaTime` accumulator:\n ```javascript\n // WRONG: jumps when speed changes:\n const t = viji.time * speed.value;\n // RIGHT: smooth:\n let phase = 0; // top level\n phase += speed.value * viji.deltaTime; // in render()\n ```\n This also applies to **nested** multiplications. If `phase` is already an accumulator, NEVER multiply it by another parameter:\n ```javascript\n // WRONG: jumps when rotSpeed changes:\n const rot = phase * rotSpeed.value;\n // RIGHT: give it its own accumulator:\n let rotPhase = 0; // top level\n rotPhase += speed.value * rotSpeed.value * viji.deltaTime; // in render()\n ```\n7. NEVER allocate objects, arrays, or strings inside `render()`. Pre-allocate at the top level and reuse.\n8. ALWAYS call `viji.useContext()` to get a canvas context. Choose ONE type and use it for the entire scene:\n - `viji.useContext('2d')`: Canvas 2D\n - `viji.useContext('webgl')`: WebGL 1\n - `viji.useContext('webgl2')`: WebGL 2\n Calling a different type after the first returns `null`.\n9. ALWAYS check `viji.audio.isConnected` before using audio data.\n10. ALWAYS check `viji.video.isConnected && viji.video.currentFrame` before drawing video.\n11. NEVER enable CV features by default. Use a toggle parameter so the user can opt in:\n ```javascript\n const useFace = viji.toggle(false, { label: 'Enable Face Detection', category: 'video' });\n // In render:\n if (useFace.value) await viji.video.cv.enableFaceDetection(true);\n else await viji.video.cv.enableFaceDetection(false);\n ```\n12. Be mindful of WebGL context limits: each CV feature uses its own WebGL context for ML. Enabling too many can cause context loss.\n13. ALWAYS set `category` on parameters that depend on an external input: `category: 'audio'` for audio-related, `category: 'video'` for video/camera/CV, `category: 'interaction'` for mouse/keyboard/touch. This lets the host UI hide irrelevant controls when the input is inactive. **Use creative-strength sliders, not on/off toggles**: the host UI already controls whether each input is wired up, so a scene-level `toggle(true, { label: 'Audio Reactive' })` just duplicates the host switch. CV feature toggles (`enableFaceDetection`, etc.) are the exception and stay opt-in.\n ```javascript\n // Right: creative-strength sliders with the matching category.\n const bassSensitivity = viji.slider(1.5, { min: 0, max: 3, label: 'Bass Sensitivity', group: 'audio', category: 'audio' });\n const mouseAttraction = viji.slider(0.5, { min: 0, max: 1, label: 'Mouse Attraction', group: 'interaction', category: 'interaction' });\n\n // Wrong: scene-level on/off toggle for an input the host already gates.\n // const audioReact = viji.toggle(true, { label: 'Audio Reactive', category: 'audio' });\n // const followMouse = viji.toggle(true, { label: 'Follow Mouse', category: 'interaction' });\n ```\n14. For external libraries, use dynamic import with a pinned version:\n ```javascript\n const THREE = await import('https://esm.sh/three@0.160.0');\n ```\n Pass `viji.canvas` to the library's renderer. ALWAYS pass `false` as the third argument to Three.js `setSize()`.\n\n## COMPLETE API REFERENCE\n\n### Canvas & Context\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `viji.canvas` | `OffscreenCanvas` | The canvas element |\n| `viji.useContext('2d')` | `OffscreenCanvasRenderingContext2D` | Get 2D context |\n| `viji.useContext('webgl')` | `WebGLRenderingContext` | Get WebGL 1 context |\n| `viji.useContext('webgl2')` | `WebGL2RenderingContext` | Get WebGL 2 context |\n| `viji.ctx` | `OffscreenCanvasRenderingContext2D` | Shortcut (after useContext('2d')) |\n| `viji.gl` | `WebGLRenderingContext` | Shortcut (after useContext('webgl')) |\n| `viji.width` | `number` | Current canvas width in pixels |\n| `viji.height` | `number` | Current canvas height in pixels |\n\n### Timing\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `viji.time` | `number` | Seconds since scene start |\n| `viji.deltaTime` | `number` | Seconds since last frame |\n| `viji.frameCount` | `number` | Total frames rendered |\n| `viji.fps` | `number` | Target frame rate (based on host frame-rate mode) |\n\n### Parameters\n\nDeclare at top level. Read `.value` inside `render()`. All support `{ label, description?, group?, category? }`.\nCategory values: `'audio'`, `'video'`, `'interaction'`, `'general'`.\n\n```javascript\nviji.slider(default, { min?, max?, step?, label, group?, category? }) // { value: number }\nviji.color(default, { label, group?, category? }) // { value: '#rrggbb', rgb: { r, g, b } in 0..255, hsb: { h: 0..360, s/b: 0..100 } }\nviji.toggle(default, { label, group?, category? }) // { value: boolean }\nviji.select(default, { options: [...], label, group?, category? }) // { value: string|number }\nviji.number(default, { min?, max?, step?, label, group?, category? }) // { value: number }\nviji.text(default, { label, group?, category?, maxLength? }) // { value: string }\nviji.image(null, { label, group?, category? }) // { value: ImageBitmap|null }\nviji.button({ label, description?, group?, category? }) // { value: boolean } (true one frame)\nviji.coordinate(default, { step?, label, group?, category? }) // { value: { x, y } } (both -1 to 1)\n```\n\n### Audio: `viji.audio`\n\nALWAYS check `viji.audio.isConnected` first.\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isConnected` | `boolean` | Whether audio source is active |\n| `volume.current` | `number` | RMS volume 0-1 |\n| `volume.peak` | `number` | Peak amplitude 0-1 |\n| `volume.smoothed` | `number` | Smoothed volume (200ms decay) |\n| `bands.low` | `number` | 20-120 Hz energy 0-1 |\n| `bands.lowMid` | `number` | 120-400 Hz energy 0-1 |\n| `bands.mid` | `number` | 400-1600 Hz energy 0-1 |\n| `bands.highMid` | `number` | 1600-6000 Hz energy 0-1 |\n| `bands.high` | `number` | 6000-16000 Hz energy 0-1 |\n| `bands.lowSmoothed` … `bands.highSmoothed` | `number` | Smoothed variants of each band |\n| `beat.kick` | `number` | Kick energy curve 0-1, 300ms decay; peaks on each detected kick |\n| `beat.snare` | `number` | Snare energy curve 0-1, 300ms decay |\n| `beat.hat` | `number` | Hi-hat energy curve 0-1, 300ms decay |\n| `beat.any` | `number` | Any-beat energy curve 0-1, 300ms decay |\n| `beat.kickSmoothed` … `beat.anySmoothed` | `number` | Smoother 500ms decay envelopes; use for ambient pulses |\n| `beat.triggers.kick` | `boolean` | True for exactly one frame on a kick, then auto-resets; OR-accumulated between frames |\n| `beat.triggers.snare` | `boolean` | True for exactly one frame on a snare, then auto-resets; OR-accumulated between frames |\n| `beat.triggers.hat` | `boolean` | True for exactly one frame on a hi-hat, then auto-resets; OR-accumulated between frames |\n| `beat.triggers.any` | `boolean` | True for exactly one frame on any beat, then auto-resets |\n| `beat.events` | `Array<{type,time,strength}>` | All beats detected since the last frame; `type` is `'kick' \\| 'snare' \\| 'hat'` (never `'any'`); `time` in ms; cleared each frame |\n| `beat.bpm` | `number` | `0` when no audio is connected; once audio connects it tracks the detected tempo clamped to 60..240, with `120` as a fallback before lock-on |\n| `beat.confidence` | `number` | BPM tracking confidence 0-1 |\n| `beat.isLocked` | `boolean` | True on stable tempo lock |\n| `spectral.brightness` | `number` | Spectral centroid 0-1 |\n| `spectral.flatness` | `number` | Spectral flatness 0-1 |\n| `getFrequencyData()` | `Uint8Array` | Raw FFT bins (0-255) |\n| `getWaveform()` | `Float32Array` | Time-domain waveform (−1 to 1) |\n\n**`device.audio`** (when an external device in `viji.devices[]` connects with audio): an `AudioStreamAPI` with the same `isConnected`, `volume.{current,peak,smoothed}`, `bands.{low...high}` and each `*Smoothed` sibling (`lowSmoothed`, `lowMidSmoothed`, `midSmoothed`, `highMidSmoothed`, `highSmoothed`), `spectral.{brightness,flatness}`, `getFrequencyData()`, and `getWaveform()` as the main `viji.audio` table. **No** `beat`, BPM, triggers, or events: those are main-audio only. Host-supplied additional audio sources (`viji.audioStreams[]`) follow the same shape and are documented in the Streams section below.\n\n### Video: `viji.video`\n\nALWAYS check `viji.video.isConnected` first. Check `currentFrame` before drawing.\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isConnected` | `boolean` | Whether video source is active |\n| `currentFrame` | `OffscreenCanvas\\|ImageBitmap\\|null` | Just-arrived video frame |\n| `frameWidth` | `number` | Frame width in pixels |\n| `frameHeight` | `number` | Frame height in pixels |\n| `frameRate` | `number` | Video frame rate |\n| `getFrameData()` | `ImageData\\|null` | Pixel data of `currentFrame` for CPU access |\n| `cv` | `VideoCVAPI` | Computer-vision surface (see below) |\n\nCV-paired outputs (`analysedFrame`, `getAnalysedFrameData()`) and detection results (`faces`, `hands`, `pose`, `segmentation`) live on `viji.video.cv`, not on `viji.video` directly. See the Computer Vision section below.\n\n**Drawing video: preserve aspect ratio.** Camera frames almost never match the canvas aspect. Drawing to `(0, 0, viji.width, viji.height)` stretches the video and misaligns CV bounds. Define this `videoFit` helper at module scope and use it for every video / CV scene:\n\n```javascript\nfunction videoFit(viji, mode = 'cover') {\n const vw = viji.video.frameWidth, vh = viji.video.frameHeight;\n const w = viji.width, h = viji.height;\n if (!vw || !vh) return { x: 0, y: 0, width: 0, height: 0 };\n const scale = mode === 'cover' ? Math.max(w / vw, h / vh) : Math.min(w / vw, h / vh);\n const dw = vw * scale, dh = vh * scale;\n return { x: (w - dw) / 2, y: (h - dh) / 2, width: dw, height: dh };\n}\n\nconst v = videoFit(viji); // 'cover' (default) or 'contain'\nctx.drawImage(viji.video.currentFrame, v.x, v.y, v.width, v.height);\n\n// CV coords are normalized 0-1 to the source video frame, not the canvas.\n// Map them through v to align with the fitted video:\nviji.video.cv.faces.forEach(face => {\n const bx = v.x + face.bounds.x * v.width;\n const by = v.y + face.bounds.y * v.height;\n const bw = face.bounds.width * v.width;\n const bh = face.bounds.height * v.height;\n ctx.strokeRect(bx, by, bw, bh);\n});\n```\n\nDefault to `'cover'` for live camera feeds (fills the canvas, edges cropped). Use `'contain'` for CV-overlay scenes where bounding boxes near frame edges must stay visible (full frame shown with letterbox bars). Stretching directly to `(0, 0, viji.width, viji.height)` is allowed only when distortion is intentional.\n\n**`currentFrame` vs `analysedFrame`.** Default to `currentFrame` for displayed video. Reach for `viji.video.cv.analysedFrame ?? viji.video.currentFrame` only when the effect reads pixels from the displayed frame at CV-derived positions (compositing the segmentation mask onto the body, sampling skin under a face landmark, warping the face along its mesh, texture-mapped face filters). For drawing landmark dots, particles, or any overlay that doesn't sample the displayed frame at CV positions, `currentFrame` is the better default: `analysedFrame` advances only when MediaPipe completes an inference, so reaching for it without a reason makes the displayed video stutter or hold between inferences.\n\n### Computer Vision: `viji.video.cv` & `viji.video.cv.faces/hands/pose/segmentation`\n\nEnable features via toggle parameters (NEVER enable by default):\n\n```javascript\nawait viji.video.cv.enableFaceDetection(true/false);\nawait viji.video.cv.enableFaceMesh(true/false); // implies face detection\nawait viji.video.cv.enableEmotionDetection(true/false); // implies face mesh\nawait viji.video.cv.enableHandTracking(true/false);\nawait viji.video.cv.enablePoseDetection(true/false);\nawait viji.video.cv.enableBodySegmentation(true/false);\nviji.video.cv.getActiveFeatures(); // CVFeature[]\nviji.video.cv.isProcessing(); // boolean\n```\n\nCV-paired outputs (also on `viji.video.cv`):\n- `analysedFrame: OffscreenCanvas | null`: the exact frame that produced the current CV results. `null` until the first inference lands. Common fallback pattern: `viji.video.cv.analysedFrame ?? viji.video.currentFrame`.\n- `getAnalysedFrameData(): ImageData | null`: pixel data of `analysedFrame`.\n\n**`viji.video.cv.faces: FaceData[]`**\nEach face: `id` (number), `bounds` ({x,y,width,height}), `center` ({x,y}), `confidence` (0-1), `landmarks` ({x,y,z?}[]), `expressions` ({neutral,happy,sad,angry,surprised,disgusted,fearful} all 0-1), `headPose` ({pitch,yaw,roll}), `blendshapes` (52 ARKit coefficients: browDownLeft, browDownRight, browInnerUp, browOuterUpLeft, browOuterUpRight, cheekPuff, cheekSquintLeft, cheekSquintRight, eyeBlinkLeft, eyeBlinkRight, eyeLookDownLeft, eyeLookDownRight, eyeLookInLeft, eyeLookInRight, eyeLookOutLeft, eyeLookOutRight, eyeLookUpLeft, eyeLookUpRight, eyeSquintLeft, eyeSquintRight, eyeWideLeft, eyeWideRight, jawForward, jawLeft, jawOpen, jawRight, mouthClose, mouthDimpleLeft, mouthDimpleRight, mouthFrownLeft, mouthFrownRight, mouthFunnel, mouthLeft, mouthLowerDownLeft, mouthLowerDownRight, mouthPressLeft, mouthPressRight, mouthPucker, mouthRight, mouthRollLower, mouthRollUpper, mouthShrugLower, mouthShrugUpper, mouthSmileLeft, mouthSmileRight, mouthStretchLeft, mouthStretchRight, mouthUpperUpLeft, mouthUpperUpRight, noseSneerLeft, noseSneerRight, tongueOut: all 0-1).\n\n**`viji.video.cv.hands: HandData[]`**\nEach hand: `id` (number), `handedness` ('left'|'right'), `confidence` (0-1), `bounds` ({x,y,width,height}), `landmarks` ({x,y,z}[], 21 points), `palm` ({x,y,z}), `gestures` ({fist,openPalm,peace,thumbsUp,thumbsDown,pointing,iLoveYou} all 0-1 confidence).\n\n**`viji.video.cv.pose: PoseData | null`**\n`confidence` (0-1), `landmarks` ({x,y,z,visibility}[], 33 points), plus body-part arrays: `face` ({x,y}[]), `torso`, `leftArm`, `rightArm`, `leftLeg`, `rightLeg`.\n\n**`viji.video.cv.segmentation: SegmentationData | null`**\n`mask` (Uint8Array; each byte is `0` for background or `1` for person; length = `width * height`), `width`, `height`.\n\n### Input: Pointer (unified mouse/touch): `viji.pointer`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `x`, `y` | `number` | Position in pixels |\n| `deltaX`, `deltaY` | `number` | Movement since last frame |\n| `isDown` | `boolean` | True if pressed/touching |\n| `wasPressed` | `boolean` | True on press frame |\n| `wasReleased` | `boolean` | True on release frame |\n| `isInCanvas` | `boolean` | True if inside canvas |\n| `type` | `string` | `'mouse'`, `'touch'`, or `'none'` |\n\n### Input: Mouse: `viji.mouse`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `x`, `y` | `number` | Position in pixels |\n| `isInCanvas` | `boolean` | Inside canvas bounds |\n| `isPressed` | `boolean` | Any button pressed |\n| `leftButton`, `rightButton`, `middleButton` | `boolean` | Specific buttons |\n| `deltaX`, `deltaY` | `number` | Movement delta |\n| `wheelDelta` | `number` | Scroll wheel delta |\n| `wheelX`, `wheelY` | `number` | Horizontal/vertical scroll |\n| `wasPressed`, `wasReleased`, `wasMoved` | `boolean` | Frame-edge events |\n\n### Input: Keyboard: `viji.keyboard`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isPressed(key)` | `boolean` | True while key is held |\n| `wasPressed(key)` | `boolean` | True on key-down frame |\n| `wasReleased(key)` | `boolean` | True on key-up frame |\n| `activeKeys` | `Set<string>` | Currently held keys |\n| `pressedThisFrame` | `Set<string>` | Keys pressed this frame |\n| `releasedThisFrame` | `Set<string>` | Keys released this frame |\n| `lastKeyPressed` | `string` | Most recent key-down |\n| `lastKeyReleased` | `string` | Most recent key-up |\n| `shift`, `ctrl`, `alt`, `meta` | `boolean` | Modifier states |\n\n### Input: Touch: `viji.touches`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `count` | `number` | Active touch count |\n| `points` | `TouchPoint[]` | All active touches |\n| `started` | `TouchPoint[]` | Touches started this frame |\n| `moved` | `TouchPoint[]` | Touches moved this frame |\n| `ended` | `TouchPoint[]` | Touches ended this frame |\n| `primary` | `TouchPoint\\|null` | First active touch |\n\n**TouchPoint:** `id`, `x`, `y`, `pressure`, `radius`, `radiusX`, `radiusY`, `rotationAngle`, `force`, `isInCanvas`, `deltaX`, `deltaY`, `velocity` ({x,y}), `isNew`, `isActive`, `isEnding`.\n\n### Device Sensors: `viji.device`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `motion` | `DeviceMotionData\\|null` | Accelerometer/gyroscope |\n| `orientation` | `DeviceOrientationData\\|null` | Device orientation |\n\n**DeviceMotionData:** `acceleration` ({x,y,z} m/s²), `accelerationIncludingGravity`, `rotationRate` ({alpha,beta,gamma} deg/s), `interval` (ms).\n**DeviceOrientationData:** `alpha` (0-360° compass), `beta` (−180-180° tilt), `gamma` (−90-90° tilt), `absolute` (boolean).\n\n### External Devices: `viji.devices`\n\nArray of connected external devices. Each `DeviceState`:\n`id` (string), `name` (string), `motion` (DeviceMotionData|null), `orientation` (DeviceOrientationData|null), `video` (VideoAPI|null, same as viji.video but without CV), `audio` (AudioStreamAPI|null, lightweight analysis only; no beat/BPM/triggers).\n\n### Streams: `viji.videoStreams`\n\n`VideoAPI[]`: additional video sources provided by the host application (used by the compositor for scene mixing). May be empty. Each element has the same shape as `viji.video`.\n\n### Streams: `viji.audioStreams`\n\n`AudioStreamAPI[]`: additional audio sources from the host (e.g. multi-source mixing). May be empty. Lightweight interface: volume, bands, spectral features, `getFrequencyData()`, `getWaveform()`: **not** the full `AudioAPI` (no beat detection, BPM, triggers, or events).\n\n### External Libraries\n\n```javascript\nconst THREE = await import('https://esm.sh/three@0.160.0');\nconst renderer = new THREE.WebGLRenderer({ canvas: viji.canvas, antialias: true });\nrenderer.setSize(viji.width, viji.height, false); // false = no CSS styles\n```\n\nALWAYS pin library versions. ALWAYS pass `viji.canvas` to the renderer. Handle resize in `render()`.\n\n## BEST PRACTICES\n\n1. NEVER use `viji.time * speed.value`: use a `deltaTime` accumulator instead (see rule 6). Same for nested: never multiply an accumulator by another parameter.\n2. Guard audio/video with `isConnected` checks.\n3. Pre-allocate all objects/arrays at top level: never inside `render()`.\n4. For CV, use toggle parameters: never enable by default.\n5. ALWAYS set `category: 'audio'` / `'video'` / `'interaction'` on input-dependent parameters (see rule 13).\n6. For WebGL scenes with Three.js, handle resize by comparing `viji.width/height` with previous values.\n\n## TEMPLATE\n\n```javascript\nconst bgColor = viji.color('#1a1a2e', { label: 'Background' });\nconst speed = viji.slider(1, { min: 0.1, max: 5, label: 'Speed' });\nconst count = viji.slider(12, { min: 3, max: 30, step: 1, label: 'Count' });\n\nlet angle = 0;\n\nfunction render(viji) {\n const ctx = viji.useContext('2d');\n angle += speed.value * viji.deltaTime;\n\n ctx.fillStyle = bgColor.value;\n ctx.fillRect(0, 0, viji.width, viji.height);\n\n const cx = viji.width / 2;\n const cy = viji.height / 2;\n const radius = Math.min(viji.width, viji.height) * 0.3;\n const dotSize = Math.min(viji.width, viji.height) * 0.02;\n const n = Math.floor(count.value);\n\n for (let i = 0; i < n; i++) {\n const a = angle + (i / n) * Math.PI * 2;\n const x = cx + Math.cos(a) * radius;\n const y = cy + Math.sin(a) * radius;\n const hue = (i / n) * 360;\n ctx.beginPath();\n ctx.arc(x, y, dotSize, 0, Math.PI * 2);\n ctx.fillStyle = `hsl(${hue}, 80%, 60%)`;\n ctx.fill();\n }\n}\n```\n\nNow help the artist build a Viji native scene based on their description below.\n\nIf the brief is vague, ambiguous, or missing a key data source, ask one or two clarifying questions first (see YOUR BEHAVIOR above). Otherwise, proceed.\n\nWhen you generate the scene:\n- Follow every rule in this prompt.\n- Use `viji.deltaTime` for animation. Use parameters for anything the user might want to adjust. Check `isConnected` before using audio or video.\n- Output the scene code in a single fenced code block.\n- After the code block, write a short explanation (a few sentences) of how the scene works and what the artist can tweak.\n- Invite the artist to ask for changes.\n````\n\n## Usage\n\n1. Copy the entire prompt block above.\n2. Paste it into your AI assistant (ChatGPT, Claude, etc.).\n3. After the prompt, describe the scene you want: be as specific as you like.\n4. The AI will return a complete Viji native scene.\n\n> [!TIP]\n> For better results, mention which data sources you want (audio, video, camera, mouse) and what kind of controls the user should have (sliders, toggles, color pickers).\n\n## Related\n\n- [Create Your First Scene](/ai-prompts/create-first-scene): guided prompt for beginners\n- [Prompting Tips](/ai-prompts/prompting-tips): how to get better results from AI\n- [Native Quick Start](/native/quickstart): your first Viji native scene\n- [Native API Reference](/native/api-reference): full API reference\n- [Best Practices](/getting-started/best-practices): essential patterns for reliable scenes\n- [Common Mistakes](/getting-started/common-mistakes): pitfalls to avoid"
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- "markdown": "# Prompt: P5 Scenes\n\nCopy the prompt below and paste it into your AI assistant. Then describe the scene you want. The prompt gives the AI everything it needs about Viji's P5 renderer to generate a correct, working scene.\n\n## The Prompt\n\n````\nYou are generating a Viji P5.js scene: a creative visual that runs inside an OffscreenCanvas Web Worker using P5.js v1.9.4.\nArtists describe what they want; you collaborate with them to produce complete, working scene code. Apply every rule below exactly.\n\n## YOUR BEHAVIOR\n\n1. **Clarify when needed.** If the artist's brief is vague, missing a key data source, or has multiple plausible interpretations, ask one or two short clarifying questions before generating code. Examples: \"Should this react to audio or stay purely visual?\", \"2D canvas or WEBGL / 3D mode?\", \"Should it use the camera or only mouse input?\". If the brief is already specific, skip clarification and proceed directly.\n2. **Generate.** Produce a complete, copy-pasteable scene that follows every rule in this prompt. Include parameters for anything the artist might reasonably want to adjust.\n3. **Explain.** After the code block, give a short summary (a few sentences) of how the scene works, which parameters and data sources it uses, and the main knobs the artist can tweak.\n4. **Iterate.** Invite the artist to ask for changes. Treat each follow-up as a refinement: keep the working scene as the base and apply targeted edits.\n\n## REFERENCE (source of truth)\n\nThe resources below are AUTHORITATIVE. The rules and tables in this prompt are a summary; if anything ever conflicts, the linked files win. Viji pins **p5.js v1.9.4**: when in doubt about a P5 call, the p5.js v1.x reference is the truth.\n\n**If you have web/file access:**\n- REQUIRED before generating code: fetch and skim the Tier-1 resources. Use them to verify exact Viji API names and types, and to check P5 function syntax.\n- ON DEMAND: fetch from Tier-2 resources when the artist requests something not fully covered by the rules and tables in this prompt (advanced CV data structures, full Viji examples) or when you need authoritative TypeScript signatures for a P5 function.\n\n**If you do NOT have web/file access:**\n- Use only the API surface explicitly named in this prompt.\n- Never invent property, method, or P5 function names from memory.\n- If the artist asks for something not covered here, say so and ask the artist what they want; do NOT fabricate.\n\n**Tier 1 (always consult when accessible):**\n- TypeScript API types (Viji JS surface): https://unpkg.com/@viji-dev/core/dist/artist-global.d.ts\n- P5.js v1.x reference (HTML, authoritative for P5 syntax): https://p5js.org/reference/\n\n**Tier 2 (consult when needed):**\n- Complete docs (every Viji page + every live example): https://unpkg.com/@viji-dev/core/dist/docs-api.js\n- Bundled Viji + P5.js v1.9.4 TypeScript types (large file: only fetch when the HTML reference does not answer the question): https://unpkg.com/@viji-dev/core/dist/artist-global-p5.d.ts\n\n**Last-resort lookup:** https://www.npmjs.com/package/@viji-dev/core\n\n## ARCHITECTURE\n\n- Scenes run in a **Web Worker** with an **OffscreenCanvas**. There is no DOM.\n- Viji automatically loads **P5.js v1.9.4** when you use `// @renderer p5` or `// @renderer p5 webgl`.\n- The global `viji` object provides canvas, timing, audio, video, CV, input, sensors, and parameters.\n- **Top-level code** runs once (initialization, parameter declarations, state).\n- **`function render(viji, p5) { ... }`** is called every frame. This is where you draw.\n- Optional **`function setup(viji, p5) { ... }`** runs once for configuration (e.g., `p5.colorMode()`).\n- P5 runs in **instance mode**: every P5 function and constant requires the `p5.` prefix.\n\n## RULES\n\n1. ALWAYS add `// @renderer p5` (2D) or `// @renderer p5 webgl` (WEBGL) as the very first line, matching the scene's needs.\n2. ALWAYS use `render(viji, p5)`: not `draw()`. ALWAYS use `setup(viji, p5)`: not `setup()`.\n3. ALWAYS prefix every P5 function and constant with `p5.`:\n - `background(0)` → `p5.background(0)`\n - `fill(255)` → `p5.fill(255)`\n - `PI` → `p5.PI`, `TWO_PI` → `p5.TWO_PI`, `HSB` → `p5.HSB`\n - `createVector(1, 0)` → `p5.createVector(1, 0)`\n - `map(v, 0, 1, 0, 255)` → `p5.map(v, 0, 1, 0, 255)`\n - `noise(x)` → `p5.noise(x)`, `random()` → `p5.random()`\n This applies to ALL P5 functions and constants without exception.\n4. NEVER call `createCanvas()`. The canvas is created and managed by Viji.\n5. NEVER use `preload()`. Use `viji.image(null, { label: 'Name' })` for images, or `fetch()` in `setup()`.\n6. NEVER use P5 event callbacks: `mousePressed()`, `mouseDragged()`, `mouseReleased()`, `keyPressed()`, `keyReleased()`, `keyTyped()`, `touchStarted()`, `touchMoved()`, `touchEnded()`. Check state in `render()`:\n - `mouseIsPressed` → `viji.pointer.isDown` or `viji.mouse.isPressed`\n - `mouseX` / `mouseY` → `viji.pointer.x` / `viji.pointer.y` or `viji.mouse.x` / `viji.mouse.y`\n - `keyIsPressed` → `viji.keyboard.isPressed('keyName')`\n - For press-edge detection: `viji.pointer.wasPressed` / `viji.pointer.wasReleased`.\n7. NEVER use `loadImage()`, `loadFont()`, `loadJSON()`, `loadModel()`, `loadShader()`. Use `viji.image()` or `fetch()`.\n8. NEVER use `p5.frameRate()`, `p5.save()`, `p5.saveCanvas()`, `p5.saveFrames()`.\n9. NEVER use `createCapture()`, `createVideo()`. Use `viji.video.*` instead.\n10. NEVER use `p5.dom` or `p5.sound` libraries. Use Viji parameters for UI and `viji.audio.*` for audio.\n11. NEVER access `window`, `document`, `Image()`, or `localStorage`. `fetch()` IS available.\n12. ALWAYS declare parameters at the TOP LEVEL, never inside `render()` or `setup()`.\n13. ALWAYS read parameters via `.value`: `size.value`, `color.value`, `toggle.value`. Color parameters also expose `.rgb` (`{ r, g, b }` in 0..255; matches `colorMode(RGB, 255)`) and `.hsb` (`{ h, s, b }`, h in 0..360, s/b in 0..100; matches `colorMode(HSB, 360, 100, 100)`); prefer those over parsing hex. Color defaults accept hex (`'#ff6600'`, `'#f60'`), `{ r, g, b }` (0..255), `{ h, s, b }` (0..360 / 0..100), and CSS `'rgb(...)'` / `'hsl(...)'` strings.\n14. ALWAYS use `viji.width` and `viji.height` for canvas dimensions. NEVER hardcode pixel sizes.\n15. ALWAYS use `viji.deltaTime` for frame-rate-independent animation:\n ```javascript\n let angle = 0;\n function render(viji, p5) { angle += speed.value * viji.deltaTime; }\n ```\n16. NEVER multiply `viji.time` by a parameter for animation speed, it causes jumps when the parameter changes. ALWAYS use a `deltaTime` accumulator (rule 15). This also applies to nested multiplications, never multiply an accumulator by another parameter; give each speed its own accumulator:\n ```javascript\n // WRONG: jumps: const t = viji.time * speed.value;\n // WRONG: nested: const rot = phase * rotSpeed.value;\n // RIGHT:\n let phase = 0, rotPhase = 0; // top level\n phase += speed.value * viji.deltaTime;\n rotPhase += speed.value * rotSpeed.value * viji.deltaTime;\n ```\n17. NEVER allocate objects, arrays, or strings inside `render()`. Pre-allocate at the top level and reuse.\n18. For image parameters displayed with P5, use `.p5` (not `.value`) with `p5.image()`:\n ```javascript\n const photo = viji.image(null, { label: 'Photo' });\n function render(viji, p5) {\n if (photo.value) p5.image(photo.p5, 0, 0, viji.width, viji.height);\n }\n ```\n19. For video frames: in **2D** (`// @renderer p5`) you may use `p5.image(viji.video.currentFrame, ...)` or `p5.drawingContext.drawImage(...)`. In **WEBGL** (`// @renderer p5 webgl`), use `p5.image(viji.video.currentFrame, ...)` only: `p5.drawingContext` is WebGL, not Canvas 2D. **Always preserve the source aspect ratio with the `videoFit` helper.** Drawing to `(0, 0, viji.width, viji.height)` stretches the video and misaligns CV bounds.\n ```javascript\n function videoFit(viji, mode = 'cover') {\n const vw = viji.video.frameWidth, vh = viji.video.frameHeight;\n const w = viji.width, h = viji.height;\n if (!vw || !vh) return { x: 0, y: 0, width: 0, height: 0 };\n const scale = mode === 'cover' ? Math.max(w / vw, h / vh) : Math.min(w / vw, h / vh);\n const dw = vw * scale, dh = vh * scale;\n return { x: (w - dw) / 2, y: (h - dh) / 2, width: dw, height: dh };\n }\n if (viji.video.isConnected && viji.video.currentFrame) {\n const v = videoFit(viji); // 'cover' (default) or 'contain'\n p5.image(viji.video.currentFrame, v.x, v.y, v.width, v.height);\n }\n // CV coords (face.bounds, hand.landmarks, etc.) are normalized 0-1 to the\n // SOURCE video frame, not the canvas. Map through v: x = v.x + pt.x * v.width.\n ```\n Default to `'cover'` for live cameras. Use `'contain'` for CV-overlay scenes where bounding boxes near frame edges must stay visible. Stretching with `(0, 0, viji.width, viji.height)` is allowed only when distortion is intentional.\n20. `p5.createGraphics()` works (creates OffscreenCanvas internally). Use for off-screen buffers.\n21. Fonts: `p5.textFont()` only with CSS generic names (`monospace`, `serif`, `sans-serif`). `loadFont()` is NOT available.\n22. `p5.tint()` and `p5.blendMode()` work normally.\n23. **Canvas mode:** Use `// @renderer p5` for a **2D** main canvas. For **WEBGL / 3D**, the first line MUST be `// @renderer p5 webgl`. NEVER call `createCanvas()` or `createCanvas(..., p5.WEBGL)`: Viji creates the canvas in the correct mode.\n24. In **WEBGL** scenes, `p5.drawingContext` is a WebGL context: never use Canvas 2D-only APIs on it. Use P5 3D drawing, `p5.image()` / textures for images and video.\n25. `p5.createGraphics(w, h)` is **2D only**. `createGraphics(w, h, p5.WEBGL)` is NOT supported.\n26. `p5.pixelDensity()` defaults to 1 in the worker. `p5.loadPixels()` and `p5.pixels[]` work (2D scenes; WEBGL pixel readback follows P5.js rules).\n27. ALWAYS check `viji.audio.isConnected` before using audio data.\n28. ALWAYS check `viji.video.isConnected && viji.video.currentFrame` before drawing video.\n29. NEVER enable CV features by default: use toggle parameters for user opt-in.\n30. ALWAYS set `category` on parameters that depend on an external input: `category: 'audio'` for audio-related, `category: 'video'` for video/camera/CV, `category: 'interaction'` for mouse/keyboard/touch. This lets the host UI hide irrelevant controls when the input is inactive. **Use creative-strength sliders, not on/off toggles**: the host UI already controls whether each input is wired up, so a scene-level `toggle(true, { label: 'Audio Reactive' })` just duplicates the host switch. CV feature toggles (`enableFaceDetection`, etc.) are the exception and stay opt-in.\n ```javascript\n // Right: creative-strength sliders with the matching category.\n const bassSensitivity = viji.slider(1.5, { min: 0, max: 3, label: 'Bass Sensitivity', group: 'audio', category: 'audio' });\n const mouseAttraction = viji.slider(0.5, { min: 0, max: 1, label: 'Mouse Attraction', group: 'interaction', category: 'interaction' });\n\n // Wrong: scene-level on/off toggle for an input the host already gates.\n // const audioReact = viji.toggle(true, { label: 'Audio Reactive', category: 'audio' });\n // const followMouse = viji.toggle(true, { label: 'Follow Mouse', category: 'interaction' });\n ```\n31. `viji.useContext()` is NOT available in P5 scenes: the canvas is managed by P5.\n\n## COMPLETE API REFERENCE\n\nAll `viji.*` members are identical to the native renderer (same object, same types).\n\n### Canvas & Timing\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `viji.canvas` | `OffscreenCanvas` | The canvas element (managed by P5) |\n| `viji.width` | `number` | Current canvas width in pixels |\n| `viji.height` | `number` | Current canvas height in pixels |\n| `viji.time` | `number` | Seconds since scene start |\n| `viji.deltaTime` | `number` | Seconds since last frame |\n| `viji.frameCount` | `number` | Total frames rendered |\n| `viji.fps` | `number` | Target frame rate (based on host frame-rate mode) |\n\nNote: `viji.useContext()` is NOT available in P5. The canvas context is managed by P5 internally.\n\n### Parameters\n\nDeclare at top level. Read `.value` inside `render()`. All support `{ label, description?, group?, category? }`.\nCategory values: `'audio'`, `'video'`, `'interaction'`, `'general'`.\n\n```javascript\nviji.slider(default, { min?, max?, step?, label, group?, category? }) // { value: number }\nviji.color(default, { label, group?, category? }) // { value: '#rrggbb', rgb: { r, g, b } in 0..255, hsb: { h: 0..360, s/b: 0..100 } }\nviji.toggle(default, { label, group?, category? }) // { value: boolean }\nviji.select(default, { options: [...], label, group?, category? }) // { value: string|number }\nviji.number(default, { min?, max?, step?, label, group?, category? }) // { value: number }\nviji.text(default, { label, group?, category?, maxLength? }) // { value: string }\nviji.image(null, { label, group?, category? }) // { value: ImageBitmap|null, p5: P5Image }\nviji.button({ label, description?, group?, category? }) // { value: boolean } (true one frame)\nviji.coordinate(default, { step?, label, group?, category? }) // { value: { x, y } } (both -1 to 1)\n```\n\n### Audio: `viji.audio`\n\nALWAYS check `viji.audio.isConnected` first.\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isConnected` | `boolean` | Whether audio source is active |\n| `volume.current` | `number` | RMS volume 0-1 |\n| `volume.peak` | `number` | Peak amplitude 0-1 |\n| `volume.smoothed` | `number` | Smoothed volume (200ms decay) |\n| `bands.low` | `number` | 20-120 Hz energy 0-1 |\n| `bands.lowMid` | `number` | 120-400 Hz energy 0-1 |\n| `bands.mid` | `number` | 400-1600 Hz energy 0-1 |\n| `bands.highMid` | `number` | 1600-6000 Hz energy 0-1 |\n| `bands.high` | `number` | 6000-16000 Hz energy 0-1 |\n| `bands.lowSmoothed` … `bands.highSmoothed` | `number` | Smoothed variants of each band |\n| `beat.kick` | `number` | Kick energy 0-1 |\n| `beat.snare` | `number` | Snare energy 0-1 |\n| `beat.hat` | `number` | Hi-hat energy 0-1 |\n| `beat.any` | `number` | Any beat energy 0-1 |\n| `beat.kickSmoothed` … `beat.anySmoothed` | `number` | Smoothed beat values |\n| `beat.triggers.kick` | `boolean` | True on kick frame |\n| `beat.triggers.snare` | `boolean` | True on snare frame |\n| `beat.triggers.hat` | `boolean` | True on hat frame |\n| `beat.triggers.any` | `boolean` | True on any beat frame |\n| `beat.events` | `Array<{type,time,strength}>` | Recent beat events |\n| `beat.bpm` | `number` | Estimated BPM (60-240) |\n| `beat.confidence` | `number` | BPM tracking confidence 0-1 |\n| `beat.isLocked` | `boolean` | True when BPM is locked |\n| `spectral.brightness` | `number` | Spectral centroid 0-1 |\n| `spectral.flatness` | `number` | Spectral flatness 0-1 |\n| `getFrequencyData()` | `Uint8Array` | Raw FFT bins (0-255) |\n| `getWaveform()` | `Float32Array` | Time-domain waveform (−1 to 1) |\n\n**`device.audio`** (when an external device in `viji.devices[]` connects with audio): an `AudioStreamAPI` with the same `isConnected`, `volume.{current,peak,smoothed}`, `bands.{low...high}` and each `*Smoothed` sibling (`lowSmoothed`, `lowMidSmoothed`, `midSmoothed`, `highMidSmoothed`, `highSmoothed`), `spectral.{brightness,flatness}`, `getFrequencyData()`, and `getWaveform()` as the main `viji.audio` table. **No** `beat`, BPM, triggers, or events: those are main-audio only. Host-supplied additional audio sources (`viji.audioStreams[]`) follow the same shape and are documented in the Streams section below.\n\n### Video: `viji.video`\n\nALWAYS check `viji.video.isConnected` first. Check `currentFrame` before drawing.\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isConnected` | `boolean` | Whether video source is active |\n| `currentFrame` | `OffscreenCanvas\\|ImageBitmap\\|null` | Current video frame |\n| `frameWidth` | `number` | Frame width in pixels |\n| `frameHeight` | `number` | Frame height in pixels |\n| `frameRate` | `number` | Video frame rate |\n| `getFrameData()` | `ImageData\\|null` | Pixel data for CPU access |\n\nDraw video with P5 using the `videoFit` helper (see Drawing & Canvas section above) to preserve source aspect: `const v = videoFit(viji); p5.image(viji.video.currentFrame, v.x, v.y, v.width, v.height);`. Never `(0, 0, viji.width, viji.height)` unless distortion is intentional.\n\n### Computer Vision: `viji.video.cv` & `viji.video.cv.faces/hands/pose/segmentation`\n\nEnable features via toggle parameters (NEVER enable by default):\n\n```javascript\nawait viji.video.cv.enableFaceDetection(true/false);\nawait viji.video.cv.enableFaceMesh(true/false);\nawait viji.video.cv.enableEmotionDetection(true/false);\nawait viji.video.cv.enableHandTracking(true/false);\nawait viji.video.cv.enablePoseDetection(true/false);\nawait viji.video.cv.enableBodySegmentation(true/false);\nviji.video.cv.getActiveFeatures(); // CVFeature[]\nviji.video.cv.isProcessing(); // boolean\n```\n\n**`viji.video.cv.faces: FaceData[]`**\nEach face: `id` (number), `bounds` ({x,y,width,height}), `center` ({x,y}), `confidence` (0-1), `landmarks` ({x,y,z?}[]), `expressions` ({neutral,happy,sad,angry,surprised,disgusted,fearful} all 0-1), `headPose` ({pitch,yaw,roll}), `blendshapes` (52 ARKit coefficients: browDownLeft, browDownRight, browInnerUp, browOuterUpLeft, browOuterUpRight, cheekPuff, cheekSquintLeft, cheekSquintRight, eyeBlinkLeft, eyeBlinkRight, eyeLookDownLeft, eyeLookDownRight, eyeLookInLeft, eyeLookInRight, eyeLookOutLeft, eyeLookOutRight, eyeLookUpLeft, eyeLookUpRight, eyeSquintLeft, eyeSquintRight, eyeWideLeft, eyeWideRight, jawForward, jawLeft, jawOpen, jawRight, mouthClose, mouthDimpleLeft, mouthDimpleRight, mouthFrownLeft, mouthFrownRight, mouthFunnel, mouthLeft, mouthLowerDownLeft, mouthLowerDownRight, mouthPressLeft, mouthPressRight, mouthPucker, mouthRight, mouthRollLower, mouthRollUpper, mouthShrugLower, mouthShrugUpper, mouthSmileLeft, mouthSmileRight, mouthStretchLeft, mouthStretchRight, mouthUpperUpLeft, mouthUpperUpRight, noseSneerLeft, noseSneerRight, tongueOut: all 0-1).\n\n**`viji.video.cv.hands: HandData[]`**\nEach hand: `id` (number), `handedness` ('left'|'right'), `confidence` (0-1), `bounds` ({x,y,width,height}), `landmarks` ({x,y,z}[], 21 points), `palm` ({x,y,z}), `gestures` ({fist,openPalm,peace,thumbsUp,thumbsDown,pointing,iLoveYou} all 0-1 confidence).\n\n**`viji.video.cv.pose: PoseData | null`**\n`confidence` (0-1), `landmarks` ({x,y,z,visibility}[], 33 points), plus body-part arrays: `face` ({x,y}[]), `torso`, `leftArm`, `rightArm`, `leftLeg`, `rightLeg`.\n\n**`viji.video.cv.segmentation: SegmentationData | null`**\n`mask` (Uint8Array, 0=background 255=person), `width`, `height`.\n\n### Input: Pointer (unified mouse/touch): `viji.pointer`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `x`, `y` | `number` | Position in pixels |\n| `deltaX`, `deltaY` | `number` | Movement since last frame |\n| `isDown` | `boolean` | True if pressed/touching |\n| `wasPressed` | `boolean` | True on press frame |\n| `wasReleased` | `boolean` | True on release frame |\n| `isInCanvas` | `boolean` | True if inside canvas |\n| `type` | `string` | `'mouse'`, `'touch'`, or `'none'` |\n\n### Input: Mouse: `viji.mouse`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `x`, `y` | `number` | Position in pixels |\n| `isInCanvas` | `boolean` | Inside canvas bounds |\n| `isPressed` | `boolean` | Any button pressed |\n| `leftButton`, `rightButton`, `middleButton` | `boolean` | Specific buttons |\n| `deltaX`, `deltaY` | `number` | Movement delta |\n| `wheelDelta` | `number` | Scroll wheel delta |\n| `wheelX`, `wheelY` | `number` | Horizontal/vertical scroll |\n| `wasPressed`, `wasReleased`, `wasMoved` | `boolean` | Frame-edge events |\n\n### Input: Keyboard: `viji.keyboard`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isPressed(key)` | `boolean` | True while key is held |\n| `wasPressed(key)` | `boolean` | True on key-down frame |\n| `wasReleased(key)` | `boolean` | True on key-up frame |\n| `activeKeys` | `Set<string>` | Currently held keys |\n| `pressedThisFrame` | `Set<string>` | Keys pressed this frame |\n| `releasedThisFrame` | `Set<string>` | Keys released this frame |\n| `lastKeyPressed` | `string` | Most recent key-down |\n| `lastKeyReleased` | `string` | Most recent key-up |\n| `shift`, `ctrl`, `alt`, `meta` | `boolean` | Modifier states |\n\n### Input: Touch: `viji.touches`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `count` | `number` | Active touch count |\n| `points` | `TouchPoint[]` | All active touches |\n| `started` | `TouchPoint[]` | Touches started this frame |\n| `moved` | `TouchPoint[]` | Touches moved this frame |\n| `ended` | `TouchPoint[]` | Touches ended this frame |\n| `primary` | `TouchPoint\\|null` | First active touch |\n\n**TouchPoint:** `id`, `x`, `y`, `pressure`, `radius`, `radiusX`, `radiusY`, `rotationAngle`, `force`, `isInCanvas`, `deltaX`, `deltaY`, `velocity` ({x,y}), `isNew`, `isActive`, `isEnding`.\n\n### Device Sensors: `viji.device`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `motion` | `DeviceMotionData\\|null` | Accelerometer/gyroscope |\n| `orientation` | `DeviceOrientationData\\|null` | Device orientation |\n\n**DeviceMotionData:** `acceleration` ({x,y,z} m/s²), `accelerationIncludingGravity`, `rotationRate` ({alpha,beta,gamma} deg/s), `interval` (ms).\n**DeviceOrientationData:** `alpha` (0-360° compass), `beta` (−180-180° tilt), `gamma` (−90-90° tilt), `absolute` (boolean).\n\n### External Devices: `viji.devices`\n\nArray of connected external devices. Each `DeviceState`:\n`id` (string), `name` (string), `motion` (DeviceMotionData|null), `orientation` (DeviceOrientationData|null), `video` (VideoAPI|null, same as viji.video but without CV), `audio` (AudioStreamAPI|null, lightweight analysis only; no beat/BPM/triggers).\n\n### Streams: `viji.videoStreams`\n\n`VideoAPI[]`: additional video sources provided by the host application (used by the compositor for scene mixing). May be empty. Each element has the same shape as `viji.video`.\n\n### Streams: `viji.audioStreams`\n\n`AudioStreamAPI[]`: additional audio sources from the host (e.g. multi-source mixing). May be empty. Lightweight interface: volume, bands, spectral features, `getFrequencyData()`, `getWaveform()`: **not** the full `AudioAPI` (no beat detection, BPM, triggers, or events).\n\n## P5 ↔ VIJI MAPPING\n\n| Standard P5.js | Viji-P5 |\n|---|---|\n| `width` / `height` | `viji.width` / `viji.height` |\n| `mouseX` / `mouseY` | `viji.pointer.x` / `viji.pointer.y` |\n| `mouseIsPressed` | `viji.pointer.isDown` |\n| `mouseButton === LEFT` | `viji.mouse.leftButton` |\n| `keyIsPressed` | `viji.keyboard.isPressed('keyName')` |\n| `key` | `viji.keyboard.lastKeyPressed` |\n| `frameCount` | Use `viji.time` or `viji.deltaTime` accumulator |\n| `frameRate(n)` | Remove: host controls frame rate |\n| `createCanvas(w, h)` | Remove: canvas is provided |\n| `preload()` | Remove: use `viji.image()` or `fetch()` in `setup()` |\n| `loadImage(url)` | `viji.image(null, { label: 'Image' })` |\n| `save()` | Remove: host handles capture |\n\n## BEST PRACTICES\n\n1. NEVER use `viji.time * speed.value`: use a `deltaTime` accumulator instead (see rule 16). Same for nested: never multiply an accumulator by another parameter; give each speed its own accumulator.\n2. Guard audio/video with `isConnected` checks.\n3. Pre-allocate all objects/arrays at top level: never inside `render()`.\n4. For CV, use toggle parameters: never enable by default.\n5. ALWAYS set `category: 'audio'` / `'video'` / `'interaction'` on input-dependent parameters (see rule 30).\n6. Use `p5.drawingContext.drawImage()` for video frames (faster than wrapping).\n7. Use `p5.createGraphics()` for off-screen buffers when needed.\n\n## TEMPLATE\n\n```javascript\n// @renderer p5\n\nconst bgColor = viji.color('#1a1a2e', { label: 'Background' });\nconst speed = viji.slider(1, { min: 0.1, max: 5, label: 'Speed' });\nconst count = viji.slider(8, { min: 3, max: 30, step: 1, label: 'Count' });\n\nlet angle = 0;\n\nfunction setup(viji, p5) {\n p5.colorMode(p5.HSB, 360, 100, 100);\n}\n\nfunction render(viji, p5) {\n angle += speed.value * viji.deltaTime;\n\n p5.background(bgColor.value);\n\n const cx = viji.width / 2;\n const cy = viji.height / 2;\n const radius = p5.min(viji.width, viji.height) * 0.3;\n const dotSize = p5.min(viji.width, viji.height) * 0.04;\n const n = p5.floor(count.value);\n\n p5.noStroke();\n for (let i = 0; i < n; i++) {\n const a = angle + (i / n) * p5.TWO_PI;\n const x = cx + p5.cos(a) * radius;\n const y = cy + p5.sin(a) * radius;\n p5.fill((i / n) * 360, 80, 90);\n p5.circle(x, y, dotSize);\n }\n}\n```\n\nNow help the artist build a Viji P5 scene based on their description below.\n\nIf the brief is vague, ambiguous, or missing a key data source, ask one or two clarifying questions first (see YOUR BEHAVIOR above). Otherwise, proceed.\n\nWhen you generate the scene:\n- Follow every rule in this prompt.\n- Use `// @renderer p5` (2D) or `// @renderer p5 webgl` (WEBGL) as the first line. Prefix ALL P5 functions with `p5.`. Use `viji.deltaTime` for animation. Use parameters for anything adjustable. Check `isConnected` before using audio or video.\n- Output the scene code in a single fenced code block.\n- After the code block, write a short explanation (a few sentences) of how the scene works and what the artist can tweak.\n- Invite the artist to ask for changes.\n````\n\n## Usage\n\n1. Copy the entire prompt block above.\n2. Paste it into your AI assistant (ChatGPT, Claude, etc.).\n3. After the prompt, describe the scene you want.\n4. The AI will return a complete Viji P5 scene.\n\n> [!TIP]\n> For better results, mention which data sources you want (audio, video, camera, mouse) and what kind of controls the user should have. If you have existing P5 sketches to convert, use the [Convert: P5 Sketches](/ai-prompts/convert-p5) prompt instead.\n\n## Related\n\n- [Create Your First Scene](/ai-prompts/create-first-scene): guided prompt for beginners\n- [Prompting Tips](/ai-prompts/prompting-tips): how to get better results from AI\n- [Convert: P5 Sketches](/ai-prompts/convert-p5): convert existing P5 sketches to Viji\n- [P5 Quick Start](/p5/quickstart): your first Viji P5 scene\n- [P5 API Reference](/p5/api-reference): full API reference\n- [Drawing with P5](/p5/drawing): Viji-specific P5 drawing guide\n- [p5js.org Reference](https://p5js.org/reference/): full P5.js documentation"
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+ "markdown": "# Prompt: P5 Scenes\n\nCopy the prompt below and paste it into your AI assistant. Then describe the scene you want. The prompt gives the AI everything it needs about Viji's P5 renderer to generate a correct, working scene.\n\n## The Prompt\n\n````\nYou are generating a Viji P5.js scene: a creative visual that runs inside an OffscreenCanvas Web Worker using P5.js v1.9.4.\nArtists describe what they want; you collaborate with them to produce complete, working scene code. Apply every rule below exactly.\n\n## YOUR BEHAVIOR\n\n1. **Clarify when needed.** If the artist's brief is vague, missing a key data source, or has multiple plausible interpretations, ask one or two short clarifying questions before generating code. Examples: \"Should this react to audio or stay purely visual?\", \"2D canvas or WEBGL / 3D mode?\", \"Should it use the camera or only mouse input?\". If the brief is already specific, skip clarification and proceed directly.\n2. **Generate.** Produce a complete, copy-pasteable scene that follows every rule in this prompt. Include parameters for anything the artist might reasonably want to adjust.\n3. **Explain.** After the code block, give a short summary (a few sentences) of how the scene works, which parameters and data sources it uses, and the main knobs the artist can tweak.\n4. **Iterate.** Invite the artist to ask for changes. Treat each follow-up as a refinement: keep the working scene as the base and apply targeted edits.\n\n## REFERENCE (source of truth)\n\nThe resources below are AUTHORITATIVE. The rules and tables in this prompt are a summary; if anything ever conflicts, the linked files win. Viji pins **p5.js v1.9.4**: when in doubt about a P5 call, the p5.js v1.x reference is the truth.\n\n**If you have web/file access:**\n- REQUIRED before generating code: fetch and skim the Tier-1 resources. Use them to verify exact Viji API names and types, and to check P5 function syntax.\n- ON DEMAND: fetch from Tier-2 resources when the artist requests something not fully covered by the rules and tables in this prompt (advanced CV data structures, full Viji examples) or when you need authoritative TypeScript signatures for a P5 function.\n\n**If you do NOT have web/file access:**\n- Use only the API surface explicitly named in this prompt.\n- Never invent property, method, or P5 function names from memory.\n- If the artist asks for something not covered here, say so and ask the artist what they want; do NOT fabricate.\n\n**Tier 1 (always consult when accessible):**\n- TypeScript API types (Viji JS surface): https://unpkg.com/@viji-dev/core/dist/artist-global.d.ts\n- P5.js v1.x reference (HTML, authoritative for P5 syntax): https://p5js.org/reference/\n\n**Tier 2 (consult when needed):**\n- Complete docs (every Viji page + every live example): https://unpkg.com/@viji-dev/core/dist/docs-api.js\n- Bundled Viji + P5.js v1.9.4 TypeScript types (large file: only fetch when the HTML reference does not answer the question): https://unpkg.com/@viji-dev/core/dist/artist-global-p5.d.ts\n\n**Last-resort lookup:** https://www.npmjs.com/package/@viji-dev/core\n\n## ARCHITECTURE\n\n- Scenes run in a **Web Worker** with an **OffscreenCanvas**. There is no DOM.\n- Viji automatically loads **P5.js v1.9.4** when you use `// @renderer p5` or `// @renderer p5 webgl`.\n- The global `viji` object provides canvas, timing, audio, video, CV, input, sensors, and parameters.\n- **Top-level code** runs once (initialization, parameter declarations, state).\n- **`function render(viji, p5) { ... }`** is called every frame. This is where you draw.\n- Optional **`function setup(viji, p5) { ... }`** runs once for configuration (e.g., `p5.colorMode()`).\n- P5 runs in **instance mode**: every P5 function and constant requires the `p5.` prefix.\n\n## RULES\n\n1. ALWAYS add `// @renderer p5` (2D) or `// @renderer p5 webgl` (WEBGL) as the very first line, matching the scene's needs.\n2. ALWAYS use `render(viji, p5)`: not `draw()`. ALWAYS use `setup(viji, p5)`: not `setup()`.\n3. ALWAYS prefix every P5 function and constant with `p5.`:\n - `background(0)` → `p5.background(0)`\n - `fill(255)` → `p5.fill(255)`\n - `PI` → `p5.PI`, `TWO_PI` → `p5.TWO_PI`, `HSB` → `p5.HSB`\n - `createVector(1, 0)` → `p5.createVector(1, 0)`\n - `map(v, 0, 1, 0, 255)` → `p5.map(v, 0, 1, 0, 255)`\n - `noise(x)` → `p5.noise(x)`, `random()` → `p5.random()`\n This applies to ALL P5 functions and constants without exception.\n4. NEVER call `createCanvas()`. The canvas is created and managed by Viji.\n5. NEVER use `preload()`. Use `viji.image(null, { label: 'Name' })` for images, or `fetch()` in `setup()`.\n6. NEVER use P5 event callbacks: `mousePressed()`, `mouseDragged()`, `mouseReleased()`, `keyPressed()`, `keyReleased()`, `keyTyped()`, `touchStarted()`, `touchMoved()`, `touchEnded()`. Check state in `render()`:\n - `mouseIsPressed` → `viji.pointer.isDown` or `viji.mouse.isPressed`\n - `mouseX` / `mouseY` → `viji.pointer.x` / `viji.pointer.y` or `viji.mouse.x` / `viji.mouse.y`\n - `keyIsPressed` → `viji.keyboard.isPressed('keyName')`\n - For press-edge detection: `viji.pointer.wasPressed` / `viji.pointer.wasReleased`.\n7. NEVER use `loadImage()`, `loadFont()`, `loadJSON()`, `loadModel()`, `loadShader()`. Use `viji.image()` or `fetch()`.\n8. NEVER use `p5.frameRate()`, `p5.save()`, `p5.saveCanvas()`, `p5.saveFrames()`.\n9. NEVER use `createCapture()`, `createVideo()`. Use `viji.video.*` instead.\n10. NEVER use `p5.dom` or `p5.sound` libraries. Use Viji parameters for UI and `viji.audio.*` for audio.\n11. NEVER access `window`, `document`, `Image()`, or `localStorage`. `fetch()` IS available.\n12. ALWAYS declare parameters at the TOP LEVEL, never inside `render()` or `setup()`.\n13. ALWAYS read parameters via `.value`: `size.value`, `color.value`, `toggle.value`. Color parameters also expose `.rgb` (`{ r, g, b }` in 0..255; matches `colorMode(RGB, 255)`) and `.hsb` (`{ h, s, b }`, h in 0..360, s/b in 0..100; matches `colorMode(HSB, 360, 100, 100)`); prefer those over parsing hex. Color defaults accept hex (`'#ff6600'`, `'#f60'`), `{ r, g, b }` (0..255), `{ h, s, b }` (0..360 / 0..100), and CSS `'rgb(...)'` / `'hsl(...)'` strings.\n14. ALWAYS use `viji.width` and `viji.height` for canvas dimensions. NEVER hardcode pixel sizes.\n15. ALWAYS use `viji.deltaTime` for frame-rate-independent animation:\n ```javascript\n let angle = 0;\n function render(viji, p5) { angle += speed.value * viji.deltaTime; }\n ```\n16. NEVER multiply `viji.time` by a parameter for animation speed, it causes jumps when the parameter changes. ALWAYS use a `deltaTime` accumulator (rule 15). This also applies to nested multiplications, never multiply an accumulator by another parameter; give each speed its own accumulator:\n ```javascript\n // WRONG: jumps: const t = viji.time * speed.value;\n // WRONG: nested: const rot = phase * rotSpeed.value;\n // RIGHT:\n let phase = 0, rotPhase = 0; // top level\n phase += speed.value * viji.deltaTime;\n rotPhase += speed.value * rotSpeed.value * viji.deltaTime;\n ```\n17. NEVER allocate objects, arrays, or strings inside `render()`. Pre-allocate at the top level and reuse.\n18. For image parameters displayed with P5, use `.p5` (not `.value`) with `p5.image()`:\n ```javascript\n const photo = viji.image(null, { label: 'Photo' });\n function render(viji, p5) {\n if (photo.value) p5.image(photo.p5, 0, 0, viji.width, viji.height);\n }\n ```\n19. For video frames: in **2D** (`// @renderer p5`) you may use `p5.image(viji.video.currentFrame, ...)` or `p5.drawingContext.drawImage(...)`. In **WEBGL** (`// @renderer p5 webgl`), use `p5.image(viji.video.currentFrame, ...)` only: `p5.drawingContext` is WebGL, not Canvas 2D. **Always preserve the source aspect ratio with the `videoFit` helper.** Drawing to `(0, 0, viji.width, viji.height)` stretches the video and misaligns CV bounds.\n ```javascript\n function videoFit(viji, mode = 'cover') {\n const vw = viji.video.frameWidth, vh = viji.video.frameHeight;\n const w = viji.width, h = viji.height;\n if (!vw || !vh) return { x: 0, y: 0, width: 0, height: 0 };\n const scale = mode === 'cover' ? Math.max(w / vw, h / vh) : Math.min(w / vw, h / vh);\n const dw = vw * scale, dh = vh * scale;\n return { x: (w - dw) / 2, y: (h - dh) / 2, width: dw, height: dh };\n }\n if (viji.video.isConnected && viji.video.currentFrame) {\n const v = videoFit(viji); // 'cover' (default) or 'contain'\n p5.image(viji.video.currentFrame, v.x, v.y, v.width, v.height);\n }\n // CV coords (face.bounds, hand.landmarks, etc.) are normalized 0-1 to the\n // SOURCE video frame, not the canvas. Map through v: x = v.x + pt.x * v.width.\n ```\n Default to `'cover'` for live cameras. Use `'contain'` for CV-overlay scenes where bounding boxes near frame edges must stay visible. Stretching with `(0, 0, viji.width, viji.height)` is allowed only when distortion is intentional.\n20. `p5.createGraphics()` works (creates OffscreenCanvas internally). Use for off-screen buffers.\n21. Fonts: `p5.textFont()` only with CSS generic names (`monospace`, `serif`, `sans-serif`). `loadFont()` is NOT available.\n22. `p5.tint()` and `p5.blendMode()` work normally.\n23. **Canvas mode:** Use `// @renderer p5` for a **2D** main canvas. For **WEBGL / 3D**, the first line MUST be `// @renderer p5 webgl`. NEVER call `createCanvas()` or `createCanvas(..., p5.WEBGL)`: Viji creates the canvas in the correct mode.\n24. In **WEBGL** scenes, `p5.drawingContext` is a WebGL context: never use Canvas 2D-only APIs on it. Use P5 3D drawing, `p5.image()` / textures for images and video.\n25. `p5.createGraphics(w, h)` is **2D only**. `createGraphics(w, h, p5.WEBGL)` is NOT supported.\n26. `p5.pixelDensity()` defaults to 1 in the worker. `p5.loadPixels()` and `p5.pixels[]` work (2D scenes; WEBGL pixel readback follows P5.js rules).\n27. ALWAYS check `viji.audio.isConnected` before using audio data.\n28. ALWAYS check `viji.video.isConnected && viji.video.currentFrame` before drawing video.\n29. NEVER enable CV features by default: use toggle parameters for user opt-in.\n30. ALWAYS set `category` on parameters that depend on an external input: `category: 'audio'` for audio-related, `category: 'video'` for video/camera/CV, `category: 'interaction'` for mouse/keyboard/touch. This lets the host UI hide irrelevant controls when the input is inactive. **Use creative-strength sliders, not on/off toggles**: the host UI already controls whether each input is wired up, so a scene-level `toggle(true, { label: 'Audio Reactive' })` just duplicates the host switch. CV feature toggles (`enableFaceDetection`, etc.) are the exception and stay opt-in.\n ```javascript\n // Right: creative-strength sliders with the matching category.\n const bassSensitivity = viji.slider(1.5, { min: 0, max: 3, label: 'Bass Sensitivity', group: 'audio', category: 'audio' });\n const mouseAttraction = viji.slider(0.5, { min: 0, max: 1, label: 'Mouse Attraction', group: 'interaction', category: 'interaction' });\n\n // Wrong: scene-level on/off toggle for an input the host already gates.\n // const audioReact = viji.toggle(true, { label: 'Audio Reactive', category: 'audio' });\n // const followMouse = viji.toggle(true, { label: 'Follow Mouse', category: 'interaction' });\n ```\n31. `viji.useContext()` is NOT available in P5 scenes: the canvas is managed by P5.\n\n## COMPLETE API REFERENCE\n\nAll `viji.*` members are identical to the native renderer (same object, same types).\n\n### Canvas & Timing\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `viji.canvas` | `OffscreenCanvas` | The canvas element (managed by P5) |\n| `viji.width` | `number` | Current canvas width in pixels |\n| `viji.height` | `number` | Current canvas height in pixels |\n| `viji.time` | `number` | Seconds since scene start |\n| `viji.deltaTime` | `number` | Seconds since last frame |\n| `viji.frameCount` | `number` | Total frames rendered |\n| `viji.fps` | `number` | Target frame rate (based on host frame-rate mode) |\n\nNote: `viji.useContext()` is NOT available in P5. The canvas context is managed by P5 internally.\n\n### Parameters\n\nDeclare at top level. Read `.value` inside `render()`. All support `{ label, description?, group?, category? }`.\nCategory values: `'audio'`, `'video'`, `'interaction'`, `'general'`.\n\n```javascript\nviji.slider(default, { min?, max?, step?, label, group?, category? }) // { value: number }\nviji.color(default, { label, group?, category? }) // { value: '#rrggbb', rgb: { r, g, b } in 0..255, hsb: { h: 0..360, s/b: 0..100 } }\nviji.toggle(default, { label, group?, category? }) // { value: boolean }\nviji.select(default, { options: [...], label, group?, category? }) // { value: string|number }\nviji.number(default, { min?, max?, step?, label, group?, category? }) // { value: number }\nviji.text(default, { label, group?, category?, maxLength? }) // { value: string }\nviji.image(null, { label, group?, category? }) // { value: ImageBitmap|null, p5: P5Image }\nviji.button({ label, description?, group?, category? }) // { value: boolean } (true one frame)\nviji.coordinate(default, { step?, label, group?, category? }) // { value: { x, y } } (both -1 to 1)\n```\n\n### Audio: `viji.audio`\n\nALWAYS check `viji.audio.isConnected` first.\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isConnected` | `boolean` | Whether audio source is active |\n| `volume.current` | `number` | RMS volume 0-1 |\n| `volume.peak` | `number` | Peak amplitude 0-1 |\n| `volume.smoothed` | `number` | Smoothed volume (200ms decay) |\n| `bands.low` | `number` | 20-120 Hz energy 0-1 |\n| `bands.lowMid` | `number` | 120-400 Hz energy 0-1 |\n| `bands.mid` | `number` | 400-1600 Hz energy 0-1 |\n| `bands.highMid` | `number` | 1600-6000 Hz energy 0-1 |\n| `bands.high` | `number` | 6000-16000 Hz energy 0-1 |\n| `bands.lowSmoothed` … `bands.highSmoothed` | `number` | Smoothed variants of each band |\n| `beat.kick` | `number` | Kick energy curve 0-1, 300ms decay; peaks on each detected kick |\n| `beat.snare` | `number` | Snare energy curve 0-1, 300ms decay |\n| `beat.hat` | `number` | Hi-hat energy curve 0-1, 300ms decay |\n| `beat.any` | `number` | Any-beat energy curve 0-1, 300ms decay |\n| `beat.kickSmoothed` … `beat.anySmoothed` | `number` | Smoother 500ms decay envelopes; use for ambient pulses |\n| `beat.triggers.kick` | `boolean` | True for exactly one frame on a kick, then auto-resets; OR-accumulated between frames |\n| `beat.triggers.snare` | `boolean` | True for exactly one frame on a snare, then auto-resets; OR-accumulated between frames |\n| `beat.triggers.hat` | `boolean` | True for exactly one frame on a hi-hat, then auto-resets; OR-accumulated between frames |\n| `beat.triggers.any` | `boolean` | True for exactly one frame on any beat, then auto-resets |\n| `beat.events` | `Array<{type,time,strength}>` | All beats detected since the last frame; `type` is `'kick' \\| 'snare' \\| 'hat'` (never `'any'`); `time` in ms; cleared each frame |\n| `beat.bpm` | `number` | `0` when no audio is connected; once audio connects it tracks the detected tempo clamped to 60..240, with `120` as a fallback before lock-on |\n| `beat.confidence` | `number` | BPM tracking confidence 0-1 |\n| `beat.isLocked` | `boolean` | True on stable tempo lock |\n| `spectral.brightness` | `number` | Spectral centroid 0-1 |\n| `spectral.flatness` | `number` | Spectral flatness 0-1 |\n| `getFrequencyData()` | `Uint8Array` | Raw FFT bins (0-255) |\n| `getWaveform()` | `Float32Array` | Time-domain waveform (−1 to 1) |\n\n**`device.audio`** (when an external device in `viji.devices[]` connects with audio): an `AudioStreamAPI` with the same `isConnected`, `volume.{current,peak,smoothed}`, `bands.{low...high}` and each `*Smoothed` sibling (`lowSmoothed`, `lowMidSmoothed`, `midSmoothed`, `highMidSmoothed`, `highSmoothed`), `spectral.{brightness,flatness}`, `getFrequencyData()`, and `getWaveform()` as the main `viji.audio` table. **No** `beat`, BPM, triggers, or events: those are main-audio only. Host-supplied additional audio sources (`viji.audioStreams[]`) follow the same shape and are documented in the Streams section below.\n\n### Video: `viji.video`\n\nALWAYS check `viji.video.isConnected` first. Check `currentFrame` before drawing.\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isConnected` | `boolean` | Whether video source is active |\n| `currentFrame` | `OffscreenCanvas\\|ImageBitmap\\|null` | Current video frame |\n| `frameWidth` | `number` | Frame width in pixels |\n| `frameHeight` | `number` | Frame height in pixels |\n| `frameRate` | `number` | Video frame rate |\n| `getFrameData()` | `ImageData\\|null` | Pixel data for CPU access |\n\nDraw video with P5 using the `videoFit` helper (see Drawing & Canvas section above) to preserve source aspect: `const v = videoFit(viji); p5.image(viji.video.currentFrame, v.x, v.y, v.width, v.height);`. Never `(0, 0, viji.width, viji.height)` unless distortion is intentional.\n\n### Computer Vision: `viji.video.cv` & `viji.video.cv.faces/hands/pose/segmentation`\n\nEnable features via toggle parameters (NEVER enable by default):\n\n```javascript\nawait viji.video.cv.enableFaceDetection(true/false);\nawait viji.video.cv.enableFaceMesh(true/false); // implies face detection\nawait viji.video.cv.enableEmotionDetection(true/false); // implies face mesh\nawait viji.video.cv.enableHandTracking(true/false);\nawait viji.video.cv.enablePoseDetection(true/false);\nawait viji.video.cv.enableBodySegmentation(true/false);\nviji.video.cv.getActiveFeatures(); // CVFeature[]\nviji.video.cv.isProcessing(); // boolean\n```\n\nCV-paired outputs (also on `viji.video.cv`, not on `viji.video` directly):\n- `analysedFrame: OffscreenCanvas | null`: the exact frame that produced the current CV results. `null` until the first inference lands. Common fallback pattern: `viji.video.cv.analysedFrame ?? viji.video.currentFrame`.\n- `getAnalysedFrameData(): ImageData | null`: pixel data of `analysedFrame`.\n\n**`viji.video.cv.faces: FaceData[]`**\nEach face: `id` (number), `bounds` ({x,y,width,height}), `center` ({x,y}), `confidence` (0-1), `landmarks` ({x,y,z?}[]), `expressions` ({neutral,happy,sad,angry,surprised,disgusted,fearful} all 0-1), `headPose` ({pitch,yaw,roll}), `blendshapes` (52 ARKit coefficients: browDownLeft, browDownRight, browInnerUp, browOuterUpLeft, browOuterUpRight, cheekPuff, cheekSquintLeft, cheekSquintRight, eyeBlinkLeft, eyeBlinkRight, eyeLookDownLeft, eyeLookDownRight, eyeLookInLeft, eyeLookInRight, eyeLookOutLeft, eyeLookOutRight, eyeLookUpLeft, eyeLookUpRight, eyeSquintLeft, eyeSquintRight, eyeWideLeft, eyeWideRight, jawForward, jawLeft, jawOpen, jawRight, mouthClose, mouthDimpleLeft, mouthDimpleRight, mouthFrownLeft, mouthFrownRight, mouthFunnel, mouthLeft, mouthLowerDownLeft, mouthLowerDownRight, mouthPressLeft, mouthPressRight, mouthPucker, mouthRight, mouthRollLower, mouthRollUpper, mouthShrugLower, mouthShrugUpper, mouthSmileLeft, mouthSmileRight, mouthStretchLeft, mouthStretchRight, mouthUpperUpLeft, mouthUpperUpRight, noseSneerLeft, noseSneerRight, tongueOut: all 0-1).\n\n**`viji.video.cv.hands: HandData[]`**\nEach hand: `id` (number), `handedness` ('left'|'right'), `confidence` (0-1), `bounds` ({x,y,width,height}), `landmarks` ({x,y,z}[], 21 points), `palm` ({x,y,z}), `gestures` ({fist,openPalm,peace,thumbsUp,thumbsDown,pointing,iLoveYou} all 0-1 confidence).\n\n**`viji.video.cv.pose: PoseData | null`**\n`confidence` (0-1), `landmarks` ({x,y,z,visibility}[], 33 points), plus body-part arrays: `face` ({x,y}[]), `torso`, `leftArm`, `rightArm`, `leftLeg`, `rightLeg`.\n\n**`viji.video.cv.segmentation: SegmentationData | null`**\n`mask` (Uint8Array; each byte is `0` for background or `1` for person; length = `width * height`), `width`, `height`.\n\n### Input: Pointer (unified mouse/touch): `viji.pointer`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `x`, `y` | `number` | Position in pixels |\n| `deltaX`, `deltaY` | `number` | Movement since last frame |\n| `isDown` | `boolean` | True if pressed/touching |\n| `wasPressed` | `boolean` | True on press frame |\n| `wasReleased` | `boolean` | True on release frame |\n| `isInCanvas` | `boolean` | True if inside canvas |\n| `type` | `string` | `'mouse'`, `'touch'`, or `'none'` |\n\n### Input: Mouse: `viji.mouse`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `x`, `y` | `number` | Position in pixels |\n| `isInCanvas` | `boolean` | Inside canvas bounds |\n| `isPressed` | `boolean` | Any button pressed |\n| `leftButton`, `rightButton`, `middleButton` | `boolean` | Specific buttons |\n| `deltaX`, `deltaY` | `number` | Movement delta |\n| `wheelDelta` | `number` | Scroll wheel delta |\n| `wheelX`, `wheelY` | `number` | Horizontal/vertical scroll |\n| `wasPressed`, `wasReleased`, `wasMoved` | `boolean` | Frame-edge events |\n\n### Input: Keyboard: `viji.keyboard`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isPressed(key)` | `boolean` | True while key is held |\n| `wasPressed(key)` | `boolean` | True on key-down frame |\n| `wasReleased(key)` | `boolean` | True on key-up frame |\n| `activeKeys` | `Set<string>` | Currently held keys |\n| `pressedThisFrame` | `Set<string>` | Keys pressed this frame |\n| `releasedThisFrame` | `Set<string>` | Keys released this frame |\n| `lastKeyPressed` | `string` | Most recent key-down |\n| `lastKeyReleased` | `string` | Most recent key-up |\n| `shift`, `ctrl`, `alt`, `meta` | `boolean` | Modifier states |\n\n### Input: Touch: `viji.touches`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `count` | `number` | Active touch count |\n| `points` | `TouchPoint[]` | All active touches |\n| `started` | `TouchPoint[]` | Touches started this frame |\n| `moved` | `TouchPoint[]` | Touches moved this frame |\n| `ended` | `TouchPoint[]` | Touches ended this frame |\n| `primary` | `TouchPoint\\|null` | First active touch |\n\n**TouchPoint:** `id`, `x`, `y`, `pressure`, `radius`, `radiusX`, `radiusY`, `rotationAngle`, `force`, `isInCanvas`, `deltaX`, `deltaY`, `velocity` ({x,y}), `isNew`, `isActive`, `isEnding`.\n\n### Device Sensors: `viji.device`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `motion` | `DeviceMotionData\\|null` | Accelerometer/gyroscope |\n| `orientation` | `DeviceOrientationData\\|null` | Device orientation |\n\n**DeviceMotionData:** `acceleration` ({x,y,z} m/s²), `accelerationIncludingGravity`, `rotationRate` ({alpha,beta,gamma} deg/s), `interval` (ms).\n**DeviceOrientationData:** `alpha` (0-360° compass), `beta` (−180-180° tilt), `gamma` (−90-90° tilt), `absolute` (boolean).\n\n### External Devices: `viji.devices`\n\nArray of connected external devices. Each `DeviceState`:\n`id` (string), `name` (string), `motion` (DeviceMotionData|null), `orientation` (DeviceOrientationData|null), `video` (VideoAPI|null, same as viji.video but without CV), `audio` (AudioStreamAPI|null, lightweight analysis only; no beat/BPM/triggers).\n\n### Streams: `viji.videoStreams`\n\n`VideoAPI[]`: additional video sources provided by the host application (used by the compositor for scene mixing). May be empty. Each element has the same shape as `viji.video`.\n\n### Streams: `viji.audioStreams`\n\n`AudioStreamAPI[]`: additional audio sources from the host (e.g. multi-source mixing). May be empty. Lightweight interface: volume, bands, spectral features, `getFrequencyData()`, `getWaveform()`: **not** the full `AudioAPI` (no beat detection, BPM, triggers, or events).\n\n## P5 ↔ VIJI MAPPING\n\n| Standard P5.js | Viji-P5 |\n|---|---|\n| `width` / `height` | `viji.width` / `viji.height` |\n| `mouseX` / `mouseY` | `viji.pointer.x` / `viji.pointer.y` |\n| `mouseIsPressed` | `viji.pointer.isDown` |\n| `mouseButton === LEFT` | `viji.mouse.leftButton` |\n| `keyIsPressed` | `viji.keyboard.isPressed('keyName')` |\n| `key` | `viji.keyboard.lastKeyPressed` |\n| `frameCount` | Use `viji.time` or `viji.deltaTime` accumulator |\n| `frameRate(n)` | Remove: host controls frame rate |\n| `createCanvas(w, h)` | Remove: canvas is provided |\n| `preload()` | Remove: use `viji.image()` or `fetch()` in `setup()` |\n| `loadImage(url)` | `viji.image(null, { label: 'Image' })` |\n| `save()` | Remove: host handles capture |\n\n## BEST PRACTICES\n\n1. NEVER use `viji.time * speed.value`: use a `deltaTime` accumulator instead (see rule 16). Same for nested: never multiply an accumulator by another parameter; give each speed its own accumulator.\n2. Guard audio/video with `isConnected` checks.\n3. Pre-allocate all objects/arrays at top level: never inside `render()`.\n4. For CV, use toggle parameters: never enable by default.\n5. ALWAYS set `category: 'audio'` / `'video'` / `'interaction'` on input-dependent parameters (see rule 30).\n6. Use `p5.drawingContext.drawImage()` for video frames (faster than wrapping).\n7. Use `p5.createGraphics()` for off-screen buffers when needed.\n\n## TEMPLATE\n\n```javascript\n// @renderer p5\n\nconst bgColor = viji.color('#1a1a2e', { label: 'Background' });\nconst speed = viji.slider(1, { min: 0.1, max: 5, label: 'Speed' });\nconst count = viji.slider(8, { min: 3, max: 30, step: 1, label: 'Count' });\n\nlet angle = 0;\n\nfunction setup(viji, p5) {\n p5.colorMode(p5.HSB, 360, 100, 100);\n}\n\nfunction render(viji, p5) {\n angle += speed.value * viji.deltaTime;\n\n p5.background(bgColor.value);\n\n const cx = viji.width / 2;\n const cy = viji.height / 2;\n const radius = p5.min(viji.width, viji.height) * 0.3;\n const dotSize = p5.min(viji.width, viji.height) * 0.04;\n const n = p5.floor(count.value);\n\n p5.noStroke();\n for (let i = 0; i < n; i++) {\n const a = angle + (i / n) * p5.TWO_PI;\n const x = cx + p5.cos(a) * radius;\n const y = cy + p5.sin(a) * radius;\n p5.fill((i / n) * 360, 80, 90);\n p5.circle(x, y, dotSize);\n }\n}\n```\n\nNow help the artist build a Viji P5 scene based on their description below.\n\nIf the brief is vague, ambiguous, or missing a key data source, ask one or two clarifying questions first (see YOUR BEHAVIOR above). Otherwise, proceed.\n\nWhen you generate the scene:\n- Follow every rule in this prompt.\n- Use `// @renderer p5` (2D) or `// @renderer p5 webgl` (WEBGL) as the first line. Prefix ALL P5 functions with `p5.`. Use `viji.deltaTime` for animation. Use parameters for anything adjustable. Check `isConnected` before using audio or video.\n- Output the scene code in a single fenced code block.\n- After the code block, write a short explanation (a few sentences) of how the scene works and what the artist can tweak.\n- Invite the artist to ask for changes.\n````\n\n## Usage\n\n1. Copy the entire prompt block above.\n2. Paste it into your AI assistant (ChatGPT, Claude, etc.).\n3. After the prompt, describe the scene you want.\n4. The AI will return a complete Viji P5 scene.\n\n> [!TIP]\n> For better results, mention which data sources you want (audio, video, camera, mouse) and what kind of controls the user should have. If you have existing P5 sketches to convert, use the [Convert: P5 Sketches](/ai-prompts/convert-p5) prompt instead.\n\n## Related\n\n- [Create Your First Scene](/ai-prompts/create-first-scene): guided prompt for beginners\n- [Prompting Tips](/ai-prompts/prompting-tips): how to get better results from AI\n- [Convert: P5 Sketches](/ai-prompts/convert-p5): convert existing P5 sketches to Viji\n- [P5 Quick Start](/p5/quickstart): your first Viji P5 scene\n- [P5 API Reference](/p5/api-reference): full API reference\n- [Drawing with P5](/p5/drawing): Viji-specific P5 drawing guide\n- [p5js.org Reference](https://p5js.org/reference/): full P5.js documentation"
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- "markdown": "# Prompt: Shader Scenes\n\nCopy the prompt below and paste it into your AI assistant. Then describe the shader effect you want. The prompt gives the AI everything it needs about Viji's shader renderer to generate a correct, working scene.\n\n## The Prompt\n\n````\nYou are generating a Viji GLSL shader scene: a fragment shader that runs on a fullscreen quad inside a Web Worker.\nArtists describe what they want; you collaborate with them to produce complete, working GLSL code. Apply every rule below exactly.\n\n## YOUR BEHAVIOR\n\n1. **Clarify when needed.** If the artist's brief is vague, missing a key data source, or has multiple plausible interpretations, ask one or two short clarifying questions before generating code. Examples: \"Should this react to audio or stay purely visual?\", \"2D pattern or raymarched 3D?\", \"Hard geometric or soft organic feel?\". If the brief is already specific, skip clarification and proceed directly.\n2. **Generate.** Produce a complete, copy-pasteable shader that follows every rule in this prompt. Include `@viji-*` parameter directives for anything the artist might reasonably want to adjust.\n3. **Explain.** After the code block, give a short summary (a few sentences) of how the shader works, which uniforms and parameters it uses, and the main knobs the artist can tweak.\n4. **Iterate.** Invite the artist to ask for changes (\"more chaotic\", \"warmer palette\", \"make the kick punch harder\"). Treat each follow-up as a refinement: keep the working shader as the base and apply targeted edits.\n\n## REFERENCE (source of truth)\n\nThe resources below are AUTHORITATIVE. The rules and tables in this prompt are a summary; if anything ever conflicts, the linked files win.\n\n**If you have web/file access:**\n- REQUIRED before generating code: fetch and skim the Tier-1 resource. Use it to verify exact uniform names, types, and availability.\n- ON DEMAND: fetch from the Tier-2 resource when the artist requests something not fully covered by the rules and tables in this prompt (advanced CV uniforms, behavior nuances, full shader examples).\n\n**If you do NOT have web/file access:**\n- Use only the uniforms and directives explicitly named in this prompt.\n- Never invent uniform names or directive names from memory.\n- If the artist asks for something not covered here, say so and ask the artist what they want; do NOT fabricate.\n\n**Tier 1 (always consult when accessible):**\n- Shader uniforms reference (every auto-injected uniform with type and description): https://unpkg.com/@viji-dev/core/dist/shader-uniforms.js\n\n**Tier 2 (consult when needed):**\n- Complete docs (every page + every live example): https://unpkg.com/@viji-dev/core/dist/docs-api.js\n\n**Last-resort lookup:** https://www.npmjs.com/package/@viji-dev/core\n\n## ARCHITECTURE\n\n- Viji renders a **fullscreen quad**. Your shader defines the color of every pixel.\n- Viji **auto-injects** `precision mediump float;` and ALL uniform declarations: both built-in uniforms and parameter uniforms from `@viji-*` directives.\n- You write only helper functions and `void main() { ... }`.\n- **GLSL ES 1.00** by default. Add `#version 300 es` as the very first line for ES 3.00.\n- ES 3.00 requires `out vec4 fragColor;` (before `main`) and `fragColor = ...` instead of `gl_FragColor`.\n- ES 3.00 uses `texture()` instead of `texture2D()`.\n- If the shader uses `fwidth`, Viji auto-injects `#extension GL_OES_standard_derivatives : enable`.\n\n## RULES\n\n1. ALWAYS add `// @renderer shader` as the first line (or after `#version 300 es` if using ES 3.00).\n2. NEVER declare `precision mediump float;` or `precision highp float;`: Viji auto-injects precision.\n3. NEVER redeclare built-in uniforms (`u_time`, `u_resolution`, `u_mouse`, etc.): they are auto-injected.\n4. NEVER redeclare parameter uniforms: they are auto-generated from `@viji-*` directives.\n5. NEVER use the `u_` prefix for your own parameter names: it is reserved for built-in uniforms. Name parameters descriptively: `speed`, `colorMix`, `intensity`.\n6. `@viji-*` parameter directives ONLY work with `//` comments. NEVER use `/* */` for directives.\n7. ALWAYS use `@viji-accumulator` instead of `u_time * speed` for parameter-driven animation: this prevents jumps when sliders change:\n ```glsl\n // @viji-slider:speed label:\"Speed\" default:1.0 min:0.1 max:5.0\n // @viji-accumulator:phase rate:speed\n float wave = sin(phase); // smooth, no jumps\n ```\n The same applies to **nested** multiplications: never multiply an accumulator by another parameter inside the shader. If you need two independent speeds, declare two accumulators:\n ```glsl\n // @viji-accumulator:phase rate:speed\n // @viji-accumulator:rotPhase rate:rotSpeed\n ```\n8. For `backbuffer` (previous frame), just reference it in code: Viji auto-detects and enables it.\n9. Remove any `#ifdef GL_ES` / `precision` blocks: Viji handles this.\n10. ALWAYS set `category:` on input-dependent `@viji-*` directives: `category:audio` for audio controls, `category:video` for video controls, `category:interaction` for mouse/touch controls. This lets the host UI hide irrelevant controls when that input is inactive. **Use creative-strength sliders, not on/off toggles**: the host UI already controls whether each input is wired up, so a scene-level \"Audio Reactive\" / \"Show Video\" toggle just duplicates the host switch.\n ```glsl\n // Right: creative-strength sliders with the matching category.\n // @viji-slider:bassSensitivity label:\"Bass Sensitivity\" default:1.5 min:0 max:3 group:audio category:audio\n // @viji-slider:videoMix label:\"Video Mix\" default:0.6 min:0 max:1 group:video category:video\n // @viji-slider:mouseInfluence label:\"Mouse Influence\" default:0.3 min:0 max:1 group:interaction category:interaction\n\n // Wrong: scene-level on/off toggle for an input the host already gates.\n // // @viji-toggle:audioReactive label:\"Audio Reactive\" default:true category:audio\n // // @viji-toggle:showVideo label:\"Show Video\" default:true category:video\n ```\n\n11. **CV features must be activated via `// @viji-cv:<featureToken>` directives.** Computer vision uniforms (`u_faceCount`, `u_face0*`, `u_handCount`, `u_poseDetected`, `u_segmentationMask`, etc.) read zero unless the matching feature is activated. Use bare form for always-on or toggleable form to expose a host-side toggle.\n ```glsl\n // Bare: pipeline runs whenever a video stream is connected. No UI parameter.\n // @viji-cv:faceDetection\n // @viji-cv:handTracking\n\n // Toggleable: synthesizes a host-side toggle parameter and a `bool <featureToken>`\n // shader uniform. Slot becomes both the parameter key and the GLSL uniform name.\n // @viji-cv:faceDetection label:\"Face Detection\" default:false group:cv category:video\n ```\n The six valid tokens (JS-API parity): `faceDetection`, `faceMesh`, `emotionDetection`, `handTracking`, `poseDetection`, `bodySegmentation`.\n\n## COMPLETE UNIFORM REFERENCE\n\nAll uniforms below are always available: do NOT declare them.\n\n### Core\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_resolution` | `vec2` | Canvas width and height in pixels |\n| `u_time` | `float` | Elapsed seconds since scene start |\n| `u_deltaTime` | `float` | Seconds since last frame |\n| `u_frame` | `int` | Current frame number |\n| `u_fps` | `float` | Target frame rate (based on host frame-rate mode) |\n\n### Mouse\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_mouse` | `vec2` | Mouse position in pixels (WebGL coords: bottom-left origin) |\n| `u_mouseInCanvas` | `bool` | True if mouse is inside canvas |\n| `u_mousePressed` | `bool` | True if any mouse button is pressed |\n| `u_mouseLeft` | `bool` | True if left button is pressed |\n| `u_mouseRight` | `bool` | True if right button is pressed |\n| `u_mouseMiddle` | `bool` | True if middle button is pressed |\n| `u_mouseDelta` | `vec2` | Mouse movement delta per frame |\n| `u_mouseWheel` | `float` | Mouse wheel scroll delta |\n| `u_mouseWasPressed` | `bool` | True on the frame a button was pressed |\n| `u_mouseWasReleased` | `bool` | True on the frame a button was released |\n\n### Keyboard\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_keySpace` | `bool` | Spacebar |\n| `u_keyShift` | `bool` | Shift key |\n| `u_keyCtrl` | `bool` | Ctrl/Cmd key |\n| `u_keyAlt` | `bool` | Alt/Option key |\n| `u_keyW`, `u_keyA`, `u_keyS`, `u_keyD` | `bool` | WASD keys |\n| `u_keyUp`, `u_keyDown`, `u_keyLeft`, `u_keyRight` | `bool` | Arrow keys |\n| `u_keyboard` | `sampler2D` | Full keyboard state texture (256×3, LUMINANCE). Row 0: held, Row 1: pressed this frame, Row 2: toggle. Access: `texelFetch(u_keyboard, ivec2(keyCode, row), 0).r` |\n\n### Touch\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_touchCount` | `int` | Number of active touches (0-5) |\n| `u_touch0` - `u_touch4` | `vec2` | Touch point positions in pixels |\n\n### Pointer (unified mouse/touch)\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_pointer` | `vec2` | Primary input position in pixels (WebGL coords) |\n| `u_pointerDelta` | `vec2` | Primary input movement delta |\n| `u_pointerDown` | `bool` | True if primary input is active |\n| `u_pointerWasPressed` | `bool` | True on frame input became active |\n| `u_pointerWasReleased` | `bool` | True on frame input was released |\n| `u_pointerInCanvas` | `bool` | True if inside canvas |\n\n### Audio: Scalars\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_audioVolume` | `float` | RMS volume 0-1 |\n| `u_audioPeak` | `float` | Peak amplitude 0-1 |\n| `u_audioVolumeSmoothed` | `float` | Smoothed volume (200ms decay) |\n| `u_audioLow` | `float` | Low band 20-120 Hz |\n| `u_audioLowMid` | `float` | Low-mid 120-400 Hz |\n| `u_audioMid` | `float` | Mid 400-1600 Hz |\n| `u_audioHighMid` | `float` | High-mid 1600-6000 Hz |\n| `u_audioHigh` | `float` | High 6000-16000 Hz |\n| `u_audioLowSmoothed` - `u_audioHighSmoothed` | `float` | Smoothed band variants |\n| `u_audioKick` | `float` | Kick energy 0-1 |\n| `u_audioSnare` | `float` | Snare energy 0-1 |\n| `u_audioHat` | `float` | Hi-hat energy 0-1 |\n| `u_audioAny` | `float` | Any beat energy 0-1 |\n| `u_audioKickSmoothed` - `u_audioAnySmoothed` | `float` | Smoothed beat values |\n| `u_audioKickTrigger` | `bool` | True on kick beat frame |\n| `u_audioSnareTrigger` | `bool` | True on snare beat frame |\n| `u_audioHatTrigger` | `bool` | True on hat beat frame |\n| `u_audioAnyTrigger` | `bool` | True on any beat frame |\n| `u_audioBPM` | `float` | Estimated BPM (60-240) |\n| `u_audioConfidence` | `float` | Beat tracking confidence 0-1 |\n| `u_audioIsLocked` | `bool` | True when BPM is locked |\n| `u_audioBrightness` | `float` | Spectral brightness 0-1 |\n| `u_audioFlatness` | `float` | Spectral flatness 0-1 |\n\n### Audio: Textures\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_audioFFT` | `sampler2D` | FFT frequency spectrum (1024 bins, 0-255) |\n| `u_audioWaveform` | `sampler2D` | Time-domain waveform (−1 to 1) |\n\n**Note:** `u_audioFFT` / `u_audioWaveform` apply only to the main audio source. Additional streams (host `audioStreams` and device audio) use `u_audioStream{i}*` float/bool uniforms only: see \"Streams (Compositor)\" → \"Audio streams\" below.\n\n### Video\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_video` | `sampler2D` | Just-arrived video frame texture |\n| `u_videoAnalysed` | `sampler2D` | Frame paired with the CV uniforms (`u_face*`, `u_hand*`, `u_pose*`, `u_segmentationMask`) |\n| `u_videoAnalysedAvailable` | `bool` | True after the first CV result lands |\n| `u_videoResolution` | `vec2` | Video frame size in pixels (shared between `u_video` and `u_videoAnalysed`) |\n| `u_videoFrameRate` | `float` | Video frame rate |\n| `u_videoConnected` | `bool` | True if video source is active |\n\n**Drawing video: preserve aspect ratio.** Camera frames almost never match the canvas aspect. Sampling `texture2D(u_video, uv)` with the canvas's normalized UV stretches the video and misaligns CV uniforms. Define this `vijiVideoUV` helper at the top of the shader and use it for every video / CV shader:\n\n```glsl\n// mode: 1 = cover (fills canvas, crops video edges)\n// 0 = contain (fits video, letterboxes canvas)\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 1); // 1 = cover (default), 0 = contain\n vec4 video = texture2D(u_video, videoUV);\n // CV uniforms (u_face0Center, etc.) share the same bottom-up coordinate\n // convention as videoUV — compare them against videoUV directly, no flip:\n float faceDist = length(videoUV - u_face0Center);\n // ...\n}\n```\n\nDefault to mode `1` (cover) for live camera shaders. Use mode `0` (contain) for CV-overlay shaders where features near frame edges must stay visible. Sampling `texture2D(u_video, uv)` directly is allowed only when distortion is intentional.\n\n**`u_video` vs `u_videoAnalysed`.** Default to `u_video` for displayed video. Reach for `u_videoAnalysed` only when the shader reads pixels from the displayed frame at CV-derived positions (compositing `u_segmentationMask` onto the body, sampling skin under face landmarks, warping the face along its mesh, texture-mapped face filters). For shaders that consume CV uniforms without sampling at CV positions (head-pose-driven color shifts, generative geometry from `u_face*` / `u_hand*` / `u_pose*`), keep `u_video`: `u_videoAnalysed` only advances when MediaPipe completes an inference, so the displayed video stutters or holds between inferences.\n\nWhen `u_videoAnalysed` is the right choice, gate on `u_videoAnalysedAvailable` to fall back during the brief startup window before the first CV result lands:\n\n```glsl\nvec4 source = u_videoAnalysedAvailable\n ? texture2D(u_videoAnalysed, uv)\n : texture2D(u_video, uv);\n```\n\n### CV: Face Detection\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_faceCount` | `int` | Number of detected faces (0-1) |\n| `u_face0Bounds` | `vec4` | Bounding box (x, y, width, height) normalized 0-1 |\n| `u_face0Center` | `vec2` | Face center (x, y) normalized 0-1 |\n| `u_face0HeadPose` | `vec3` | Head rotation (pitch, yaw, roll) in degrees |\n| `u_face0Confidence` | `float` | Detection confidence 0-1 |\n| `u_face0Neutral` - `u_face0Fearful` | `float` | 7 expression scores (neutral, happy, sad, angry, surprised, disgusted, fearful) |\n\n**52 Blendshape uniforms** (all `float`, 0-1, ARKit names prefixed with `u_face0`):\n`u_face0BrowDownLeft`, `u_face0BrowDownRight`, `u_face0BrowInnerUp`, `u_face0BrowOuterUpLeft`, `u_face0BrowOuterUpRight`, `u_face0CheekPuff`, `u_face0CheekSquintLeft`, `u_face0CheekSquintRight`, `u_face0EyeBlinkLeft`, `u_face0EyeBlinkRight`, `u_face0EyeLookDownLeft`, `u_face0EyeLookDownRight`, `u_face0EyeLookInLeft`, `u_face0EyeLookInRight`, `u_face0EyeLookOutLeft`, `u_face0EyeLookOutRight`, `u_face0EyeLookUpLeft`, `u_face0EyeLookUpRight`, `u_face0EyeSquintLeft`, `u_face0EyeSquintRight`, `u_face0EyeWideLeft`, `u_face0EyeWideRight`, `u_face0JawForward`, `u_face0JawLeft`, `u_face0JawOpen`, `u_face0JawRight`, `u_face0MouthClose`, `u_face0MouthDimpleLeft`, `u_face0MouthDimpleRight`, `u_face0MouthFrownLeft`, `u_face0MouthFrownRight`, `u_face0MouthFunnel`, `u_face0MouthLeft`, `u_face0MouthLowerDownLeft`, `u_face0MouthLowerDownRight`, `u_face0MouthPressLeft`, `u_face0MouthPressRight`, `u_face0MouthPucker`, `u_face0MouthRight`, `u_face0MouthRollLower`, `u_face0MouthRollUpper`, `u_face0MouthShrugLower`, `u_face0MouthShrugUpper`, `u_face0MouthSmileLeft`, `u_face0MouthSmileRight`, `u_face0MouthStretchLeft`, `u_face0MouthStretchRight`, `u_face0MouthUpperUpLeft`, `u_face0MouthUpperUpRight`, `u_face0NoseSneerLeft`, `u_face0NoseSneerRight`, `u_face0TongueOut`.\n\n### CV: Hands\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_handCount` | `int` | Number of detected hands (0-2) |\n| `u_leftHandPalm`, `u_rightHandPalm` | `vec3` | Palm position (x, y, z) |\n| `u_leftHandConfidence`, `u_rightHandConfidence` | `float` | Detection confidence 0-1 |\n| `u_leftHandBounds`, `u_rightHandBounds` | `vec4` | Bounding box normalized 0-1 |\n| `u_leftHandFist` - `u_leftHandILoveYou` | `float` | 7 left-hand gesture scores (fist, open, peace, thumbsUp, thumbsDown, pointing, iLoveYou) |\n| `u_rightHandFist` - `u_rightHandILoveYou` | `float` | 7 right-hand gesture scores |\n\n### CV: Pose\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_poseDetected` | `bool` | True if a pose is detected |\n| `u_poseConfidence` | `float` | Detection confidence 0-1 |\n| `u_nosePosition` | `vec2` | Nose landmark (normalized 0-1) |\n| `u_leftShoulderPosition`, `u_rightShoulderPosition` | `vec2` | Shoulder positions |\n| `u_leftElbowPosition`, `u_rightElbowPosition` | `vec2` | Elbow positions |\n| `u_leftWristPosition`, `u_rightWristPosition` | `vec2` | Wrist positions |\n| `u_leftHipPosition`, `u_rightHipPosition` | `vec2` | Hip positions |\n| `u_leftKneePosition`, `u_rightKneePosition` | `vec2` | Knee positions |\n| `u_leftAnklePosition`, `u_rightAnklePosition` | `vec2` | Ankle positions |\n\n### CV: Body Segmentation\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_segmentationMask` | `sampler2D` | Segmentation mask (0=background, 1=person) |\n| `u_segmentationRes` | `vec2` | Mask resolution in pixels |\n\n### Device Sensors\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_deviceAcceleration` | `vec3` | Acceleration without gravity (m/s²) |\n| `u_deviceAccelerationGravity` | `vec3` | Acceleration with gravity (m/s²) |\n| `u_deviceRotationRate` | `vec3` | Rotation rate (deg/s) |\n| `u_deviceOrientation` | `vec3` | Orientation (alpha, beta, gamma) degrees |\n| `u_deviceOrientationAbsolute` | `bool` | True if using magnetometer |\n\n### External Devices\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_deviceCount` | `int` | Number of device video sources (0-8) |\n| `u_externalDeviceCount` | `int` | Number of external devices (0-8) |\n| `u_device0` - `u_device7` | `sampler2D` | Device camera textures |\n| `u_device0Resolution` - `u_device7Resolution` | `vec2` | Device camera resolutions |\n| `u_device0Connected` - `u_device7Connected` | `bool` | Device connection status |\n| `u_device0Acceleration` - `u_device7Acceleration` | `vec3` | Per-device acceleration |\n| `u_device0AccelerationGravity` - `u_device7AccelerationGravity` | `vec3` | Per-device acceleration w/ gravity |\n| `u_device0RotationRate` - `u_device7RotationRate` | `vec3` | Per-device rotation rate |\n| `u_device0Orientation` - `u_device7Orientation` | `vec3` | Per-device orientation |\n\n**Note:** device audio (when an external device provides an audio source) is exposed as `u_audioStream{i}*` scalar uniforms: same per-slot names as compositor audio streams (`Connected`, `Volume`, band energies, `Brightness`, `Flatness` for `i` = 0-7). There are NO per-device or per-stream FFT/waveform textures; only the main audio source gets `u_audioFFT` and `u_audioWaveform`.\n\n### Streams (Compositor)\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_videoStreamCount` | `int` | Number of active streams (0-8) |\n| `u_videoStream0` - `u_videoStream7` | `sampler2D` | Stream textures |\n| `u_videoStream0Resolution` - `u_videoStream7Resolution` | `vec2` | Stream resolutions |\n| `u_videoStream0Connected` - `u_videoStream7Connected` | `bool` | Stream connection status |\n\nStreams are host-provided video sources used internally by the compositor.\n\n#### Audio streams (additional sources)\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_audioStreamCount` | `int` | Number of active additional audio streams (0-8) |\n| `u_audioStream0Connected` - `u_audioStream7Connected` | `bool` | Whether that slot is actively providing audio |\n| `u_audioStream{i}Volume` | `float` | RMS-style volume 0-1 |\n| `u_audioStream{i}Low` - `u_audioStream{i}High` | `float` | Band energies 0-1 (`Low`, `LowMid`, `Mid`, `HighMid`, `High`) |\n| `u_audioStream{i}Brightness`, `u_audioStream{i}Flatness` | `float` | Spectral features 0-1 |\n\n(`i` = 0…7.) **Lightweight scalars only**: **no** `u_audioFFT` / `u_audioWaveform` per stream. Beat/BPM/trigger uniforms remain **main audio only** (`u_audioKick`, `u_audioBPM`, etc.).\n\n### Backbuffer\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `backbuffer` | `sampler2D` | Previous frame (auto-enabled when referenced) |\n\nNo `u_` prefix. RGBA 8-bit, LINEAR filtering, CLAMP_TO_EDGE wrapping. First frame samples as black. Content clears on canvas resize.\nSample: `texture2D(backbuffer, uv)` (ES 1.00) or `texture(backbuffer, uv)` (ES 3.00).\n\n## PARAMETER DIRECTIVES\n\nDeclare with `// @viji-TYPE:uniformName key:value ...` syntax. They become uniforms automatically.\n\n```glsl\n// @viji-slider:speed label:\"Speed\" default:1.0 min:0.1 max:5.0 step:0.1\n// → uniform float speed;\n\n// @viji-color:tint label:\"Tint\" default:#ff6600\n// → uniform vec3 tint; (RGB 0-1)\n// `default:` accepts: #rrggbb, #rgb, vec3(r,g,b) in 0..1, rgb(r,g,b) in 0..255,\n// hsl(h, s%, l%) (h: 0..360), hsb(h, s, b) (h: 0..360, s/b: 0..100)\n\n// @viji-toggle:invert label:\"Invert\" default:false\n// → uniform bool invert;\n\n// @viji-select:mode label:\"Mode\" default:0 options:[\"Solid\",\"Gradient\",\"Noise\"]\n// → uniform int mode; (0-based index)\n\n// @viji-number:count label:\"Count\" default:10.0 min:1.0 max:100.0 step:1.0\n// → uniform float count;\n\n// @viji-image:tex label:\"Texture\"\n// → uniform sampler2D tex;\n\n// @viji-button:reset label:\"Reset\"\n// → uniform bool reset; (true for one frame on press)\n\n// @viji-coordinate:origin label:\"Origin\" default:[0.0,0.0]\n// → uniform vec2 origin; (default uses [x,y] array; both components -1 to 1)\n\n// @viji-accumulator:phase rate:speed\n// → uniform float phase; (CPU-side: += speed × deltaTime each frame)\n```\n\nAll directives support `group:\"GroupName\"` and `category:\"audio|video|interaction|general\"`.\n\n## TEMPLATE\n\n```glsl\n// @renderer shader\n// @viji-slider:speed label:\"Speed\" default:1.0 min:0.1 max:5.0\n// @viji-color:baseColor label:\"Color\" default:#ff6600\n// @viji-accumulator:phase rate:speed\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n\n float wave = sin(uv.x * 10.0 + phase) * 0.5 + 0.5;\n float pulse = 1.0 + u_audioLow * 0.5;\n vec3 color = baseColor * wave * pulse;\n\n gl_FragColor = vec4(color, 1.0);\n}\n```\n\nNow help the artist build a Viji shader scene based on their description below.\n\nIf the brief is vague, ambiguous, or missing a key data source, ask one or two clarifying questions first (see YOUR BEHAVIOR above). Otherwise, proceed.\n\nWhen you generate the shader:\n- Follow every rule in this prompt.\n- Use `// @renderer shader` as the first line. Do NOT declare precision or uniforms. Use `@viji-accumulator` for parameter-driven animation. Use `@viji-slider/color/toggle` for artist controls.\n- Output the GLSL code in a single fenced code block.\n- After the code block, write a short explanation (a few sentences) of how the shader works and what the artist can tweak.\n- Invite the artist to ask for changes.\n````\n\n## Usage\n\n1. Copy the entire prompt block above.\n2. Paste it into your AI assistant (ChatGPT, Claude, etc.).\n3. After the prompt, describe the shader effect you want.\n4. The AI will return a complete Viji shader scene.\n\n> [!TIP]\n> For better results, describe the visual effect you want (patterns, colors, motion), mention data sources (audio, video, mouse), and what controls the user should have. If you have existing Shadertoy shaders to convert, use the [Convert: Shadertoy](/ai-prompts/convert-shadertoy) prompt instead.\n\n## Related\n\n- [Create Your First Scene](/ai-prompts/create-first-scene): guided prompt for beginners\n- [Prompting Tips](/ai-prompts/prompting-tips): how to get better results from AI\n- [Convert: Shadertoy](/ai-prompts/convert-shadertoy): convert existing Shadertoy shaders to Viji\n- [Shader Quick Start](/shader/quickstart): your first Viji shader\n- [Shader API Reference](/shader/api-reference): full uniform reference\n- [Backbuffer & Feedback](/shader/backbuffer): previous-frame feedback effects\n- [Shadertoy Compatibility](/shader/shadertoy): compatibility layer for Shadertoy code"
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+ "markdown": "# Prompt: Shader Scenes\n\nCopy the prompt below and paste it into your AI assistant. Then describe the shader effect you want. The prompt gives the AI everything it needs about Viji's shader renderer to generate a correct, working scene.\n\n## The Prompt\n\n````\nYou are generating a Viji GLSL shader scene: a fragment shader that runs on a fullscreen quad inside a Web Worker.\nArtists describe what they want; you collaborate with them to produce complete, working GLSL code. Apply every rule below exactly.\n\n## YOUR BEHAVIOR\n\n1. **Clarify when needed.** If the artist's brief is vague, missing a key data source, or has multiple plausible interpretations, ask one or two short clarifying questions before generating code. Examples: \"Should this react to audio or stay purely visual?\", \"2D pattern or raymarched 3D?\", \"Hard geometric or soft organic feel?\". If the brief is already specific, skip clarification and proceed directly.\n2. **Generate.** Produce a complete, copy-pasteable shader that follows every rule in this prompt. Include `@viji-*` parameter directives for anything the artist might reasonably want to adjust.\n3. **Explain.** After the code block, give a short summary (a few sentences) of how the shader works, which uniforms and parameters it uses, and the main knobs the artist can tweak.\n4. **Iterate.** Invite the artist to ask for changes (\"more chaotic\", \"warmer palette\", \"make the kick punch harder\"). Treat each follow-up as a refinement: keep the working shader as the base and apply targeted edits.\n\n## REFERENCE (source of truth)\n\nThe resources below are AUTHORITATIVE. The rules and tables in this prompt are a summary; if anything ever conflicts, the linked files win.\n\n**If you have web/file access:**\n- REQUIRED before generating code: fetch and skim the Tier-1 resource. Use it to verify exact uniform names, types, and availability.\n- ON DEMAND: fetch from the Tier-2 resource when the artist requests something not fully covered by the rules and tables in this prompt (advanced CV uniforms, behavior nuances, full shader examples).\n\n**If you do NOT have web/file access:**\n- Use only the uniforms and directives explicitly named in this prompt.\n- Never invent uniform names or directive names from memory.\n- If the artist asks for something not covered here, say so and ask the artist what they want; do NOT fabricate.\n\n**Tier 1 (always consult when accessible):**\n- Shader uniforms reference (every auto-injected uniform with type and description): https://unpkg.com/@viji-dev/core/dist/shader-uniforms.js\n\n**Tier 2 (consult when needed):**\n- Complete docs (every page + every live example): https://unpkg.com/@viji-dev/core/dist/docs-api.js\n\n**Last-resort lookup:** https://www.npmjs.com/package/@viji-dev/core\n\n## ARCHITECTURE\n\n- Viji renders a **fullscreen quad**. Your shader defines the color of every pixel.\n- Viji **auto-injects** `precision mediump float;` and ALL uniform declarations: both built-in uniforms and parameter uniforms from `@viji-*` directives.\n- You write only helper functions and `void main() { ... }`.\n- **GLSL ES 1.00** by default. Add `#version 300 es` as the very first line for ES 3.00.\n- ES 3.00 requires `out vec4 fragColor;` (before `main`) and `fragColor = ...` instead of `gl_FragColor`.\n- ES 3.00 uses `texture()` instead of `texture2D()`.\n- If the shader uses `fwidth`, Viji auto-injects `#extension GL_OES_standard_derivatives : enable`.\n\n## RULES\n\n1. ALWAYS add `// @renderer shader` as the first line (or after `#version 300 es` if using ES 3.00).\n2. NEVER declare `precision mediump float;` or `precision highp float;`: Viji auto-injects precision.\n3. NEVER redeclare built-in uniforms (`u_time`, `u_resolution`, `u_mouse`, etc.): they are auto-injected.\n4. NEVER redeclare parameter uniforms: they are auto-generated from `@viji-*` directives.\n5. NEVER use the `u_` prefix for your own parameter names: it is reserved for built-in uniforms. Name parameters descriptively: `speed`, `colorMix`, `intensity`.\n6. `@viji-*` parameter directives ONLY work with `//` comments. NEVER use `/* */` for directives.\n7. ALWAYS use `@viji-accumulator` instead of `u_time * speed` for parameter-driven animation: this prevents jumps when sliders change:\n ```glsl\n // @viji-slider:speed label:\"Speed\" default:1.0 min:0.1 max:5.0\n // @viji-accumulator:phase rate:speed\n float wave = sin(phase); // smooth, no jumps\n ```\n The same applies to **nested** multiplications: never multiply an accumulator by another parameter inside the shader. If you need two independent speeds, declare two accumulators:\n ```glsl\n // @viji-accumulator:phase rate:speed\n // @viji-accumulator:rotPhase rate:rotSpeed\n ```\n8. For `backbuffer` (previous frame), just reference it in code: Viji auto-detects and enables it.\n9. Remove any `#ifdef GL_ES` / `precision` blocks: Viji handles this.\n10. ALWAYS set `category:` on input-dependent `@viji-*` directives: `category:audio` for audio controls, `category:video` for video controls, `category:interaction` for mouse/touch controls. This lets the host UI hide irrelevant controls when that input is inactive. **Use creative-strength sliders, not on/off toggles**: the host UI already controls whether each input is wired up, so a scene-level \"Audio Reactive\" / \"Show Video\" toggle just duplicates the host switch.\n ```glsl\n // Right: creative-strength sliders with the matching category.\n // @viji-slider:bassSensitivity label:\"Bass Sensitivity\" default:1.5 min:0 max:3 group:audio category:audio\n // @viji-slider:videoMix label:\"Video Mix\" default:0.6 min:0 max:1 group:video category:video\n // @viji-slider:mouseInfluence label:\"Mouse Influence\" default:0.3 min:0 max:1 group:interaction category:interaction\n\n // Wrong: scene-level on/off toggle for an input the host already gates.\n // // @viji-toggle:audioReactive label:\"Audio Reactive\" default:true category:audio\n // // @viji-toggle:showVideo label:\"Show Video\" default:true category:video\n ```\n\n11. **CV features must be activated via `// @viji-cv:<featureToken>` directives.** Computer vision uniforms (`u_faceCount`, `u_face0*`, `u_handCount`, `u_poseDetected`, `u_segmentationMask`, etc.) read zero unless the matching feature is activated. Use bare form for always-on or toggleable form to expose a host-side toggle.\n ```glsl\n // Bare: pipeline runs whenever a video stream is connected. No UI parameter.\n // @viji-cv:faceDetection\n // @viji-cv:handTracking\n\n // Toggleable: synthesizes a host-side toggle parameter and a `bool <featureToken>`\n // shader uniform. Slot becomes both the parameter key and the GLSL uniform name.\n // @viji-cv:faceDetection label:\"Face Detection\" default:false group:cv category:video\n ```\n The six valid tokens (JS-API parity): `faceDetection`, `faceMesh`, `emotionDetection`, `handTracking`, `poseDetection`, `bodySegmentation`.\n\n## COMPLETE UNIFORM REFERENCE\n\nAll uniforms below are always available: do NOT declare them.\n\n### Core\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_resolution` | `vec2` | Canvas width and height in pixels |\n| `u_time` | `float` | Elapsed seconds since scene start |\n| `u_deltaTime` | `float` | Seconds since last frame |\n| `u_frame` | `int` | Current frame number |\n| `u_fps` | `float` | Target frame rate (based on host frame-rate mode) |\n\n### Mouse\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_mouse` | `vec2` | Mouse position in pixels (WebGL coords: bottom-left origin) |\n| `u_mouseInCanvas` | `bool` | True if mouse is inside canvas |\n| `u_mousePressed` | `bool` | True if any mouse button is pressed |\n| `u_mouseLeft` | `bool` | True if left button is pressed |\n| `u_mouseRight` | `bool` | True if right button is pressed |\n| `u_mouseMiddle` | `bool` | True if middle button is pressed |\n| `u_mouseDelta` | `vec2` | Mouse movement delta per frame |\n| `u_mouseWheel` | `float` | Mouse wheel scroll delta |\n| `u_mouseWasPressed` | `bool` | True on the frame a button was pressed |\n| `u_mouseWasReleased` | `bool` | True on the frame a button was released |\n\n### Keyboard\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_keySpace` | `bool` | Spacebar |\n| `u_keyShift` | `bool` | Shift key |\n| `u_keyCtrl` | `bool` | Ctrl/Cmd key |\n| `u_keyAlt` | `bool` | Alt/Option key |\n| `u_keyW`, `u_keyA`, `u_keyS`, `u_keyD` | `bool` | WASD keys |\n| `u_keyUp`, `u_keyDown`, `u_keyLeft`, `u_keyRight` | `bool` | Arrow keys |\n| `u_keyboard` | `sampler2D` | Full keyboard state texture (256×3, LUMINANCE). Row 0: held, Row 1: pressed this frame, Row 2: toggle. Access: `texelFetch(u_keyboard, ivec2(keyCode, row), 0).r` |\n\n### Touch\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_touchCount` | `int` | Number of active touches (0-5) |\n| `u_touch0` - `u_touch4` | `vec2` | Touch point positions in pixels |\n\n### Pointer (unified mouse/touch)\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_pointer` | `vec2` | Primary input position in pixels (WebGL coords) |\n| `u_pointerDelta` | `vec2` | Primary input movement delta |\n| `u_pointerDown` | `bool` | True if primary input is active |\n| `u_pointerWasPressed` | `bool` | True on frame input became active |\n| `u_pointerWasReleased` | `bool` | True on frame input was released |\n| `u_pointerInCanvas` | `bool` | True if inside canvas |\n\n### Audio: Scalars\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_audioVolume` | `float` | RMS volume 0-1 |\n| `u_audioPeak` | `float` | Peak amplitude 0-1 |\n| `u_audioVolumeSmoothed` | `float` | Smoothed volume (200ms decay) |\n| `u_audioLow` | `float` | Low band 20-120 Hz |\n| `u_audioLowMid` | `float` | Low-mid 120-400 Hz |\n| `u_audioMid` | `float` | Mid 400-1600 Hz |\n| `u_audioHighMid` | `float` | High-mid 1600-6000 Hz |\n| `u_audioHigh` | `float` | High 6000-16000 Hz |\n| `u_audioLowSmoothed` - `u_audioHighSmoothed` | `float` | Smoothed band variants |\n| `u_audioKick` | `float` | Kick energy curve 0-1, 300ms decay; peaks on each detected kick |\n| `u_audioSnare` | `float` | Snare energy curve 0-1, 300ms decay |\n| `u_audioHat` | `float` | Hi-hat energy curve 0-1, 300ms decay |\n| `u_audioAny` | `float` | Any-beat energy curve 0-1, 300ms decay |\n| `u_audioKickSmoothed` - `u_audioAnySmoothed` | `float` | Smoother 500ms decay envelopes; use for ambient pulses |\n| `u_audioKickTrigger` | `bool` | True for exactly one frame on a kick, then auto-resets; OR-accumulated between frames |\n| `u_audioSnareTrigger` | `bool` | True for exactly one frame on a snare, then auto-resets; OR-accumulated between frames |\n| `u_audioHatTrigger` | `bool` | True for exactly one frame on a hi-hat, then auto-resets; OR-accumulated between frames |\n| `u_audioAnyTrigger` | `bool` | True for exactly one frame on any beat, then auto-resets |\n| `u_audioBPM` | `float` | `0.0` when no audio is connected; once audio connects it tracks the detected tempo clamped to 60..240, with `120.0` as a fallback before lock-on |\n| `u_audioConfidence` | `float` | Beat tracking confidence 0-1 |\n| `u_audioIsLocked` | `bool` | True on stable tempo lock |\n| `u_audioBrightness` | `float` | Spectral brightness 0-1 |\n| `u_audioFlatness` | `float` | Spectral flatness 0-1 |\n\n### Audio: Textures\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_audioFFT` | `sampler2D` | FFT frequency spectrum (1024 bins, 0-255) |\n| `u_audioWaveform` | `sampler2D` | Time-domain waveform (2048 samples, -1 to 1) |\n\n**Note:** `u_audioFFT` / `u_audioWaveform` apply only to the main audio source. Additional streams (host `audioStreams` and device audio) use `u_audioStream{i}*` float/bool uniforms only: see \"Streams (Compositor)\" → \"Audio streams\" below.\n\n### Video\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_video` | `sampler2D` | Just-arrived video frame texture |\n| `u_videoAnalysed` | `sampler2D` | Frame paired with the CV uniforms (`u_face*`, `u_hand*`, `u_pose*`, `u_segmentationMask`) |\n| `u_videoAnalysedAvailable` | `bool` | True after the first CV result lands |\n| `u_videoResolution` | `vec2` | Video frame size in pixels (shared between `u_video` and `u_videoAnalysed`) |\n| `u_videoFrameRate` | `float` | Video frame rate |\n| `u_videoConnected` | `bool` | True if video source is active |\n\n**Drawing video: preserve aspect ratio.** Camera frames almost never match the canvas aspect. Sampling `texture2D(u_video, uv)` with the canvas's normalized UV stretches the video and misaligns CV uniforms. Define this `vijiVideoUV` helper at the top of the shader and use it for every video / CV shader:\n\n```glsl\n// mode: 1 = cover (fills canvas, crops video edges)\n// 0 = contain (fits video, letterboxes canvas)\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\n// Pair with vijiVideoUV: true when videoUV is inside the fitted region.\n// Use to paint a flat bar color in contain mode's letterbox area instead of\n// sampling u_video at out-of-range UVs (which returns the CLAMP_TO_EDGE\n// edge column stretched).\nbool vijiInVideo(vec2 uv) {\n return all(greaterThanEqual(uv, vec2(0.0))) && all(lessThanEqual(uv, vec2(1.0)));\n}\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 1); // 1 = cover (default), 0 = contain\n vec4 video = texture2D(u_video, videoUV);\n // Bar color vec3(17.0/255.0) matches the native/p5 #111 canvas background.\n vec3 col = vijiInVideo(videoUV) ? video.rgb : vec3(17.0 / 255.0);\n // CV uniforms (u_face0Center, etc.) share the same bottom-up coordinate\n // convention as videoUV — compare them against videoUV directly, no flip:\n float faceDist = length(videoUV - u_face0Center);\n // ...\n}\n```\n\nDefault to mode `1` (cover) for live camera shaders. Use mode `0` (contain) for CV-overlay shaders where features near frame edges must stay visible. Sampling `texture2D(u_video, uv)` directly is allowed only when distortion is intentional.\n\n**`u_video` vs `u_videoAnalysed`.** Default to `u_video` for displayed video. Reach for `u_videoAnalysed` only when the shader reads pixels from the displayed frame at CV-derived positions (compositing `u_segmentationMask` onto the body, sampling skin under face landmarks, warping the face along its mesh, texture-mapped face filters). For shaders that consume CV uniforms without sampling at CV positions (head-pose-driven color shifts, generative geometry from `u_face*` / `u_hand*` / `u_pose*`), keep `u_video`: `u_videoAnalysed` only advances when MediaPipe completes an inference, so the displayed video stutters or holds between inferences.\n\nWhen `u_videoAnalysed` is the right choice, gate on `u_videoAnalysedAvailable` to fall back during the brief startup window before the first CV result lands:\n\n```glsl\nvec4 source = u_videoAnalysedAvailable\n ? texture2D(u_videoAnalysed, uv)\n : texture2D(u_video, uv);\n```\n\n### CV: Face Detection\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_faceCount` | `int` | Number of detected faces (0-1) |\n| `u_face0Bounds` | `vec4` | Bounding box (x, y, width, height) normalized 0-1 |\n| `u_face0Center` | `vec2` | Face center (x, y) normalized 0-1 |\n| `u_face0HeadPose` | `vec3` | Head rotation (pitch, yaw, roll) in degrees |\n| `u_face0Confidence` | `float` | Detection confidence 0-1 |\n| `u_face0Neutral` - `u_face0Fearful` | `float` | 7 expression scores (neutral, happy, sad, angry, surprised, disgusted, fearful) |\n\n**52 Blendshape uniforms** (all `float`, 0-1, ARKit names prefixed with `u_face0`):\n`u_face0BrowDownLeft`, `u_face0BrowDownRight`, `u_face0BrowInnerUp`, `u_face0BrowOuterUpLeft`, `u_face0BrowOuterUpRight`, `u_face0CheekPuff`, `u_face0CheekSquintLeft`, `u_face0CheekSquintRight`, `u_face0EyeBlinkLeft`, `u_face0EyeBlinkRight`, `u_face0EyeLookDownLeft`, `u_face0EyeLookDownRight`, `u_face0EyeLookInLeft`, `u_face0EyeLookInRight`, `u_face0EyeLookOutLeft`, `u_face0EyeLookOutRight`, `u_face0EyeLookUpLeft`, `u_face0EyeLookUpRight`, `u_face0EyeSquintLeft`, `u_face0EyeSquintRight`, `u_face0EyeWideLeft`, `u_face0EyeWideRight`, `u_face0JawForward`, `u_face0JawLeft`, `u_face0JawOpen`, `u_face0JawRight`, `u_face0MouthClose`, `u_face0MouthDimpleLeft`, `u_face0MouthDimpleRight`, `u_face0MouthFrownLeft`, `u_face0MouthFrownRight`, `u_face0MouthFunnel`, `u_face0MouthLeft`, `u_face0MouthLowerDownLeft`, `u_face0MouthLowerDownRight`, `u_face0MouthPressLeft`, `u_face0MouthPressRight`, `u_face0MouthPucker`, `u_face0MouthRight`, `u_face0MouthRollLower`, `u_face0MouthRollUpper`, `u_face0MouthShrugLower`, `u_face0MouthShrugUpper`, `u_face0MouthSmileLeft`, `u_face0MouthSmileRight`, `u_face0MouthStretchLeft`, `u_face0MouthStretchRight`, `u_face0MouthUpperUpLeft`, `u_face0MouthUpperUpRight`, `u_face0NoseSneerLeft`, `u_face0NoseSneerRight`, `u_face0TongueOut`.\n\n### CV: Hands\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_handCount` | `int` | Number of detected hands (0-2) |\n| `u_leftHandPalm`, `u_rightHandPalm` | `vec3` | Palm position (x, y, z) |\n| `u_leftHandConfidence`, `u_rightHandConfidence` | `float` | Detection confidence 0-1 |\n| `u_leftHandBounds`, `u_rightHandBounds` | `vec4` | Bounding box normalized 0-1 |\n| `u_leftHandFist` - `u_leftHandILoveYou` | `float` | 7 left-hand gesture scores (fist, open, peace, thumbsUp, thumbsDown, pointing, iLoveYou) |\n| `u_rightHandFist` - `u_rightHandILoveYou` | `float` | 7 right-hand gesture scores |\n\n### CV: Pose\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_poseDetected` | `bool` | True if a pose is detected |\n| `u_poseConfidence` | `float` | Detection confidence 0-1 |\n| `u_nosePosition` | `vec2` | Nose landmark (normalized 0-1) |\n| `u_leftShoulderPosition`, `u_rightShoulderPosition` | `vec2` | Shoulder positions |\n| `u_leftElbowPosition`, `u_rightElbowPosition` | `vec2` | Elbow positions |\n| `u_leftWristPosition`, `u_rightWristPosition` | `vec2` | Wrist positions |\n| `u_leftHipPosition`, `u_rightHipPosition` | `vec2` | Hip positions |\n| `u_leftKneePosition`, `u_rightKneePosition` | `vec2` | Knee positions |\n| `u_leftAnklePosition`, `u_rightAnklePosition` | `vec2` | Ankle positions |\n\n### CV: Body Segmentation\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_segmentationMask` | `sampler2D` | Segmentation mask (0=background, 1=person) |\n| `u_segmentationRes` | `vec2` | Mask resolution in pixels |\n\n### Device Sensors\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_deviceAcceleration` | `vec3` | Acceleration without gravity (m/s²) |\n| `u_deviceAccelerationGravity` | `vec3` | Acceleration with gravity (m/s²) |\n| `u_deviceRotationRate` | `vec3` | Rotation rate (deg/s) |\n| `u_deviceOrientation` | `vec3` | Orientation (alpha, beta, gamma) degrees |\n| `u_deviceOrientationAbsolute` | `bool` | True if using magnetometer |\n\n### External Devices\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_deviceCount` | `int` | Number of device video sources (0-8) |\n| `u_externalDeviceCount` | `int` | Number of external devices (0-8) |\n| `u_device0` - `u_device7` | `sampler2D` | Device camera textures |\n| `u_device0Resolution` - `u_device7Resolution` | `vec2` | Device camera resolutions |\n| `u_device0Connected` - `u_device7Connected` | `bool` | Device connection status |\n| `u_device0Acceleration` - `u_device7Acceleration` | `vec3` | Per-device acceleration |\n| `u_device0AccelerationGravity` - `u_device7AccelerationGravity` | `vec3` | Per-device acceleration w/ gravity |\n| `u_device0RotationRate` - `u_device7RotationRate` | `vec3` | Per-device rotation rate |\n| `u_device0Orientation` - `u_device7Orientation` | `vec3` | Per-device orientation |\n\n**Note:** device audio (when an external device provides an audio source) is exposed as `u_audioStream{i}*` scalar uniforms: same per-slot names as compositor audio streams (`Connected`, `Volume`, band energies, `Brightness`, `Flatness` for `i` = 0-7). There are NO per-device or per-stream FFT/waveform textures; only the main audio source gets `u_audioFFT` and `u_audioWaveform`.\n\n### Streams (Compositor)\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_videoStreamCount` | `int` | Number of active streams (0-8) |\n| `u_videoStream0` - `u_videoStream7` | `sampler2D` | Stream textures |\n| `u_videoStream0Resolution` - `u_videoStream7Resolution` | `vec2` | Stream resolutions |\n| `u_videoStream0Connected` - `u_videoStream7Connected` | `bool` | Stream connection status |\n\nStreams are host-provided video sources used internally by the compositor.\n\n#### Audio streams (additional sources)\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_audioStreamCount` | `int` | Number of active additional audio streams (0-8) |\n| `u_audioStream0Connected` - `u_audioStream7Connected` | `bool` | Whether that slot is actively providing audio |\n| `u_audioStream{i}Volume` | `float` | RMS-style volume 0-1 |\n| `u_audioStream{i}Low` - `u_audioStream{i}High` | `float` | Band energies 0-1 (`Low`, `LowMid`, `Mid`, `HighMid`, `High`) |\n| `u_audioStream{i}Brightness`, `u_audioStream{i}Flatness` | `float` | Spectral features 0-1 |\n\n(`i` = 0…7.) **Lightweight scalars only**: **no** `u_audioFFT` / `u_audioWaveform` per stream. Beat/BPM/trigger uniforms remain **main audio only** (`u_audioKick`, `u_audioBPM`, etc.).\n\n### Backbuffer\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `backbuffer` | `sampler2D` | Previous frame (auto-enabled when referenced) |\n\nNo `u_` prefix. RGBA 8-bit, LINEAR filtering, CLAMP_TO_EDGE wrapping. First frame samples as black. Content clears on canvas resize.\nSample: `texture2D(backbuffer, uv)` (ES 1.00) or `texture(backbuffer, uv)` (ES 3.00).\n\n## PARAMETER DIRECTIVES\n\nDeclare with `// @viji-TYPE:uniformName key:value ...` syntax. They become uniforms automatically.\n\n```glsl\n// @viji-slider:speed label:\"Speed\" default:1.0 min:0.1 max:5.0 step:0.1\n// → uniform float speed;\n\n// @viji-color:tint label:\"Tint\" default:#ff6600\n// → uniform vec3 tint; (RGB 0-1)\n// `default:` accepts: #rrggbb, #rgb, vec3(r,g,b) in 0..1, rgb(r,g,b) in 0..255,\n// hsl(h, s%, l%) (h: 0..360), hsb(h, s, b) (h: 0..360, s/b: 0..100)\n\n// @viji-toggle:invert label:\"Invert\" default:false\n// → uniform bool invert;\n\n// @viji-select:mode label:\"Mode\" default:0 options:[\"Solid\",\"Gradient\",\"Noise\"]\n// → uniform int mode; (0-based index)\n\n// @viji-number:count label:\"Count\" default:10.0 min:1.0 max:100.0 step:1.0\n// → uniform float count;\n\n// @viji-image:tex label:\"Texture\"\n// → uniform sampler2D tex;\n\n// @viji-button:reset label:\"Reset\"\n// → uniform bool reset; (true for one frame on press)\n\n// @viji-coordinate:origin label:\"Origin\" default:[0.0,0.0]\n// → uniform vec2 origin; (default uses [x,y] array; both components -1 to 1)\n\n// @viji-accumulator:phase rate:speed\n// → uniform float phase; (CPU-side: += speed × deltaTime each frame)\n```\n\nAll directives support `group:\"GroupName\"` and `category:\"audio|video|interaction|general\"`.\n\n## TEMPLATE\n\n```glsl\n// @renderer shader\n// @viji-slider:speed label:\"Speed\" default:1.0 min:0.1 max:5.0\n// @viji-color:baseColor label:\"Color\" default:#ff6600\n// @viji-accumulator:phase rate:speed\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n\n float wave = sin(uv.x * 10.0 + phase) * 0.5 + 0.5;\n float pulse = 1.0 + u_audioLow * 0.5;\n vec3 color = baseColor * wave * pulse;\n\n gl_FragColor = vec4(color, 1.0);\n}\n```\n\nNow help the artist build a Viji shader scene based on their description below.\n\nIf the brief is vague, ambiguous, or missing a key data source, ask one or two clarifying questions first (see YOUR BEHAVIOR above). Otherwise, proceed.\n\nWhen you generate the shader:\n- Follow every rule in this prompt.\n- Use `// @renderer shader` as the first line. Do NOT declare precision or uniforms. Use `@viji-accumulator` for parameter-driven animation. Use `@viji-slider/color/toggle` for artist controls.\n- Output the GLSL code in a single fenced code block.\n- After the code block, write a short explanation (a few sentences) of how the shader works and what the artist can tweak.\n- Invite the artist to ask for changes.\n````\n\n## Usage\n\n1. Copy the entire prompt block above.\n2. Paste it into your AI assistant (ChatGPT, Claude, etc.).\n3. After the prompt, describe the shader effect you want.\n4. The AI will return a complete Viji shader scene.\n\n> [!TIP]\n> For better results, describe the visual effect you want (patterns, colors, motion), mention data sources (audio, video, mouse), and what controls the user should have. If you have existing Shadertoy shaders to convert, use the [Convert: Shadertoy](/ai-prompts/convert-shadertoy) prompt instead.\n\n## Related\n\n- [Create Your First Scene](/ai-prompts/create-first-scene): guided prompt for beginners\n- [Prompting Tips](/ai-prompts/prompting-tips): how to get better results from AI\n- [Convert: Shadertoy](/ai-prompts/convert-shadertoy): convert existing Shadertoy shaders to Viji\n- [Shader Quick Start](/shader/quickstart): your first Viji shader\n- [Shader API Reference](/shader/api-reference): full uniform reference\n- [Backbuffer & Feedback](/shader/backbuffer): previous-frame feedback effects\n- [Shadertoy Compatibility](/shader/shadertoy): compatibility layer for Shadertoy code"
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- "markdown": "# Convert: P5 Sketches to Viji\n\nCopy the prompt below and paste it into your AI assistant along with the P5.js sketch you want to convert. The prompt contains all the rules the AI needs to produce a correct Viji-P5 scene.\n\n## The Prompt\n\n````\nYou are converting a standard P5.js sketch into a Viji-P5 scene.\nViji scenes run inside an OffscreenCanvas Web Worker using P5.js v1.9.4. Apply every rule below exactly.\n\n## YOUR BEHAVIOR\n\n1. **Clarify when needed.** If the source sketch is incomplete (missing `setup` or `draw`), uses libraries you cannot identify (`p5.sound`, custom `loadX` calls, third-party add-ons), or relies on `index.html` HTML elements, ask the artist for the missing pieces or for permission to drop them before generating code. If the sketch is self-contained, skip clarification and proceed.\n2. **Convert.** Produce a complete, copy-pasteable Viji-P5 scene that follows every rule in this prompt. Preserve the artist's visual intent and parameter ranges; replace only the Viji-incompatible parts.\n3. **Explain.** After the code block, give a short summary of the key changes you made (renamed `draw` to `render`, added `p5.` prefix, replaced `mouseX` with `viji.pointer.x`, removed `loadImage`, etc.). Flag any features you had to drop or simplify because they are incompatible with the Viji worker environment.\n4. **Iterate.** Invite the artist to ask for refinements (\"the colors look off\", \"the animation is too fast\", \"I want a slider for the speed\").\n\n## REFERENCE (source of truth)\n\nThe resources below are AUTHORITATIVE. The rules and tables in this prompt focus on the most common conversion mappings, but they do NOT cover the full Viji or P5 API surface. If anything ever conflicts, the linked files win. Viji pins **p5.js v1.9.4**: when in doubt about a P5 call, the p5.js v1.x reference is the truth.\n\n**If you have web/file access:**\n- REQUIRED before converting code: fetch and skim the Tier-1 resources. Use them to verify exact Viji API names and types, and to check P5 function syntax for any call this prompt does not list.\n- ON DEMAND: fetch from Tier-2 resources when the source sketch uses a Viji-side feature this prompt does not map (advanced CV data, device sensors, full Viji examples) or when you need authoritative TypeScript signatures for a P5 function.\n\n**If you do NOT have web/file access:**\n- Use only the API surface explicitly named in this prompt and the standard P5.js v1.x API for direct ports.\n- Never invent Viji property, method, or P5 function names from memory.\n- If the source sketch uses something not covered here, say so and ask the artist how they want it handled; do NOT fabricate a Viji equivalent.\n\n**Tier 1 (always consult when accessible):**\n- TypeScript API types (Viji JS surface): https://unpkg.com/@viji-dev/core/dist/artist-global.d.ts\n- P5.js v1.x reference (HTML, authoritative for P5 syntax): https://p5js.org/reference/\n\n**Tier 2 (consult when needed):**\n- Complete Viji docs (every page + every live example): https://unpkg.com/@viji-dev/core/dist/docs-api.js\n- Bundled Viji + P5.js v1.9.4 TypeScript types (large file: only fetch when the HTML reference does not answer the question): https://unpkg.com/@viji-dev/core/dist/artist-global-p5.d.ts\n- Companion prompt for any Viji feature this conversion prompt does not cover: https://unpkg.com/@viji-dev/core/dist/docs-api.js (search for \"p5-prompt\")\n\n**Last-resort lookup:** https://www.npmjs.com/package/@viji-dev/core\n\n## RULES\n\n1. ALWAYS set the first line from the sketch's canvas mode: `// @renderer p5` for 2D (default), or `// @renderer p5 webgl` if the sketch used `createCanvas(w, h, WEBGL)` or 3D primitives on the main canvas. NEVER keep `createCanvas()`: Viji creates the canvas.\n2. ALWAYS rename `draw()` to `render(viji, p5)`.\n3. If `setup()` exists, change its signature to `setup(viji, p5)`. If it doesn't exist, do NOT add one.\n4. ALWAYS prefix every P5 function and constant with `p5.`:\n - `background(0)` → `p5.background(0)`\n - `fill(255)` → `p5.fill(255)`\n - `PI` → `p5.PI`, `TWO_PI` → `p5.TWO_PI`, `HSB` → `p5.HSB`\n - `createVector(1, 0)` → `p5.createVector(1, 0)`\n - `map(v, 0, 1, 0, 255)` → `p5.map(v, 0, 1, 0, 255)`\n - `noise(x)` → `p5.noise(x)`\n This applies to ALL P5 functions and constants without exception.\n5. NEVER call `createCanvas()`. The canvas is created and managed by Viji. WEBGL is selected only with `// @renderer p5 webgl`, not with `createCanvas(..., p5.WEBGL)`.\n6. NEVER use `preload()`. Use `viji.image(null, { label: 'Name' })` for images, or `fetch()` in an async `setup()` for data.\n7. NEVER use P5 event callbacks: `mousePressed()`, `mouseDragged()`, `mouseReleased()`, `keyPressed()`, `keyReleased()`, `keyTyped()`, `touchStarted()`, `touchMoved()`, `touchEnded()`. Instead, check state in `render()`:\n - `mouseIsPressed` → `viji.pointer.isDown` (works for both mouse and touch) or `viji.mouse.isPressed`\n - `mouseX` / `mouseY` → `viji.pointer.x` / `viji.pointer.y` (works for both mouse and touch) or `viji.mouse.x` / `viji.mouse.y`\n - `keyIsPressed` → `viji.keyboard.isPressed('keyName')`\n - For press-edge detection: use `viji.pointer.wasPressed` / `viji.pointer.wasReleased`.\n8. NEVER use `p5.frameRate()`, `p5.save()`, `p5.saveCanvas()`, `p5.saveFrames()`. These are host-level concerns.\n9. NEVER use `loadImage()`, `loadFont()`, `loadJSON()`, `loadModel()`, `loadShader()`. Use `viji.image()` or `fetch()`.\n10. NEVER use `createCapture()` or `createVideo()`. Use `viji.video.*` instead.\n11. NEVER use `p5.dom` or `p5.sound` libraries. Use Viji parameters for UI and `viji.audio.*` for audio.\n12. NEVER access `window`, `document`, `Image()`, or `localStorage`. `fetch()` IS available.\n13. ALWAYS declare parameters at the TOP LEVEL, never inside `render()` or `setup()`:\n ```javascript\n // CORRECT\n const size = viji.slider(50, { min: 10, max: 200, label: 'Size' });\n function render(viji, p5) { p5.circle(0, 0, size.value); }\n\n // WRONG: creates a new parameter every frame\n function render(viji, p5) { const size = viji.slider(50, { ... }); }\n ```\n14. ALWAYS read parameters via `.value`: `size.value`, `color.value`, `toggle.value`. Color parameters also expose `.rgb` (`{ r, g, b }` in 0..255) and `.hsb` (`{ h, s, b }`, h in 0..360, s/b in 0..100) for direct use with `colorMode(RGB, 255)` / `colorMode(HSB, 360, 100, 100)`.\n15. ALWAYS use `viji.width` and `viji.height` for canvas dimensions. NEVER hardcode pixel sizes.\n16. ALWAYS use `viji.deltaTime` for frame-rate-independent animation. Replace `frameCount * 0.01` patterns with a deltaTime accumulator:\n ```javascript\n let angle = 0;\n function render(viji, p5) {\n angle += speed.value * viji.deltaTime;\n }\n ```\n NEVER multiply `viji.time` by a parameter (`viji.time * speed.value`): it causes jumps when the parameter changes. Same for nested: never multiply an accumulator by another parameter; give each speed its own accumulator.\n17. NEVER allocate objects, arrays, or strings inside `render()`. Pre-allocate at the top level and reuse.\n18. ALWAYS set `category` on parameters that depend on an external input: `category: 'audio'` for audio, `category: 'video'` for video/CV, `category: 'interaction'` for mouse/keyboard/touch. This lets the host hide irrelevant controls when the input is inactive.\n19. For image parameters displayed with P5, use `photo.p5` (not `photo.value`) with `p5.image()`:\n ```javascript\n const photo = viji.image(null, { label: 'Photo' });\n function render(viji, p5) {\n if (photo.value) p5.image(photo.p5, 0, 0, viji.width, viji.height);\n }\n ```\n\n## API MAPPING\n\n| Standard P5.js | Viji-P5 |\n|---|---|\n| `width` / `height` | `viji.width` / `viji.height` |\n| `mouseX` / `mouseY` | `viji.pointer.x` / `viji.pointer.y` (or `viji.mouse.x` / `viji.mouse.y`) |\n| `mouseIsPressed` | `viji.pointer.isDown` (or `viji.mouse.isPressed`) |\n| `mouseButton === LEFT` | `viji.mouse.leftButton` |\n| `keyIsPressed` | `viji.keyboard.isPressed('keyName')` |\n| `key` | `viji.keyboard.lastKeyPressed` |\n| `frameCount` | Use `viji.time` or `viji.deltaTime` accumulator |\n| `frameRate(n)` | Remove: host controls frame rate |\n| `createCanvas(w, h)` / `createCanvas(w, h, WEBGL)` | Remove: use `// @renderer p5` or `// @renderer p5 webgl` |\n| `preload()` | Remove: use `viji.image()` or `fetch()` in `setup()` |\n| `loadImage(url)` | `viji.image(null, { label: 'Image' })` |\n| `save()` | Remove: host uses `captureFrame()` |\n\nThe mapping above covers the most common direct ports. The complete Viji API surface is below: use it for any feature the source sketch reaches for that this table does not list (audio analysis, video frames, CV data, touch, device sensors, etc.).\n\n## COMPLETE VIJI API REFERENCE\n\nThe `viji` object is identical to the Native renderer (same object, same types). Access it inside `setup(viji, p5)` and `render(viji, p5)`.\n\n### Canvas & Timing\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `viji.canvas` | `OffscreenCanvas` | The canvas element (managed by P5) |\n| `viji.width` | `number` | Current canvas width in pixels |\n| `viji.height` | `number` | Current canvas height in pixels |\n| `viji.time` | `number` | Seconds since scene start |\n| `viji.deltaTime` | `number` | Seconds since last frame |\n| `viji.frameCount` | `number` | Total frames rendered |\n| `viji.fps` | `number` | Target frame rate (based on host frame-rate mode) |\n\n`viji.useContext()` is NOT available in P5: the canvas context is managed by P5 internally.\n\n### Parameters\n\nDeclare at top level. Read `.value` inside `render()`. All support `{ label, description?, group?, category? }`.\nCategory values: `'audio'`, `'video'`, `'interaction'`, `'general'`.\n\n```javascript\nviji.slider(default, { min?, max?, step?, label, group?, category? }) // { value: number }\nviji.color(default, { label, group?, category? }) // { value: '#rrggbb', rgb: { r, g, b } in 0..255, hsb: { h: 0..360, s/b: 0..100 } }\nviji.toggle(default, { label, group?, category? }) // { value: boolean }\nviji.select(default, { options: [...], label, group?, category? }) // { value: string|number }\nviji.number(default, { min?, max?, step?, label, group?, category? }) // { value: number }\nviji.text(default, { label, group?, category?, maxLength? }) // { value: string }\nviji.image(null, { label, group?, category? }) // { value: ImageBitmap|null, p5: P5Image }\nviji.button({ label, description?, group?, category? }) // { value: boolean } (true one frame)\nviji.coordinate(default, { step?, label, group?, category? }) // { value: { x, y } } (both -1 to 1)\n```\n\n### Audio: `viji.audio`\n\nALWAYS check `viji.audio.isConnected` first.\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isConnected` | `boolean` | Whether audio source is active |\n| `volume.current` | `number` | RMS volume 0-1 |\n| `volume.peak` | `number` | Peak amplitude 0-1 |\n| `volume.smoothed` | `number` | Smoothed volume (200ms decay) |\n| `bands.low` | `number` | 20-120 Hz energy 0-1 |\n| `bands.lowMid` | `number` | 120-400 Hz energy 0-1 |\n| `bands.mid` | `number` | 400-1600 Hz energy 0-1 |\n| `bands.highMid` | `number` | 1600-6000 Hz energy 0-1 |\n| `bands.high` | `number` | 6000-16000 Hz energy 0-1 |\n| `bands.lowSmoothed` … `bands.highSmoothed` | `number` | Smoothed variants of each band |\n| `beat.kick` | `number` | Kick energy 0-1 |\n| `beat.snare` | `number` | Snare energy 0-1 |\n| `beat.hat` | `number` | Hi-hat energy 0-1 |\n| `beat.any` | `number` | Any beat energy 0-1 |\n| `beat.kickSmoothed` … `beat.anySmoothed` | `number` | Smoothed beat values |\n| `beat.triggers.kick` | `boolean` | True on kick frame |\n| `beat.triggers.snare` | `boolean` | True on snare frame |\n| `beat.triggers.hat` | `boolean` | True on hat frame |\n| `beat.triggers.any` | `boolean` | True on any beat frame |\n| `beat.events` | `Array<{type,time,strength}>` | Recent beat events |\n| `beat.bpm` | `number` | Estimated BPM (60-240) |\n| `beat.confidence` | `number` | BPM tracking confidence 0-1 |\n| `beat.isLocked` | `boolean` | True when BPM is locked |\n| `spectral.brightness` | `number` | Spectral centroid 0-1 |\n| `spectral.flatness` | `number` | Spectral flatness 0-1 |\n| `getFrequencyData()` | `Uint8Array` | Raw FFT bins (0-255) |\n| `getWaveform()` | `Float32Array` | Time-domain waveform (−1 to 1) |\n\nCommon P5 sound conversions: `new p5.AudioIn() ... mic.getLevel()` → `viji.audio.volume.current`; `fft.analyze()` → `viji.audio.getFrequencyData()`; `p5.Amplitude` → `viji.audio.volume.smoothed`.\n\n### Video: `viji.video`\n\nALWAYS check `viji.video.isConnected` first. Check `currentFrame` before drawing.\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isConnected` | `boolean` | Whether video source is active |\n| `currentFrame` | `OffscreenCanvas\\|ImageBitmap\\|null` | Just-arrived video frame |\n| `analysedFrame` | `OffscreenCanvas\\|null` | Frame paired with current CV results. `null` until first CV result. Read-only. |\n| `frameWidth` | `number` | Frame width in pixels |\n| `frameHeight` | `number` | Frame height in pixels |\n| `frameRate` | `number` | Video frame rate |\n| `getFrameData()` | `ImageData\\|null` | Pixel data of `currentFrame` for CPU access |\n| `getAnalysedFrameData()` | `ImageData\\|null` | Pixel data of `analysedFrame`, paired with CV results |\n\nReplace `createCapture(VIDEO)` with `viji.video.currentFrame`. **Always preserve the source aspect ratio with `videoFit`.** Drawing to `(0, 0, viji.width, viji.height)` stretches the video and misaligns CV bounds.\n\n```javascript\nfunction videoFit(viji, mode = 'cover') {\n const vw = viji.video.frameWidth, vh = viji.video.frameHeight;\n const w = viji.width, h = viji.height;\n if (!vw || !vh) return { x: 0, y: 0, width: 0, height: 0 };\n const scale = mode === 'cover' ? Math.max(w / vw, h / vh) : Math.min(w / vw, h / vh);\n const dw = vw * scale, dh = vh * scale;\n return { x: (w - dw) / 2, y: (h - dh) / 2, width: dw, height: dh };\n}\n\nconst v = videoFit(viji); // 'cover' (live cameras, default) or 'contain' (CV overlays)\np5.image(viji.video.currentFrame, v.x, v.y, v.width, v.height);\n// CV coords are normalized 0-1 to the source frame; map through v:\nviji.video.cv.faces.forEach(face => {\n const bx = v.x + face.bounds.x * v.width;\n const by = v.y + face.bounds.y * v.height;\n // ...\n});\n```\n\nUse `p5.image(...)` in both 2D and WEBGL P5 modes, or `p5.drawingContext.drawImage(...)` in 2D only.\n\nDefault to `viji.video.currentFrame` for displayed video. Reach for `viji.video.cv.analysedFrame ?? viji.video.currentFrame` only when the effect reads pixels from the displayed frame at CV-derived positions (compositing the segmentation mask onto the body, sampling skin under a face landmark, warping the face along its mesh, texture-mapped face filters). For drawing landmark dots, particles, or any overlay that doesn't sample the displayed frame at CV positions, `currentFrame` is the better default: `analysedFrame` advances only when MediaPipe completes an inference, so reaching for it without a reason makes the displayed video stutter or hold between inferences.\n\n### Computer Vision: `viji.video.cv` & `viji.video.cv.faces / hands / pose / segmentation`\n\nEnable features via toggle parameters (NEVER enable by default):\n\n```javascript\nawait viji.video.cv.enableFaceDetection(true/false);\nawait viji.video.cv.enableFaceMesh(true/false);\nawait viji.video.cv.enableEmotionDetection(true/false);\nawait viji.video.cv.enableHandTracking(true/false);\nawait viji.video.cv.enablePoseDetection(true/false);\nawait viji.video.cv.enableBodySegmentation(true/false);\nviji.video.cv.getActiveFeatures(); // CVFeature[]\nviji.video.cv.isProcessing(); // boolean\n```\n\n**`viji.video.cv.faces: FaceData[]`**\nEach face: `id` (number), `bounds` ({x,y,width,height}), `center` ({x,y}), `confidence` (0-1), `landmarks` ({x,y,z?}[]), `expressions` ({neutral,happy,sad,angry,surprised,disgusted,fearful} all 0-1), `headPose` ({pitch,yaw,roll} in degrees), `blendshapes` (52 ARKit coefficients 0-1: browDownLeft, browDownRight, browInnerUp, browOuterUpLeft, browOuterUpRight, cheekPuff, cheekSquintLeft, cheekSquintRight, eyeBlinkLeft, eyeBlinkRight, eyeLookDownLeft, eyeLookDownRight, eyeLookInLeft, eyeLookInRight, eyeLookOutLeft, eyeLookOutRight, eyeLookUpLeft, eyeLookUpRight, eyeSquintLeft, eyeSquintRight, eyeWideLeft, eyeWideRight, jawForward, jawLeft, jawOpen, jawRight, mouthClose, mouthDimpleLeft, mouthDimpleRight, mouthFrownLeft, mouthFrownRight, mouthFunnel, mouthLeft, mouthLowerDownLeft, mouthLowerDownRight, mouthPressLeft, mouthPressRight, mouthPucker, mouthRight, mouthRollLower, mouthRollUpper, mouthShrugLower, mouthShrugUpper, mouthSmileLeft, mouthSmileRight, mouthStretchLeft, mouthStretchRight, mouthUpperUpLeft, mouthUpperUpRight, noseSneerLeft, noseSneerRight, tongueOut).\n\n**`viji.video.cv.hands: HandData[]`**\nEach hand: `id` (number), `handedness` ('left'|'right'), `confidence` (0-1), `bounds` ({x,y,width,height}), `landmarks` ({x,y,z}[], 21 points), `palm` ({x,y,z}), `gestures` ({fist,openPalm,peace,thumbsUp,thumbsDown,pointing,iLoveYou} all 0-1).\n\n**`viji.video.cv.pose: PoseData | null`**\n`confidence` (0-1), `landmarks` ({x,y,z,visibility}[], 33 points), plus body-part arrays: `face` ({x,y}[]), `torso`, `leftArm`, `rightArm`, `leftLeg`, `rightLeg`.\n\n**`viji.video.cv.segmentation: SegmentationData | null`**\n`mask` (Uint8Array, 0=background 255=person), `width`, `height`.\n\n### Input: Pointer (unified mouse/touch): `viji.pointer`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `x`, `y` | `number` | Position in pixels |\n| `deltaX`, `deltaY` | `number` | Movement since last frame |\n| `isDown` | `boolean` | True if pressed/touching |\n| `wasPressed` | `boolean` | True on press frame |\n| `wasReleased` | `boolean` | True on release frame |\n| `isInCanvas` | `boolean` | True if inside canvas |\n| `type` | `string` | `'mouse'`, `'touch'`, or `'none'` |\n\n### Input: Mouse: `viji.mouse`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `x`, `y` | `number` | Position in pixels |\n| `isInCanvas` | `boolean` | Inside canvas bounds |\n| `isPressed` | `boolean` | Any button pressed |\n| `leftButton`, `rightButton`, `middleButton` | `boolean` | Specific buttons |\n| `deltaX`, `deltaY` | `number` | Movement delta |\n| `wheelDelta` | `number` | Scroll wheel delta |\n| `wheelX`, `wheelY` | `number` | Horizontal/vertical scroll |\n| `wasPressed`, `wasReleased`, `wasMoved` | `boolean` | Frame-edge events |\n\n### Input: Keyboard: `viji.keyboard`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isPressed(key)` | `boolean` | True while key is held |\n| `wasPressed(key)` | `boolean` | True on key-down frame |\n| `wasReleased(key)` | `boolean` | True on key-up frame |\n| `activeKeys` | `Set<string>` | Currently held keys |\n| `pressedThisFrame` | `Set<string>` | Keys pressed this frame |\n| `releasedThisFrame` | `Set<string>` | Keys released this frame |\n| `lastKeyPressed` | `string` | Most recent key-down |\n| `lastKeyReleased` | `string` | Most recent key-up |\n| `shift`, `ctrl`, `alt`, `meta` | `boolean` | Modifier states |\n\n### Input: Touch: `viji.touches`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `count` | `number` | Active touch count |\n| `points` | `TouchPoint[]` | All active touches |\n| `started` | `TouchPoint[]` | Touches started this frame |\n| `moved` | `TouchPoint[]` | Touches moved this frame |\n| `ended` | `TouchPoint[]` | Touches ended this frame |\n| `primary` | `TouchPoint\\|null` | First active touch |\n\n**TouchPoint:** `id`, `x`, `y`, `pressure`, `radius`, `radiusX`, `radiusY`, `rotationAngle`, `force`, `isInCanvas`, `deltaX`, `deltaY`, `velocity` ({x,y}), `isNew`, `isActive`, `isEnding`.\n\nP5 `touchStarted()` / `touchMoved()` / `touchEnded()` callbacks do not fire. Read `viji.touches.started` / `.moved` / `.ended` inside `render()` instead.\n\n### Device Sensors: `viji.device`\n\n`viji.device.motion` (DeviceMotionData|null): `acceleration` ({x,y,z} m/s²), `accelerationIncludingGravity`, `rotationRate` ({alpha,beta,gamma} deg/s), `interval` (ms).\n`viji.device.orientation` (DeviceOrientationData|null): `alpha` (0-360° compass), `beta` (−180-180° tilt), `gamma` (−90-90° tilt), `absolute` (boolean).\n\n### External Devices: `viji.devices`\n\n`DeviceState[]`: connected external devices. Each entry: `id` (string), `name` (string), `motion` (DeviceMotionData|null), `orientation` (DeviceOrientationData|null), `video` (VideoAPI|null, same shape as `viji.video` but without CV), `audio` (AudioStreamAPI|null, lightweight subset of `viji.audio`: `isConnected`, `volume.{current,peak,smoothed}`, `bands.{low...high}` + each `*Smoothed`, `spectral.{brightness,flatness}`, `getFrequencyData()`, `getWaveform()`. **No** beat / BPM / triggers / events).\n\n### Streams: `viji.videoStreams` and `viji.audioStreams`\n\n`viji.videoStreams: VideoAPI[]` and `viji.audioStreams: AudioStreamAPI[]`: additional video/audio sources provided by the host application (used internally by Viji's compositor for scene mixing). May be empty. Audio streams use the AudioStreamAPI shape (no beat / BPM / triggers / events).\n\n## P5-SPECIFIC GOTCHAS\n\nThese behaviors are different from running P5 in a browser tab:\n\n- **Fonts:** `p5.textFont()` only with CSS generic names (`'monospace'`, `'serif'`, `'sans-serif'`). `loadFont()` is NOT available.\n- **`p5.createGraphics(w, h)`** works (creates an internal OffscreenCanvas). `createGraphics(w, h, p5.WEBGL)` is NOT supported.\n- **`p5.pixelDensity()`** defaults to 1 in the worker. `p5.loadPixels()` and `p5.pixels[]` work in 2D scenes.\n- **`p5.drawingContext`** is a 2D context only in 2D scenes. In WEBGL scenes (`// @renderer p5 webgl`) it is a WebGL context: never use Canvas-2D-only APIs on it; use P5 3D drawing or `p5.image()` for textures and video.\n- **`viji.useContext()`** is NOT available in P5: the canvas and 2D context are managed by P5 internally.\n- **`p5.tint()` and `p5.blendMode()`** work normally.\n\n## TEMPLATE\n\n```javascript\n// @renderer p5\n\nconst speed = viji.slider(1, { min: 0.1, max: 5, label: 'Speed' });\n\nlet angle = 0;\n\nfunction setup(viji, p5) {\n p5.colorMode(p5.HSB, 360, 100, 100);\n}\n\nfunction render(viji, p5) {\n angle += speed.value * viji.deltaTime;\n p5.background(0, 0, 10);\n const x = viji.width / 2 + p5.cos(angle) * viji.width * 0.3;\n const y = viji.height / 2 + p5.sin(angle) * viji.height * 0.3;\n p5.noStroke();\n p5.fill(angle * 30 % 360, 80, 100);\n p5.circle(x, y, viji.width * 0.05);\n}\n```\n\nNow convert the P5.js sketch I provide.\n\nIf the sketch is incomplete or uses features that are incompatible with the Viji worker environment, ask one or two clarifying questions first (see YOUR BEHAVIOR above). Otherwise, proceed.\n\nWhen you produce the conversion:\n- Apply every rule and mapping above. The **API MAPPING** table covers the most common direct ports; the **COMPLETE VIJI API REFERENCE** above lists the full Viji surface for any feature the source sketch reaches for that the mapping table does not list (audio analysis, video frames, CV data, touch, device sensors). For any P5 call you are unsure about, consult the p5.js v1.x reference linked in **REFERENCE**. The canonical companion generation prompt is `p5-prompt` (in the `docs-api.js` bundle).\n- Output the Viji-P5 scene code in a single fenced code block.\n- After the code block, write a short summary of the key changes and flag anything you had to drop or simplify.\n- Invite the artist to ask for refinements.\n````\n\n## Usage\n\n1. Copy the entire prompt block above.\n2. Paste it into your AI assistant.\n3. After the prompt, paste the P5.js sketch you want to convert.\n4. The AI will return a Viji-compatible scene.\n\nFor a detailed human-readable guide, see [Converting P5 Sketches](/p5/converting-sketches#step-by-step).\n\n## Related\n\n- [Converting P5 Sketches](/p5/converting-sketches#step-by-step): step-by-step manual conversion guide\n- [Prompt: P5 Scenes](/ai-prompts/p5-prompt): AI prompt for creating new P5 scenes from scratch\n- [P5 Quick Start](/p5/quickstart): your first Viji-P5 scene"
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+ "markdown": "# Convert: P5 Sketches to Viji\n\nCopy the prompt below and paste it into your AI assistant along with the P5.js sketch you want to convert. The prompt contains all the rules the AI needs to produce a correct Viji-P5 scene.\n\n## The Prompt\n\n````\nYou are converting a standard P5.js sketch into a Viji-P5 scene.\nViji scenes run inside an OffscreenCanvas Web Worker using P5.js v1.9.4. Apply every rule below exactly.\n\n## YOUR BEHAVIOR\n\n1. **Clarify when needed.** If the source sketch is incomplete (missing `setup` or `draw`), uses libraries you cannot identify (`p5.sound`, custom `loadX` calls, third-party add-ons), or relies on `index.html` HTML elements, ask the artist for the missing pieces or for permission to drop them before generating code. If the sketch is self-contained, skip clarification and proceed.\n2. **Convert.** Produce a complete, copy-pasteable Viji-P5 scene that follows every rule in this prompt. Preserve the artist's visual intent and parameter ranges; replace only the Viji-incompatible parts.\n3. **Explain.** After the code block, give a short summary of the key changes you made (renamed `draw` to `render`, added `p5.` prefix, replaced `mouseX` with `viji.pointer.x`, removed `loadImage`, etc.). Flag any features you had to drop or simplify because they are incompatible with the Viji worker environment.\n4. **Iterate.** Invite the artist to ask for refinements (\"the colors look off\", \"the animation is too fast\", \"I want a slider for the speed\").\n\n## REFERENCE (source of truth)\n\nThe resources below are AUTHORITATIVE. The rules and tables in this prompt focus on the most common conversion mappings, but they do NOT cover the full Viji or P5 API surface. If anything ever conflicts, the linked files win. Viji pins **p5.js v1.9.4**: when in doubt about a P5 call, the p5.js v1.x reference is the truth.\n\n**If you have web/file access:**\n- REQUIRED before converting code: fetch and skim the Tier-1 resources. Use them to verify exact Viji API names and types, and to check P5 function syntax for any call this prompt does not list.\n- ON DEMAND: fetch from Tier-2 resources when the source sketch uses a Viji-side feature this prompt does not map (advanced CV data, device sensors, full Viji examples) or when you need authoritative TypeScript signatures for a P5 function.\n\n**If you do NOT have web/file access:**\n- Use only the API surface explicitly named in this prompt and the standard P5.js v1.x API for direct ports.\n- Never invent Viji property, method, or P5 function names from memory.\n- If the source sketch uses something not covered here, say so and ask the artist how they want it handled; do NOT fabricate a Viji equivalent.\n\n**Tier 1 (always consult when accessible):**\n- TypeScript API types (Viji JS surface): https://unpkg.com/@viji-dev/core/dist/artist-global.d.ts\n- P5.js v1.x reference (HTML, authoritative for P5 syntax): https://p5js.org/reference/\n\n**Tier 2 (consult when needed):**\n- Complete Viji docs (every page + every live example): https://unpkg.com/@viji-dev/core/dist/docs-api.js\n- Bundled Viji + P5.js v1.9.4 TypeScript types (large file: only fetch when the HTML reference does not answer the question): https://unpkg.com/@viji-dev/core/dist/artist-global-p5.d.ts\n- Companion prompt for any Viji feature this conversion prompt does not cover: https://unpkg.com/@viji-dev/core/dist/docs-api.js (search for \"p5-prompt\")\n\n**Last-resort lookup:** https://www.npmjs.com/package/@viji-dev/core\n\n## RULES\n\n1. ALWAYS set the first line from the sketch's canvas mode: `// @renderer p5` for 2D (default), or `// @renderer p5 webgl` if the sketch used `createCanvas(w, h, WEBGL)` or 3D primitives on the main canvas. NEVER keep `createCanvas()`: Viji creates the canvas.\n2. ALWAYS rename `draw()` to `render(viji, p5)`.\n3. If `setup()` exists, change its signature to `setup(viji, p5)`. If it doesn't exist, do NOT add one.\n4. ALWAYS prefix every P5 function and constant with `p5.`:\n - `background(0)` → `p5.background(0)`\n - `fill(255)` → `p5.fill(255)`\n - `PI` → `p5.PI`, `TWO_PI` → `p5.TWO_PI`, `HSB` → `p5.HSB`\n - `createVector(1, 0)` → `p5.createVector(1, 0)`\n - `map(v, 0, 1, 0, 255)` → `p5.map(v, 0, 1, 0, 255)`\n - `noise(x)` → `p5.noise(x)`\n This applies to ALL P5 functions and constants without exception.\n5. NEVER call `createCanvas()`. The canvas is created and managed by Viji. WEBGL is selected only with `// @renderer p5 webgl`, not with `createCanvas(..., p5.WEBGL)`.\n6. NEVER use `preload()`. Use `viji.image(null, { label: 'Name' })` for images, or `fetch()` in an async `setup()` for data.\n7. NEVER use P5 event callbacks: `mousePressed()`, `mouseDragged()`, `mouseReleased()`, `keyPressed()`, `keyReleased()`, `keyTyped()`, `touchStarted()`, `touchMoved()`, `touchEnded()`. Instead, check state in `render()`:\n - `mouseIsPressed` → `viji.pointer.isDown` (works for both mouse and touch) or `viji.mouse.isPressed`\n - `mouseX` / `mouseY` → `viji.pointer.x` / `viji.pointer.y` (works for both mouse and touch) or `viji.mouse.x` / `viji.mouse.y`\n - `keyIsPressed` → `viji.keyboard.isPressed('keyName')`\n - For press-edge detection: use `viji.pointer.wasPressed` / `viji.pointer.wasReleased`.\n8. NEVER use `p5.frameRate()`, `p5.save()`, `p5.saveCanvas()`, `p5.saveFrames()`. These are host-level concerns.\n9. NEVER use `loadImage()`, `loadFont()`, `loadJSON()`, `loadModel()`, `loadShader()`. Use `viji.image()` or `fetch()`.\n10. NEVER use `createCapture()` or `createVideo()`. Use `viji.video.*` instead.\n11. NEVER use `p5.dom` or `p5.sound` libraries. Use Viji parameters for UI and `viji.audio.*` for audio.\n12. NEVER access `window`, `document`, `Image()`, or `localStorage`. `fetch()` IS available.\n13. ALWAYS declare parameters at the TOP LEVEL, never inside `render()` or `setup()`:\n ```javascript\n // CORRECT\n const size = viji.slider(50, { min: 10, max: 200, label: 'Size' });\n function render(viji, p5) { p5.circle(0, 0, size.value); }\n\n // WRONG: creates a new parameter every frame\n function render(viji, p5) { const size = viji.slider(50, { ... }); }\n ```\n14. ALWAYS read parameters via `.value`: `size.value`, `color.value`, `toggle.value`. Color parameters also expose `.rgb` (`{ r, g, b }` in 0..255) and `.hsb` (`{ h, s, b }`, h in 0..360, s/b in 0..100) for direct use with `colorMode(RGB, 255)` / `colorMode(HSB, 360, 100, 100)`.\n15. ALWAYS use `viji.width` and `viji.height` for canvas dimensions. NEVER hardcode pixel sizes.\n16. ALWAYS use `viji.deltaTime` for frame-rate-independent animation. Replace `frameCount * 0.01` patterns with a deltaTime accumulator:\n ```javascript\n let angle = 0;\n function render(viji, p5) {\n angle += speed.value * viji.deltaTime;\n }\n ```\n NEVER multiply `viji.time` by a parameter (`viji.time * speed.value`): it causes jumps when the parameter changes. Same for nested: never multiply an accumulator by another parameter; give each speed its own accumulator.\n17. NEVER allocate objects, arrays, or strings inside `render()`. Pre-allocate at the top level and reuse.\n18. ALWAYS set `category` on parameters that depend on an external input: `category: 'audio'` for audio, `category: 'video'` for video/CV, `category: 'interaction'` for mouse/keyboard/touch. This lets the host hide irrelevant controls when the input is inactive.\n19. For image parameters displayed with P5, use `photo.p5` (not `photo.value`) with `p5.image()`:\n ```javascript\n const photo = viji.image(null, { label: 'Photo' });\n function render(viji, p5) {\n if (photo.value) p5.image(photo.p5, 0, 0, viji.width, viji.height);\n }\n ```\n\n## API MAPPING\n\n| Standard P5.js | Viji-P5 |\n|---|---|\n| `width` / `height` | `viji.width` / `viji.height` |\n| `mouseX` / `mouseY` | `viji.pointer.x` / `viji.pointer.y` (or `viji.mouse.x` / `viji.mouse.y`) |\n| `mouseIsPressed` | `viji.pointer.isDown` (or `viji.mouse.isPressed`) |\n| `mouseButton === LEFT` | `viji.mouse.leftButton` |\n| `keyIsPressed` | `viji.keyboard.isPressed('keyName')` |\n| `key` | `viji.keyboard.lastKeyPressed` |\n| `frameCount` | Use `viji.time` or `viji.deltaTime` accumulator |\n| `frameRate(n)` | Remove: host controls frame rate |\n| `createCanvas(w, h)` / `createCanvas(w, h, WEBGL)` | Remove: use `// @renderer p5` or `// @renderer p5 webgl` |\n| `preload()` | Remove: use `viji.image()` or `fetch()` in `setup()` |\n| `loadImage(url)` | `viji.image(null, { label: 'Image' })` |\n| `save()` | Remove: host uses `captureFrame()` |\n\nThe mapping above covers the most common direct ports. The complete Viji API surface is below: use it for any feature the source sketch reaches for that this table does not list (audio analysis, video frames, CV data, touch, device sensors, etc.).\n\n## COMPLETE VIJI API REFERENCE\n\nThe `viji` object is identical to the Native renderer (same object, same types). Access it inside `setup(viji, p5)` and `render(viji, p5)`.\n\n### Canvas & Timing\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `viji.canvas` | `OffscreenCanvas` | The canvas element (managed by P5) |\n| `viji.width` | `number` | Current canvas width in pixels |\n| `viji.height` | `number` | Current canvas height in pixels |\n| `viji.time` | `number` | Seconds since scene start |\n| `viji.deltaTime` | `number` | Seconds since last frame |\n| `viji.frameCount` | `number` | Total frames rendered |\n| `viji.fps` | `number` | Target frame rate (based on host frame-rate mode) |\n\n`viji.useContext()` is NOT available in P5: the canvas context is managed by P5 internally.\n\n### Parameters\n\nDeclare at top level. Read `.value` inside `render()`. All support `{ label, description?, group?, category? }`.\nCategory values: `'audio'`, `'video'`, `'interaction'`, `'general'`.\n\n```javascript\nviji.slider(default, { min?, max?, step?, label, group?, category? }) // { value: number }\nviji.color(default, { label, group?, category? }) // { value: '#rrggbb', rgb: { r, g, b } in 0..255, hsb: { h: 0..360, s/b: 0..100 } }\nviji.toggle(default, { label, group?, category? }) // { value: boolean }\nviji.select(default, { options: [...], label, group?, category? }) // { value: string|number }\nviji.number(default, { min?, max?, step?, label, group?, category? }) // { value: number }\nviji.text(default, { label, group?, category?, maxLength? }) // { value: string }\nviji.image(null, { label, group?, category? }) // { value: ImageBitmap|null, p5: P5Image }\nviji.button({ label, description?, group?, category? }) // { value: boolean } (true one frame)\nviji.coordinate(default, { step?, label, group?, category? }) // { value: { x, y } } (both -1 to 1)\n```\n\n### Audio: `viji.audio`\n\nALWAYS check `viji.audio.isConnected` first.\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isConnected` | `boolean` | Whether audio source is active |\n| `volume.current` | `number` | RMS volume 0-1 |\n| `volume.peak` | `number` | Peak amplitude 0-1 |\n| `volume.smoothed` | `number` | Smoothed volume (200ms decay) |\n| `bands.low` | `number` | 20-120 Hz energy 0-1 |\n| `bands.lowMid` | `number` | 120-400 Hz energy 0-1 |\n| `bands.mid` | `number` | 400-1600 Hz energy 0-1 |\n| `bands.highMid` | `number` | 1600-6000 Hz energy 0-1 |\n| `bands.high` | `number` | 6000-16000 Hz energy 0-1 |\n| `bands.lowSmoothed` … `bands.highSmoothed` | `number` | Smoothed variants of each band |\n| `beat.kick` | `number` | Kick energy curve 0-1, 300ms decay; peaks on each detected kick |\n| `beat.snare` | `number` | Snare energy curve 0-1, 300ms decay |\n| `beat.hat` | `number` | Hi-hat energy curve 0-1, 300ms decay |\n| `beat.any` | `number` | Any-beat energy curve 0-1, 300ms decay |\n| `beat.kickSmoothed` … `beat.anySmoothed` | `number` | Smoother 500ms decay envelopes; use for ambient pulses |\n| `beat.triggers.kick` | `boolean` | True for exactly one frame on a kick, then auto-resets; OR-accumulated between frames |\n| `beat.triggers.snare` | `boolean` | True for exactly one frame on a snare, then auto-resets; OR-accumulated between frames |\n| `beat.triggers.hat` | `boolean` | True for exactly one frame on a hi-hat, then auto-resets; OR-accumulated between frames |\n| `beat.triggers.any` | `boolean` | True for exactly one frame on any beat, then auto-resets |\n| `beat.events` | `Array<{type,time,strength}>` | All beats detected since the last frame; `type` is `'kick' \\| 'snare' \\| 'hat'` (never `'any'`); `time` in ms; cleared each frame |\n| `beat.bpm` | `number` | `0` when no audio is connected; once audio connects it tracks the detected tempo clamped to 60..240, with `120` as a fallback before lock-on |\n| `beat.confidence` | `number` | BPM tracking confidence 0-1 |\n| `beat.isLocked` | `boolean` | True on stable tempo lock |\n| `spectral.brightness` | `number` | Spectral centroid 0-1 |\n| `spectral.flatness` | `number` | Spectral flatness 0-1 |\n| `getFrequencyData()` | `Uint8Array` | Raw FFT bins (0-255) |\n| `getWaveform()` | `Float32Array` | Time-domain waveform (−1 to 1) |\n\nCommon P5 sound conversions: `new p5.AudioIn() ... mic.getLevel()` → `viji.audio.volume.current`; `fft.analyze()` → `viji.audio.getFrequencyData()`; `p5.Amplitude` → `viji.audio.volume.smoothed`.\n\n### Video: `viji.video`\n\nALWAYS check `viji.video.isConnected` first. Check `currentFrame` before drawing.\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isConnected` | `boolean` | Whether video source is active |\n| `currentFrame` | `OffscreenCanvas\\|ImageBitmap\\|null` | Just-arrived video frame |\n| `frameWidth` | `number` | Frame width in pixels |\n| `frameHeight` | `number` | Frame height in pixels |\n| `frameRate` | `number` | Video frame rate |\n| `getFrameData()` | `ImageData\\|null` | Pixel data of `currentFrame` for CPU access |\n| `cv` | `VideoCVAPI` | Computer-vision surface (see below) |\n\nCV-paired outputs (`analysedFrame`, `getAnalysedFrameData()`) and detection results live on `viji.video.cv`, not on `viji.video` directly. See the Computer Vision section below.\n\nReplace `createCapture(VIDEO)` with `viji.video.currentFrame`. **Always preserve the source aspect ratio with `videoFit`.** Drawing to `(0, 0, viji.width, viji.height)` stretches the video and misaligns CV bounds.\n\n```javascript\nfunction videoFit(viji, mode = 'cover') {\n const vw = viji.video.frameWidth, vh = viji.video.frameHeight;\n const w = viji.width, h = viji.height;\n if (!vw || !vh) return { x: 0, y: 0, width: 0, height: 0 };\n const scale = mode === 'cover' ? Math.max(w / vw, h / vh) : Math.min(w / vw, h / vh);\n const dw = vw * scale, dh = vh * scale;\n return { x: (w - dw) / 2, y: (h - dh) / 2, width: dw, height: dh };\n}\n\nconst v = videoFit(viji); // 'cover' (live cameras, default) or 'contain' (CV overlays)\np5.image(viji.video.currentFrame, v.x, v.y, v.width, v.height);\n// CV coords are normalized 0-1 to the source frame; map through v:\nviji.video.cv.faces.forEach(face => {\n const bx = v.x + face.bounds.x * v.width;\n const by = v.y + face.bounds.y * v.height;\n // ...\n});\n```\n\nUse `p5.image(...)` in both 2D and WEBGL P5 modes, or `p5.drawingContext.drawImage(...)` in 2D only.\n\nDefault to `viji.video.currentFrame` for displayed video. Reach for `viji.video.cv.analysedFrame ?? viji.video.currentFrame` only when the effect reads pixels from the displayed frame at CV-derived positions (compositing the segmentation mask onto the body, sampling skin under a face landmark, warping the face along its mesh, texture-mapped face filters). For drawing landmark dots, particles, or any overlay that doesn't sample the displayed frame at CV positions, `currentFrame` is the better default: `analysedFrame` advances only when MediaPipe completes an inference, so reaching for it without a reason makes the displayed video stutter or hold between inferences.\n\n### Computer Vision: `viji.video.cv` & `viji.video.cv.faces / hands / pose / segmentation`\n\nEnable features via toggle parameters (NEVER enable by default):\n\n```javascript\nawait viji.video.cv.enableFaceDetection(true/false);\nawait viji.video.cv.enableFaceMesh(true/false); // implies face detection\nawait viji.video.cv.enableEmotionDetection(true/false); // implies face mesh\nawait viji.video.cv.enableHandTracking(true/false);\nawait viji.video.cv.enablePoseDetection(true/false);\nawait viji.video.cv.enableBodySegmentation(true/false);\nviji.video.cv.getActiveFeatures(); // CVFeature[]\nviji.video.cv.isProcessing(); // boolean\n```\n\nCV-paired outputs (also on `viji.video.cv`):\n- `analysedFrame: OffscreenCanvas | null`: the exact frame that produced the current CV results. `null` until the first inference lands. Common fallback pattern: `viji.video.cv.analysedFrame ?? viji.video.currentFrame`.\n- `getAnalysedFrameData(): ImageData | null`: pixel data of `analysedFrame`.\n\n**`viji.video.cv.faces: FaceData[]`**\nEach face: `id` (number), `bounds` ({x,y,width,height}), `center` ({x,y}), `confidence` (0-1), `landmarks` ({x,y,z?}[]), `expressions` ({neutral,happy,sad,angry,surprised,disgusted,fearful} all 0-1), `headPose` ({pitch,yaw,roll} in degrees), `blendshapes` (52 ARKit coefficients 0-1: browDownLeft, browDownRight, browInnerUp, browOuterUpLeft, browOuterUpRight, cheekPuff, cheekSquintLeft, cheekSquintRight, eyeBlinkLeft, eyeBlinkRight, eyeLookDownLeft, eyeLookDownRight, eyeLookInLeft, eyeLookInRight, eyeLookOutLeft, eyeLookOutRight, eyeLookUpLeft, eyeLookUpRight, eyeSquintLeft, eyeSquintRight, eyeWideLeft, eyeWideRight, jawForward, jawLeft, jawOpen, jawRight, mouthClose, mouthDimpleLeft, mouthDimpleRight, mouthFrownLeft, mouthFrownRight, mouthFunnel, mouthLeft, mouthLowerDownLeft, mouthLowerDownRight, mouthPressLeft, mouthPressRight, mouthPucker, mouthRight, mouthRollLower, mouthRollUpper, mouthShrugLower, mouthShrugUpper, mouthSmileLeft, mouthSmileRight, mouthStretchLeft, mouthStretchRight, mouthUpperUpLeft, mouthUpperUpRight, noseSneerLeft, noseSneerRight, tongueOut).\n\n**`viji.video.cv.hands: HandData[]`**\nEach hand: `id` (number), `handedness` ('left'|'right'), `confidence` (0-1), `bounds` ({x,y,width,height}), `landmarks` ({x,y,z}[], 21 points), `palm` ({x,y,z}), `gestures` ({fist,openPalm,peace,thumbsUp,thumbsDown,pointing,iLoveYou} all 0-1).\n\n**`viji.video.cv.pose: PoseData | null`**\n`confidence` (0-1), `landmarks` ({x,y,z,visibility}[], 33 points), plus body-part arrays: `face` ({x,y}[]), `torso`, `leftArm`, `rightArm`, `leftLeg`, `rightLeg`.\n\n**`viji.video.cv.segmentation: SegmentationData | null`**\n`mask` (Uint8Array; each byte is `0` for background or `1` for person; length = `width * height`), `width`, `height`.\n\n### Input: Pointer (unified mouse/touch): `viji.pointer`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `x`, `y` | `number` | Position in pixels |\n| `deltaX`, `deltaY` | `number` | Movement since last frame |\n| `isDown` | `boolean` | True if pressed/touching |\n| `wasPressed` | `boolean` | True on press frame |\n| `wasReleased` | `boolean` | True on release frame |\n| `isInCanvas` | `boolean` | True if inside canvas |\n| `type` | `string` | `'mouse'`, `'touch'`, or `'none'` |\n\n### Input: Mouse: `viji.mouse`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `x`, `y` | `number` | Position in pixels |\n| `isInCanvas` | `boolean` | Inside canvas bounds |\n| `isPressed` | `boolean` | Any button pressed |\n| `leftButton`, `rightButton`, `middleButton` | `boolean` | Specific buttons |\n| `deltaX`, `deltaY` | `number` | Movement delta |\n| `wheelDelta` | `number` | Scroll wheel delta |\n| `wheelX`, `wheelY` | `number` | Horizontal/vertical scroll |\n| `wasPressed`, `wasReleased`, `wasMoved` | `boolean` | Frame-edge events |\n\n### Input: Keyboard: `viji.keyboard`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isPressed(key)` | `boolean` | True while key is held |\n| `wasPressed(key)` | `boolean` | True on key-down frame |\n| `wasReleased(key)` | `boolean` | True on key-up frame |\n| `activeKeys` | `Set<string>` | Currently held keys |\n| `pressedThisFrame` | `Set<string>` | Keys pressed this frame |\n| `releasedThisFrame` | `Set<string>` | Keys released this frame |\n| `lastKeyPressed` | `string` | Most recent key-down |\n| `lastKeyReleased` | `string` | Most recent key-up |\n| `shift`, `ctrl`, `alt`, `meta` | `boolean` | Modifier states |\n\n### Input: Touch: `viji.touches`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `count` | `number` | Active touch count |\n| `points` | `TouchPoint[]` | All active touches |\n| `started` | `TouchPoint[]` | Touches started this frame |\n| `moved` | `TouchPoint[]` | Touches moved this frame |\n| `ended` | `TouchPoint[]` | Touches ended this frame |\n| `primary` | `TouchPoint\\|null` | First active touch |\n\n**TouchPoint:** `id`, `x`, `y`, `pressure`, `radius`, `radiusX`, `radiusY`, `rotationAngle`, `force`, `isInCanvas`, `deltaX`, `deltaY`, `velocity` ({x,y}), `isNew`, `isActive`, `isEnding`.\n\nP5 `touchStarted()` / `touchMoved()` / `touchEnded()` callbacks do not fire. Read `viji.touches.started` / `.moved` / `.ended` inside `render()` instead.\n\n### Device Sensors: `viji.device`\n\n`viji.device.motion` (DeviceMotionData|null): `acceleration` ({x,y,z} m/s²), `accelerationIncludingGravity`, `rotationRate` ({alpha,beta,gamma} deg/s), `interval` (ms).\n`viji.device.orientation` (DeviceOrientationData|null): `alpha` (0-360° compass), `beta` (−180-180° tilt), `gamma` (−90-90° tilt), `absolute` (boolean).\n\n### External Devices: `viji.devices`\n\n`DeviceState[]`: connected external devices. Each entry: `id` (string), `name` (string), `motion` (DeviceMotionData|null), `orientation` (DeviceOrientationData|null), `video` (VideoAPI|null, same shape as `viji.video` but without CV), `audio` (AudioStreamAPI|null, lightweight subset of `viji.audio`: `isConnected`, `volume.{current,peak,smoothed}`, `bands.{low...high}` + each `*Smoothed`, `spectral.{brightness,flatness}`, `getFrequencyData()`, `getWaveform()`. **No** beat / BPM / triggers / events).\n\n### Streams: `viji.videoStreams` and `viji.audioStreams`\n\n`viji.videoStreams: VideoAPI[]` and `viji.audioStreams: AudioStreamAPI[]`: additional video/audio sources provided by the host application (used internally by Viji's compositor for scene mixing). May be empty. Audio streams use the AudioStreamAPI shape (no beat / BPM / triggers / events).\n\n## P5-SPECIFIC GOTCHAS\n\nThese behaviors are different from running P5 in a browser tab:\n\n- **Fonts:** `p5.textFont()` only with CSS generic names (`'monospace'`, `'serif'`, `'sans-serif'`). `loadFont()` is NOT available.\n- **`p5.createGraphics(w, h)`** works (creates an internal OffscreenCanvas). `createGraphics(w, h, p5.WEBGL)` is NOT supported.\n- **`p5.pixelDensity()`** defaults to 1 in the worker. `p5.loadPixels()` and `p5.pixels[]` work in 2D scenes.\n- **`p5.drawingContext`** is a 2D context only in 2D scenes. In WEBGL scenes (`// @renderer p5 webgl`) it is a WebGL context: never use Canvas-2D-only APIs on it; use P5 3D drawing or `p5.image()` for textures and video.\n- **`viji.useContext()`** is NOT available in P5: the canvas and 2D context are managed by P5 internally.\n- **`p5.tint()` and `p5.blendMode()`** work normally.\n\n## TEMPLATE\n\n```javascript\n// @renderer p5\n\nconst speed = viji.slider(1, { min: 0.1, max: 5, label: 'Speed' });\n\nlet angle = 0;\n\nfunction setup(viji, p5) {\n p5.colorMode(p5.HSB, 360, 100, 100);\n}\n\nfunction render(viji, p5) {\n angle += speed.value * viji.deltaTime;\n p5.background(0, 0, 10);\n const x = viji.width / 2 + p5.cos(angle) * viji.width * 0.3;\n const y = viji.height / 2 + p5.sin(angle) * viji.height * 0.3;\n p5.noStroke();\n p5.fill(angle * 30 % 360, 80, 100);\n p5.circle(x, y, viji.width * 0.05);\n}\n```\n\nNow convert the P5.js sketch I provide.\n\nIf the sketch is incomplete or uses features that are incompatible with the Viji worker environment, ask one or two clarifying questions first (see YOUR BEHAVIOR above). Otherwise, proceed.\n\nWhen you produce the conversion:\n- Apply every rule and mapping above. The **API MAPPING** table covers the most common direct ports; the **COMPLETE VIJI API REFERENCE** above lists the full Viji surface for any feature the source sketch reaches for that the mapping table does not list (audio analysis, video frames, CV data, touch, device sensors). For any P5 call you are unsure about, consult the p5.js v1.x reference linked in **REFERENCE**. The canonical companion generation prompt is `p5-prompt` (in the `docs-api.js` bundle).\n- Output the Viji-P5 scene code in a single fenced code block.\n- After the code block, write a short summary of the key changes and flag anything you had to drop or simplify.\n- Invite the artist to ask for refinements.\n````\n\n## Usage\n\n1. Copy the entire prompt block above.\n2. Paste it into your AI assistant.\n3. After the prompt, paste the P5.js sketch you want to convert.\n4. The AI will return a Viji-compatible scene.\n\nFor a detailed human-readable guide, see [Converting P5 Sketches](/p5/converting-sketches#step-by-step).\n\n## Related\n\n- [Converting P5 Sketches](/p5/converting-sketches#step-by-step): step-by-step manual conversion guide\n- [Prompt: P5 Scenes](/ai-prompts/p5-prompt): AI prompt for creating new P5 scenes from scratch\n- [P5 Quick Start](/p5/quickstart): your first Viji-P5 scene"
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- "markdown": "# Convert: Shadertoy to Viji\n\nCopy the prompt below and paste it into your AI assistant along with the Shadertoy shader you want to convert. The prompt contains all the rules the AI needs to produce a correct Viji shader scene.\n\n## The Prompt\n\n````\nYou are converting a Shadertoy shader into a Viji shader scene.\nViji runs GLSL fragment shaders with automatic uniform injection. Apply every rule below exactly.\n\n## YOUR BEHAVIOR\n\n1. **Clarify when needed.** If the source shader is incomplete (missing `mainImage`), depends on multi-buffer pipelines, cube maps, 3D textures, or sound shaders that Viji does not support, ask the artist whether to drop, simplify, or skip that part before generating code. If the source is a self-contained `mainImage` (single-pass, with at most one Buffer for feedback), skip clarification and proceed.\n2. **Convert.** Produce a complete, copy-pasteable Viji shader that follows every rule in this prompt. Replace Shadertoy uniforms with Viji equivalents using the mapping table; convert `iTime * speed` patterns to `@viji-accumulator`; declare any artist-controllable parameters with `@viji-*` directives.\n3. **Explain.** After the code block, give a short summary of the key changes (e.g., \"replaced `iResolution` with `u_resolution`, swapped `iChannel0` for a `@viji-image` parameter, converted `iTime * speed` to a `@viji-accumulator`, used `backbuffer` for the Buffer A feedback\"). Flag any features you had to drop or simplify (multi-buffer pipelines, `iChannelTime`, `iChannelResolution`, etc.).\n4. **Iterate.** Invite the artist to ask for refinements (\"expose the color as a slider\", \"swap the texture for the camera\", \"make it audio-reactive on the kick\").\n\n## REFERENCE (source of truth)\n\nThe resources below are AUTHORITATIVE. The mapping tables in this prompt focus on the most common Shadertoy → Viji conversions, but they do NOT cover the full Viji uniform surface. If anything ever conflicts, the linked files win.\n\n**If you have web/file access:**\n- REQUIRED before converting code: fetch and skim the Tier-1 resource. Use it to verify exact uniform names, types, and availability for any data the source shader reaches for (audio, video, CV, sensors, backbuffer).\n- ON DEMAND: fetch from the Tier-2 resource when the source shader uses a Viji-side feature this prompt does not map (advanced CV uniforms, full shader examples) or when you need a behavior nuance.\n\n**If you do NOT have web/file access:**\n- Use only the uniforms and directives explicitly named in this prompt and the standard Shadertoy uniform set for direct ports.\n- Never invent Viji uniform or directive names from memory.\n- If the source uses something not covered here, say so and ask the artist how they want it handled; do NOT fabricate a Viji equivalent.\n\n**Tier 1 (always consult when accessible):**\n- Shader uniforms reference (every auto-injected uniform with type and description): https://unpkg.com/@viji-dev/core/dist/shader-uniforms.js\n\n**Tier 2 (consult when needed):**\n- Complete Viji docs (every page + every live example): https://unpkg.com/@viji-dev/core/dist/docs-api.js\n- Companion prompt for any Viji uniform or directive this conversion prompt does not cover (search for \"shader-prompt\" in the docs above).\n\n**Last-resort lookup:** https://www.npmjs.com/package/@viji-dev/core\n\n## RULES\n\n1. ALWAYS add `// @renderer shader` as the very first line (or after `#version 300 es` if using GLSL ES 3.00).\n2. NEVER declare `precision mediump float;` or `precision highp float;`: Viji auto-injects precision.\n3. NEVER redeclare built-in uniforms (`u_time`, `u_resolution`, `u_mouse`, etc.): they are auto-injected.\n4. NEVER redeclare parameter uniforms: they are auto-generated from `@viji-*` directives.\n5. Convert the `mainImage` signature to a standard `void main()`:\n - Replace `fragCoord` with `gl_FragCoord.xy`\n - Replace `fragColor` with `gl_FragColor`\n - Remove the `mainImage` wrapper entirely.\n6. ALWAYS replace Shadertoy uniforms with Viji equivalents using this mapping:\n\n | Shadertoy | Viji | Notes |\n |---|---|---|\n | `iResolution.xy` | `u_resolution` | Viji's `u_resolution` is `vec2`. For `.z` (aspect ratio), use `u_resolution.x / u_resolution.y`. |\n | `iResolution.x`, `.y` | `u_resolution.x`, `.y` | Direct match. |\n | `iTime` | `u_time` | Elapsed seconds. |\n | `iTimeDelta` | `u_deltaTime` | Seconds since last frame. |\n | `iFrame` | `u_frame` | Frame counter (`int`). |\n | `iMouse.xy` | `u_mouse` | Current mouse position in pixels. |\n | `iMouse.z` | Approximate with `u_mouseLeft ? u_mouse.x : 0.0` | Viji does not track click-origin. |\n | `iMouse.w` | Approximate with `u_mouseLeft ? u_mouse.y : 0.0` | Viji does not track click-origin. |\n | `iChannel0`-`3` (Texture / Image) | Declare `@viji-image` parameters | See rule 7 (static-image case). |\n | `iChannel0`-`3` (FFT mode in Shadertoy) | `u_audioFFT` | Auto-injected `sampler2D`, 1024 bins, 0-255. NEVER declare. |\n | `iChannel0`-`3` (Wave / Sound) | `u_audioWaveform` | Auto-injected `sampler2D`, time-domain (-1 to 1). NEVER declare. |\n | `iChannel0`-`3` (Microphone) | `u_audioFFT` and/or `u_audioWaveform` | Viji exposes the active audio source through the main audio uniforms whether it is mic, file, or stream. |\n | `iChannel0`-`3` (Keyboard) | `u_keyboard` | See rule 8. |\n | `iChannel0`-`3` (Cubemap) | Not supported | Only single-face 2D textures available. |\n | `iChannelResolution` | Not available | Track dimensions manually if needed. |\n | `iChannelTime` | Not available | Per-channel time is not tracked. |\n | `iDate` | Not available | Use `u_time` for elapsed time. |\n | `iSampleRate` | Not available | Not applicable. |\n\n7. For `iChannel` textures set to a **static image** in Shadertoy (NOT FFT, Wave/Sound, Microphone, Keyboard, or Cubemap), declare `@viji-image` parameters:\n ```glsl\n // @viji-image:channel0 label:\"Texture 1\"\n // @viji-image:channel1 label:\"Texture 2\"\n ```\n Then replace `texture(iChannel0, uv)` with `texture2D(channel0, uv)` (or `texture(channel0, uv)` in ES 3.00).\n For `iChannel` slots set to **FFT / Sound / Music / Microphone** in Shadertoy: do NOT declare an `@viji-image`. Sample the auto-injected `u_audioFFT` and `u_audioWaveform` `sampler2D` uniforms directly: `texture2D(u_audioFFT, vec2(freq, 0.0)).r` for spectrum, `texture2D(u_audioWaveform, vec2(t, 0.0)).r` for waveform.\n\n **Shadertoy's two-row audio channel:** in `Sound` / `Music` / `Microphone` mode, Shadertoy encodes BOTH the FFT and the waveform in a single iChannel texture: row 0 (`y ≈ 0.0`, top) is the FFT spectrum, row 1 (`y ≈ 0.5+`, bottom) is the time-domain waveform. When converting:\n - `texture(iChannelN, vec2(uv.x, 0.0)).r` (sampling row 0) → `texture2D(u_audioFFT, vec2(uv.x, 0.0)).r`\n - `texture(iChannelN, vec2(uv.x, 0.5)).r` or `vec2(uv.x, 0.75)` (sampling row 1) → `texture2D(u_audioWaveform, vec2(uv.x, 0.0)).r`\n - When unsure which row a sample is reading, prefer `u_audioFFT` for visualizations that look like a spectrum and `u_audioWaveform` for visualizations that look like an oscilloscope.\n\n8. If an `iChannel` is set to **Keyboard** input in Shadertoy, replace it with `u_keyboard`:\n ```glsl\n // Shadertoy: texelFetch(iChannel0, ivec2(KEY, 0), 0).x\n // Viji: texelFetch(u_keyboard, ivec2(KEY, 0), 0).x\n ```\n `u_keyboard` is a built-in `sampler2D` (256x3). Row 0 = held, Row 1 = pressed this frame, Row 2 = toggle. Do NOT declare it: it is auto-injected.\n\n9. For `iResolution` used as `vec3`, replace with:\n ```glsl\n vec3(u_resolution, u_resolution.x / u_resolution.y)\n ```\n Or refactor to use `u_resolution` as `vec2` directly: most code only needs `.xy`.\n\n10. If the shader uses `iTime` multiplied by a speed factor, ALWAYS use an accumulator instead of `u_time * speed` to prevent animation jumps when the slider changes:\n ```glsl\n // @viji-slider:speed label:\"Speed\" default:1.0 min:0.1 max:5.0\n // @viji-accumulator:phase rate:speed\n ```\n Then replace `iTime` with `phase`.\n The same applies to nested multiplications: never multiply an accumulator by another parameter inside the shader. If you need two independent speeds, declare two accumulators.\n\n11. If adding artist-controllable parameters, ALWAYS use `// @viji-*` directives:\n ```glsl\n // @viji-slider:name label:\"Label\" default:1.0 min:0.0 max:5.0\n // @viji-color:name label:\"Label\" default:#ff6600\n // @viji-toggle:name label:\"Label\" default:true\n // @viji-select:name label:\"Label\" default:0 options:[\"A\",\"B\",\"C\"]\n // @viji-image:name label:\"Label\"\n // @viji-button:name label:\"Label\"\n // @viji-coordinate:uniformName label:\"Label\" default:[x,y] // vec2 uniform, both -1 to 1; keys: default (required), label (required), step, description, group, category\n // @viji-accumulator:name rate:source\n ```\n NEVER use the `u_` prefix for parameter names: it is reserved for built-in uniforms.\n\n12. Parameter directives ONLY work with `//` comments. NEVER use `/* */` for `@viji-*` directives.\n\n13. If the shader uses `#version 300 es`:\n - Keep it as the very first line (before `// @renderer shader`).\n - Replace `gl_FragColor = ...` with `out vec4 fragColor;` (declared before `main`) and `fragColor = ...`.\n - Replace `texture2D()` with `texture()`.\n - Default (no `#version`) uses GLSL ES 1.00 for maximum compatibility.\n\n14. Remove any `#ifdef GL_ES` / `precision` blocks: Viji handles this.\n15. ALWAYS set `category:` on input-dependent `@viji-*` directives: `category:audio` for audio controls, `category:video` for video controls, `category:interaction` for mouse/touch controls.\n\n16. For feedback effects that used Shadertoy's Buffer tabs, use Viji's backbuffer:\n ```glsl\n vec4 prev = texture2D(backbuffer, uv);\n ```\n `backbuffer` is auto-detected and enabled. This replaces simple Buffer A patterns.\n Viji does NOT support multi-buffer pipelines (Buffer A feeding Buffer B). Only single-pass feedback is available.\n\n17. UNSUPPORTED Shadertoy features: if the source shader uses any of these, warn the user:\n - **Multi-buffer pipelines** (Buffer A→B→C→D): only single `backbuffer` available.\n - **CubeMap buffer** (`samplerCube`): not supported.\n - **3D textures** (`sampler3D`): not supported.\n - **`iChannelTime`**: not available.\n - **`iChannelResolution`**: not available.\n - **Sound output buffer**: not supported.\n - **`mainVR()`**: not supported.\n - **Texture wrap/filter modes**: Viji uses fixed `CLAMP_TO_EDGE` + `LINEAR`. Use `fract(uv)` for repeat.\n\n## COMPLETE UNIFORM REFERENCE\n\nAll uniforms below are auto-injected: do NOT declare them. The conversion-rules table above covers the direct Shadertoy mappings; this reference is the full Viji surface for any feature the source shader reaches for that the mapping table does not list.\n\n### Core\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_resolution` | `vec2` | Canvas width and height in pixels |\n| `u_time` | `float` | Elapsed seconds since scene start |\n| `u_deltaTime` | `float` | Seconds since last frame |\n| `u_frame` | `int` | Current frame number |\n| `u_fps` | `float` | Target frame rate (based on host frame-rate mode) |\n\n### Mouse\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_mouse` | `vec2` | Mouse position in pixels (WebGL coords: bottom-left origin) |\n| `u_mouseInCanvas` | `bool` | True if mouse is inside canvas |\n| `u_mousePressed` | `bool` | True if any mouse button is pressed |\n| `u_mouseLeft` | `bool` | True if left button is pressed |\n| `u_mouseRight` | `bool` | True if right button is pressed |\n| `u_mouseMiddle` | `bool` | True if middle button is pressed |\n| `u_mouseDelta` | `vec2` | Mouse movement delta per frame |\n| `u_mouseWheel` | `float` | Mouse wheel scroll delta |\n| `u_mouseWasPressed` | `bool` | True on the frame a button was pressed |\n| `u_mouseWasReleased` | `bool` | True on the frame a button was released |\n\n### Keyboard\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_keySpace` | `bool` | Spacebar |\n| `u_keyShift` | `bool` | Shift key |\n| `u_keyCtrl` | `bool` | Ctrl/Cmd key |\n| `u_keyAlt` | `bool` | Alt/Option key |\n| `u_keyW`, `u_keyA`, `u_keyS`, `u_keyD` | `bool` | WASD keys |\n| `u_keyUp`, `u_keyDown`, `u_keyLeft`, `u_keyRight` | `bool` | Arrow keys |\n| `u_keyboard` | `sampler2D` | Full keyboard state texture (256×3, LUMINANCE). Row 0: held, Row 1: pressed this frame, Row 2: toggle. Access: `texelFetch(u_keyboard, ivec2(keyCode, row), 0).r` |\n\n### Touch\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_touchCount` | `int` | Number of active touches (0-5) |\n| `u_touch0` - `u_touch4` | `vec2` | Touch point positions in pixels |\n\n### Pointer (unified mouse/touch)\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_pointer` | `vec2` | Primary input position in pixels (WebGL coords) |\n| `u_pointerDelta` | `vec2` | Primary input movement delta |\n| `u_pointerDown` | `bool` | True if primary input is active |\n| `u_pointerWasPressed` | `bool` | True on frame input became active |\n| `u_pointerWasReleased` | `bool` | True on frame input was released |\n| `u_pointerInCanvas` | `bool` | True if inside canvas |\n\n### Audio: Scalars\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_audioVolume` | `float` | RMS volume 0-1 |\n| `u_audioPeak` | `float` | Peak amplitude 0-1 |\n| `u_audioVolumeSmoothed` | `float` | Smoothed volume (200ms decay) |\n| `u_audioLow` | `float` | Low band 20-120 Hz |\n| `u_audioLowMid` | `float` | Low-mid 120-400 Hz |\n| `u_audioMid` | `float` | Mid 400-1600 Hz |\n| `u_audioHighMid` | `float` | High-mid 1600-6000 Hz |\n| `u_audioHigh` | `float` | High 6000-16000 Hz |\n| `u_audioLowSmoothed` - `u_audioHighSmoothed` | `float` | Smoothed band variants |\n| `u_audioKick` | `float` | Kick energy 0-1 |\n| `u_audioSnare` | `float` | Snare energy 0-1 |\n| `u_audioHat` | `float` | Hi-hat energy 0-1 |\n| `u_audioAny` | `float` | Any beat energy 0-1 |\n| `u_audioKickSmoothed` - `u_audioAnySmoothed` | `float` | Smoothed beat values |\n| `u_audioKickTrigger` | `bool` | True on kick beat frame |\n| `u_audioSnareTrigger` | `bool` | True on snare beat frame |\n| `u_audioHatTrigger` | `bool` | True on hat beat frame |\n| `u_audioAnyTrigger` | `bool` | True on any beat frame |\n| `u_audioBPM` | `float` | Estimated BPM (60-240) |\n| `u_audioConfidence` | `float` | Beat tracking confidence 0-1 |\n| `u_audioIsLocked` | `bool` | True when BPM is locked |\n| `u_audioBrightness` | `float` | Spectral brightness 0-1 |\n| `u_audioFlatness` | `float` | Spectral flatness 0-1 |\n\n### Audio: Textures\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_audioFFT` | `sampler2D` | FFT frequency spectrum (1024 bins, 0-255). Sample with `texture2D(u_audioFFT, vec2(freq, 0.0)).r`. |\n| `u_audioWaveform` | `sampler2D` | Time-domain waveform (-1 to 1). Sample with `texture2D(u_audioWaveform, vec2(t, 0.0)).r`. |\n\n**Note:** `u_audioFFT` / `u_audioWaveform` apply only to the main audio source. Additional streams (host `audioStreams` and device audio) use `u_audioStream{i}*` float / bool uniforms only: see Streams below.\n\n### Video\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_video` | `sampler2D` | Current video frame texture |\n| `u_videoResolution` | `vec2` | Video frame size in pixels |\n| `u_videoFrameRate` | `float` | Video frame rate |\n| `u_videoConnected` | `bool` | True if video source is active |\n\n### CV: Face Detection\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_faceCount` | `int` | Number of detected faces (0-1) |\n| `u_face0Bounds` | `vec4` | Bounding box (x, y, width, height) normalized 0-1 |\n| `u_face0Center` | `vec2` | Face center (x, y) normalized 0-1 |\n| `u_face0HeadPose` | `vec3` | Head rotation (pitch, yaw, roll) in degrees |\n| `u_face0Confidence` | `float` | Detection confidence 0-1 |\n| `u_face0Neutral` - `u_face0Fearful` | `float` | 7 expression scores (neutral, happy, sad, angry, surprised, disgusted, fearful) |\n\n**52 Blendshape uniforms** (all `float`, 0-1, ARKit names prefixed with `u_face0`):\n`u_face0BrowDownLeft`, `u_face0BrowDownRight`, `u_face0BrowInnerUp`, `u_face0BrowOuterUpLeft`, `u_face0BrowOuterUpRight`, `u_face0CheekPuff`, `u_face0CheekSquintLeft`, `u_face0CheekSquintRight`, `u_face0EyeBlinkLeft`, `u_face0EyeBlinkRight`, `u_face0EyeLookDownLeft`, `u_face0EyeLookDownRight`, `u_face0EyeLookInLeft`, `u_face0EyeLookInRight`, `u_face0EyeLookOutLeft`, `u_face0EyeLookOutRight`, `u_face0EyeLookUpLeft`, `u_face0EyeLookUpRight`, `u_face0EyeSquintLeft`, `u_face0EyeSquintRight`, `u_face0EyeWideLeft`, `u_face0EyeWideRight`, `u_face0JawForward`, `u_face0JawLeft`, `u_face0JawOpen`, `u_face0JawRight`, `u_face0MouthClose`, `u_face0MouthDimpleLeft`, `u_face0MouthDimpleRight`, `u_face0MouthFrownLeft`, `u_face0MouthFrownRight`, `u_face0MouthFunnel`, `u_face0MouthLeft`, `u_face0MouthLowerDownLeft`, `u_face0MouthLowerDownRight`, `u_face0MouthPressLeft`, `u_face0MouthPressRight`, `u_face0MouthPucker`, `u_face0MouthRight`, `u_face0MouthRollLower`, `u_face0MouthRollUpper`, `u_face0MouthShrugLower`, `u_face0MouthShrugUpper`, `u_face0MouthSmileLeft`, `u_face0MouthSmileRight`, `u_face0MouthStretchLeft`, `u_face0MouthStretchRight`, `u_face0MouthUpperUpLeft`, `u_face0MouthUpperUpRight`, `u_face0NoseSneerLeft`, `u_face0NoseSneerRight`, `u_face0TongueOut`.\n\n### CV: Hands\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_handCount` | `int` | Number of detected hands (0-2) |\n| `u_leftHandPalm`, `u_rightHandPalm` | `vec3` | Palm position (x, y, z) |\n| `u_leftHandConfidence`, `u_rightHandConfidence` | `float` | Detection confidence 0-1 |\n| `u_leftHandBounds`, `u_rightHandBounds` | `vec4` | Bounding box normalized 0-1 |\n| `u_leftHandFist` - `u_leftHandILoveYou` | `float` | 7 left-hand gesture scores (fist, open, peace, thumbsUp, thumbsDown, pointing, iLoveYou) |\n| `u_rightHandFist` - `u_rightHandILoveYou` | `float` | 7 right-hand gesture scores |\n\n### CV: Pose\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_poseDetected` | `bool` | True if a pose is detected |\n| `u_poseConfidence` | `float` | Detection confidence 0-1 |\n| `u_nosePosition` | `vec2` | Nose landmark (normalized 0-1) |\n| `u_leftShoulderPosition`, `u_rightShoulderPosition` | `vec2` | Shoulder positions |\n| `u_leftElbowPosition`, `u_rightElbowPosition` | `vec2` | Elbow positions |\n| `u_leftWristPosition`, `u_rightWristPosition` | `vec2` | Wrist positions |\n| `u_leftHipPosition`, `u_rightHipPosition` | `vec2` | Hip positions |\n| `u_leftKneePosition`, `u_rightKneePosition` | `vec2` | Knee positions |\n| `u_leftAnklePosition`, `u_rightAnklePosition` | `vec2` | Ankle positions |\n\n### CV: Body Segmentation\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_segmentationMask` | `sampler2D` | Segmentation mask (0=background, 1=person) |\n| `u_segmentationRes` | `vec2` | Mask resolution in pixels |\n\n### Device Sensors\n\n`u_deviceAcceleration` (vec3, m/s² without gravity), `u_deviceAccelerationGravity` (vec3, m/s² with gravity), `u_deviceRotationRate` (vec3, deg/s), `u_deviceOrientation` (vec3, alpha/beta/gamma in degrees), `u_deviceOrientationAbsolute` (bool, true if magnetometer-based).\n\n### External Devices\n\n`u_deviceCount` (int, video-providing devices 0-8), `u_externalDeviceCount` (int, total external devices 0-8), `u_device0` - `u_device7` (sampler2D, device camera textures), `u_device0Resolution` - `u_device7Resolution` (vec2), `u_device0Connected` - `u_device7Connected` (bool), `u_device0Acceleration` - `u_device7Acceleration` (vec3), `u_device0AccelerationGravity` - `u_device7AccelerationGravity` (vec3), `u_device0RotationRate` - `u_device7RotationRate` (vec3), `u_device0Orientation` - `u_device7Orientation` (vec3). Device audio uses the same `u_audioStream{i}*` scalar uniforms as the streams below; there are NO per-device FFT or waveform textures.\n\n### Streams (Compositor)\n\n`u_videoStreamCount` (int, 0-8), `u_videoStream0` - `u_videoStream7` (sampler2D), `u_videoStream0Resolution` - `u_videoStream7Resolution` (vec2), `u_videoStream0Connected` - `u_videoStream7Connected` (bool). Streams are host-provided video sources used internally by the compositor.\n\n`u_audioStreamCount` (int, 0-8), and per-slot `u_audioStream{i}Connected` (bool), `u_audioStream{i}Volume` (float), `u_audioStream{i}Low` - `u_audioStream{i}High` (float band energies: `Low`, `LowMid`, `Mid`, `HighMid`, `High`), `u_audioStream{i}Brightness`, `u_audioStream{i}Flatness` (float). **Lightweight scalars only**: NO `u_audioFFT` / `u_audioWaveform` per stream, and NO beat / BPM / trigger uniforms (those remain main-audio only).\n\n### Backbuffer\n\n`backbuffer` (sampler2D, no `u_` prefix): previous frame, auto-enabled when referenced. RGBA 8-bit, LINEAR filtering, CLAMP_TO_EDGE wrapping. First frame samples as black. Content clears on canvas resize. Sample with `texture2D(backbuffer, uv)` (ES 1.00) or `texture(backbuffer, uv)` (ES 3.00).\n\n## PARAMETER TYPE → UNIFORM MAPPING\n\n| Directive | GLSL Type | Example |\n|---|---|---|\n| `@viji-slider` | `uniform float` | `// @viji-slider:speed label:\"Speed\" default:1.0 min:0.0 max:5.0` |\n| `@viji-number` | `uniform float` | `// @viji-number:count label:\"Count\" default:10.0 min:1.0 max:100.0` |\n| `@viji-color` | `uniform vec3` | `// @viji-color:tint label:\"Tint\" default:#00ffcc` |\n| `@viji-toggle` | `uniform bool` | `// @viji-toggle:invert label:\"Invert\" default:false` |\n| `@viji-select` | `uniform int` | `// @viji-select:mode label:\"Mode\" default:0 options:[\"A\",\"B\"]` |\n| `@viji-image` | `uniform sampler2D` | `// @viji-image:tex label:\"Texture\"` |\n| `@viji-button` | `uniform bool` | `// @viji-button:trigger label:\"Trigger\"` |\n| `@viji-coordinate` | `uniform vec2` | `// @viji-coordinate:origin label:\"Origin\" default:[0.0,0.0]` (both -1 to 1; `label` and `default:[x,y]` required; optional: `step`, `description`, `group`, `category`) |\n| `@viji-accumulator` | `uniform float` | `// @viji-accumulator:phase rate:speed` |\n\n## CONVERSION TEMPLATE\n\n```glsl\n// @renderer shader\n// @viji-slider:speed label:\"Speed\" default:1.0 min:0.1 max:5.0\n// @viji-accumulator:phase rate:speed\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n\n // ... converted shader logic ...\n // Use `phase` instead of `iTime`\n // Use `u_resolution` instead of `iResolution.xy`\n // Use `gl_FragCoord.xy` instead of `fragCoord`\n\n gl_FragColor = vec4(color, 1.0);\n}\n```\n\nNow convert the Shadertoy shader I provide.\n\nIf the source is incomplete or relies on Shadertoy features that Viji does not support (multi-buffer pipelines, cube maps, 3D textures, sound shaders, `mainVR()`), ask one or two clarifying questions first (see YOUR BEHAVIOR above). Otherwise, proceed.\n\nWhen you produce the conversion:\n- Apply every rule and mapping above. Convert directly to native Viji uniforms; do NOT use a `#define` compatibility layer.\n- The conversion-rules mapping table covers the direct Shadertoy ports; the **COMPLETE UNIFORM REFERENCE** above lists the full Viji uniform surface for any feature the source shader reaches for that the mapping table does not list (CV face/hands/pose/segmentation, device sensors, external devices, streams, audio textures, pointer, touch). For details not in this prompt, consult the **REFERENCE** links: the canonical companion generation prompt is `shader-prompt` (in the `docs-api.js` bundle).\n- Output the Viji shader code in a single fenced code block.\n- After the code block, write a short summary of the key changes and flag anything you had to drop or simplify.\n- Invite the artist to ask for refinements.\n````\n\n## Usage\n\n1. Copy the entire prompt block above.\n2. Paste it into your AI assistant.\n3. After the prompt, paste the Shadertoy shader code (the `mainImage` function).\n4. The AI will return a native Viji shader scene.\n\n> [!TIP]\n> This prompt converts to **native Viji uniforms** (no `#define` compatibility layer). For a quick-and-dirty conversion using `#define` macros, see the compatibility header in [Shadertoy Compatibility](/shader/shadertoy).\n\n## Related\n\n- [Shadertoy Compatibility](/shader/shadertoy): manual conversion guide with compatibility layer\n- [Accumulator](/shader/parameters/accumulator): how accumulators prevent animation jumps\n- [Prompt: Shader Scenes](/ai-prompts/shader-prompt): AI prompt for creating new shaders from scratch\n- [Shader Quick Start](/shader/quickstart): your first Viji shader"
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+ "markdown": "# Convert: Shadertoy to Viji\n\nCopy the prompt below and paste it into your AI assistant along with the Shadertoy shader you want to convert. The prompt contains all the rules the AI needs to produce a correct Viji shader scene.\n\n## The Prompt\n\n````\nYou are converting a Shadertoy shader into a Viji shader scene.\nViji runs GLSL fragment shaders with automatic uniform injection. Apply every rule below exactly.\n\n## YOUR BEHAVIOR\n\n1. **Clarify when needed.** If the source shader is incomplete (missing `mainImage`), depends on multi-buffer pipelines, cube maps, 3D textures, or sound shaders that Viji does not support, ask the artist whether to drop, simplify, or skip that part before generating code. If the source is a self-contained `mainImage` (single-pass, with at most one Buffer for feedback), skip clarification and proceed.\n2. **Convert.** Produce a complete, copy-pasteable Viji shader that follows every rule in this prompt. Replace Shadertoy uniforms with Viji equivalents using the mapping table; convert `iTime * speed` patterns to `@viji-accumulator`; declare any artist-controllable parameters with `@viji-*` directives.\n3. **Explain.** After the code block, give a short summary of the key changes (e.g., \"replaced `iResolution` with `u_resolution`, swapped `iChannel0` for a `@viji-image` parameter, converted `iTime * speed` to a `@viji-accumulator`, used `backbuffer` for the Buffer A feedback\"). Flag any features you had to drop or simplify (multi-buffer pipelines, `iChannelTime`, `iChannelResolution`, etc.).\n4. **Iterate.** Invite the artist to ask for refinements (\"expose the color as a slider\", \"swap the texture for the camera\", \"make it audio-reactive on the kick\").\n\n## REFERENCE (source of truth)\n\nThe resources below are AUTHORITATIVE. The mapping tables in this prompt focus on the most common Shadertoy → Viji conversions, but they do NOT cover the full Viji uniform surface. If anything ever conflicts, the linked files win.\n\n**If you have web/file access:**\n- REQUIRED before converting code: fetch and skim the Tier-1 resource. Use it to verify exact uniform names, types, and availability for any data the source shader reaches for (audio, video, CV, sensors, backbuffer).\n- ON DEMAND: fetch from the Tier-2 resource when the source shader uses a Viji-side feature this prompt does not map (advanced CV uniforms, full shader examples) or when you need a behavior nuance.\n\n**If you do NOT have web/file access:**\n- Use only the uniforms and directives explicitly named in this prompt and the standard Shadertoy uniform set for direct ports.\n- Never invent Viji uniform or directive names from memory.\n- If the source uses something not covered here, say so and ask the artist how they want it handled; do NOT fabricate a Viji equivalent.\n\n**Tier 1 (always consult when accessible):**\n- Shader uniforms reference (every auto-injected uniform with type and description): https://unpkg.com/@viji-dev/core/dist/shader-uniforms.js\n\n**Tier 2 (consult when needed):**\n- Complete Viji docs (every page + every live example): https://unpkg.com/@viji-dev/core/dist/docs-api.js\n- Companion prompt for any Viji uniform or directive this conversion prompt does not cover (search for \"shader-prompt\" in the docs above).\n\n**Last-resort lookup:** https://www.npmjs.com/package/@viji-dev/core\n\n## RULES\n\n1. ALWAYS add `// @renderer shader` as the very first line (or after `#version 300 es` if using GLSL ES 3.00).\n2. NEVER declare `precision mediump float;` or `precision highp float;`: Viji auto-injects precision.\n3. NEVER redeclare built-in uniforms (`u_time`, `u_resolution`, `u_mouse`, etc.): they are auto-injected.\n4. NEVER redeclare parameter uniforms: they are auto-generated from `@viji-*` directives.\n5. Convert the `mainImage` signature to a standard `void main()`:\n - Replace `fragCoord` with `gl_FragCoord.xy`\n - Replace `fragColor` with `gl_FragColor`\n - Remove the `mainImage` wrapper entirely.\n6. ALWAYS replace Shadertoy uniforms with Viji equivalents using this mapping:\n\n | Shadertoy | Viji | Notes |\n |---|---|---|\n | `iResolution.xy` | `u_resolution` | Viji's `u_resolution` is `vec2`. For `.z` (aspect ratio), use `u_resolution.x / u_resolution.y`. |\n | `iResolution.x`, `.y` | `u_resolution.x`, `.y` | Direct match. |\n | `iTime` | `u_time` | Elapsed seconds. |\n | `iTimeDelta` | `u_deltaTime` | Seconds since last frame. |\n | `iFrame` | `u_frame` | Frame counter (`int`). |\n | `iMouse.xy` | `u_mouse` | Current mouse position in pixels. |\n | `iMouse.z` | Approximate with `u_mouseLeft ? u_mouse.x : 0.0` | Viji does not track click-origin. |\n | `iMouse.w` | Approximate with `u_mouseLeft ? u_mouse.y : 0.0` | Viji does not track click-origin. |\n | `iChannel0`-`3` (Texture / Image) | Declare `@viji-image` parameters | See rule 7 (static-image case). |\n | `iChannel0`-`3` (FFT mode in Shadertoy) | `u_audioFFT` | Auto-injected `sampler2D`, 1024 bins, 0-255. NEVER declare. |\n | `iChannel0`-`3` (Wave / Sound) | `u_audioWaveform` | Auto-injected `sampler2D`, time-domain (-1 to 1). NEVER declare. |\n | `iChannel0`-`3` (Microphone) | `u_audioFFT` and/or `u_audioWaveform` | Viji exposes the active audio source through the main audio uniforms whether it is mic, file, or stream. |\n | `iChannel0`-`3` (Keyboard) | `u_keyboard` | See rule 8. |\n | `iChannel0`-`3` (Cubemap) | Not supported | Only single-face 2D textures available. |\n | `iChannelResolution` | Not available | Track dimensions manually if needed. |\n | `iChannelTime` | Not available | Per-channel time is not tracked. |\n | `iDate` | Not available | Use `u_time` for elapsed time. |\n | `iSampleRate` | Not available | Not applicable. |\n\n7. For `iChannel` textures set to a **static image** in Shadertoy (NOT FFT, Wave/Sound, Microphone, Keyboard, or Cubemap), declare `@viji-image` parameters:\n ```glsl\n // @viji-image:channel0 label:\"Texture 1\"\n // @viji-image:channel1 label:\"Texture 2\"\n ```\n Then replace `texture(iChannel0, uv)` with `texture2D(channel0, uv)` (or `texture(channel0, uv)` in ES 3.00).\n For `iChannel` slots set to **FFT / Sound / Music / Microphone** in Shadertoy: do NOT declare an `@viji-image`. Sample the auto-injected `u_audioFFT` and `u_audioWaveform` `sampler2D` uniforms directly: `texture2D(u_audioFFT, vec2(freq, 0.0)).r` for spectrum, `texture2D(u_audioWaveform, vec2(t, 0.0)).r` for waveform.\n\n **Shadertoy's two-row audio channel:** in `Sound` / `Music` / `Microphone` mode, Shadertoy encodes BOTH the FFT and the waveform in a single iChannel texture: row 0 (`y ≈ 0.0`, top) is the FFT spectrum, row 1 (`y ≈ 0.5+`, bottom) is the time-domain waveform. When converting:\n - `texture(iChannelN, vec2(uv.x, 0.0)).r` (sampling row 0) → `texture2D(u_audioFFT, vec2(uv.x, 0.0)).r`\n - `texture(iChannelN, vec2(uv.x, 0.5)).r` or `vec2(uv.x, 0.75)` (sampling row 1) → `texture2D(u_audioWaveform, vec2(uv.x, 0.0)).r`\n - When unsure which row a sample is reading, prefer `u_audioFFT` for visualizations that look like a spectrum and `u_audioWaveform` for visualizations that look like an oscilloscope.\n\n8. If an `iChannel` is set to **Keyboard** input in Shadertoy, replace it with `u_keyboard`:\n ```glsl\n // Shadertoy: texelFetch(iChannel0, ivec2(KEY, 0), 0).x\n // Viji: texelFetch(u_keyboard, ivec2(KEY, 0), 0).x\n ```\n `u_keyboard` is a built-in `sampler2D` (256x3). Row 0 = held, Row 1 = pressed this frame, Row 2 = toggle. Do NOT declare it: it is auto-injected.\n\n9. For `iResolution` used as `vec3`, replace with:\n ```glsl\n vec3(u_resolution, u_resolution.x / u_resolution.y)\n ```\n Or refactor to use `u_resolution` as `vec2` directly: most code only needs `.xy`.\n\n10. If the shader uses `iTime` multiplied by a speed factor, ALWAYS use an accumulator instead of `u_time * speed` to prevent animation jumps when the slider changes:\n ```glsl\n // @viji-slider:speed label:\"Speed\" default:1.0 min:0.1 max:5.0\n // @viji-accumulator:phase rate:speed\n ```\n Then replace `iTime` with `phase`.\n The same applies to nested multiplications: never multiply an accumulator by another parameter inside the shader. If you need two independent speeds, declare two accumulators.\n\n11. If adding artist-controllable parameters, ALWAYS use `// @viji-*` directives:\n ```glsl\n // @viji-slider:name label:\"Label\" default:1.0 min:0.0 max:5.0\n // @viji-color:name label:\"Label\" default:#ff6600\n // @viji-toggle:name label:\"Label\" default:true\n // @viji-select:name label:\"Label\" default:0 options:[\"A\",\"B\",\"C\"]\n // @viji-image:name label:\"Label\"\n // @viji-button:name label:\"Label\"\n // @viji-coordinate:uniformName label:\"Label\" default:[x,y] // vec2 uniform, both -1 to 1; keys: default (required), label (required), step, description, group, category\n // @viji-accumulator:name rate:source\n ```\n NEVER use the `u_` prefix for parameter names: it is reserved for built-in uniforms.\n\n12. Parameter directives ONLY work with `//` comments. NEVER use `/* */` for `@viji-*` directives.\n\n13. If the shader uses `#version 300 es`:\n - Keep it as the very first line (before `// @renderer shader`).\n - Replace `gl_FragColor = ...` with `out vec4 fragColor;` (declared before `main`) and `fragColor = ...`.\n - Replace `texture2D()` with `texture()`.\n - Default (no `#version`) uses GLSL ES 1.00 for maximum compatibility.\n\n14. Remove any `#ifdef GL_ES` / `precision` blocks: Viji handles this.\n15. ALWAYS set `category:` on input-dependent `@viji-*` directives: `category:audio` for audio controls, `category:video` for video controls, `category:interaction` for mouse/touch controls.\n\n16. For feedback effects that used Shadertoy's Buffer tabs, use Viji's backbuffer:\n ```glsl\n vec4 prev = texture2D(backbuffer, uv);\n ```\n `backbuffer` is auto-detected and enabled. This replaces simple Buffer A patterns.\n Viji does NOT support multi-buffer pipelines (Buffer A feeding Buffer B). Only single-pass feedback is available.\n\n17. UNSUPPORTED Shadertoy features: if the source shader uses any of these, warn the user:\n - **Multi-buffer pipelines** (Buffer A→B→C→D): only single `backbuffer` available.\n - **CubeMap buffer** (`samplerCube`): not supported.\n - **3D textures** (`sampler3D`): not supported.\n - **`iChannelTime`**: not available.\n - **`iChannelResolution`**: not available.\n - **Sound output buffer**: not supported.\n - **`mainVR()`**: not supported.\n - **Texture wrap/filter modes**: Viji uses fixed `CLAMP_TO_EDGE` + `LINEAR`. Use `fract(uv)` for repeat.\n\n## COMPLETE UNIFORM REFERENCE\n\nAll uniforms below are auto-injected: do NOT declare them. The conversion-rules table above covers the direct Shadertoy mappings; this reference is the full Viji surface for any feature the source shader reaches for that the mapping table does not list.\n\n### Core\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_resolution` | `vec2` | Canvas width and height in pixels |\n| `u_time` | `float` | Elapsed seconds since scene start |\n| `u_deltaTime` | `float` | Seconds since last frame |\n| `u_frame` | `int` | Current frame number |\n| `u_fps` | `float` | Target frame rate (based on host frame-rate mode) |\n\n### Mouse\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_mouse` | `vec2` | Mouse position in pixels (WebGL coords: bottom-left origin) |\n| `u_mouseInCanvas` | `bool` | True if mouse is inside canvas |\n| `u_mousePressed` | `bool` | True if any mouse button is pressed |\n| `u_mouseLeft` | `bool` | True if left button is pressed |\n| `u_mouseRight` | `bool` | True if right button is pressed |\n| `u_mouseMiddle` | `bool` | True if middle button is pressed |\n| `u_mouseDelta` | `vec2` | Mouse movement delta per frame |\n| `u_mouseWheel` | `float` | Mouse wheel scroll delta |\n| `u_mouseWasPressed` | `bool` | True on the frame a button was pressed |\n| `u_mouseWasReleased` | `bool` | True on the frame a button was released |\n\n### Keyboard\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_keySpace` | `bool` | Spacebar |\n| `u_keyShift` | `bool` | Shift key |\n| `u_keyCtrl` | `bool` | Ctrl/Cmd key |\n| `u_keyAlt` | `bool` | Alt/Option key |\n| `u_keyW`, `u_keyA`, `u_keyS`, `u_keyD` | `bool` | WASD keys |\n| `u_keyUp`, `u_keyDown`, `u_keyLeft`, `u_keyRight` | `bool` | Arrow keys |\n| `u_keyboard` | `sampler2D` | Full keyboard state texture (256×3, LUMINANCE). Row 0: held, Row 1: pressed this frame, Row 2: toggle. Access: `texelFetch(u_keyboard, ivec2(keyCode, row), 0).r` |\n\n### Touch\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_touchCount` | `int` | Number of active touches (0-5) |\n| `u_touch0` - `u_touch4` | `vec2` | Touch point positions in pixels |\n\n### Pointer (unified mouse/touch)\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_pointer` | `vec2` | Primary input position in pixels (WebGL coords) |\n| `u_pointerDelta` | `vec2` | Primary input movement delta |\n| `u_pointerDown` | `bool` | True if primary input is active |\n| `u_pointerWasPressed` | `bool` | True on frame input became active |\n| `u_pointerWasReleased` | `bool` | True on frame input was released |\n| `u_pointerInCanvas` | `bool` | True if inside canvas |\n\n### Audio: Scalars\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_audioVolume` | `float` | RMS volume 0-1 |\n| `u_audioPeak` | `float` | Peak amplitude 0-1 |\n| `u_audioVolumeSmoothed` | `float` | Smoothed volume (200ms decay) |\n| `u_audioLow` | `float` | Low band 20-120 Hz |\n| `u_audioLowMid` | `float` | Low-mid 120-400 Hz |\n| `u_audioMid` | `float` | Mid 400-1600 Hz |\n| `u_audioHighMid` | `float` | High-mid 1600-6000 Hz |\n| `u_audioHigh` | `float` | High 6000-16000 Hz |\n| `u_audioLowSmoothed` - `u_audioHighSmoothed` | `float` | Smoothed band variants |\n| `u_audioKick` | `float` | Kick energy curve 0-1, 300ms decay; peaks on each detected kick |\n| `u_audioSnare` | `float` | Snare energy curve 0-1, 300ms decay |\n| `u_audioHat` | `float` | Hi-hat energy curve 0-1, 300ms decay |\n| `u_audioAny` | `float` | Any-beat energy curve 0-1, 300ms decay |\n| `u_audioKickSmoothed` - `u_audioAnySmoothed` | `float` | Smoother 500ms decay envelopes; use for ambient pulses |\n| `u_audioKickTrigger` | `bool` | True for exactly one frame on a kick, then auto-resets; OR-accumulated between frames |\n| `u_audioSnareTrigger` | `bool` | True for exactly one frame on a snare, then auto-resets; OR-accumulated between frames |\n| `u_audioHatTrigger` | `bool` | True for exactly one frame on a hi-hat, then auto-resets; OR-accumulated between frames |\n| `u_audioAnyTrigger` | `bool` | True for exactly one frame on any beat, then auto-resets |\n| `u_audioBPM` | `float` | `0.0` when no audio is connected; once audio connects it tracks the detected tempo clamped to 60..240, with `120.0` as a fallback before lock-on |\n| `u_audioConfidence` | `float` | Beat tracking confidence 0-1 |\n| `u_audioIsLocked` | `bool` | True on stable tempo lock |\n| `u_audioBrightness` | `float` | Spectral brightness 0-1 |\n| `u_audioFlatness` | `float` | Spectral flatness 0-1 |\n\n### Audio: Textures\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_audioFFT` | `sampler2D` | FFT frequency spectrum (1024 bins, 0-255). Sample with `texture2D(u_audioFFT, vec2(freq, 0.0)).r`. |\n| `u_audioWaveform` | `sampler2D` | Time-domain waveform (2048 samples, -1 to 1). Sample with `texture2D(u_audioWaveform, vec2(t, 0.0)).r`. |\n\n**Note:** `u_audioFFT` / `u_audioWaveform` apply only to the main audio source. Additional streams (host `audioStreams` and device audio) use `u_audioStream{i}*` float / bool uniforms only: see Streams below.\n\n### Video\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_video` | `sampler2D` | Current video frame texture |\n| `u_videoResolution` | `vec2` | Video frame size in pixels |\n| `u_videoFrameRate` | `float` | Video frame rate |\n| `u_videoConnected` | `bool` | True if video source is active |\n\n### CV: Face Detection\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_faceCount` | `int` | Number of detected faces (0-1) |\n| `u_face0Bounds` | `vec4` | Bounding box (x, y, width, height) normalized 0-1 |\n| `u_face0Center` | `vec2` | Face center (x, y) normalized 0-1 |\n| `u_face0HeadPose` | `vec3` | Head rotation (pitch, yaw, roll) in degrees |\n| `u_face0Confidence` | `float` | Detection confidence 0-1 |\n| `u_face0Neutral` - `u_face0Fearful` | `float` | 7 expression scores (neutral, happy, sad, angry, surprised, disgusted, fearful) |\n\n**52 Blendshape uniforms** (all `float`, 0-1, ARKit names prefixed with `u_face0`):\n`u_face0BrowDownLeft`, `u_face0BrowDownRight`, `u_face0BrowInnerUp`, `u_face0BrowOuterUpLeft`, `u_face0BrowOuterUpRight`, `u_face0CheekPuff`, `u_face0CheekSquintLeft`, `u_face0CheekSquintRight`, `u_face0EyeBlinkLeft`, `u_face0EyeBlinkRight`, `u_face0EyeLookDownLeft`, `u_face0EyeLookDownRight`, `u_face0EyeLookInLeft`, `u_face0EyeLookInRight`, `u_face0EyeLookOutLeft`, `u_face0EyeLookOutRight`, `u_face0EyeLookUpLeft`, `u_face0EyeLookUpRight`, `u_face0EyeSquintLeft`, `u_face0EyeSquintRight`, `u_face0EyeWideLeft`, `u_face0EyeWideRight`, `u_face0JawForward`, `u_face0JawLeft`, `u_face0JawOpen`, `u_face0JawRight`, `u_face0MouthClose`, `u_face0MouthDimpleLeft`, `u_face0MouthDimpleRight`, `u_face0MouthFrownLeft`, `u_face0MouthFrownRight`, `u_face0MouthFunnel`, `u_face0MouthLeft`, `u_face0MouthLowerDownLeft`, `u_face0MouthLowerDownRight`, `u_face0MouthPressLeft`, `u_face0MouthPressRight`, `u_face0MouthPucker`, `u_face0MouthRight`, `u_face0MouthRollLower`, `u_face0MouthRollUpper`, `u_face0MouthShrugLower`, `u_face0MouthShrugUpper`, `u_face0MouthSmileLeft`, `u_face0MouthSmileRight`, `u_face0MouthStretchLeft`, `u_face0MouthStretchRight`, `u_face0MouthUpperUpLeft`, `u_face0MouthUpperUpRight`, `u_face0NoseSneerLeft`, `u_face0NoseSneerRight`, `u_face0TongueOut`.\n\n### CV: Hands\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_handCount` | `int` | Number of detected hands (0-2) |\n| `u_leftHandPalm`, `u_rightHandPalm` | `vec3` | Palm position (x, y, z) |\n| `u_leftHandConfidence`, `u_rightHandConfidence` | `float` | Detection confidence 0-1 |\n| `u_leftHandBounds`, `u_rightHandBounds` | `vec4` | Bounding box normalized 0-1 |\n| `u_leftHandFist` - `u_leftHandILoveYou` | `float` | 7 left-hand gesture scores (fist, open, peace, thumbsUp, thumbsDown, pointing, iLoveYou) |\n| `u_rightHandFist` - `u_rightHandILoveYou` | `float` | 7 right-hand gesture scores |\n\n### CV: Pose\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_poseDetected` | `bool` | True if a pose is detected |\n| `u_poseConfidence` | `float` | Detection confidence 0-1 |\n| `u_nosePosition` | `vec2` | Nose landmark (normalized 0-1) |\n| `u_leftShoulderPosition`, `u_rightShoulderPosition` | `vec2` | Shoulder positions |\n| `u_leftElbowPosition`, `u_rightElbowPosition` | `vec2` | Elbow positions |\n| `u_leftWristPosition`, `u_rightWristPosition` | `vec2` | Wrist positions |\n| `u_leftHipPosition`, `u_rightHipPosition` | `vec2` | Hip positions |\n| `u_leftKneePosition`, `u_rightKneePosition` | `vec2` | Knee positions |\n| `u_leftAnklePosition`, `u_rightAnklePosition` | `vec2` | Ankle positions |\n\n### CV: Body Segmentation\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_segmentationMask` | `sampler2D` | Segmentation mask (0=background, 1=person) |\n| `u_segmentationRes` | `vec2` | Mask resolution in pixels |\n\n### Device Sensors\n\n`u_deviceAcceleration` (vec3, m/s² without gravity), `u_deviceAccelerationGravity` (vec3, m/s² with gravity), `u_deviceRotationRate` (vec3, deg/s), `u_deviceOrientation` (vec3, alpha/beta/gamma in degrees), `u_deviceOrientationAbsolute` (bool, true if magnetometer-based).\n\n### External Devices\n\n`u_deviceCount` (int, video-providing devices 0-8), `u_externalDeviceCount` (int, total external devices 0-8), `u_device0` - `u_device7` (sampler2D, device camera textures), `u_device0Resolution` - `u_device7Resolution` (vec2), `u_device0Connected` - `u_device7Connected` (bool), `u_device0Acceleration` - `u_device7Acceleration` (vec3), `u_device0AccelerationGravity` - `u_device7AccelerationGravity` (vec3), `u_device0RotationRate` - `u_device7RotationRate` (vec3), `u_device0Orientation` - `u_device7Orientation` (vec3). Device audio uses the same `u_audioStream{i}*` scalar uniforms as the streams below; there are NO per-device FFT or waveform textures.\n\n### Streams (Compositor)\n\n`u_videoStreamCount` (int, 0-8), `u_videoStream0` - `u_videoStream7` (sampler2D), `u_videoStream0Resolution` - `u_videoStream7Resolution` (vec2), `u_videoStream0Connected` - `u_videoStream7Connected` (bool). Streams are host-provided video sources used internally by the compositor.\n\n`u_audioStreamCount` (int, 0-8), and per-slot `u_audioStream{i}Connected` (bool), `u_audioStream{i}Volume` (float), `u_audioStream{i}Low` - `u_audioStream{i}High` (float band energies: `Low`, `LowMid`, `Mid`, `HighMid`, `High`), `u_audioStream{i}Brightness`, `u_audioStream{i}Flatness` (float). **Lightweight scalars only**: NO `u_audioFFT` / `u_audioWaveform` per stream, and NO beat / BPM / trigger uniforms (those remain main-audio only).\n\n### Backbuffer\n\n`backbuffer` (sampler2D, no `u_` prefix): previous frame, auto-enabled when referenced. RGBA 8-bit, LINEAR filtering, CLAMP_TO_EDGE wrapping. First frame samples as black. Content clears on canvas resize. Sample with `texture2D(backbuffer, uv)` (ES 1.00) or `texture(backbuffer, uv)` (ES 3.00).\n\n## PARAMETER TYPE → UNIFORM MAPPING\n\n| Directive | GLSL Type | Example |\n|---|---|---|\n| `@viji-slider` | `uniform float` | `// @viji-slider:speed label:\"Speed\" default:1.0 min:0.0 max:5.0` |\n| `@viji-number` | `uniform float` | `// @viji-number:count label:\"Count\" default:10.0 min:1.0 max:100.0` |\n| `@viji-color` | `uniform vec3` | `// @viji-color:tint label:\"Tint\" default:#00ffcc` |\n| `@viji-toggle` | `uniform bool` | `// @viji-toggle:invert label:\"Invert\" default:false` |\n| `@viji-select` | `uniform int` | `// @viji-select:mode label:\"Mode\" default:0 options:[\"A\",\"B\"]` |\n| `@viji-image` | `uniform sampler2D` | `// @viji-image:tex label:\"Texture\"` |\n| `@viji-button` | `uniform bool` | `// @viji-button:trigger label:\"Trigger\"` |\n| `@viji-coordinate` | `uniform vec2` | `// @viji-coordinate:origin label:\"Origin\" default:[0.0,0.0]` (both -1 to 1; `label` and `default:[x,y]` required; optional: `step`, `description`, `group`, `category`) |\n| `@viji-accumulator` | `uniform float` | `// @viji-accumulator:phase rate:speed` |\n\n## CONVERSION TEMPLATE\n\n```glsl\n// @renderer shader\n// @viji-slider:speed label:\"Speed\" default:1.0 min:0.1 max:5.0\n// @viji-accumulator:phase rate:speed\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n\n // ... converted shader logic ...\n // Use `phase` instead of `iTime`\n // Use `u_resolution` instead of `iResolution.xy`\n // Use `gl_FragCoord.xy` instead of `fragCoord`\n\n gl_FragColor = vec4(color, 1.0);\n}\n```\n\nNow convert the Shadertoy shader I provide.\n\nIf the source is incomplete or relies on Shadertoy features that Viji does not support (multi-buffer pipelines, cube maps, 3D textures, sound shaders, `mainVR()`), ask one or two clarifying questions first (see YOUR BEHAVIOR above). Otherwise, proceed.\n\nWhen you produce the conversion:\n- Apply every rule and mapping above. Convert directly to native Viji uniforms; do NOT use a `#define` compatibility layer.\n- The conversion-rules mapping table covers the direct Shadertoy ports; the **COMPLETE UNIFORM REFERENCE** above lists the full Viji uniform surface for any feature the source shader reaches for that the mapping table does not list (CV face/hands/pose/segmentation, device sensors, external devices, streams, audio textures, pointer, touch). For details not in this prompt, consult the **REFERENCE** links: the canonical companion generation prompt is `shader-prompt` (in the `docs-api.js` bundle).\n- Output the Viji shader code in a single fenced code block.\n- After the code block, write a short summary of the key changes and flag anything you had to drop or simplify.\n- Invite the artist to ask for refinements.\n````\n\n## Usage\n\n1. Copy the entire prompt block above.\n2. Paste it into your AI assistant.\n3. After the prompt, paste the Shadertoy shader code (the `mainImage` function).\n4. The AI will return a native Viji shader scene.\n\n> [!TIP]\n> This prompt converts to **native Viji uniforms** (no `#define` compatibility layer). For a quick-and-dirty conversion using `#define` macros, see the compatibility header in [Shadertoy Compatibility](/shader/shadertoy).\n\n## Related\n\n- [Shadertoy Compatibility](/shader/shadertoy): manual conversion guide with compatibility layer\n- [Accumulator](/shader/parameters/accumulator): how accumulators prevent animation jumps\n- [Prompt: Shader Scenes](/ai-prompts/shader-prompt): AI prompt for creating new shaders from scratch\n- [Shader Quick Start](/shader/quickstart): your first Viji shader"
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- "markdown": "# Convert: Three.js to Viji\n\nCopy the prompt below and paste it into your AI assistant along with the Three.js code you want to convert. The prompt contains all the rules the AI needs to produce a correct Viji native scene with Three.js.\n\n## The Prompt\n\n````\nYou are converting a standalone Three.js application into a Viji native scene.\nViji scenes run inside an OffscreenCanvas Web Worker. Apply every rule below exactly.\n\n## YOUR BEHAVIOR\n\n1. **Clarify when needed.** If the source code is incomplete (missing init or render loop), uses a framework on top of Three.js (React Three Fiber, Drei, Theatre.js), or relies on DOM elements outside the canvas, ask the artist for the missing pieces or for permission to drop the framework wrapper before generating code. If the code is plain Three.js and self-contained, skip clarification and proceed.\n2. **Convert.** Produce a complete, copy-pasteable Viji native scene that follows every rule in this prompt. Preserve the artist's visual intent, scene graph, and material setup; replace only the Viji-incompatible parts (window/document access, `requestAnimationFrame`, `THREE.Clock`, DOM event listeners).\n3. **Explain.** After the code block, give a short summary of the key changes you made (e.g., \"wrapped scene init in top-level code, moved per-frame logic into `render(viji)`, replaced `clock.getDelta()` with `viji.deltaTime`, replaced mouse listeners with `viji.pointer`\"). Flag any features you had to drop or simplify (e.g., `OrbitControls`, postprocessing that depends on DOM events).\n4. **Iterate.** Invite the artist to ask for refinements (\"add a slider for camera distance\", \"make the cube react to audio\", \"swap the material for a wireframe\").\n\n## REFERENCE (source of truth)\n\nThe resources below are AUTHORITATIVE. The rules and tables in this prompt focus on the most common Three.js → Viji mappings, but they do NOT cover the full Viji API surface. If anything ever conflicts, the linked files win.\n\n**If you have web/file access:**\n- REQUIRED before converting code: fetch and skim the Tier-1 resource. Use it to verify exact Viji API names, parameter types, and any Viji feature the source code may reach for (audio, video, CV, sensors, parameters).\n- ON DEMAND: fetch from the Tier-2 resource when the source uses a Viji-side feature this prompt does not map (advanced CV data structures, device sensors, full Viji examples) or when you need authoritative TypeScript signatures.\n\n**If you do NOT have web/file access:**\n- Use only the API surface explicitly named in this prompt and the standard Three.js API for direct ports.\n- Never invent Viji property or method names from memory.\n- If the source uses something not covered here, say so and ask the artist how they want it handled; do NOT fabricate a Viji equivalent.\n\n**Tier 1 (always consult when accessible):**\n- TypeScript API types (Viji JS surface, all renderers): https://unpkg.com/@viji-dev/core/dist/artist-global.d.ts\n\n**Tier 2 (consult when needed):**\n- Complete Viji docs (every page + every live example): https://unpkg.com/@viji-dev/core/dist/docs-api.js\n- Companion prompt for any Viji feature this conversion prompt does not cover (search for \"native-prompt\" in the docs above).\n\n**Last-resort lookup:** https://www.npmjs.com/package/@viji-dev/core\n\n## RULES\n\n1. ALWAYS import Three.js dynamically at the top level using `await import()`:\n ```javascript\n const THREE = await import('https://esm.sh/three@0.160.0');\n ```\n NEVER use `<script>` tags, `require()`, or static `import` statements.\n ALWAYS pin the version number in the URL.\n\n2. ALWAYS use `viji.canvas` as the renderer's canvas:\n ```javascript\n const renderer = new THREE.WebGLRenderer({ canvas: viji.canvas, antialias: true });\n renderer.setSize(viji.width, viji.height, false);\n ```\n ALWAYS pass `false` as the third argument to `setSize()`: this prevents Three.js from setting CSS styles, which would fail in the worker.\n\n3. NEVER use `requestAnimationFrame()`. Viji controls the render loop. Write all per-frame logic inside `function render(viji) { ... }` and call `renderer.render(scene, camera)` at the end.\n\n4. ALWAYS handle resize by checking `viji.width` / `viji.height` in `render()`:\n ```javascript\n let prevWidth = viji.width;\n let prevHeight = viji.height;\n\n function render(viji) {\n if (viji.width !== prevWidth || viji.height !== prevHeight) {\n renderer.setSize(viji.width, viji.height, false);\n camera.aspect = viji.width / viji.height;\n camera.updateProjectionMatrix();\n prevWidth = viji.width;\n prevHeight = viji.height;\n }\n renderer.render(scene, camera);\n }\n ```\n\n5. NEVER access `window`, `document`, `Image()`, or `localStorage`. `fetch()` IS available.\n\n6. NEVER use `window.innerWidth` / `window.innerHeight`. Use `viji.width` / `viji.height`.\n\n7. Replace hardcoded values with Viji parameters declared at the top level:\n ```javascript\n const speed = viji.slider(1, { min: 0.1, max: 5, label: 'Speed' });\n const color = viji.color('#049ef4', { label: 'Color' });\n ```\n NEVER declare parameters inside `render()`.\n ALWAYS read via `.value`: `speed.value`, `color.value`. Color parameters also expose `.rgb` (`{ r, g, b }` in 0..255) and `.hsb` (`{ h, s, b }`, h in 0..360, s/b in 0..100). Three.js color objects can take `.rgb` directly, e.g. `material.color.setRGB(c.rgb.r/255, c.rgb.g/255, c.rgb.b/255)`, or just keep using `material.color.set(c.value)`.\n\n8. ALWAYS use `viji.deltaTime` for animation timing:\n ```javascript\n cube.rotation.y += speed.value * viji.deltaTime;\n ```\n NEVER use `clock.getDelta()` or `Date.now()`. Remove any `THREE.Clock` usage.\n NEVER multiply `viji.time` by a parameter (`viji.time * speed.value`): it causes animation jumps when the parameter changes. Same for nested multiplications: never multiply an accumulator by another parameter; give each speed its own accumulator.\n\n9. Replace mouse/keyboard event listeners with Viji APIs:\n - `event.clientX` → `viji.pointer.x` (works for both mouse and touch) or `viji.mouse.x`\n - `event.clientY` → `viji.pointer.y` or `viji.mouse.y`\n - Mouse buttons → `viji.mouse.leftButton`, `viji.mouse.rightButton`\n - Key presses → `viji.keyboard.isPressed('keyName')`\n\n10. `OrbitControls` and other controls that depend on DOM events will NOT work in the worker.\n For camera interaction, read `viji.pointer` (handles both mouse and touch) and update the camera manually.\n\n11. For Three.js addons, import from the examples directory:\n ```javascript\n const { GLTFLoader } = await import('https://esm.sh/three@0.160.0/examples/jsm/loaders/GLTFLoader.js');\n const { EffectComposer } = await import('https://esm.sh/three@0.160.0/examples/jsm/postprocessing/EffectComposer.js');\n ```\n ALWAYS use the same Three.js version for addons as for the main library.\n\n12. For textures from file inputs, use Viji's image parameters:\n ```javascript\n const photo = viji.image(null, { label: 'Texture' });\n // In render():\n if (photo.value && !texture) {\n texture = new THREE.CanvasTexture(photo.value);\n material.map = texture;\n material.needsUpdate = true;\n }\n ```\n\n13. For video textures, use `viji.video`:\n ```javascript\n if (viji.video.isConnected && viji.video.currentFrame) {\n if (!videoTexture) {\n videoTexture = new THREE.CanvasTexture(viji.video.currentFrame);\n material.map = videoTexture;\n }\n videoTexture.needsUpdate = true;\n }\n ```\n\n14. NEVER allocate new objects inside `render()`. Pre-create vectors, colors, and materials at the top level.\n\n15. ALWAYS set `category` on parameters that depend on an external input: `category: 'audio'` for audio, `category: 'video'` for video/CV, `category: 'interaction'` for mouse/keyboard/touch. This lets the host hide irrelevant controls when the input is inactive.\n\n16. Remove any `window.addEventListener('resize', ...)`: resize is handled in `render()` (see rule 4).\n\n17. Remove any CSS, HTML, or DOM manipulation code. Viji scenes produce only canvas output.\n\n## COMPLETE VIJI API REFERENCE\n\nThe `viji` object is identical across all renderers (same object, same types). The mapping table above covers the most common Three.js → Viji ports; the reference below is the full surface for any Viji-side feature the source code reaches for (audio analysis, video frames, CV data, touch, device sensors).\n\n### Canvas & Context\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `viji.canvas` | `OffscreenCanvas` | The canvas element (pass to Three.js renderer) |\n| `viji.useContext('2d')` | `OffscreenCanvasRenderingContext2D` | Get 2D context |\n| `viji.useContext('webgl')` | `WebGLRenderingContext` | Get WebGL 1 context |\n| `viji.useContext('webgl2')` | `WebGL2RenderingContext` | Get WebGL 2 context |\n| `viji.ctx` | `OffscreenCanvasRenderingContext2D` | Shortcut (after useContext('2d')) |\n| `viji.gl` | `WebGLRenderingContext` | Shortcut (after useContext('webgl')) |\n| `viji.width` | `number` | Current canvas width in pixels |\n| `viji.height` | `number` | Current canvas height in pixels |\n\nWhen using Three.js, do NOT call `viji.useContext()`: pass `viji.canvas` to the `THREE.WebGLRenderer({ canvas: viji.canvas })` and Three.js manages its own GL context.\n\n### Timing\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `viji.time` | `number` | Seconds since scene start |\n| `viji.deltaTime` | `number` | Seconds since last frame |\n| `viji.frameCount` | `number` | Total frames rendered |\n| `viji.fps` | `number` | Target frame rate (based on host frame-rate mode) |\n\n### Parameters\n\nDeclare at top level. Read `.value` inside `render()`. All support `{ label, description?, group?, category? }`.\nCategory values: `'audio'`, `'video'`, `'interaction'`, `'general'`.\n\n```javascript\nviji.slider(default, { min?, max?, step?, label, group?, category? }) // { value: number }\nviji.color(default, { label, group?, category? }) // { value: '#rrggbb', rgb: { r, g, b } in 0..255, hsb: { h: 0..360, s/b: 0..100 } }\nviji.toggle(default, { label, group?, category? }) // { value: boolean }\nviji.select(default, { options: [...], label, group?, category? }) // { value: string|number }\nviji.number(default, { min?, max?, step?, label, group?, category? }) // { value: number }\nviji.text(default, { label, group?, category?, maxLength? }) // { value: string }\nviji.image(null, { label, group?, category? }) // { value: ImageBitmap|null }\nviji.button({ label, description?, group?, category? }) // { value: boolean } (true one frame)\nviji.coordinate(default, { step?, label, group?, category? }) // { value: { x, y } } (both -1 to 1)\n```\n\n### Audio: `viji.audio`\n\nALWAYS check `viji.audio.isConnected` first.\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isConnected` | `boolean` | Whether audio source is active |\n| `volume.current` | `number` | RMS volume 0-1 |\n| `volume.peak` | `number` | Peak amplitude 0-1 |\n| `volume.smoothed` | `number` | Smoothed volume (200ms decay) |\n| `bands.low` | `number` | 20-120 Hz energy 0-1 |\n| `bands.lowMid` | `number` | 120-400 Hz energy 0-1 |\n| `bands.mid` | `number` | 400-1600 Hz energy 0-1 |\n| `bands.highMid` | `number` | 1600-6000 Hz energy 0-1 |\n| `bands.high` | `number` | 6000-16000 Hz energy 0-1 |\n| `bands.lowSmoothed` … `bands.highSmoothed` | `number` | Smoothed variants of each band |\n| `beat.kick` | `number` | Kick energy 0-1 |\n| `beat.snare` | `number` | Snare energy 0-1 |\n| `beat.hat` | `number` | Hi-hat energy 0-1 |\n| `beat.any` | `number` | Any beat energy 0-1 |\n| `beat.kickSmoothed` … `beat.anySmoothed` | `number` | Smoothed beat values |\n| `beat.triggers.kick` | `boolean` | True on kick frame |\n| `beat.triggers.snare` | `boolean` | True on snare frame |\n| `beat.triggers.hat` | `boolean` | True on hat frame |\n| `beat.triggers.any` | `boolean` | True on any beat frame |\n| `beat.events` | `Array<{type,time,strength}>` | Recent beat events |\n| `beat.bpm` | `number` | Estimated BPM (60-240) |\n| `beat.confidence` | `number` | BPM tracking confidence 0-1 |\n| `beat.isLocked` | `boolean` | True when BPM is locked |\n| `spectral.brightness` | `number` | Spectral centroid 0-1 |\n| `spectral.flatness` | `number` | Spectral flatness 0-1 |\n| `getFrequencyData()` | `Uint8Array` | Raw FFT bins (0-255) |\n| `getWaveform()` | `Float32Array` | Time-domain waveform (−1 to 1) |\n\n### Video: `viji.video`\n\nALWAYS check `viji.video.isConnected` first. Check `currentFrame` before drawing.\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isConnected` | `boolean` | Whether video source is active |\n| `currentFrame` | `OffscreenCanvas\\|ImageBitmap\\|null` | Current video frame |\n| `frameWidth` | `number` | Frame width in pixels |\n| `frameHeight` | `number` | Frame height in pixels |\n| `frameRate` | `number` | Video frame rate |\n| `getFrameData()` | `ImageData\\|null` | Pixel data for CPU access |\n\nFor Three.js video textures, see rule 13.\n\n### Computer Vision: `viji.video.cv` & `viji.video.cv.faces / hands / pose / segmentation`\n\nEnable features via toggle parameters (NEVER enable by default):\n\n```javascript\nawait viji.video.cv.enableFaceDetection(true/false);\nawait viji.video.cv.enableFaceMesh(true/false);\nawait viji.video.cv.enableEmotionDetection(true/false);\nawait viji.video.cv.enableHandTracking(true/false);\nawait viji.video.cv.enablePoseDetection(true/false);\nawait viji.video.cv.enableBodySegmentation(true/false);\nviji.video.cv.getActiveFeatures(); // CVFeature[]\nviji.video.cv.isProcessing(); // boolean\n```\n\n**`viji.video.cv.faces: FaceData[]`**\nEach face: `id` (number), `bounds` ({x,y,width,height}), `center` ({x,y}), `confidence` (0-1), `landmarks` ({x,y,z?}[]), `expressions` ({neutral,happy,sad,angry,surprised,disgusted,fearful} all 0-1), `headPose` ({pitch,yaw,roll} in degrees), `blendshapes` (52 ARKit coefficients 0-1: browDownLeft, browDownRight, browInnerUp, browOuterUpLeft, browOuterUpRight, cheekPuff, cheekSquintLeft, cheekSquintRight, eyeBlinkLeft, eyeBlinkRight, eyeLookDownLeft, eyeLookDownRight, eyeLookInLeft, eyeLookInRight, eyeLookOutLeft, eyeLookOutRight, eyeLookUpLeft, eyeLookUpRight, eyeSquintLeft, eyeSquintRight, eyeWideLeft, eyeWideRight, jawForward, jawLeft, jawOpen, jawRight, mouthClose, mouthDimpleLeft, mouthDimpleRight, mouthFrownLeft, mouthFrownRight, mouthFunnel, mouthLeft, mouthLowerDownLeft, mouthLowerDownRight, mouthPressLeft, mouthPressRight, mouthPucker, mouthRight, mouthRollLower, mouthRollUpper, mouthShrugLower, mouthShrugUpper, mouthSmileLeft, mouthSmileRight, mouthStretchLeft, mouthStretchRight, mouthUpperUpLeft, mouthUpperUpRight, noseSneerLeft, noseSneerRight, tongueOut).\n\n**`viji.video.cv.hands: HandData[]`**\nEach hand: `id` (number), `handedness` ('left'|'right'), `confidence` (0-1), `bounds` ({x,y,width,height}), `landmarks` ({x,y,z}[], 21 points), `palm` ({x,y,z}), `gestures` ({fist,openPalm,peace,thumbsUp,thumbsDown,pointing,iLoveYou} all 0-1).\n\n**`viji.video.cv.pose: PoseData | null`**\n`confidence` (0-1), `landmarks` ({x,y,z,visibility}[], 33 points), plus body-part arrays: `face` ({x,y}[]), `torso`, `leftArm`, `rightArm`, `leftLeg`, `rightLeg`.\n\n**`viji.video.cv.segmentation: SegmentationData | null`**\n`mask` (Uint8Array, 0=background 255=person), `width`, `height`.\n\n### Input: Pointer (unified mouse/touch): `viji.pointer`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `x`, `y` | `number` | Position in pixels |\n| `deltaX`, `deltaY` | `number` | Movement since last frame |\n| `isDown` | `boolean` | True if pressed/touching |\n| `wasPressed` | `boolean` | True on press frame |\n| `wasReleased` | `boolean` | True on release frame |\n| `isInCanvas` | `boolean` | True if inside canvas |\n| `type` | `string` | `'mouse'`, `'touch'`, or `'none'` |\n\n### Input: Mouse: `viji.mouse`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `x`, `y` | `number` | Position in pixels |\n| `isInCanvas` | `boolean` | Inside canvas bounds |\n| `isPressed` | `boolean` | Any button pressed |\n| `leftButton`, `rightButton`, `middleButton` | `boolean` | Specific buttons |\n| `deltaX`, `deltaY` | `number` | Movement delta |\n| `wheelDelta` | `number` | Scroll wheel delta |\n| `wheelX`, `wheelY` | `number` | Horizontal/vertical scroll |\n| `wasPressed`, `wasReleased`, `wasMoved` | `boolean` | Frame-edge events |\n\n### Input: Keyboard: `viji.keyboard`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isPressed(key)` | `boolean` | True while key is held |\n| `wasPressed(key)` | `boolean` | True on key-down frame |\n| `wasReleased(key)` | `boolean` | True on key-up frame |\n| `activeKeys` | `Set<string>` | Currently held keys |\n| `pressedThisFrame` | `Set<string>` | Keys pressed this frame |\n| `releasedThisFrame` | `Set<string>` | Keys released this frame |\n| `lastKeyPressed` | `string` | Most recent key-down |\n| `lastKeyReleased` | `string` | Most recent key-up |\n| `shift`, `ctrl`, `alt`, `meta` | `boolean` | Modifier states |\n\n### Input: Touch: `viji.touches`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `count` | `number` | Active touch count |\n| `points` | `TouchPoint[]` | All active touches |\n| `started` | `TouchPoint[]` | Touches started this frame |\n| `moved` | `TouchPoint[]` | Touches moved this frame |\n| `ended` | `TouchPoint[]` | Touches ended this frame |\n| `primary` | `TouchPoint\\|null` | First active touch |\n\n**TouchPoint:** `id`, `x`, `y`, `pressure`, `radius`, `radiusX`, `radiusY`, `rotationAngle`, `force`, `isInCanvas`, `deltaX`, `deltaY`, `velocity` ({x,y}), `isNew`, `isActive`, `isEnding`.\n\n### Device Sensors: `viji.device`\n\n`viji.device.motion` (DeviceMotionData|null): `acceleration` ({x,y,z} m/s²), `accelerationIncludingGravity`, `rotationRate` ({alpha,beta,gamma} deg/s), `interval` (ms).\n`viji.device.orientation` (DeviceOrientationData|null): `alpha` (0-360° compass), `beta` (−180-180° tilt), `gamma` (−90-90° tilt), `absolute` (boolean).\n\n### External Devices: `viji.devices`\n\n`DeviceState[]`: connected external devices. Each entry: `id` (string), `name` (string), `motion` (DeviceMotionData|null), `orientation` (DeviceOrientationData|null), `video` (VideoAPI|null, same shape as `viji.video` but without CV), `audio` (AudioStreamAPI|null, lightweight subset of `viji.audio`: `isConnected`, `volume.{current,peak,smoothed}`, `bands.{low...high}` + each `*Smoothed`, `spectral.{brightness,flatness}`, `getFrequencyData()`, `getWaveform()`. **No** beat / BPM / triggers / events).\n\n### Streams: `viji.videoStreams` and `viji.audioStreams`\n\n`viji.videoStreams: VideoAPI[]` and `viji.audioStreams: AudioStreamAPI[]`: additional video/audio sources provided by the host application (used internally by Viji's compositor for scene mixing). May be empty. Audio streams use the AudioStreamAPI shape (no beat / BPM / triggers / events).\n\n## TEMPLATE\n\n```javascript\nconst THREE = await import('https://esm.sh/three@0.160.0');\n\nconst speed = viji.slider(1, { min: 0.1, max: 5, label: 'Speed' });\nconst color = viji.color('#049ef4', { label: 'Color' });\n\nconst scene = new THREE.Scene();\nconst camera = new THREE.PerspectiveCamera(60, viji.width / viji.height, 0.1, 100);\ncamera.position.set(0, 1, 3);\ncamera.lookAt(0, 0, 0);\n\nconst renderer = new THREE.WebGLRenderer({ canvas: viji.canvas, antialias: true });\nrenderer.setSize(viji.width, viji.height, false);\n\nconst geometry = new THREE.BoxGeometry();\nconst material = new THREE.MeshStandardMaterial({ color: color.value });\nconst mesh = new THREE.Mesh(geometry, material);\nscene.add(mesh);\n\nscene.add(new THREE.DirectionalLight(0xffffff, 1.5));\nscene.add(new THREE.AmbientLight(0x404040));\n\nlet prevWidth = viji.width;\nlet prevHeight = viji.height;\n\nfunction render(viji) {\n mesh.rotation.y += speed.value * viji.deltaTime;\n material.color.set(color.value);\n\n if (viji.width !== prevWidth || viji.height !== prevHeight) {\n renderer.setSize(viji.width, viji.height, false);\n camera.aspect = viji.width / viji.height;\n camera.updateProjectionMatrix();\n prevWidth = viji.width;\n prevHeight = viji.height;\n }\n\n renderer.render(scene, camera);\n}\n```\n\nNow convert the Three.js code I provide.\n\nIf the source is incomplete or uses a framework that needs to be unwrapped, ask one or two clarifying questions first (see YOUR BEHAVIOR above). Otherwise, proceed.\n\nWhen you produce the conversion:\n- Apply every rule above. The conversion-specific rules (1-17) cover the Three.js → Viji mappings most artists need; the **COMPLETE VIJI API REFERENCE** above lists the full Viji surface for any Viji-side feature the source code reaches for (audio, video, CV, touch, device sensors, parameters beyond the basics). For details not in this prompt, consult the **REFERENCE** links: the canonical companion generation prompt is `native-prompt` (in the `docs-api.js` bundle).\n- Output the Viji scene code in a single fenced code block.\n- After the code block, write a short summary of the key changes and flag anything you had to drop or simplify (controls, postprocessing, framework wrappers).\n- Invite the artist to ask for refinements.\n````\n\n## Usage\n\n1. Copy the entire prompt block above.\n2. Paste it into your AI assistant.\n3. After the prompt, paste the Three.js code you want to convert.\n4. The AI will return a Viji-compatible native scene.\n\n> [!NOTE]\n> This prompt handles standard Three.js scenes. If the original code uses a framework (React Three Fiber, Drei, etc.), you may need to manually extract the Three.js scene setup first.\n\n## Related\n\n- [External Libraries](/native/external-libraries): detailed guide for using Three.js and other libraries in Viji\n- [Prompt: Native Scenes](/ai-prompts/native-prompt): AI prompt for creating new native scenes from scratch\n- [Native Quick Start](/native/quickstart): your first Viji native scene"
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+ "markdown": "# Convert: Three.js to Viji\n\nCopy the prompt below and paste it into your AI assistant along with the Three.js code you want to convert. The prompt contains all the rules the AI needs to produce a correct Viji native scene with Three.js.\n\n## The Prompt\n\n````\nYou are converting a standalone Three.js application into a Viji native scene.\nViji scenes run inside an OffscreenCanvas Web Worker. Apply every rule below exactly.\n\n## YOUR BEHAVIOR\n\n1. **Clarify when needed.** If the source code is incomplete (missing init or render loop), uses a framework on top of Three.js (React Three Fiber, Drei, Theatre.js), or relies on DOM elements outside the canvas, ask the artist for the missing pieces or for permission to drop the framework wrapper before generating code. If the code is plain Three.js and self-contained, skip clarification and proceed.\n2. **Convert.** Produce a complete, copy-pasteable Viji native scene that follows every rule in this prompt. Preserve the artist's visual intent, scene graph, and material setup; replace only the Viji-incompatible parts (window/document access, `requestAnimationFrame`, `THREE.Clock`, DOM event listeners).\n3. **Explain.** After the code block, give a short summary of the key changes you made (e.g., \"wrapped scene init in top-level code, moved per-frame logic into `render(viji)`, replaced `clock.getDelta()` with `viji.deltaTime`, replaced mouse listeners with `viji.pointer`\"). Flag any features you had to drop or simplify (e.g., `OrbitControls`, postprocessing that depends on DOM events).\n4. **Iterate.** Invite the artist to ask for refinements (\"add a slider for camera distance\", \"make the cube react to audio\", \"swap the material for a wireframe\").\n\n## REFERENCE (source of truth)\n\nThe resources below are AUTHORITATIVE. The rules and tables in this prompt focus on the most common Three.js → Viji mappings, but they do NOT cover the full Viji API surface. If anything ever conflicts, the linked files win.\n\n**If you have web/file access:**\n- REQUIRED before converting code: fetch and skim the Tier-1 resource. Use it to verify exact Viji API names, parameter types, and any Viji feature the source code may reach for (audio, video, CV, sensors, parameters).\n- ON DEMAND: fetch from the Tier-2 resource when the source uses a Viji-side feature this prompt does not map (advanced CV data structures, device sensors, full Viji examples) or when you need authoritative TypeScript signatures.\n\n**If you do NOT have web/file access:**\n- Use only the API surface explicitly named in this prompt and the standard Three.js API for direct ports.\n- Never invent Viji property or method names from memory.\n- If the source uses something not covered here, say so and ask the artist how they want it handled; do NOT fabricate a Viji equivalent.\n\n**Tier 1 (always consult when accessible):**\n- TypeScript API types (Viji JS surface, all renderers): https://unpkg.com/@viji-dev/core/dist/artist-global.d.ts\n\n**Tier 2 (consult when needed):**\n- Complete Viji docs (every page + every live example): https://unpkg.com/@viji-dev/core/dist/docs-api.js\n- Companion prompt for any Viji feature this conversion prompt does not cover (search for \"native-prompt\" in the docs above).\n\n**Last-resort lookup:** https://www.npmjs.com/package/@viji-dev/core\n\n## RULES\n\n1. ALWAYS import Three.js dynamically at the top level using `await import()`:\n ```javascript\n const THREE = await import('https://esm.sh/three@0.160.0');\n ```\n NEVER use `<script>` tags, `require()`, or static `import` statements.\n ALWAYS pin the version number in the URL.\n\n2. ALWAYS use `viji.canvas` as the renderer's canvas:\n ```javascript\n const renderer = new THREE.WebGLRenderer({ canvas: viji.canvas, antialias: true });\n renderer.setSize(viji.width, viji.height, false);\n ```\n ALWAYS pass `false` as the third argument to `setSize()`: this prevents Three.js from setting CSS styles, which would fail in the worker.\n\n3. NEVER use `requestAnimationFrame()`. Viji controls the render loop. Write all per-frame logic inside `function render(viji) { ... }` and call `renderer.render(scene, camera)` at the end.\n\n4. ALWAYS handle resize by checking `viji.width` / `viji.height` in `render()`:\n ```javascript\n let prevWidth = viji.width;\n let prevHeight = viji.height;\n\n function render(viji) {\n if (viji.width !== prevWidth || viji.height !== prevHeight) {\n renderer.setSize(viji.width, viji.height, false);\n camera.aspect = viji.width / viji.height;\n camera.updateProjectionMatrix();\n prevWidth = viji.width;\n prevHeight = viji.height;\n }\n renderer.render(scene, camera);\n }\n ```\n\n5. NEVER access `window`, `document`, `Image()`, or `localStorage`. `fetch()` IS available.\n\n6. NEVER use `window.innerWidth` / `window.innerHeight`. Use `viji.width` / `viji.height`.\n\n7. Replace hardcoded values with Viji parameters declared at the top level:\n ```javascript\n const speed = viji.slider(1, { min: 0.1, max: 5, label: 'Speed' });\n const color = viji.color('#049ef4', { label: 'Color' });\n ```\n NEVER declare parameters inside `render()`.\n ALWAYS read via `.value`: `speed.value`, `color.value`. Color parameters also expose `.rgb` (`{ r, g, b }` in 0..255) and `.hsb` (`{ h, s, b }`, h in 0..360, s/b in 0..100). Three.js color objects can take `.rgb` directly, e.g. `material.color.setRGB(c.rgb.r/255, c.rgb.g/255, c.rgb.b/255)`, or just keep using `material.color.set(c.value)`.\n\n8. ALWAYS use `viji.deltaTime` for animation timing:\n ```javascript\n cube.rotation.y += speed.value * viji.deltaTime;\n ```\n NEVER use `clock.getDelta()` or `Date.now()`. Remove any `THREE.Clock` usage.\n NEVER multiply `viji.time` by a parameter (`viji.time * speed.value`): it causes animation jumps when the parameter changes. Same for nested multiplications: never multiply an accumulator by another parameter; give each speed its own accumulator.\n\n9. Replace mouse/keyboard event listeners with Viji APIs:\n - `event.clientX` → `viji.pointer.x` (works for both mouse and touch) or `viji.mouse.x`\n - `event.clientY` → `viji.pointer.y` or `viji.mouse.y`\n - Mouse buttons → `viji.mouse.leftButton`, `viji.mouse.rightButton`\n - Key presses → `viji.keyboard.isPressed('keyName')`\n\n10. `OrbitControls` and other controls that depend on DOM events will NOT work in the worker.\n For camera interaction, read `viji.pointer` (handles both mouse and touch) and update the camera manually.\n\n11. For Three.js addons, import from the examples directory:\n ```javascript\n const { GLTFLoader } = await import('https://esm.sh/three@0.160.0/examples/jsm/loaders/GLTFLoader.js');\n const { EffectComposer } = await import('https://esm.sh/three@0.160.0/examples/jsm/postprocessing/EffectComposer.js');\n ```\n ALWAYS use the same Three.js version for addons as for the main library.\n\n12. For textures from file inputs, use Viji's image parameters:\n ```javascript\n const photo = viji.image(null, { label: 'Texture' });\n // In render():\n if (photo.value && !texture) {\n texture = new THREE.CanvasTexture(photo.value);\n material.map = texture;\n material.needsUpdate = true;\n }\n ```\n\n13. For video textures, use `viji.video`:\n ```javascript\n if (viji.video.isConnected && viji.video.currentFrame) {\n if (!videoTexture) {\n videoTexture = new THREE.CanvasTexture(viji.video.currentFrame);\n material.map = videoTexture;\n }\n videoTexture.needsUpdate = true;\n }\n ```\n\n14. NEVER allocate new objects inside `render()`. Pre-create vectors, colors, and materials at the top level.\n\n15. ALWAYS set `category` on parameters that depend on an external input: `category: 'audio'` for audio, `category: 'video'` for video/CV, `category: 'interaction'` for mouse/keyboard/touch. This lets the host hide irrelevant controls when the input is inactive.\n\n16. Remove any `window.addEventListener('resize', ...)`: resize is handled in `render()` (see rule 4).\n\n17. Remove any CSS, HTML, or DOM manipulation code. Viji scenes produce only canvas output.\n\n## COMPLETE VIJI API REFERENCE\n\nThe `viji` object is identical across all renderers (same object, same types). The mapping table above covers the most common Three.js → Viji ports; the reference below is the full surface for any Viji-side feature the source code reaches for (audio analysis, video frames, CV data, touch, device sensors).\n\n### Canvas & Context\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `viji.canvas` | `OffscreenCanvas` | The canvas element (pass to Three.js renderer) |\n| `viji.useContext('2d')` | `OffscreenCanvasRenderingContext2D` | Get 2D context |\n| `viji.useContext('webgl')` | `WebGLRenderingContext` | Get WebGL 1 context |\n| `viji.useContext('webgl2')` | `WebGL2RenderingContext` | Get WebGL 2 context |\n| `viji.ctx` | `OffscreenCanvasRenderingContext2D` | Shortcut (after useContext('2d')) |\n| `viji.gl` | `WebGLRenderingContext` | Shortcut (after useContext('webgl')) |\n| `viji.width` | `number` | Current canvas width in pixels |\n| `viji.height` | `number` | Current canvas height in pixels |\n\nWhen using Three.js, do NOT call `viji.useContext()`: pass `viji.canvas` to the `THREE.WebGLRenderer({ canvas: viji.canvas })` and Three.js manages its own GL context.\n\n### Timing\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `viji.time` | `number` | Seconds since scene start |\n| `viji.deltaTime` | `number` | Seconds since last frame |\n| `viji.frameCount` | `number` | Total frames rendered |\n| `viji.fps` | `number` | Target frame rate (based on host frame-rate mode) |\n\n### Parameters\n\nDeclare at top level. Read `.value` inside `render()`. All support `{ label, description?, group?, category? }`.\nCategory values: `'audio'`, `'video'`, `'interaction'`, `'general'`.\n\n```javascript\nviji.slider(default, { min?, max?, step?, label, group?, category? }) // { value: number }\nviji.color(default, { label, group?, category? }) // { value: '#rrggbb', rgb: { r, g, b } in 0..255, hsb: { h: 0..360, s/b: 0..100 } }\nviji.toggle(default, { label, group?, category? }) // { value: boolean }\nviji.select(default, { options: [...], label, group?, category? }) // { value: string|number }\nviji.number(default, { min?, max?, step?, label, group?, category? }) // { value: number }\nviji.text(default, { label, group?, category?, maxLength? }) // { value: string }\nviji.image(null, { label, group?, category? }) // { value: ImageBitmap|null }\nviji.button({ label, description?, group?, category? }) // { value: boolean } (true one frame)\nviji.coordinate(default, { step?, label, group?, category? }) // { value: { x, y } } (both -1 to 1)\n```\n\n### Audio: `viji.audio`\n\nALWAYS check `viji.audio.isConnected` first.\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isConnected` | `boolean` | Whether audio source is active |\n| `volume.current` | `number` | RMS volume 0-1 |\n| `volume.peak` | `number` | Peak amplitude 0-1 |\n| `volume.smoothed` | `number` | Smoothed volume (200ms decay) |\n| `bands.low` | `number` | 20-120 Hz energy 0-1 |\n| `bands.lowMid` | `number` | 120-400 Hz energy 0-1 |\n| `bands.mid` | `number` | 400-1600 Hz energy 0-1 |\n| `bands.highMid` | `number` | 1600-6000 Hz energy 0-1 |\n| `bands.high` | `number` | 6000-16000 Hz energy 0-1 |\n| `bands.lowSmoothed` … `bands.highSmoothed` | `number` | Smoothed variants of each band |\n| `beat.kick` | `number` | Kick energy curve 0-1, 300ms decay; peaks on each detected kick |\n| `beat.snare` | `number` | Snare energy curve 0-1, 300ms decay |\n| `beat.hat` | `number` | Hi-hat energy curve 0-1, 300ms decay |\n| `beat.any` | `number` | Any-beat energy curve 0-1, 300ms decay |\n| `beat.kickSmoothed` … `beat.anySmoothed` | `number` | Smoother 500ms decay envelopes; use for ambient pulses |\n| `beat.triggers.kick` | `boolean` | True for exactly one frame on a kick, then auto-resets; OR-accumulated between frames |\n| `beat.triggers.snare` | `boolean` | True for exactly one frame on a snare, then auto-resets; OR-accumulated between frames |\n| `beat.triggers.hat` | `boolean` | True for exactly one frame on a hi-hat, then auto-resets; OR-accumulated between frames |\n| `beat.triggers.any` | `boolean` | True for exactly one frame on any beat, then auto-resets |\n| `beat.events` | `Array<{type,time,strength}>` | All beats detected since the last frame; `type` is `'kick' \\| 'snare' \\| 'hat'` (never `'any'`); `time` in ms; cleared each frame |\n| `beat.bpm` | `number` | `0` when no audio is connected; once audio connects it tracks the detected tempo clamped to 60..240, with `120` as a fallback before lock-on |\n| `beat.confidence` | `number` | BPM tracking confidence 0-1 |\n| `beat.isLocked` | `boolean` | True on stable tempo lock |\n| `spectral.brightness` | `number` | Spectral centroid 0-1 |\n| `spectral.flatness` | `number` | Spectral flatness 0-1 |\n| `getFrequencyData()` | `Uint8Array` | Raw FFT bins (0-255) |\n| `getWaveform()` | `Float32Array` | Time-domain waveform (−1 to 1) |\n\n### Video: `viji.video`\n\nALWAYS check `viji.video.isConnected` first. Check `currentFrame` before drawing.\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isConnected` | `boolean` | Whether video source is active |\n| `currentFrame` | `OffscreenCanvas\\|ImageBitmap\\|null` | Current video frame |\n| `frameWidth` | `number` | Frame width in pixels |\n| `frameHeight` | `number` | Frame height in pixels |\n| `frameRate` | `number` | Video frame rate |\n| `getFrameData()` | `ImageData\\|null` | Pixel data for CPU access |\n| `cv` | `VideoCVAPI` | Computer-vision surface (see below) |\n\nCV-paired outputs (`analysedFrame`, `getAnalysedFrameData()`) and detection results live on `viji.video.cv`, not on `viji.video` directly. For Three.js video textures, see rule 13.\n\n### Computer Vision: `viji.video.cv` & `viji.video.cv.faces / hands / pose / segmentation`\n\nEnable features via toggle parameters (NEVER enable by default):\n\n```javascript\nawait viji.video.cv.enableFaceDetection(true/false);\nawait viji.video.cv.enableFaceMesh(true/false); // implies face detection\nawait viji.video.cv.enableEmotionDetection(true/false); // implies face mesh\nawait viji.video.cv.enableHandTracking(true/false);\nawait viji.video.cv.enablePoseDetection(true/false);\nawait viji.video.cv.enableBodySegmentation(true/false);\nviji.video.cv.getActiveFeatures(); // CVFeature[]\nviji.video.cv.isProcessing(); // boolean\n```\n\nCV-paired outputs (also on `viji.video.cv`):\n- `analysedFrame: OffscreenCanvas | null`: the exact frame that produced the current CV results. `null` until the first inference lands. Common fallback pattern: `viji.video.cv.analysedFrame ?? viji.video.currentFrame`.\n- `getAnalysedFrameData(): ImageData | null`: pixel data of `analysedFrame`.\n\n**`viji.video.cv.faces: FaceData[]`**\nEach face: `id` (number), `bounds` ({x,y,width,height}), `center` ({x,y}), `confidence` (0-1), `landmarks` ({x,y,z?}[]), `expressions` ({neutral,happy,sad,angry,surprised,disgusted,fearful} all 0-1), `headPose` ({pitch,yaw,roll} in degrees), `blendshapes` (52 ARKit coefficients 0-1: browDownLeft, browDownRight, browInnerUp, browOuterUpLeft, browOuterUpRight, cheekPuff, cheekSquintLeft, cheekSquintRight, eyeBlinkLeft, eyeBlinkRight, eyeLookDownLeft, eyeLookDownRight, eyeLookInLeft, eyeLookInRight, eyeLookOutLeft, eyeLookOutRight, eyeLookUpLeft, eyeLookUpRight, eyeSquintLeft, eyeSquintRight, eyeWideLeft, eyeWideRight, jawForward, jawLeft, jawOpen, jawRight, mouthClose, mouthDimpleLeft, mouthDimpleRight, mouthFrownLeft, mouthFrownRight, mouthFunnel, mouthLeft, mouthLowerDownLeft, mouthLowerDownRight, mouthPressLeft, mouthPressRight, mouthPucker, mouthRight, mouthRollLower, mouthRollUpper, mouthShrugLower, mouthShrugUpper, mouthSmileLeft, mouthSmileRight, mouthStretchLeft, mouthStretchRight, mouthUpperUpLeft, mouthUpperUpRight, noseSneerLeft, noseSneerRight, tongueOut).\n\n**`viji.video.cv.hands: HandData[]`**\nEach hand: `id` (number), `handedness` ('left'|'right'), `confidence` (0-1), `bounds` ({x,y,width,height}), `landmarks` ({x,y,z}[], 21 points), `palm` ({x,y,z}), `gestures` ({fist,openPalm,peace,thumbsUp,thumbsDown,pointing,iLoveYou} all 0-1).\n\n**`viji.video.cv.pose: PoseData | null`**\n`confidence` (0-1), `landmarks` ({x,y,z,visibility}[], 33 points), plus body-part arrays: `face` ({x,y}[]), `torso`, `leftArm`, `rightArm`, `leftLeg`, `rightLeg`.\n\n**`viji.video.cv.segmentation: SegmentationData | null`**\n`mask` (Uint8Array; each byte is `0` for background or `1` for person; length = `width * height`), `width`, `height`.\n\n### Input: Pointer (unified mouse/touch): `viji.pointer`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `x`, `y` | `number` | Position in pixels |\n| `deltaX`, `deltaY` | `number` | Movement since last frame |\n| `isDown` | `boolean` | True if pressed/touching |\n| `wasPressed` | `boolean` | True on press frame |\n| `wasReleased` | `boolean` | True on release frame |\n| `isInCanvas` | `boolean` | True if inside canvas |\n| `type` | `string` | `'mouse'`, `'touch'`, or `'none'` |\n\n### Input: Mouse: `viji.mouse`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `x`, `y` | `number` | Position in pixels |\n| `isInCanvas` | `boolean` | Inside canvas bounds |\n| `isPressed` | `boolean` | Any button pressed |\n| `leftButton`, `rightButton`, `middleButton` | `boolean` | Specific buttons |\n| `deltaX`, `deltaY` | `number` | Movement delta |\n| `wheelDelta` | `number` | Scroll wheel delta |\n| `wheelX`, `wheelY` | `number` | Horizontal/vertical scroll |\n| `wasPressed`, `wasReleased`, `wasMoved` | `boolean` | Frame-edge events |\n\n### Input: Keyboard: `viji.keyboard`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `isPressed(key)` | `boolean` | True while key is held |\n| `wasPressed(key)` | `boolean` | True on key-down frame |\n| `wasReleased(key)` | `boolean` | True on key-up frame |\n| `activeKeys` | `Set<string>` | Currently held keys |\n| `pressedThisFrame` | `Set<string>` | Keys pressed this frame |\n| `releasedThisFrame` | `Set<string>` | Keys released this frame |\n| `lastKeyPressed` | `string` | Most recent key-down |\n| `lastKeyReleased` | `string` | Most recent key-up |\n| `shift`, `ctrl`, `alt`, `meta` | `boolean` | Modifier states |\n\n### Input: Touch: `viji.touches`\n\n| Member | Type | Description |\n|--------|------|-------------|\n| `count` | `number` | Active touch count |\n| `points` | `TouchPoint[]` | All active touches |\n| `started` | `TouchPoint[]` | Touches started this frame |\n| `moved` | `TouchPoint[]` | Touches moved this frame |\n| `ended` | `TouchPoint[]` | Touches ended this frame |\n| `primary` | `TouchPoint\\|null` | First active touch |\n\n**TouchPoint:** `id`, `x`, `y`, `pressure`, `radius`, `radiusX`, `radiusY`, `rotationAngle`, `force`, `isInCanvas`, `deltaX`, `deltaY`, `velocity` ({x,y}), `isNew`, `isActive`, `isEnding`.\n\n### Device Sensors: `viji.device`\n\n`viji.device.motion` (DeviceMotionData|null): `acceleration` ({x,y,z} m/s²), `accelerationIncludingGravity`, `rotationRate` ({alpha,beta,gamma} deg/s), `interval` (ms).\n`viji.device.orientation` (DeviceOrientationData|null): `alpha` (0-360° compass), `beta` (−180-180° tilt), `gamma` (−90-90° tilt), `absolute` (boolean).\n\n### External Devices: `viji.devices`\n\n`DeviceState[]`: connected external devices. Each entry: `id` (string), `name` (string), `motion` (DeviceMotionData|null), `orientation` (DeviceOrientationData|null), `video` (VideoAPI|null, same shape as `viji.video` but without CV), `audio` (AudioStreamAPI|null, lightweight subset of `viji.audio`: `isConnected`, `volume.{current,peak,smoothed}`, `bands.{low...high}` + each `*Smoothed`, `spectral.{brightness,flatness}`, `getFrequencyData()`, `getWaveform()`. **No** beat / BPM / triggers / events).\n\n### Streams: `viji.videoStreams` and `viji.audioStreams`\n\n`viji.videoStreams: VideoAPI[]` and `viji.audioStreams: AudioStreamAPI[]`: additional video/audio sources provided by the host application (used internally by Viji's compositor for scene mixing). May be empty. Audio streams use the AudioStreamAPI shape (no beat / BPM / triggers / events).\n\n## TEMPLATE\n\n```javascript\nconst THREE = await import('https://esm.sh/three@0.160.0');\n\nconst speed = viji.slider(1, { min: 0.1, max: 5, label: 'Speed' });\nconst color = viji.color('#049ef4', { label: 'Color' });\n\nconst scene = new THREE.Scene();\nconst camera = new THREE.PerspectiveCamera(60, viji.width / viji.height, 0.1, 100);\ncamera.position.set(0, 1, 3);\ncamera.lookAt(0, 0, 0);\n\nconst renderer = new THREE.WebGLRenderer({ canvas: viji.canvas, antialias: true });\nrenderer.setSize(viji.width, viji.height, false);\n\nconst geometry = new THREE.BoxGeometry();\nconst material = new THREE.MeshStandardMaterial({ color: color.value });\nconst mesh = new THREE.Mesh(geometry, material);\nscene.add(mesh);\n\nscene.add(new THREE.DirectionalLight(0xffffff, 1.5));\nscene.add(new THREE.AmbientLight(0x404040));\n\nlet prevWidth = viji.width;\nlet prevHeight = viji.height;\n\nfunction render(viji) {\n mesh.rotation.y += speed.value * viji.deltaTime;\n material.color.set(color.value);\n\n if (viji.width !== prevWidth || viji.height !== prevHeight) {\n renderer.setSize(viji.width, viji.height, false);\n camera.aspect = viji.width / viji.height;\n camera.updateProjectionMatrix();\n prevWidth = viji.width;\n prevHeight = viji.height;\n }\n\n renderer.render(scene, camera);\n}\n```\n\nNow convert the Three.js code I provide.\n\nIf the source is incomplete or uses a framework that needs to be unwrapped, ask one or two clarifying questions first (see YOUR BEHAVIOR above). Otherwise, proceed.\n\nWhen you produce the conversion:\n- Apply every rule above. The conversion-specific rules (1-17) cover the Three.js → Viji mappings most artists need; the **COMPLETE VIJI API REFERENCE** above lists the full Viji surface for any Viji-side feature the source code reaches for (audio, video, CV, touch, device sensors, parameters beyond the basics). For details not in this prompt, consult the **REFERENCE** links: the canonical companion generation prompt is `native-prompt` (in the `docs-api.js` bundle).\n- Output the Viji scene code in a single fenced code block.\n- After the code block, write a short summary of the key changes and flag anything you had to drop or simplify (controls, postprocessing, framework wrappers).\n- Invite the artist to ask for refinements.\n````\n\n## Usage\n\n1. Copy the entire prompt block above.\n2. Paste it into your AI assistant.\n3. After the prompt, paste the Three.js code you want to convert.\n4. The AI will return a Viji-compatible native scene.\n\n> [!NOTE]\n> This prompt handles standard Three.js scenes. If the original code uses a framework (React Three Fiber, Drei, etc.), you may need to manually extract the Three.js scene setup first.\n\n## Related\n\n- [External Libraries](/native/external-libraries): detailed guide for using Three.js and other libraries in Viji\n- [Prompt: Native Scenes](/ai-prompts/native-prompt): AI prompt for creating new native scenes from scratch\n- [Native Quick Start](/native/quickstart): your first Viji native scene"
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- "markdown": "# Audio\n\nViji provides real-time audio analysis when the host application connects an audio stream. All analysis runs on the host side and results are delivered to the scene through `viji.audio`.\n\n## API Overview\n\n| Sub-object | Description | Page |\n|------------|-------------|------|\n| [`isConnected`](connection/) | Whether an audio stream is active | [Connection & Lifecycle](connection/) |\n| [`volume`](volume/) | RMS level, peak amplitude, smoothed volume | [Volume](volume/) |\n| [`bands`](bands/) | Five frequency bands (instant and smoothed) | [Frequency Bands](bands/) |\n| [`beat`](beat/) | Beat energy curves, triggers, events, BPM | [Beat Detection](beat/) |\n| [`spectral`](spectral/) | Brightness and flatness features | [Spectral Analysis](spectral/) |\n| [`getFrequencyData()`](frequency-data/) | Raw FFT spectrum as `Uint8Array` | [Frequency Data](frequency-data/) |\n| [`getWaveform()`](waveform/) | Raw time-domain samples as `Float32Array` | [Waveform](waveform/) |\n\n## Basic Usage\n\n```javascript\nfunction render(viji) {\n const ctx = viji.useContext('2d');\n const w = viji.width;\n const h = viji.height;\n\n ctx.fillStyle = '#111';\n ctx.fillRect(0, 0, w, h);\n\n if (!viji.audio.isConnected) {\n ctx.fillStyle = '#555';\n ctx.font = `${Math.min(w, h) * 0.04}px sans-serif`;\n ctx.textAlign = 'center';\n ctx.fillText('Waiting for audio...', w / 2, h / 2);\n return;\n }\n\n const vol = viji.audio.volume.smoothed;\n const r = Math.min(w, h) * 0.1 + vol * Math.min(w, h) * 0.3;\n\n ctx.beginPath();\n ctx.arc(w / 2, h / 2, r, 0, Math.PI * 2);\n ctx.fillStyle = `hsl(${200 + vol * 160}, 80%, 60%)`;\n ctx.fill();\n}\n```\n\n> [!NOTE]\n> Always check [`viji.audio.isConnected`](connection/) before reading audio values. When no audio stream is connected, all values are at their defaults (zeros, with `bpm` at 120)."
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+ "markdown": "# Audio\n\nViji provides real-time audio analysis when the host application connects an audio stream. All analysis runs on the host side and results are delivered to the scene through `viji.audio`.\n\n## API Overview\n\n| Sub-object | Description | Page |\n|------------|-------------|------|\n| [`isConnected`](connection/) | Whether an audio stream is active | [Connection & Lifecycle](connection/) |\n| [`volume`](volume/) | RMS level, peak amplitude, smoothed volume | [Volume](volume/) |\n| [`bands`](bands/) | Five frequency bands (instant and smoothed) | [Frequency Bands](bands/) |\n| [`beat`](beat/) | Beat energy curves, triggers, events, BPM | [Beat Detection](beat/) |\n| [`spectral`](spectral/) | Brightness and flatness features | [Spectral Analysis](spectral/) |\n| [`getFrequencyData()`](frequency-data/) | Raw FFT spectrum as `Uint8Array` | [Frequency Data](frequency-data/) |\n| [`getWaveform()`](waveform/) | Raw time-domain samples as `Float32Array` | [Waveform](waveform/) |\n\n## Basic Usage\n\n```javascript\nfunction render(viji) {\n const ctx = viji.useContext('2d');\n const w = viji.width;\n const h = viji.height;\n\n ctx.fillStyle = '#111';\n ctx.fillRect(0, 0, w, h);\n\n if (!viji.audio.isConnected) {\n ctx.fillStyle = '#555';\n ctx.font = `${Math.min(w, h) * 0.04}px sans-serif`;\n ctx.textAlign = 'center';\n ctx.fillText('Waiting for audio...', w / 2, h / 2);\n return;\n }\n\n const vol = viji.audio.volume.smoothed;\n const r = Math.min(w, h) * 0.1 + vol * Math.min(w, h) * 0.3;\n\n ctx.beginPath();\n ctx.arc(w / 2, h / 2, r, 0, Math.PI * 2);\n ctx.fillStyle = `hsl(${200 + vol * 160}, 80%, 60%)`;\n ctx.fill();\n}\n```\n\n> [!NOTE]\n> Always check [`viji.audio.isConnected`](connection/) before reading audio values. When no audio stream is connected, all numeric values are `0` (`bpm` included). The `120` value sometimes seen in BPM contexts is an internal tracker fallback after audio connects but before tempo lock-on; before any audio connects, `bpm` reads `0`."
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- "markdown": "# Connection & Lifecycle\n\nThe `viji.audio.isConnected` property indicates whether the host application has provided an active audio stream. All other audio properties depend on this: when disconnected, they hold default values.\n\n## Property Reference\n\n| Property | Type | Description |\n|----------|------|-------------|\n| `viji.audio.isConnected` | `boolean` | `true` when an audio stream is active and analysis results are flowing |\n\n## Guard Pattern\n\nAlways check `isConnected` before using audio data. This prevents your scene from reacting to default values as if they were real audio input.\n\n```javascript\nfunction render(viji) {\n const ctx = viji.useContext('2d');\n const w = viji.width;\n const h = viji.height;\n\n ctx.fillStyle = '#111';\n ctx.fillRect(0, 0, w, h);\n\n if (!viji.audio.isConnected) {\n ctx.fillStyle = '#444';\n ctx.font = `${Math.min(w, h) * 0.04}px sans-serif`;\n ctx.textAlign = 'center';\n ctx.fillText('No audio connected', w / 2, h / 2);\n return;\n }\n\n // Safe to use audio data here\n const vol = viji.audio.volume.current;\n ctx.fillStyle = `rgba(100, 200, 255, ${vol})`;\n ctx.fillRect(0, 0, w * vol, h);\n}\n```\n\n## Connection Lifecycle\n\n1. **Disconnected (default)**: `isConnected` is `false`. All audio values are at their defaults.\n2. **Connected**: The host provides a `MediaStream`. `isConnected` becomes `true` and audio analysis values begin updating every frame.\n3. **Disconnected again**: The stream is removed. `isConnected` returns to `false` and all values reset to defaults.\n\n## Default Values\n\nWhen `isConnected` is `false`, all audio properties hold these values:\n\n| Property | Default |\n|----------|---------|\n| `volume.current`, `volume.peak`, `volume.smoothed` | `0` |\n| All `bands.*` (instant and smoothed) | `0` |\n| `beat.kick`, `.snare`, `.hat`, `.any` (and smoothed) | `0` |\n| `beat.triggers.kick`, `.snare`, `.hat`, `.any` | `false` |\n| `beat.events` | `[]` (empty array) |\n| `beat.bpm` | `120` |\n| `beat.confidence` | `0` |\n| `beat.isLocked` | `false` |\n| `spectral.brightness`, `spectral.flatness` | `0` |\n| `getFrequencyData()` | Empty `Uint8Array` (length 0) |\n| `getWaveform()` | Empty `Float32Array` (length 0) |\n\n> [!NOTE]\n> The default `bpm` is `120`, not `0`. This allows BPM-based calculations to produce sensible output even before audio is connected."
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+ "markdown": "# Connection & Lifecycle\n\nThe `viji.audio.isConnected` property indicates whether the host application has provided an active audio stream. All other audio properties depend on this: when disconnected, they hold default values.\n\n## Property Reference\n\n| Property | Type | Description |\n|----------|------|-------------|\n| `viji.audio.isConnected` | `boolean` | `true` when an audio stream is active and analysis results are flowing |\n\n## Guard Pattern\n\nAlways check `isConnected` before using audio data. This prevents your scene from reacting to default values as if they were real audio input.\n\n```javascript\nfunction render(viji) {\n const ctx = viji.useContext('2d');\n const w = viji.width;\n const h = viji.height;\n\n ctx.fillStyle = '#111';\n ctx.fillRect(0, 0, w, h);\n\n if (!viji.audio.isConnected) {\n ctx.fillStyle = '#444';\n ctx.font = `${Math.min(w, h) * 0.04}px sans-serif`;\n ctx.textAlign = 'center';\n ctx.fillText('No audio connected', w / 2, h / 2);\n return;\n }\n\n // Safe to use audio data here\n const vol = viji.audio.volume.current;\n ctx.fillStyle = `rgba(100, 200, 255, ${vol})`;\n ctx.fillRect(0, 0, w * vol, h);\n}\n```\n\n## Connection Lifecycle\n\n1. **Disconnected (default)**: `isConnected` is `false`. All audio values are at their defaults.\n2. **Connected**: The host provides a `MediaStream`. `isConnected` becomes `true` and audio analysis values begin updating every frame.\n3. **Disconnected again**: The stream is removed. `isConnected` returns to `false` and all values reset to defaults.\n\n## Default Values\n\nWhen `isConnected` is `false`, all audio properties hold these values:\n\n| Property | Default |\n|----------|---------|\n| `volume.current`, `volume.peak`, `volume.smoothed` | `0` |\n| All `bands.*` (instant and smoothed) | `0` |\n| `beat.kick`, `.snare`, `.hat`, `.any` (and smoothed) | `0` |\n| `beat.triggers.kick`, `.snare`, `.hat`, `.any` | `false` |\n| `beat.events` | `[]` (empty array) |\n| `beat.bpm` | `0` |\n| `beat.confidence` | `0` |\n| `beat.isLocked` | `false` |\n| `spectral.brightness`, `spectral.flatness` | `0` |\n| `getFrequencyData()` | Empty `Uint8Array` (length 0) |\n| `getWaveform()` | Empty `Float32Array` (length 0) |\n\n> [!NOTE]\n> `beat.bpm` is `0` when no audio is connected (the \"no signal\" sentinel). Once audio connects, it tracks the detected tempo clamped to 60-240, with `120` as a fallback before the tracker locks on. If your scene needs a fallback default for BPM-based calculations before audio connects, write `viji.audio.beat.bpm || 120` explicitly."
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- "markdown": "# Beat Detection\n\nThe `viji.audio.beat` object provides multiple layers of beat information: from simple energy curves to precise boolean triggers, detailed event arrays, and BPM tracking.\n\n## Property Reference\n\n### Energy Curves (fast decay)\n\nEnergy curves track beat intensity with a 300ms fast decay. They peak at the moment of a beat and decay smoothly, making them ideal for scaling, pulsing, or flash effects.\n\n| Property | Type | Range | Description |\n|----------|------|-------|-------------|\n| `viji.audio.beat.kick` | `number` | 0-1 | Kick energy (300ms decay) |\n| `viji.audio.beat.snare` | `number` | 0-1 | Snare energy (300ms decay) |\n| `viji.audio.beat.hat` | `number` | 0-1 | Hi-hat energy (300ms decay) |\n| `viji.audio.beat.any` | `number` | 0-1 | Any-beat energy (300ms decay) |\n\n### Energy Curves (smoothed)\n\nSmoothed variants use a slower 500ms decay, producing a more gradual response suitable for ambient or background effects.\n\n| Property | Type | Range | Description |\n|----------|------|-------|-------------|\n| `viji.audio.beat.kickSmoothed` | `number` | 0-1 | Kick smoothed energy (500ms decay) |\n| `viji.audio.beat.snareSmoothed` | `number` | 0-1 | Snare smoothed energy (500ms decay) |\n| `viji.audio.beat.hatSmoothed` | `number` | 0-1 | Hi-hat smoothed energy (500ms decay) |\n| `viji.audio.beat.anySmoothed` | `number` | 0-1 | Any-beat smoothed energy (500ms decay) |\n\n### Triggers\n\nBoolean triggers fire on beat detection. Each trigger is **true for exactly one frame when a beat is detected, then resets**. Multiple audio analysis messages can arrive between render frames: triggers are OR-accumulated so no beat is ever lost.\n\n| Property | Type | Description |\n|----------|------|-------------|\n| `viji.audio.beat.triggers.kick` | `boolean` | `true` for one frame when a kick is detected |\n| `viji.audio.beat.triggers.snare` | `boolean` | `true` for one frame when a snare is detected |\n| `viji.audio.beat.triggers.hat` | `boolean` | `true` for one frame when a hi-hat is detected |\n| `viji.audio.beat.triggers.any` | `boolean` | `true` for one frame when any beat is detected |\n\n### Events\n\nThe `events` array provides detailed information about every beat detected since the last frame. It may contain zero, one, or multiple events per frame.\n\n| Property | Type | Description |\n|----------|------|-------------|\n| `viji.audio.beat.events` | `Array<BeatEvent>` | Beat events accumulated since the last frame |\n\nEach `BeatEvent` contains:\n\n| Field | Type | Description |\n|-------|------|-------------|\n| `type` | `'kick' \\| 'snare' \\| 'hat'` | Beat type |\n| `time` | `number` | Timestamp in milliseconds |\n| `strength` | `number` | Beat strength (0-1) |\n\n### Tempo\n\n| Property | Type | Description |\n|----------|------|-------------|\n| `viji.audio.beat.bpm` | `number` | Current detected BPM (defaults to 120 when no audio) |\n| `viji.audio.beat.confidence` | `number` | Beat tracking confidence (0-1) |\n| `viji.audio.beat.isLocked` | `boolean` | `true` when the beat tracker has a stable lock on tempo |\n\n## Usage: Energy Curves\n\nEnergy curves are the simplest way to react to beats. Use the fast decay values for punchy effects and the smoothed values for ambient motion.\n\n```javascript\nfunction render(viji) {\n const ctx = viji.useContext('2d');\n const w = viji.width;\n const h = viji.height;\n\n ctx.fillStyle = '#111';\n ctx.fillRect(0, 0, w, h);\n\n if (!viji.audio.isConnected) return;\n\n const beat = viji.audio.beat;\n const cx = w / 2;\n const cy = h / 2;\n const baseR = Math.min(w, h) * 0.08;\n\n // Kick: large red pulse\n ctx.beginPath();\n ctx.arc(cx - w * 0.2, cy, baseR + beat.kick * baseR * 2, 0, Math.PI * 2);\n ctx.fillStyle = `rgba(231, 76, 60, ${0.3 + beat.kick * 0.7})`;\n ctx.fill();\n\n // Snare: medium yellow pulse\n ctx.beginPath();\n ctx.arc(cx, cy, baseR + beat.snare * baseR * 1.5, 0, Math.PI * 2);\n ctx.fillStyle = `rgba(241, 196, 15, ${0.3 + beat.snare * 0.7})`;\n ctx.fill();\n\n // Hat: small blue pulse\n ctx.beginPath();\n ctx.arc(cx + w * 0.2, cy, baseR + beat.hat * baseR, 0, Math.PI * 2);\n ctx.fillStyle = `rgba(52, 152, 219, ${0.3 + beat.hat * 0.7})`;\n ctx.fill();\n}\n```\n\n## Usage: Triggers\n\nTriggers are ideal for discrete, one-shot actions: spawning particles, changing colors, or advancing a sequence.\n\n```javascript\nlet hue = 0;\n\nfunction render(viji) {\n const ctx = viji.useContext('2d');\n const w = viji.width;\n const h = viji.height;\n\n if (!viji.audio.isConnected) return;\n\n if (viji.audio.beat.triggers.kick) {\n hue = (hue + 30) % 360;\n }\n\n ctx.fillStyle = `hsla(${hue}, 70%, 50%, 0.1)`;\n ctx.fillRect(0, 0, w, h);\n\n if (viji.audio.beat.triggers.any) {\n const x = Math.random() * w;\n const y = Math.random() * h;\n const r = Math.min(w, h) * (0.02 + Math.random() * 0.06);\n ctx.beginPath();\n ctx.arc(x, y, r, 0, Math.PI * 2);\n ctx.fillStyle = `hsl(${hue}, 80%, 60%)`;\n ctx.fill();\n }\n}\n```\n\n> [!NOTE]\n> Triggers and events are accumulated between render frames and reset after each frame. This guarantees no beat is silently lost, even when the audio analysis rate (125Hz) exceeds the frame rate."
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+ "markdown": "# Beat Detection\n\nThe `viji.audio.beat` object provides multiple layers of beat information: from simple energy curves to precise boolean triggers, detailed event arrays, and BPM tracking.\n\n## Property Reference\n\n### Energy Curves (fast decay)\n\nEnergy curves track beat intensity with a 300ms fast decay. They peak at the moment of a beat and decay smoothly, making them ideal for scaling, pulsing, or flash effects.\n\n| Property | Type | Range | Description |\n|----------|------|-------|-------------|\n| `viji.audio.beat.kick` | `number` | 0-1 | Kick energy (300ms decay) |\n| `viji.audio.beat.snare` | `number` | 0-1 | Snare energy (300ms decay) |\n| `viji.audio.beat.hat` | `number` | 0-1 | Hi-hat energy (300ms decay) |\n| `viji.audio.beat.any` | `number` | 0-1 | Any-beat energy (300ms decay) |\n\n### Energy Curves (smoothed)\n\nSmoothed variants use a slower 500ms decay, producing a more gradual response suitable for ambient or background effects.\n\n| Property | Type | Range | Description |\n|----------|------|-------|-------------|\n| `viji.audio.beat.kickSmoothed` | `number` | 0-1 | Kick smoothed energy (500ms decay) |\n| `viji.audio.beat.snareSmoothed` | `number` | 0-1 | Snare smoothed energy (500ms decay) |\n| `viji.audio.beat.hatSmoothed` | `number` | 0-1 | Hi-hat smoothed energy (500ms decay) |\n| `viji.audio.beat.anySmoothed` | `number` | 0-1 | Any-beat smoothed energy (500ms decay) |\n\n### Triggers\n\nBoolean triggers fire on beat detection. Each trigger is **true for exactly one frame when a beat is detected, then resets**. Multiple audio analysis messages can arrive between render frames: triggers are OR-accumulated so no beat is ever lost.\n\n| Property | Type | Description |\n|----------|------|-------------|\n| `viji.audio.beat.triggers.kick` | `boolean` | `true` for one frame when a kick is detected |\n| `viji.audio.beat.triggers.snare` | `boolean` | `true` for one frame when a snare is detected |\n| `viji.audio.beat.triggers.hat` | `boolean` | `true` for one frame when a hi-hat is detected |\n| `viji.audio.beat.triggers.any` | `boolean` | `true` for one frame when any beat is detected |\n\n### Events\n\nThe `events` array provides detailed information about every beat detected since the last frame. It may contain zero, one, or multiple events per frame.\n\n| Property | Type | Description |\n|----------|------|-------------|\n| `viji.audio.beat.events` | `Array<BeatEvent>` | Beat events accumulated since the last frame |\n\nEach `BeatEvent` contains:\n\n| Field | Type | Description |\n|-------|------|-------------|\n| `type` | `'kick' \\| 'snare' \\| 'hat'` | Beat type |\n| `time` | `number` | Timestamp in milliseconds |\n| `strength` | `number` | Beat strength (0-1) |\n\n### Tempo\n\n| Property | Type | Description |\n|----------|------|-------------|\n| `viji.audio.beat.bpm` | `number` | `0` when no audio is connected. Once audio connects it tracks the detected tempo clamped to 60-240, with `120` as a fallback before lock-on. |\n| `viji.audio.beat.confidence` | `number` | Beat tracking confidence (0-1) |\n| `viji.audio.beat.isLocked` | `boolean` | `true` when the beat tracker has a stable lock on tempo |\n\n## Usage: Energy Curves\n\nEnergy curves are the simplest way to react to beats. Use the fast decay values for punchy effects and the smoothed values for ambient motion.\n\n```javascript\nfunction render(viji) {\n const ctx = viji.useContext('2d');\n const w = viji.width;\n const h = viji.height;\n\n ctx.fillStyle = '#111';\n ctx.fillRect(0, 0, w, h);\n\n if (!viji.audio.isConnected) return;\n\n const beat = viji.audio.beat;\n const cx = w / 2;\n const cy = h / 2;\n const baseR = Math.min(w, h) * 0.08;\n\n // Kick: large red pulse\n ctx.beginPath();\n ctx.arc(cx - w * 0.2, cy, baseR + beat.kick * baseR * 2, 0, Math.PI * 2);\n ctx.fillStyle = `rgba(231, 76, 60, ${0.3 + beat.kick * 0.7})`;\n ctx.fill();\n\n // Snare: medium yellow pulse\n ctx.beginPath();\n ctx.arc(cx, cy, baseR + beat.snare * baseR * 1.5, 0, Math.PI * 2);\n ctx.fillStyle = `rgba(241, 196, 15, ${0.3 + beat.snare * 0.7})`;\n ctx.fill();\n\n // Hat: small blue pulse\n ctx.beginPath();\n ctx.arc(cx + w * 0.2, cy, baseR + beat.hat * baseR, 0, Math.PI * 2);\n ctx.fillStyle = `rgba(52, 152, 219, ${0.3 + beat.hat * 0.7})`;\n ctx.fill();\n}\n```\n\n## Usage: Triggers\n\nTriggers are ideal for discrete, one-shot actions: spawning particles, changing colors, or advancing a sequence.\n\n```javascript\nlet hue = 0;\n\nfunction render(viji) {\n const ctx = viji.useContext('2d');\n const w = viji.width;\n const h = viji.height;\n\n if (!viji.audio.isConnected) return;\n\n if (viji.audio.beat.triggers.kick) {\n hue = (hue + 30) % 360;\n }\n\n ctx.fillStyle = `hsla(${hue}, 70%, 50%, 0.1)`;\n ctx.fillRect(0, 0, w, h);\n\n if (viji.audio.beat.triggers.any) {\n const x = Math.random() * w;\n const y = Math.random() * h;\n const r = Math.min(w, h) * (0.02 + Math.random() * 0.06);\n ctx.beginPath();\n ctx.arc(x, y, r, 0, Math.PI * 2);\n ctx.fillStyle = `hsl(${hue}, 80%, 60%)`;\n ctx.fill();\n }\n}\n```\n\n> [!NOTE]\n> Triggers and events are accumulated between render frames and reset after each frame. This guarantees no beat is silently lost, even when the audio analysis rate (125Hz) exceeds the frame rate."
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- "markdown": "# Audio\n\nViji provides real-time audio analysis when the host application connects an audio stream. In P5.js scenes, all audio data is accessed through the `viji` object passed to your `render()` function: exactly the same API as the [Native renderer](../../native/audio/).\n\n## API Overview\n\n| Sub-object | Description | Page |\n|------------|-------------|------|\n| [`isConnected`](connection/) | Whether an audio stream is active | [Connection & Lifecycle](connection/) |\n| [`volume`](volume/) | RMS level, peak amplitude, smoothed volume | [Volume](volume/) |\n| [`bands`](bands/) | Five frequency bands (instant and smoothed) | [Frequency Bands](bands/) |\n| [`beat`](beat/) | Beat energy curves, triggers, events, BPM | [Beat Detection](beat/) |\n| [`spectral`](spectral/) | Brightness and flatness features | [Spectral Analysis](spectral/) |\n| [`getFrequencyData()`](frequency-data/) | Raw FFT spectrum as `Uint8Array` | [Frequency Data](frequency-data/) |\n| [`getWaveform()`](waveform/) | Raw time-domain samples as `Float32Array` | [Waveform](waveform/) |\n\n## Basic Usage\n\n```javascript\nfunction setup(viji, p5) {\n p5.colorMode(p5.HSB, 360, 100, 100, 1);\n}\n\nfunction render(viji, p5) {\n p5.background(0, 0, 10);\n\n if (!viji.audio.isConnected) {\n p5.fill(100);\n p5.textAlign(p5.CENTER, p5.CENTER);\n p5.textSize(viji.width * 0.04);\n p5.text('Waiting for audio...', viji.width / 2, viji.height / 2);\n return;\n }\n\n const vol = viji.audio.volume.smoothed;\n const r = Math.min(viji.width, viji.height) * (0.1 + vol * 0.3);\n\n p5.noStroke();\n p5.fill(200 + vol * 160, 80, 60);\n p5.circle(viji.width / 2, viji.height / 2, r * 2);\n}\n```\n\n> [!NOTE]\n> Always check [`viji.audio.isConnected`](connection/) before reading audio values. When no audio stream is connected, all values are at their defaults (zeros, with `bpm` at 120).\n\n> [!NOTE]\n> P5.js has its own `p5.sound` library: do not use it in Viji scenes. Audio analysis is handled by the Viji host and delivered through `viji.audio`."
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+ "markdown": "# Audio\n\nViji provides real-time audio analysis when the host application connects an audio stream. In P5.js scenes, all audio data is accessed through the `viji` object passed to your `render()` function: exactly the same API as the [Native renderer](../../native/audio/).\n\n## API Overview\n\n| Sub-object | Description | Page |\n|------------|-------------|------|\n| [`isConnected`](connection/) | Whether an audio stream is active | [Connection & Lifecycle](connection/) |\n| [`volume`](volume/) | RMS level, peak amplitude, smoothed volume | [Volume](volume/) |\n| [`bands`](bands/) | Five frequency bands (instant and smoothed) | [Frequency Bands](bands/) |\n| [`beat`](beat/) | Beat energy curves, triggers, events, BPM | [Beat Detection](beat/) |\n| [`spectral`](spectral/) | Brightness and flatness features | [Spectral Analysis](spectral/) |\n| [`getFrequencyData()`](frequency-data/) | Raw FFT spectrum as `Uint8Array` | [Frequency Data](frequency-data/) |\n| [`getWaveform()`](waveform/) | Raw time-domain samples as `Float32Array` | [Waveform](waveform/) |\n\n## Basic Usage\n\n```javascript\nfunction setup(viji, p5) {\n p5.colorMode(p5.HSB, 360, 100, 100, 1);\n}\n\nfunction render(viji, p5) {\n p5.background(0, 0, 10);\n\n if (!viji.audio.isConnected) {\n p5.fill(100);\n p5.textAlign(p5.CENTER, p5.CENTER);\n p5.textSize(viji.width * 0.04);\n p5.text('Waiting for audio...', viji.width / 2, viji.height / 2);\n return;\n }\n\n const vol = viji.audio.volume.smoothed;\n const r = Math.min(viji.width, viji.height) * (0.1 + vol * 0.3);\n\n p5.noStroke();\n p5.fill(200 + vol * 160, 80, 60);\n p5.circle(viji.width / 2, viji.height / 2, r * 2);\n}\n```\n\n> [!NOTE]\n> Always check [`viji.audio.isConnected`](connection/) before reading audio values. When no audio stream is connected, all numeric values are `0` (`bpm` included). The `120` value sometimes seen in BPM contexts is an internal tracker fallback after audio connects but before tempo lock-on; before any audio connects, `bpm` reads `0`.\n\n> [!NOTE]\n> P5.js has its own `p5.sound` library: do not use it in Viji scenes. Audio analysis is handled by the Viji host and delivered through `viji.audio`."
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- "markdown": "# Connection & Lifecycle\n\nThe `viji.audio.isConnected` property indicates whether the host application has provided an active audio stream. All other audio properties depend on this: when disconnected, they hold default values.\n\n## Property Reference\n\n| Property | Type | Description |\n|----------|------|-------------|\n| `viji.audio.isConnected` | `boolean` | `true` when an audio stream is active and analysis results are flowing |\n\n## Guard Pattern\n\nAlways check `isConnected` before using audio data. This prevents your scene from reacting to default values as if they were real audio input.\n\n```javascript\nfunction render(viji, p5) {\n p5.background(0, 0, 10);\n\n if (!viji.audio.isConnected) {\n p5.fill(100);\n p5.textAlign(p5.CENTER, p5.CENTER);\n p5.textSize(viji.width * 0.04);\n p5.text('No audio connected', viji.width / 2, viji.height / 2);\n return;\n }\n\n const vol = viji.audio.volume.current;\n p5.noStroke();\n p5.fill(100, 200, 255, vol * 255);\n p5.rect(0, 0, viji.width * vol, viji.height);\n}\n```\n\n## Connection Lifecycle\n\n1. **Disconnected (default)**: `isConnected` is `false`. All audio values are at their defaults.\n2. **Connected**: The host provides a `MediaStream`. `isConnected` becomes `true` and audio analysis values begin updating every frame.\n3. **Disconnected again**: The stream is removed. `isConnected` returns to `false` and all values reset to defaults.\n\n## Default Values\n\nWhen `isConnected` is `false`, all audio properties hold these values:\n\n| Property | Default |\n|----------|---------|\n| `volume.current`, `volume.peak`, `volume.smoothed` | `0` |\n| All `bands.*` (instant and smoothed) | `0` |\n| `beat.kick`, `.snare`, `.hat`, `.any` (and smoothed) | `0` |\n| `beat.triggers.kick`, `.snare`, `.hat`, `.any` | `false` |\n| `beat.events` | `[]` (empty array) |\n| `beat.bpm` | `120` |\n| `beat.confidence` | `0` |\n| `beat.isLocked` | `false` |\n| `spectral.brightness`, `spectral.flatness` | `0` |\n| `getFrequencyData()` | Empty `Uint8Array` (length 0) |\n| `getWaveform()` | Empty `Float32Array` (length 0) |\n\n> [!NOTE]\n> The default `bpm` is `120`, not `0`. This allows BPM-based calculations to produce sensible output even before audio is connected."
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+ "markdown": "# Connection & Lifecycle\n\nThe `viji.audio.isConnected` property indicates whether the host application has provided an active audio stream. All other audio properties depend on this: when disconnected, they hold default values.\n\n## Property Reference\n\n| Property | Type | Description |\n|----------|------|-------------|\n| `viji.audio.isConnected` | `boolean` | `true` when an audio stream is active and analysis results are flowing |\n\n## Guard Pattern\n\nAlways check `isConnected` before using audio data. This prevents your scene from reacting to default values as if they were real audio input.\n\n```javascript\nfunction render(viji, p5) {\n p5.background(0, 0, 10);\n\n if (!viji.audio.isConnected) {\n p5.fill(100);\n p5.textAlign(p5.CENTER, p5.CENTER);\n p5.textSize(viji.width * 0.04);\n p5.text('No audio connected', viji.width / 2, viji.height / 2);\n return;\n }\n\n const vol = viji.audio.volume.current;\n p5.noStroke();\n p5.fill(100, 200, 255, vol * 255);\n p5.rect(0, 0, viji.width * vol, viji.height);\n}\n```\n\n## Connection Lifecycle\n\n1. **Disconnected (default)**: `isConnected` is `false`. All audio values are at their defaults.\n2. **Connected**: The host provides a `MediaStream`. `isConnected` becomes `true` and audio analysis values begin updating every frame.\n3. **Disconnected again**: The stream is removed. `isConnected` returns to `false` and all values reset to defaults.\n\n## Default Values\n\nWhen `isConnected` is `false`, all audio properties hold these values:\n\n| Property | Default |\n|----------|---------|\n| `volume.current`, `volume.peak`, `volume.smoothed` | `0` |\n| All `bands.*` (instant and smoothed) | `0` |\n| `beat.kick`, `.snare`, `.hat`, `.any` (and smoothed) | `0` |\n| `beat.triggers.kick`, `.snare`, `.hat`, `.any` | `false` |\n| `beat.events` | `[]` (empty array) |\n| `beat.bpm` | `0` |\n| `beat.confidence` | `0` |\n| `beat.isLocked` | `false` |\n| `spectral.brightness`, `spectral.flatness` | `0` |\n| `getFrequencyData()` | Empty `Uint8Array` (length 0) |\n| `getWaveform()` | Empty `Float32Array` (length 0) |\n\n> [!NOTE]\n> `beat.bpm` is `0` when no audio is connected (the \"no signal\" sentinel). Once audio connects, it tracks the detected tempo clamped to 60-240, with `120` as a fallback before the tracker locks on. If your scene needs a fallback default for BPM-based calculations before audio connects, write `viji.audio.beat.bpm || 120` explicitly."
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- "markdown": "# Beat Detection\n\nThe `viji.audio.beat` object provides multiple layers of beat information: from simple energy curves to precise boolean triggers, detailed event arrays, and BPM tracking.\n\n## Property Reference\n\n### Energy Curves (fast decay)\n\nEnergy curves track beat intensity with a 300ms fast decay. They peak at the moment of a beat and decay smoothly, making them ideal for scaling, pulsing, or flash effects.\n\n| Property | Type | Range | Description |\n|----------|------|-------|-------------|\n| `viji.audio.beat.kick` | `number` | 0-1 | Kick energy (300ms decay) |\n| `viji.audio.beat.snare` | `number` | 0-1 | Snare energy (300ms decay) |\n| `viji.audio.beat.hat` | `number` | 0-1 | Hi-hat energy (300ms decay) |\n| `viji.audio.beat.any` | `number` | 0-1 | Any-beat energy (300ms decay) |\n\n### Energy Curves (smoothed)\n\nSmoothed variants use a slower 500ms decay, producing a more gradual response suitable for ambient or background effects.\n\n| Property | Type | Range | Description |\n|----------|------|-------|-------------|\n| `viji.audio.beat.kickSmoothed` | `number` | 0-1 | Kick smoothed energy (500ms decay) |\n| `viji.audio.beat.snareSmoothed` | `number` | 0-1 | Snare smoothed energy (500ms decay) |\n| `viji.audio.beat.hatSmoothed` | `number` | 0-1 | Hi-hat smoothed energy (500ms decay) |\n| `viji.audio.beat.anySmoothed` | `number` | 0-1 | Any-beat smoothed energy (500ms decay) |\n\n### Triggers\n\nBoolean triggers fire on beat detection. Each trigger is **true for exactly one frame when a beat is detected, then resets**. Multiple audio analysis messages can arrive between render frames: triggers are OR-accumulated so no beat is ever lost.\n\n| Property | Type | Description |\n|----------|------|-------------|\n| `viji.audio.beat.triggers.kick` | `boolean` | `true` for one frame when a kick is detected |\n| `viji.audio.beat.triggers.snare` | `boolean` | `true` for one frame when a snare is detected |\n| `viji.audio.beat.triggers.hat` | `boolean` | `true` for one frame when a hi-hat is detected |\n| `viji.audio.beat.triggers.any` | `boolean` | `true` for one frame when any beat is detected |\n\n### Events\n\nThe `events` array provides detailed information about every beat detected since the last frame. It may contain zero, one, or multiple events per frame.\n\n| Property | Type | Description |\n|----------|------|-------------|\n| `viji.audio.beat.events` | `Array<BeatEvent>` | Beat events accumulated since the last frame |\n\nEach `BeatEvent` contains:\n\n| Field | Type | Description |\n|-------|------|-------------|\n| `type` | `'kick' \\| 'snare' \\| 'hat'` | Beat type |\n| `time` | `number` | Timestamp in milliseconds |\n| `strength` | `number` | Beat strength (0-1) |\n\n### Tempo\n\n| Property | Type | Description |\n|----------|------|-------------|\n| `viji.audio.beat.bpm` | `number` | Current detected BPM (defaults to 120 when no audio) |\n| `viji.audio.beat.confidence` | `number` | Beat tracking confidence (0-1) |\n| `viji.audio.beat.isLocked` | `boolean` | `true` when the beat tracker has a stable lock on tempo |\n\n## Usage: Energy Curves\n\n```javascript\nfunction render(viji, p5) {\n p5.background(15);\n\n if (!viji.audio.isConnected) return;\n\n const beat = viji.audio.beat;\n const cx = viji.width / 2;\n const cy = viji.height / 2;\n const baseR = Math.min(viji.width, viji.height) * 0.08;\n\n p5.noStroke();\n\n // Kick: large red pulse\n p5.fill(231, 76, 60, (0.3 + beat.kick * 0.7) * 255);\n p5.circle(cx - viji.width * 0.2, cy, (baseR + beat.kick * baseR * 2) * 2);\n\n // Snare: medium yellow pulse\n p5.fill(241, 196, 15, (0.3 + beat.snare * 0.7) * 255);\n p5.circle(cx, cy, (baseR + beat.snare * baseR * 1.5) * 2);\n\n // Hat: small blue pulse\n p5.fill(52, 152, 219, (0.3 + beat.hat * 0.7) * 255);\n p5.circle(cx + viji.width * 0.2, cy, (baseR + beat.hat * baseR) * 2);\n}\n```\n\n## Usage: Triggers\n\nTriggers are ideal for discrete, one-shot actions: spawning particles, changing colors, or advancing a sequence.\n\n```javascript\nlet hue = 0;\n\nfunction setup(viji, p5) {\n p5.colorMode(p5.HSB, 360, 100, 100, 100);\n}\n\nfunction render(viji, p5) {\n if (!viji.audio.isConnected) return;\n\n if (viji.audio.beat.triggers.kick) {\n hue = (hue + 30) % 360;\n }\n\n p5.fill(hue, 70, 50, 10);\n p5.rect(0, 0, viji.width, viji.height);\n\n if (viji.audio.beat.triggers.any) {\n const x = p5.random(viji.width);\n const y = p5.random(viji.height);\n const r = Math.min(viji.width, viji.height) * p5.random(0.02, 0.08);\n p5.noStroke();\n p5.fill(hue, 80, 60);\n p5.circle(x, y, r * 2);\n }\n}\n```\n\n> [!NOTE]\n> Triggers and events are accumulated between render frames and reset after each frame. This guarantees no beat is silently lost, even when the audio analysis rate (125Hz) exceeds the frame rate."
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+ "markdown": "# Beat Detection\n\nThe `viji.audio.beat` object provides multiple layers of beat information: from simple energy curves to precise boolean triggers, detailed event arrays, and BPM tracking.\n\n## Property Reference\n\n### Energy Curves (fast decay)\n\nEnergy curves track beat intensity with a 300ms fast decay. They peak at the moment of a beat and decay smoothly, making them ideal for scaling, pulsing, or flash effects.\n\n| Property | Type | Range | Description |\n|----------|------|-------|-------------|\n| `viji.audio.beat.kick` | `number` | 0-1 | Kick energy (300ms decay) |\n| `viji.audio.beat.snare` | `number` | 0-1 | Snare energy (300ms decay) |\n| `viji.audio.beat.hat` | `number` | 0-1 | Hi-hat energy (300ms decay) |\n| `viji.audio.beat.any` | `number` | 0-1 | Any-beat energy (300ms decay) |\n\n### Energy Curves (smoothed)\n\nSmoothed variants use a slower 500ms decay, producing a more gradual response suitable for ambient or background effects.\n\n| Property | Type | Range | Description |\n|----------|------|-------|-------------|\n| `viji.audio.beat.kickSmoothed` | `number` | 0-1 | Kick smoothed energy (500ms decay) |\n| `viji.audio.beat.snareSmoothed` | `number` | 0-1 | Snare smoothed energy (500ms decay) |\n| `viji.audio.beat.hatSmoothed` | `number` | 0-1 | Hi-hat smoothed energy (500ms decay) |\n| `viji.audio.beat.anySmoothed` | `number` | 0-1 | Any-beat smoothed energy (500ms decay) |\n\n### Triggers\n\nBoolean triggers fire on beat detection. Each trigger is **true for exactly one frame when a beat is detected, then resets**. Multiple audio analysis messages can arrive between render frames: triggers are OR-accumulated so no beat is ever lost.\n\n| Property | Type | Description |\n|----------|------|-------------|\n| `viji.audio.beat.triggers.kick` | `boolean` | `true` for one frame when a kick is detected |\n| `viji.audio.beat.triggers.snare` | `boolean` | `true` for one frame when a snare is detected |\n| `viji.audio.beat.triggers.hat` | `boolean` | `true` for one frame when a hi-hat is detected |\n| `viji.audio.beat.triggers.any` | `boolean` | `true` for one frame when any beat is detected |\n\n### Events\n\nThe `events` array provides detailed information about every beat detected since the last frame. It may contain zero, one, or multiple events per frame.\n\n| Property | Type | Description |\n|----------|------|-------------|\n| `viji.audio.beat.events` | `Array<BeatEvent>` | Beat events accumulated since the last frame |\n\nEach `BeatEvent` contains:\n\n| Field | Type | Description |\n|-------|------|-------------|\n| `type` | `'kick' \\| 'snare' \\| 'hat'` | Beat type |\n| `time` | `number` | Timestamp in milliseconds |\n| `strength` | `number` | Beat strength (0-1) |\n\n### Tempo\n\n| Property | Type | Description |\n|----------|------|-------------|\n| `viji.audio.beat.bpm` | `number` | `0` when no audio is connected. Once audio connects it tracks the detected tempo clamped to 60-240, with `120` as a fallback before lock-on. |\n| `viji.audio.beat.confidence` | `number` | Beat tracking confidence (0-1) |\n| `viji.audio.beat.isLocked` | `boolean` | `true` when the beat tracker has a stable lock on tempo |\n\n## Usage: Energy Curves\n\n```javascript\nfunction render(viji, p5) {\n p5.background(15);\n\n if (!viji.audio.isConnected) return;\n\n const beat = viji.audio.beat;\n const cx = viji.width / 2;\n const cy = viji.height / 2;\n const baseR = Math.min(viji.width, viji.height) * 0.08;\n\n p5.noStroke();\n\n // Kick: large red pulse\n p5.fill(231, 76, 60, (0.3 + beat.kick * 0.7) * 255);\n p5.circle(cx - viji.width * 0.2, cy, (baseR + beat.kick * baseR * 2) * 2);\n\n // Snare: medium yellow pulse\n p5.fill(241, 196, 15, (0.3 + beat.snare * 0.7) * 255);\n p5.circle(cx, cy, (baseR + beat.snare * baseR * 1.5) * 2);\n\n // Hat: small blue pulse\n p5.fill(52, 152, 219, (0.3 + beat.hat * 0.7) * 255);\n p5.circle(cx + viji.width * 0.2, cy, (baseR + beat.hat * baseR) * 2);\n}\n```\n\n## Usage: Triggers\n\nTriggers are ideal for discrete, one-shot actions: spawning particles, changing colors, or advancing a sequence.\n\n```javascript\nlet hue = 0;\n\nfunction setup(viji, p5) {\n p5.colorMode(p5.HSB, 360, 100, 100, 100);\n}\n\nfunction render(viji, p5) {\n if (!viji.audio.isConnected) return;\n\n if (viji.audio.beat.triggers.kick) {\n hue = (hue + 30) % 360;\n }\n\n p5.fill(hue, 70, 50, 10);\n p5.rect(0, 0, viji.width, viji.height);\n\n if (viji.audio.beat.triggers.any) {\n const x = p5.random(viji.width);\n const y = p5.random(viji.height);\n const r = Math.min(viji.width, viji.height) * p5.random(0.02, 0.08);\n p5.noStroke();\n p5.fill(hue, 80, 60);\n p5.circle(x, y, r * 2);\n }\n}\n```\n\n> [!NOTE]\n> Triggers and events are accumulated between render frames and reset after each frame. This guarantees no beat is silently lost, even when the audio analysis rate (125Hz) exceeds the frame rate."
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- "sceneCode": "// @renderer shader\n// @viji-color:tint label:\"Color\" default:#4488ff category:general\n// @viji-slider:audioPulse label:\"Audio Pulse\" default:0.3 min:0.0 max:1.0 category:audio\n// @viji-slider:videoMix label:\"Video Mix\" default:0.0 min:0.0 max:1.0 step:0.01 category:video\n// @viji-slider:mouseSize label:\"Mouse Glow\" default:0.15 min:0.0 max:0.5 category:interaction\n// @viji-accumulator:phase rate:1.0\n\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\nvoid main() {\n vec2 uv = (2.0 * gl_FragCoord.xy - u_resolution) / u_resolution.y;\n vec2 vuv = gl_FragCoord.xy / u_resolution;\n float d = length(uv);\n\n float pulse = u_audioVolume * audioPulse;\n float wave = sin(d * 15.0 - phase * 3.0) * 0.5 + 0.5;\n vec3 col = tint * wave * (1.0 + pulse);\n\n vec2 mouseUV = (2.0 * u_mouse - u_resolution) / u_resolution.y;\n float mouseDist = length(uv - mouseUV);\n float glow = mouseSize / (mouseDist + 0.05);\n col += vec3(glow * 0.3);\n\n col *= smoothstep(1.5, 0.3, d);\n\n vec3 video = texture2D(u_video, vijiVideoUV(vuv, 1)).rgb;\n col = mix(col, video, videoMix);\n\n gl_FragColor = vec4(col, 1.0);\n}\n",
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+ "sceneCode": "// @renderer shader\n// @viji-color:tint label:\"Color\" default:#4488ff category:general\n// @viji-slider:audioPulse label:\"Audio Pulse\" default:0.3 min:0.0 max:1.0 category:audio\n// @viji-slider:videoMix label:\"Video Mix\" default:0.0 min:0.0 max:1.0 step:0.01 category:video\n// @viji-slider:mouseSize label:\"Mouse Glow\" default:0.15 min:0.0 max:0.5 category:interaction\n// @viji-accumulator:phase rate:1.0\n\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\nbool vijiInVideo(vec2 uv) {\n return all(greaterThanEqual(uv, vec2(0.0))) && all(lessThanEqual(uv, vec2(1.0)));\n}\n\nvoid main() {\n vec2 uv = (2.0 * gl_FragCoord.xy - u_resolution) / u_resolution.y;\n vec2 vuv = gl_FragCoord.xy / u_resolution;\n float d = length(uv);\n\n float pulse = u_audioVolume * audioPulse;\n float wave = sin(d * 15.0 - phase * 3.0) * 0.5 + 0.5;\n vec3 col = tint * wave * (1.0 + pulse);\n\n vec2 mouseUV = (2.0 * u_mouse - u_resolution) / u_resolution.y;\n float mouseDist = length(uv - mouseUV);\n float glow = mouseSize / (mouseDist + 0.05);\n col += vec3(glow * 0.3);\n\n col *= smoothstep(1.5, 0.3, d);\n\n vec2 videoUV = vijiVideoUV(vuv, 1);\n vec3 video = vijiInVideo(videoUV) ? texture2D(u_video, videoUV).rgb : vec3(17.0 / 255.0);\n col = mix(col, video, videoMix);\n\n gl_FragColor = vec4(col, 1.0);\n}\n",
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- "markdown": "# Audio Uniforms\n\nViji injects up to 32 audio-related uniforms into your shader when audio is connected. These uniforms are updated every frame from the host's real-time audio analysis.\n\n## Uniform Overview\n\n| Category | Uniforms | Page |\n|----------|----------|------|\n| Volume | `u_audioVolume`, `u_audioPeak`, `u_audioVolumeSmoothed` | [Volume](volume/) |\n| Bands (instant) | `u_audioLow`, `u_audioLowMid`, `u_audioMid`, `u_audioHighMid`, `u_audioHigh` | [Frequency Bands](bands/) |\n| Bands (smoothed) | `u_audioLowSmoothed` … `u_audioHighSmoothed` | [Frequency Bands](bands/) |\n| Beat energy (fast) | `u_audioKick`, `u_audioSnare`, `u_audioHat`, `u_audioAny` | [Beat Detection](beat/) |\n| Beat energy (smoothed) | `u_audioKickSmoothed` … `u_audioAnySmoothed` | [Beat Detection](beat/) |\n| Beat triggers | `u_audioKickTrigger`, `u_audioSnareTrigger`, `u_audioHatTrigger`, `u_audioAnyTrigger` | [Beat Detection](beat/) |\n| Tempo | `u_audioBPM`, `u_audioConfidence`, `u_audioIsLocked` | [Beat Detection](beat/) |\n| Spectral | `u_audioBrightness`, `u_audioFlatness` | [Spectral Analysis](spectral/) |\n| FFT texture | `u_audioFFT` | [FFT Texture](fft/) |\n| Waveform texture | `u_audioWaveform` | [Waveform Texture](waveform/) |\n\n**Total**: 30 float/bool uniforms + 2 sampler2D textures.\n\n## Basic Usage\n\n```glsl\n// @renderer shader\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n\n // Pulse with volume\n float pulse = u_audioVolumeSmoothed;\n\n // Color from frequency bands\n float r = u_audioLowSmoothed;\n float g = u_audioMidSmoothed;\n float b = u_audioHighSmoothed;\n\n // Flash on kick\n float flash = u_audioKickTrigger ? 1.0 : 0.0;\n\n vec3 col = mix(vec3(r, g, b) * pulse, vec3(1.0), flash * 0.3);\n gl_FragColor = vec4(col, 1.0);\n}\n```\n\n> [!NOTE]\n> All audio uniforms default to `0.0` (or `false` for booleans) when no audio is connected, except `u_audioBPM` which defaults to `120.0`. Your shader will still compile and run: the uniforms simply hold their default values."
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+ "markdown": "# Audio Uniforms\n\nViji injects up to 32 audio-related uniforms into your shader when audio is connected. These uniforms are updated every frame from the host's real-time audio analysis.\n\n## Uniform Overview\n\n| Category | Uniforms | Page |\n|----------|----------|------|\n| Volume | `u_audioVolume`, `u_audioPeak`, `u_audioVolumeSmoothed` | [Volume](volume/) |\n| Bands (instant) | `u_audioLow`, `u_audioLowMid`, `u_audioMid`, `u_audioHighMid`, `u_audioHigh` | [Frequency Bands](bands/) |\n| Bands (smoothed) | `u_audioLowSmoothed` … `u_audioHighSmoothed` | [Frequency Bands](bands/) |\n| Beat energy (fast) | `u_audioKick`, `u_audioSnare`, `u_audioHat`, `u_audioAny` | [Beat Detection](beat/) |\n| Beat energy (smoothed) | `u_audioKickSmoothed` … `u_audioAnySmoothed` | [Beat Detection](beat/) |\n| Beat triggers | `u_audioKickTrigger`, `u_audioSnareTrigger`, `u_audioHatTrigger`, `u_audioAnyTrigger` | [Beat Detection](beat/) |\n| Tempo | `u_audioBPM`, `u_audioConfidence`, `u_audioIsLocked` | [Beat Detection](beat/) |\n| Spectral | `u_audioBrightness`, `u_audioFlatness` | [Spectral Analysis](spectral/) |\n| FFT texture | `u_audioFFT` | [FFT Texture](fft/) |\n| Waveform texture | `u_audioWaveform` | [Waveform Texture](waveform/) |\n\n**Total**: 30 float/bool uniforms + 2 sampler2D textures.\n\n## Basic Usage\n\n```glsl\n// @renderer shader\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n\n // Pulse with volume\n float pulse = u_audioVolumeSmoothed;\n\n // Color from frequency bands\n float r = u_audioLowSmoothed;\n float g = u_audioMidSmoothed;\n float b = u_audioHighSmoothed;\n\n // Flash on kick\n float flash = u_audioKickTrigger ? 1.0 : 0.0;\n\n vec3 col = mix(vec3(r, g, b) * pulse, vec3(1.0), flash * 0.3);\n gl_FragColor = vec4(col, 1.0);\n}\n```\n\n> [!NOTE]\n> All audio uniforms default to `0.0` (or `false` for booleans) when no audio is connected, `u_audioBPM` included (the \"no signal\" sentinel). The `120.0` value sometimes seen in BPM contexts is an internal tracker fallback that takes effect only after audio connects but before tempo lock-on; with no audio at all, `u_audioBPM` is `0.0`. Your shader still compiles and runs: the uniforms simply hold their default values."
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- "markdown": "# Beat Detection\n\nMultiple uniforms expose beat detection results: energy curves for smooth reactions, boolean triggers for one-shot events, and tempo tracking.\n\n## Uniform Reference\n\n### Energy Curves (fast decay)\n\nEnergy curves track beat intensity with a 300ms fast decay. They peak at the moment of a beat and decay smoothly, making them ideal for scaling, pulsing, or flash effects.\n\n| Uniform | Type | Range | Description |\n|---------|------|-------|-------------|\n| `u_audioKick` | `float` | 0-1 | Kick energy (300ms decay) |\n| `u_audioSnare` | `float` | 0-1 | Snare energy (300ms decay) |\n| `u_audioHat` | `float` | 0-1 | Hi-hat energy (300ms decay) |\n| `u_audioAny` | `float` | 0-1 | Any-beat energy (300ms decay) |\n\n### Energy Curves (smoothed)\n\nSmoothed variants use a slower 500ms decay, producing a more gradual response suitable for ambient or background effects.\n\n| Uniform | Type | Range | Description |\n|---------|------|-------|-------------|\n| `u_audioKickSmoothed` | `float` | 0-1 | Kick smoothed energy (500ms decay) |\n| `u_audioSnareSmoothed` | `float` | 0-1 | Snare smoothed energy (500ms decay) |\n| `u_audioHatSmoothed` | `float` | 0-1 | Hi-hat smoothed energy (500ms decay) |\n| `u_audioAnySmoothed` | `float` | 0-1 | Any-beat smoothed energy (500ms decay) |\n\n### Triggers\n\nBoolean trigger uniforms fire on beat detection. Each trigger is **true for exactly one frame when a beat is detected, then resets**. In GLSL, `bool` uniforms are `true`/`false`: convert to float with a ternary or `float()`.\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_audioKickTrigger` | `bool` | `true` for one frame when a kick is detected |\n| `u_audioSnareTrigger` | `bool` | `true` for one frame when a snare is detected |\n| `u_audioHatTrigger` | `bool` | `true` for one frame when a hi-hat is detected |\n| `u_audioAnyTrigger` | `bool` | `true` for one frame when any beat is detected |\n\n### Tempo\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_audioBPM` | `float` | Current detected BPM (defaults to 120 when no audio) |\n| `u_audioConfidence` | `float` | Beat tracking confidence (0-1) |\n| `u_audioIsLocked` | `bool` | `true` when the beat tracker has a stable lock on tempo |\n\n## Usage: Energy Curves\n\nEnergy curves are the simplest way to react to beats. Use the fast decay values for punchy effects and the smoothed values for ambient motion.\n\n```glsl\n// @renderer shader\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n\n // Three circles for kick, snare, hat\n vec2 c1 = vec2(0.25, 0.5);\n vec2 c2 = vec2(0.5, 0.5);\n vec2 c3 = vec2(0.75, 0.5);\n\n float r1 = 0.05 + u_audioKick * 0.15;\n float r2 = 0.05 + u_audioSnare * 0.12;\n float r3 = 0.05 + u_audioHat * 0.08;\n\n float d1 = smoothstep(r1, r1 - 0.01, length(uv - c1));\n float d2 = smoothstep(r2, r2 - 0.01, length(uv - c2));\n float d3 = smoothstep(r3, r3 - 0.01, length(uv - c3));\n\n vec3 col = vec3(0.9, 0.3, 0.2) * d1\n + vec3(0.9, 0.8, 0.1) * d2\n + vec3(0.2, 0.6, 0.9) * d3;\n\n gl_FragColor = vec4(col, 1.0);\n}\n```\n\n## Usage: Triggers\n\nUse triggers for discrete one-shot effects: color shifts, pattern changes, or flash overlays. Since triggers are `bool`, convert to float for arithmetic.\n\n```glsl\n// @renderer shader\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n\n float flash = u_audioKickTrigger ? 1.0 : 0.0;\n float snareFlash = u_audioSnareTrigger ? 0.5 : 0.0;\n\n // Base color from smoothed energy\n vec3 col = vec3(u_audioLowSmoothed * 0.6, u_audioMidSmoothed * 0.4, u_audioHighSmoothed * 0.8);\n\n // Kick flash: white overlay\n col += vec3(flash * 0.4);\n // Snare flash: warm overlay\n col += vec3(snareFlash * 0.3, snareFlash * 0.2, 0.0);\n\n gl_FragColor = vec4(col, 1.0);\n}\n```\n\n> [!NOTE]\n> Triggers are OR-accumulated between render frames and reset after each frame. This guarantees no beat is silently lost, even when the audio analysis rate (125Hz) exceeds the frame rate."
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+ "markdown": "# Beat Detection\n\nMultiple uniforms expose beat detection results: energy curves for smooth reactions, boolean triggers for one-shot events, and tempo tracking.\n\n## Uniform Reference\n\n### Energy Curves (fast decay)\n\nEnergy curves track beat intensity with a 300ms fast decay. They peak at the moment of a beat and decay smoothly, making them ideal for scaling, pulsing, or flash effects.\n\n| Uniform | Type | Range | Description |\n|---------|------|-------|-------------|\n| `u_audioKick` | `float` | 0-1 | Kick energy (300ms decay) |\n| `u_audioSnare` | `float` | 0-1 | Snare energy (300ms decay) |\n| `u_audioHat` | `float` | 0-1 | Hi-hat energy (300ms decay) |\n| `u_audioAny` | `float` | 0-1 | Any-beat energy (300ms decay) |\n\n### Energy Curves (smoothed)\n\nSmoothed variants use a slower 500ms decay, producing a more gradual response suitable for ambient or background effects.\n\n| Uniform | Type | Range | Description |\n|---------|------|-------|-------------|\n| `u_audioKickSmoothed` | `float` | 0-1 | Kick smoothed energy (500ms decay) |\n| `u_audioSnareSmoothed` | `float` | 0-1 | Snare smoothed energy (500ms decay) |\n| `u_audioHatSmoothed` | `float` | 0-1 | Hi-hat smoothed energy (500ms decay) |\n| `u_audioAnySmoothed` | `float` | 0-1 | Any-beat smoothed energy (500ms decay) |\n\n### Triggers\n\nBoolean trigger uniforms fire on beat detection. Each trigger is **true for exactly one frame when a beat is detected, then resets**. In GLSL, `bool` uniforms are `true`/`false`: convert to float with a ternary or `float()`.\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_audioKickTrigger` | `bool` | `true` for one frame when a kick is detected |\n| `u_audioSnareTrigger` | `bool` | `true` for one frame when a snare is detected |\n| `u_audioHatTrigger` | `bool` | `true` for one frame when a hi-hat is detected |\n| `u_audioAnyTrigger` | `bool` | `true` for one frame when any beat is detected |\n\n### Tempo\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_audioBPM` | `float` | `0.0` when no audio is connected. Once audio connects it tracks the detected tempo clamped to 60-240, with `120.0` as a fallback before lock-on. |\n| `u_audioConfidence` | `float` | Beat tracking confidence (0-1) |\n| `u_audioIsLocked` | `bool` | `true` when the beat tracker has a stable lock on tempo |\n\n## Usage: Energy Curves\n\nEnergy curves are the simplest way to react to beats. Use the fast decay values for punchy effects and the smoothed values for ambient motion.\n\n```glsl\n// @renderer shader\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n\n // Three circles for kick, snare, hat\n vec2 c1 = vec2(0.25, 0.5);\n vec2 c2 = vec2(0.5, 0.5);\n vec2 c3 = vec2(0.75, 0.5);\n\n float r1 = 0.05 + u_audioKick * 0.15;\n float r2 = 0.05 + u_audioSnare * 0.12;\n float r3 = 0.05 + u_audioHat * 0.08;\n\n float d1 = smoothstep(r1, r1 - 0.01, length(uv - c1));\n float d2 = smoothstep(r2, r2 - 0.01, length(uv - c2));\n float d3 = smoothstep(r3, r3 - 0.01, length(uv - c3));\n\n vec3 col = vec3(0.9, 0.3, 0.2) * d1\n + vec3(0.9, 0.8, 0.1) * d2\n + vec3(0.2, 0.6, 0.9) * d3;\n\n gl_FragColor = vec4(col, 1.0);\n}\n```\n\n## Usage: Triggers\n\nUse triggers for discrete one-shot effects: color shifts, pattern changes, or flash overlays. Since triggers are `bool`, convert to float for arithmetic.\n\n```glsl\n// @renderer shader\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n\n float flash = u_audioKickTrigger ? 1.0 : 0.0;\n float snareFlash = u_audioSnareTrigger ? 0.5 : 0.0;\n\n // Base color from smoothed energy\n vec3 col = vec3(u_audioLowSmoothed * 0.6, u_audioMidSmoothed * 0.4, u_audioHighSmoothed * 0.8);\n\n // Kick flash: white overlay\n col += vec3(flash * 0.4);\n // Snare flash: warm overlay\n col += vec3(snareFlash * 0.3, snareFlash * 0.2, 0.0);\n\n gl_FragColor = vec4(col, 1.0);\n}\n```\n\n> [!NOTE]\n> Triggers are OR-accumulated between render frames and reset after each frame. This guarantees no beat is silently lost, even when the audio analysis rate (125Hz) exceeds the frame rate."
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- "sceneCode": "// @renderer shader\n// @viji-cv:faceDetection\n// @viji-cv:handTracking\n\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 0);\n\n vec4 videoColor = texture2D(u_video, videoUV);\n\n // u_face0Center is normalized to the source video, so compare against videoUV.\n float faceDist = length(videoUV - u_face0Center);\n float highlight = smoothstep(0.3, 0.0, faceDist) * float(u_faceCount > 0);\n\n vec3 col = mix(videoColor.rgb, vec3(0.3, 0.8, 0.8), highlight * 0.4);\n\n gl_FragColor = vec4(col, 1.0);\n}\n",
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+ "sceneCode": "// @renderer shader\n// @viji-cv:faceDetection\n// @viji-cv:handTracking\n\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\nbool vijiInVideo(vec2 uv) {\n return all(greaterThanEqual(uv, vec2(0.0))) && all(lessThanEqual(uv, vec2(1.0)));\n}\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 0);\n\n vec4 videoColor = texture2D(u_video, videoUV);\n\n // u_face0Center is normalized to the source video, so compare against videoUV.\n float faceDist = length(videoUV - u_face0Center);\n float highlight = smoothstep(0.3, 0.0, faceDist) * float(u_faceCount > 0);\n\n vec3 col = mix(videoColor.rgb, vec3(0.3, 0.8, 0.8), highlight * 0.4);\n\n gl_FragColor = vec4(vijiInVideo(videoUV) ? col : vec3(17.0 / 255.0), 1.0);\n}\n",
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  "sceneFile": "video-overview.scene.js",
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- "markdown": "# Video Basics\n\nThree uniforms provide access to the video stream in shaders: the video frame as a texture, its resolution, and the frame rate.\n\n## Uniform Reference\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_video` | `sampler2D` | Just-arrived video frame as a texture |\n| `u_videoResolution` | `vec2` | Video frame width and height in pixels (shared with `u_videoAnalysed`) |\n| `u_videoFrameRate` | `float` | Video frame rate in frames per second |\n| `u_videoAnalysed` | `sampler2D` | Frame paired with the current CV uniforms (pixel-precise pairing) |\n| `u_videoAnalysedAvailable` | `bool` | True after the first CV result lands |\n\n### Sampling the Video Texture\n\nUse `texture2D(u_video, uv)` to sample the video frame. The texture coordinates are 0-1, matching the standard UV space:\n\n```glsl\nvec2 uv = gl_FragCoord.xy / u_resolution;\nvec4 videoColor = texture2D(u_video, uv);\n```\n\nWhen no video is connected, `u_video` samples as black (`vec4(0.0)`), `u_videoResolution` is `vec2(0.0)`, and `u_videoFrameRate` is `0.0`.\n\n### `u_video` vs `u_videoAnalysed`\n\nCV results are computed asynchronously, so the displayed video and the CV uniforms are never instantaneously in sync. You always have two textures to choose between:\n\n- **`u_video`** is the just-arrived video frame. It refreshes every shader frame.\n- **`u_videoAnalysed`** is the exact frame MediaPipe ran on to produce the current `u_face*` / `u_hand*` / `u_pose*` / `u_segmentationMask` uniforms. It refreshes only when an inference completes. Both textures share `u_videoResolution`.\n\nPick by asking: *does my shader read pixels from the displayed frame at CV-derived positions?*\n\n- **No** (drawing on top of the camera, audio-reactive visuals driven by `u_face*` / `u_hand*` positions, generative effects that don't display the camera): sample `u_video`. Spatial drift between CV positions and displayed pixels under fast motion is the cost; smooth live-camera output is the benefit.\n- **Yes** (sampling skin pixels inside a face-mesh outline, compositing `u_segmentationMask` onto the body, warping the face along its mesh): sample `u_videoAnalysed` so the CV uniforms align with the pixels. The displayed image stutters or holds briefly between inferences, in exchange for pixel-for-pixel alignment.\n\nWhen you need `u_videoAnalysed`, gate on `u_videoAnalysedAvailable` so the startup window falls back cleanly:\n\n```glsl\nvec4 source = u_videoAnalysedAvailable\n ? texture2D(u_videoAnalysed, uv)\n : texture2D(u_video, uv);\n```\n\nBefore the first CV result lands, `u_videoAnalysed` samples a 1×1 black fallback (safe but typically not what you want as the visible source; use the gate above). Only the main video stream produces analysed frames; this uniform never updates from compositor or device streams.\n\n## Drawing Video\n\nCamera frames almost never match the canvas aspect ratio. Sampling `texture2D(u_video, uv)` with the canvas's normalized UV stretches the video: faces get squashed, circles become ovals, and CV uniforms (`u_face*`, `u_hand*`, `u_pose*`) drift off the actual feature positions. Use the `vijiVideoUV` helper below in every video / CV shader.\n\n```glsl\n// @renderer shader\n\n// mode: 1 = cover (fills canvas, crops video edges)\n// 0 = contain (fits video, letterboxes canvas)\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n // cover: scale > 1 on the cropped axis so the texture range narrows to a\n // centered sub-rectangle that fully covers the canvas.\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n // contain: scale < 1 on the letterboxed axis so the texture range\n // overshoots [0, 1] toward the edges, producing the empty bars.\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 1); // cover\n\n vec4 video = texture2D(u_video, videoUV);\n gl_FragColor = video;\n}\n```\n\nThe second arg is `1` for cover (default for live camera feeds) or `0` for contain. See [Best Practices](/getting-started/best-practices/#cover-vs-contain) for when each is the right pick.\n\n### Aligning CV Uniforms with the Fitted Video\n\nCV uniforms (`u_face0Center`, `u_face0Bounds`, hand / pose landmark uniforms) are normalized to the source video frame, not the canvas, and use the same bottom-up coordinate convention as `videoUV` (the engine pre-flips them at the boundary so they line up with the texture sampling surface). Compare them against the same `videoUV` you sampled the video with — no manual Y-flip needed:\n\n```glsl\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 1);\n\n vec4 video = texture2D(u_video, videoUV);\n\n float faceDist = length(videoUV - u_face0Center);\n float highlight = smoothstep(0.3, 0.0, faceDist) * float(u_faceCount > 0);\n\n vec3 col = mix(video.rgb, vec3(0.3, 0.8, 0.8), highlight * 0.4);\n gl_FragColor = vec4(col, 1.0);\n}\n```\n\nIn `cover` mode, `videoUV` stays inside `[0, 1]` — the texture range is narrowed to a centered sub-rectangle so the canvas is fully filled. In `contain` mode, `videoUV` may fall outside `[0, 1]` in the letterbox regions, where the texture sampler returns the clamped edge color (or transparent black, depending on wrap mode).\n\n### Stretching the Frame (Intentional Distortion Only)\n\nIf you actually want to stretch the video as an artistic effect, sample `texture2D(u_video, uv)` directly with the canvas UV. Do this only when the distortion is the intent.\n\n```glsl\nvec4 video = texture2D(u_video, uv);\n```\n\n> [!NOTE]\n> The video texture is updated every frame when a video stream is connected. When disconnected, the texture samples as black. Your shader will still compile and run: the uniforms simply hold their default values."
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+ "markdown": "# Video Basics\n\nThree uniforms provide access to the video stream in shaders: the video frame as a texture, its resolution, and the frame rate.\n\n## Uniform Reference\n\n| Uniform | Type | Description |\n|---------|------|-------------|\n| `u_video` | `sampler2D` | Just-arrived video frame as a texture |\n| `u_videoResolution` | `vec2` | Video frame width and height in pixels (shared with `u_videoAnalysed`) |\n| `u_videoFrameRate` | `float` | Video frame rate in frames per second |\n| `u_videoAnalysed` | `sampler2D` | Frame paired with the current CV uniforms (pixel-precise pairing) |\n| `u_videoAnalysedAvailable` | `bool` | True after the first CV result lands |\n\n### Sampling the Video Texture\n\nUse `texture2D(u_video, uv)` to sample the video frame. The texture coordinates are 0-1, matching the standard UV space:\n\n```glsl\nvec2 uv = gl_FragCoord.xy / u_resolution;\nvec4 videoColor = texture2D(u_video, uv);\n```\n\nWhen no video is connected, `u_video` samples as black (`vec4(0.0)`), `u_videoResolution` is `vec2(0.0)`, and `u_videoFrameRate` is `0.0`.\n\n### `u_video` vs `u_videoAnalysed`\n\nCV results are computed asynchronously, so the displayed video and the CV uniforms are never instantaneously in sync. You always have two textures to choose between:\n\n- **`u_video`** is the just-arrived video frame. It refreshes every shader frame.\n- **`u_videoAnalysed`** is the exact frame MediaPipe ran on to produce the current `u_face*` / `u_hand*` / `u_pose*` / `u_segmentationMask` uniforms. It refreshes only when an inference completes. Both textures share `u_videoResolution`.\n\nPick by asking: *does my shader read pixels from the displayed frame at CV-derived positions?*\n\n- **No** (drawing on top of the camera, audio-reactive visuals driven by `u_face*` / `u_hand*` positions, generative effects that don't display the camera): sample `u_video`. Spatial drift between CV positions and displayed pixels under fast motion is the cost; smooth live-camera output is the benefit.\n- **Yes** (sampling skin pixels inside a face-mesh outline, compositing `u_segmentationMask` onto the body, warping the face along its mesh): sample `u_videoAnalysed` so the CV uniforms align with the pixels. The displayed image stutters or holds briefly between inferences, in exchange for pixel-for-pixel alignment.\n\nWhen you need `u_videoAnalysed`, gate on `u_videoAnalysedAvailable` so the startup window falls back cleanly:\n\n```glsl\nvec4 source = u_videoAnalysedAvailable\n ? texture2D(u_videoAnalysed, uv)\n : texture2D(u_video, uv);\n```\n\nBefore the first CV result lands, `u_videoAnalysed` samples a 1×1 black fallback (safe but typically not what you want as the visible source; use the gate above). Only the main video stream produces analysed frames; this uniform never updates from compositor or device streams.\n\n## Drawing Video\n\nCamera frames almost never match the canvas aspect ratio. Sampling `texture2D(u_video, uv)` with the canvas's normalized UV stretches the video: faces get squashed, circles become ovals, and CV uniforms (`u_face*`, `u_hand*`, `u_pose*`) drift off the actual feature positions. Use the `vijiVideoUV` helper below in every video / CV shader.\n\n```glsl\n// @renderer shader\n\n// mode: 1 = cover (fills canvas, crops video edges)\n// 0 = contain (fits video, letterboxes canvas)\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n // cover: scale > 1 on the cropped axis so the texture range narrows to a\n // centered sub-rectangle that fully covers the canvas.\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n // contain: scale < 1 on the letterboxed axis so the texture range\n // overshoots [0, 1] toward the edges, producing the empty bars.\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\n// True when the transformed UV lands inside the fitted video region.\n// Pair with vijiVideoUV to paint a fixed bar color in the letterbox regions\n// instead of sampling the texture's clamped edge there.\nbool vijiInVideo(vec2 uv) {\n return all(greaterThanEqual(uv, vec2(0.0))) && all(lessThanEqual(uv, vec2(1.0)));\n}\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 1); // cover\n\n vec4 video = texture2D(u_video, videoUV);\n vec3 col = vijiInVideo(videoUV) ? video.rgb : vec3(17.0 / 255.0);\n gl_FragColor = vec4(col, 1.0);\n}\n```\n\nThe second arg is `1` for cover (default for live camera feeds) or `0` for contain. See [Best Practices](/getting-started/best-practices/#cover-vs-contain) for when each is the right pick.\n\n### Aligning CV Uniforms with the Fitted Video\n\nCV uniforms (`u_face0Center`, `u_face0Bounds`, hand / pose landmark uniforms) are normalized to the source video frame, not the canvas, and use the same bottom-up coordinate convention as `videoUV` (the engine pre-flips them at the boundary so they line up with the texture sampling surface). Compare them against the same `videoUV` you sampled the video with — no manual Y-flip needed:\n\n```glsl\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 1);\n\n vec4 video = texture2D(u_video, videoUV);\n\n float faceDist = length(videoUV - u_face0Center);\n float highlight = smoothstep(0.3, 0.0, faceDist) * float(u_faceCount > 0);\n\n vec3 col = mix(video.rgb, vec3(0.3, 0.8, 0.8), highlight * 0.4);\n gl_FragColor = vec4(vijiInVideo(videoUV) ? col : vec3(17.0 / 255.0), 1.0);\n}\n```\n\nIn `cover` mode, `videoUV` stays inside `[0, 1]` — the texture range is narrowed to a centered sub-rectangle so the canvas is fully filled. In `contain` mode, `videoUV` falls outside `[0, 1]` in the letterbox regions; the engine pins every texture's wrap to `CLAMP_TO_EDGE`, so a raw `texture2D(u_video, videoUV)` there returns the camera frame's edge column stretched into the bar. Gating the final color with `vijiInVideo(videoUV)` (above) replaces that with a flat color so the bars read as empty space instead. The `vec3(17.0 / 255.0)` bar color matches the `#111` canvas background used by the native and p5 video scenes for cross-renderer parity.\n\n### Stretching the Frame (Intentional Distortion Only)\n\nIf you actually want to stretch the video as an artistic effect, sample `texture2D(u_video, uv)` directly with the canvas UV. Do this only when the distortion is the intent.\n\n```glsl\nvec4 video = texture2D(u_video, uv);\n```\n\n> [!NOTE]\n> The video texture is updated every frame when a video stream is connected. When disconnected, the texture samples as black. Your shader will still compile and run: the uniforms simply hold their default values."
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  "title": "Video Shader",
8547
- "sceneCode": "// @renderer shader\n\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 1);\n vec4 video = texture2D(u_video, videoUV);\n\n float gray = dot(video.rgb, vec3(0.299, 0.587, 0.114));\n float scanline = 0.9 + 0.1 * sin(uv.y * u_resolution.y * 3.14159);\n\n vec3 col = vec3(gray) * scanline;\n gl_FragColor = vec4(col, 1.0);\n}\n",
8547
+ "sceneCode": "// @renderer shader\n\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\nbool vijiInVideo(vec2 uv) {\n return all(greaterThanEqual(uv, vec2(0.0))) && all(lessThanEqual(uv, vec2(1.0)));\n}\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 1);\n vec4 video = texture2D(u_video, videoUV);\n\n float gray = dot(video.rgb, vec3(0.299, 0.587, 0.114));\n float scanline = 0.9 + 0.1 * sin(uv.y * u_resolution.y * 3.14159);\n\n vec3 col = vec3(gray) * scanline;\n gl_FragColor = vec4(vijiInVideo(videoUV) ? col : vec3(17.0 / 255.0), 1.0);\n}\n",
8548
8548
  "sceneFile": "basics-demo.scene.js",
8549
8549
  "capabilities": {
8550
8550
  "video": true
@@ -8585,7 +8585,7 @@ export const docsApi = {
8585
8585
  {
8586
8586
  "type": "live-example",
8587
8587
  "title": "Face Detection Shader",
8588
- "sceneCode": "// @renderer shader\n// @viji-cv:faceDetection\n\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\n// u_face0Center and u_face0Bounds use the same bottom-up coords as videoUV.\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 0);\n vec4 video = texture2D(u_video, videoUV);\n\n float faceDist = length(videoUV - u_face0Center);\n float glow = smoothstep(0.25, 0.0, faceDist) * float(u_faceCount > 0);\n\n vec2 bMin = u_face0Bounds.xy;\n vec2 bMax = u_face0Bounds.xy + u_face0Bounds.zw;\n float inBox = step(bMin.x, videoUV.x) * step(videoUV.x, bMax.x) * step(bMin.y, videoUV.y) * step(videoUV.y, bMax.y);\n float border = inBox * (1.0 - step(bMin.x + 0.003, videoUV.x) * step(videoUV.x, bMax.x - 0.003)\n * step(bMin.y + 0.003, videoUV.y) * step(videoUV.y, bMax.y - 0.003));\n border *= float(u_faceCount > 0);\n\n vec3 col = video.rgb + vec3(0.0, glow * 0.4, glow * 0.4) + vec3(0.3, 0.8, 0.8) * border;\n gl_FragColor = vec4(col, 1.0);\n}\n",
8588
+ "sceneCode": "// @renderer shader\n// @viji-cv:faceDetection\n\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\nbool vijiInVideo(vec2 uv) {\n return all(greaterThanEqual(uv, vec2(0.0))) && all(lessThanEqual(uv, vec2(1.0)));\n}\n\n// u_face0Center and u_face0Bounds use the same bottom-up coords as videoUV.\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 0);\n vec4 video = texture2D(u_video, videoUV);\n\n float faceDist = length(videoUV - u_face0Center);\n float glow = smoothstep(0.25, 0.0, faceDist) * float(u_faceCount > 0);\n\n vec2 bMin = u_face0Bounds.xy;\n vec2 bMax = u_face0Bounds.xy + u_face0Bounds.zw;\n float inBox = step(bMin.x, videoUV.x) * step(videoUV.x, bMax.x) * step(bMin.y, videoUV.y) * step(videoUV.y, bMax.y);\n float border = inBox * (1.0 - step(bMin.x + 0.003, videoUV.x) * step(videoUV.x, bMax.x - 0.003)\n * step(bMin.y + 0.003, videoUV.y) * step(videoUV.y, bMax.y - 0.003));\n border *= float(u_faceCount > 0);\n\n vec3 col = video.rgb + vec3(0.0, glow * 0.4, glow * 0.4) + vec3(0.3, 0.8, 0.8) * border;\n gl_FragColor = vec4(vijiInVideo(videoUV) ? col : vec3(17.0 / 255.0), 1.0);\n}\n",
8589
8589
  "sceneFile": "face-detection-demo.scene.js",
8590
8590
  "capabilities": {
8591
8591
  "video": true
@@ -8636,7 +8636,7 @@ export const docsApi = {
8636
8636
  {
8637
8637
  "type": "live-example",
8638
8638
  "title": "Head Pose Shader",
8639
- "sceneCode": "// @renderer shader\n// @viji-cv:faceMesh\n\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\n// Demonstrates all three head-pose components: yaw + pitch displace the\n// chromatic offset; roll rotates that offset vector so a head tilt visibly\n// rolls the aberration direction.\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 0);\n\n float yaw = u_face0HeadPose.y / 90.0;\n float pitch = u_face0HeadPose.x / 90.0; // positive = head up\n float roll = radians(u_face0HeadPose.z); // tilt angle\n\n vec4 source = texture2D(u_video, videoUV);\n\n // Yaw + pitch as direction; roll rotates the direction vector.\n vec2 dir = vec2(yaw, pitch);\n float cr = cos(roll), sr = sin(roll);\n dir = vec2(dir.x * cr - dir.y * sr, dir.x * sr + dir.y * cr);\n\n vec2 offset = dir * 0.05;\n vec4 shifted = texture2D(u_video, videoUV + offset);\n\n float hasFace = float(u_faceCount > 0);\n vec3 col = mix(source.rgb, mix(source.rgb, shifted.rgb, 0.5), hasFace);\n\n gl_FragColor = vec4(col, 1.0);\n}\n",
8639
+ "sceneCode": "// @renderer shader\n// @viji-cv:faceMesh\n\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\nbool vijiInVideo(vec2 uv) {\n return all(greaterThanEqual(uv, vec2(0.0))) && all(lessThanEqual(uv, vec2(1.0)));\n}\n\n// Demonstrates all three head-pose components: yaw + pitch displace the\n// chromatic offset; roll rotates that offset vector so a head tilt visibly\n// rolls the aberration direction.\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 0);\n\n float yaw = u_face0HeadPose.y / 90.0;\n float pitch = u_face0HeadPose.x / 90.0; // positive = head up\n float roll = radians(u_face0HeadPose.z); // tilt angle\n\n vec4 source = texture2D(u_video, videoUV);\n\n // Yaw + pitch as direction; roll rotates the direction vector.\n vec2 dir = vec2(yaw, pitch);\n float cr = cos(roll), sr = sin(roll);\n dir = vec2(dir.x * cr - dir.y * sr, dir.x * sr + dir.y * cr);\n\n vec2 offset = dir * 0.05;\n vec4 shifted = texture2D(u_video, videoUV + offset);\n\n float hasFace = float(u_faceCount > 0);\n vec3 col = mix(source.rgb, mix(source.rgb, shifted.rgb, 0.5), hasFace);\n\n gl_FragColor = vec4(vijiInVideo(videoUV) ? col : vec3(17.0 / 255.0), 1.0);\n}\n",
8640
8640
  "sceneFile": "face-mesh-demo.scene.js",
8641
8641
  "capabilities": {
8642
8642
  "video": true
@@ -8682,7 +8682,7 @@ export const docsApi = {
8682
8682
  {
8683
8683
  "type": "live-example",
8684
8684
  "title": "Emotion-Reactive Shader",
8685
- "sceneCode": "// @renderer shader\n// @viji-cv:emotionDetection\n\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 1);\n vec4 video = texture2D(u_video, videoUV);\n\n float happy = u_face0Happy;\n float sad = u_face0Sad;\n float surprised = u_face0Surprised;\n float angry = u_face0Angry;\n\n vec3 warmShift = vec3(happy * 0.3, happy * 0.15, 0.0);\n vec3 coolShift = vec3(0.0, 0.0, sad * 0.3);\n vec3 alertShift = vec3(surprised * 0.2, surprised * 0.2, 0.0);\n vec3 redShift = vec3(angry * 0.3, 0.0, 0.0);\n\n vec3 col = video.rgb + warmShift + coolShift + alertShift + redShift;\n gl_FragColor = vec4(clamp(col, 0.0, 1.0), 1.0);\n}\n",
8685
+ "sceneCode": "// @renderer shader\n// @viji-cv:emotionDetection\n\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\nbool vijiInVideo(vec2 uv) {\n return all(greaterThanEqual(uv, vec2(0.0))) && all(lessThanEqual(uv, vec2(1.0)));\n}\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 1);\n vec4 video = texture2D(u_video, videoUV);\n\n float happy = u_face0Happy;\n float sad = u_face0Sad;\n float surprised = u_face0Surprised;\n float angry = u_face0Angry;\n\n vec3 warmShift = vec3(happy * 0.3, happy * 0.15, 0.0);\n vec3 coolShift = vec3(0.0, 0.0, sad * 0.3);\n vec3 alertShift = vec3(surprised * 0.2, surprised * 0.2, 0.0);\n vec3 redShift = vec3(angry * 0.3, 0.0, 0.0);\n\n vec3 col = video.rgb + warmShift + coolShift + alertShift + redShift;\n gl_FragColor = vec4(vijiInVideo(videoUV) ? clamp(col, 0.0, 1.0) : vec3(17.0 / 255.0), 1.0);\n}\n",
8686
8686
  "sceneFile": "emotion-detection-demo.scene.js",
8687
8687
  "capabilities": {
8688
8688
  "video": true
@@ -8738,7 +8738,7 @@ export const docsApi = {
8738
8738
  {
8739
8739
  "type": "live-example",
8740
8740
  "title": "Hand Tracking Shader",
8741
- "sceneCode": "// @renderer shader\n// @viji-cv:handTracking\n\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 0);\n vec4 video = texture2D(u_video, videoUV);\n\n float leftDist = length(videoUV - u_leftHandPalm.xy);\n float rightDist = length(videoUV - u_rightHandPalm.xy);\n\n float leftGlow = smoothstep(0.15, 0.0, leftDist) * u_leftHandConfidence;\n float rightGlow = smoothstep(0.15, 0.0, rightDist) * u_rightHandConfidence;\n\n vec3 col = video.rgb;\n col += vec3(1.0, 0.6, 1.0) * leftGlow;\n col += vec3(0.3, 0.6, 1.0) * rightGlow;\n\n gl_FragColor = vec4(col, 1.0);\n}\n",
8741
+ "sceneCode": "// @renderer shader\n// @viji-cv:handTracking\n\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\nbool vijiInVideo(vec2 uv) {\n return all(greaterThanEqual(uv, vec2(0.0))) && all(lessThanEqual(uv, vec2(1.0)));\n}\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 0);\n vec4 video = texture2D(u_video, videoUV);\n\n float leftDist = length(videoUV - u_leftHandPalm.xy);\n float rightDist = length(videoUV - u_rightHandPalm.xy);\n\n float leftGlow = smoothstep(0.15, 0.0, leftDist) * u_leftHandConfidence;\n float rightGlow = smoothstep(0.15, 0.0, rightDist) * u_rightHandConfidence;\n\n vec3 col = video.rgb;\n col += vec3(1.0, 0.6, 1.0) * leftGlow;\n col += vec3(0.3, 0.6, 1.0) * rightGlow;\n\n gl_FragColor = vec4(vijiInVideo(videoUV) ? col : vec3(17.0 / 255.0), 1.0);\n}\n",
8742
8742
  "sceneFile": "hand-tracking-demo.scene.js",
8743
8743
  "capabilities": {
8744
8744
  "video": true
@@ -8789,7 +8789,7 @@ export const docsApi = {
8789
8789
  {
8790
8790
  "type": "live-example",
8791
8791
  "title": "Pose Detection Shader",
8792
- "sceneCode": "// @renderer shader\n// @viji-cv:poseDetection\n\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 0);\n vec4 video = texture2D(u_video, videoUV);\n\n float active = u_poseDetected ? 1.0 : 0.0;\n\n float noseDist = length(videoUV - u_nosePosition);\n float lWrist = length(videoUV - u_leftWristPosition);\n float rWrist = length(videoUV - u_rightWristPosition);\n float lShoulder = length(videoUV - u_leftShoulderPosition);\n float rShoulder = length(videoUV - u_rightShoulderPosition);\n\n float glow = smoothstep(0.04, 0.0, noseDist)\n + smoothstep(0.04, 0.0, lWrist)\n + smoothstep(0.04, 0.0, rWrist)\n + smoothstep(0.03, 0.0, lShoulder)\n + smoothstep(0.03, 0.0, rShoulder);\n\n vec3 col = video.rgb + vec3(1.0, 0.4, 0.4) * glow * active * 0.6;\n gl_FragColor = vec4(col, 1.0);\n}\n",
8792
+ "sceneCode": "// @renderer shader\n// @viji-cv:poseDetection\n\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\nbool vijiInVideo(vec2 uv) {\n return all(greaterThanEqual(uv, vec2(0.0))) && all(lessThanEqual(uv, vec2(1.0)));\n}\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 0);\n vec4 video = texture2D(u_video, videoUV);\n\n float active = u_poseDetected ? 1.0 : 0.0;\n\n float noseDist = length(videoUV - u_nosePosition);\n float lWrist = length(videoUV - u_leftWristPosition);\n float rWrist = length(videoUV - u_rightWristPosition);\n float lShoulder = length(videoUV - u_leftShoulderPosition);\n float rShoulder = length(videoUV - u_rightShoulderPosition);\n\n float glow = smoothstep(0.04, 0.0, noseDist)\n + smoothstep(0.04, 0.0, lWrist)\n + smoothstep(0.04, 0.0, rWrist)\n + smoothstep(0.03, 0.0, lShoulder)\n + smoothstep(0.03, 0.0, rShoulder);\n\n vec3 col = video.rgb + vec3(1.0, 0.4, 0.4) * glow * active * 0.6;\n gl_FragColor = vec4(vijiInVideo(videoUV) ? col : vec3(17.0 / 255.0), 1.0);\n}\n",
8793
8793
  "sceneFile": "pose-detection-demo.scene.js",
8794
8794
  "capabilities": {
8795
8795
  "video": true
@@ -8845,7 +8845,7 @@ export const docsApi = {
8845
8845
  {
8846
8846
  "type": "live-example",
8847
8847
  "title": "Body Segmentation Shader",
8848
- "sceneCode": "// @renderer shader\n// @viji-cv:bodySegmentation\n\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\n// u_segmentationMask shares the same bottom-up coordinate convention as\n// u_video, so sample both with videoUV.\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 0);\n\n vec4 video = u_videoAnalysedAvailable\n ? texture2D(u_videoAnalysed, videoUV)\n : texture2D(u_video, videoUV);\n\n float mask = texture2D(u_segmentationMask, videoUV).r;\n\n vec3 bgColor = vec3(0.05, 0.05, 0.15) + 0.05 * sin(uv.x * 8.0 + u_time * 2.0);\n vec3 col = mix(bgColor, video.rgb, mask);\n\n vec2 vpx = 1.0 / u_videoResolution;\n float maskL = texture2D(u_segmentationMask, videoUV + vec2(-vpx.x, 0.0)).r;\n float maskR = texture2D(u_segmentationMask, videoUV + vec2(vpx.x, 0.0)).r;\n float maskU = texture2D(u_segmentationMask, videoUV + vec2(0.0, -vpx.y)).r;\n float maskD = texture2D(u_segmentationMask, videoUV + vec2(0.0, vpx.y)).r;\n float edge = abs(maskL - maskR) + abs(maskU - maskD);\n\n col += vec3(0.3, 0.8, 0.8) * edge * 2.0;\n\n gl_FragColor = vec4(col, 1.0);\n}\n",
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+ "sceneCode": "// @renderer shader\n// @viji-cv:bodySegmentation\n\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\nbool vijiInVideo(vec2 uv) {\n return all(greaterThanEqual(uv, vec2(0.0))) && all(lessThanEqual(uv, vec2(1.0)));\n}\n\n// u_segmentationMask shares the same bottom-up coordinate convention as\n// u_video, so sample both with videoUV.\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n vec2 videoUV = vijiVideoUV(uv, 0);\n\n vec4 video = u_videoAnalysedAvailable\n ? texture2D(u_videoAnalysed, videoUV)\n : texture2D(u_video, videoUV);\n\n float mask = texture2D(u_segmentationMask, videoUV).r;\n\n vec3 bgColor = vec3(0.05, 0.05, 0.15) + 0.05 * sin(uv.x * 8.0 + u_time * 2.0);\n vec3 col = mix(bgColor, video.rgb, mask);\n\n vec2 vpx = 1.0 / u_videoResolution;\n float maskL = texture2D(u_segmentationMask, videoUV + vec2(-vpx.x, 0.0)).r;\n float maskR = texture2D(u_segmentationMask, videoUV + vec2(vpx.x, 0.0)).r;\n float maskU = texture2D(u_segmentationMask, videoUV + vec2(0.0, -vpx.y)).r;\n float maskD = texture2D(u_segmentationMask, videoUV + vec2(0.0, vpx.y)).r;\n float edge = abs(maskL - maskR) + abs(maskU - maskD);\n\n col += vec3(0.3, 0.8, 0.8) * edge * 2.0;\n\n gl_FragColor = vec4(vijiInVideo(videoUV) ? col : vec3(17.0 / 255.0), 1.0);\n}\n",
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  "sceneFile": "body-segmentation-demo.scene.js",
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  "capabilities": {
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  "video": true
@@ -9800,5 +9800,18 @@ export const docsApi = {
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+ },
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+ "ai": {
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+ "systemPrompts": {
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+ "base": "# Viji API: Base Reference\n\nThis document is the renderer-agnostic foundation for generating Viji scenes. It is loaded into every AI turn alongside the renderer-specific reference for the renderer in use.\n\n## Architecture\n\nViji scenes run inside a **Web Worker** on an **OffscreenCanvas**. There is no DOM.\n\n- Top-level code runs once when the scene loads (parameter declarations, state, imports).\n- A `render` function (or, for shaders, `void main()`) runs every frame.\n- `fetch()` and `await import()` are available. `window`, `document`, `Image()`, and `localStorage` are not.\n- The global `viji` object exposes everything: canvas, timing, audio, video, computer vision, input, sensors, and parameters. Each renderer also has its own surface (P5's `p5.*` API; the shader's auto-injected uniforms).\n\n## Renderers\n\nThree renderers. Pick by the visual goal, not by perceived difficulty.\n\n| | Native | P5 | Shader |\n|---|---|---|---|\n| Language | JavaScript (Canvas 2D / WebGL) | JavaScript + P5.js 1.9.4 | GLSL fragment shader |\n| Best for | Full control, Three.js, generative art, pixel-perfect Canvas 2D | Creative coding with shapes, colors, transforms; ports of existing P5 sketches | GPU effects, patterns, raymarching, SDF, post-processing |\n| 3D | Yes (WebGL, Three.js via `await import()`) | Yes (`// @renderer p5 webgl`) | Yes (raymarching, SDF) |\n| External libraries | Yes (any ESM via `await import()`) | P5.js built-in | None (GPU only) |\n\n### Decision criteria\n\n- **Per-pixel GPU effects** (raymarching, fractals, distance fields, fullscreen post-processing, patterns that read every pixel): use **Shader**.\n- **3D with Three.js, custom WebGL, pixel-perfect Canvas 2D, or any external ESM library**: use **Native**.\n- **Classic P5 shapes and transforms** (`ellipse`, `line`, `bezier`, color modes, `push`/`pop`), or a port of an existing P5 sketch: use **P5**.\n- **When ambiguous, default to Native**. Audio reactivity, camera/CV, parameters, and input work in every renderer. Pick on visual style, not data sources.\n\n## Scene shape per renderer\n\nEach example below is the minimum viable entry point. Full surface lives in the matching renderer reference.\n\n**Native**:\n```javascript\nconst speed = viji.slider(1, { min: 0.1, max: 5, label: 'Speed' });\nlet angle = 0;\nfunction render(viji) {\n const ctx = viji.useContext('2d');\n angle += speed.value * viji.deltaTime;\n ctx.clearRect(0, 0, viji.width, viji.height);\n // draw with ctx\n}\n```\n\n**P5**:\n```javascript\n// @renderer p5\nconst speed = viji.slider(1, { min: 0.1, max: 5, label: 'Speed' });\nlet angle = 0;\nfunction setup(viji, p5) { p5.colorMode(p5.HSB, 360, 100, 100); }\nfunction render(viji, p5) {\n angle += speed.value * viji.deltaTime;\n p5.background(0);\n // draw with p5.* prefixed calls\n}\n```\n\n**Shader (GLSL)**:\n```glsl\n// @renderer shader\n// @viji-slider:speed label:\"Speed\" default:1.0 min:0.1 max:5.0\n// @viji-accumulator:phase rate:speed\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n gl_FragColor = vec4(uv, sin(phase) * 0.5 + 0.5, 1.0);\n}\n```\n\n## Cross-cutting rules (apply to every renderer)\n\n1. **Never** touch the DOM. No `window`, `document`, `Image()`, `localStorage`. `fetch()` and `await import()` are available.\n2. **Always** declare parameters at the **top level**, never inside `render()` or `main()`. Parameters declared inside a render call are recreated every frame and break the host UI.\n3. **Always** use `viji.width` / `viji.height` (or `u_resolution` in shaders) for canvas dimensions. Never hardcode pixel sizes.\n4. **Always** use `viji.deltaTime` (or `u_deltaTime` / `@viji-accumulator` in shaders) for animation. Never count frames or assume a fixed frame rate.\n5. **Never** multiply `viji.time` (or `u_time`) by a parameter to drive animation speed. It causes visible jumps when the slider changes. Use a `deltaTime` accumulator at the top level instead. In shaders, use `@viji-accumulator`. This also applies to nested multiplications: never multiply an accumulator by another parameter. Each independent speed gets its own accumulator.\n6. **Never** allocate objects, arrays, or strings inside `render()`. Pre-allocate at the top level and reuse.\n7. **Always** check `viji.audio.isConnected` (or `u_audioVolume > 0.0`) before reading audio data. Check `viji.video.isConnected && viji.video.currentFrame` (or `u_videoConnected`) before reading video.\n8. **Never** enable CV features by default. Always guard them behind a toggle parameter or, in shaders, a `@viji-cv:` directive.\n9. **Always** set `category` on parameters that depend on an external input: `category: 'audio'` for audio-driven controls, `category: 'video'` for video / CV-driven controls, `category: 'interaction'` for mouse / keyboard / touch controls. Omit `category` (defaults to `'general'`) for parameters that work without external input. Use creative-strength sliders, not on/off toggles, for inputs the host already gates.\n10. **In P5**: prefix every P5 function and constant with `p5.` (instance mode). Never call `createCanvas()`; Viji creates the canvas.\n11. **In shaders**: never redeclare `precision`, never redeclare built-in uniforms (`u_time`, `u_resolution`, etc.), never redeclare parameter uniforms. Never use the `u_` prefix for your own parameter names; it is reserved for Viji's built-ins.\n\n## Parameter declaration shape (cross-renderer)\n\nNative and P5 use JavaScript calls at the top level:\n\n```javascript\nviji.slider(default, { min, max, step, label, group, category }) // .value: number\nviji.color(default, { label }) // .value: '#rrggbb', .rgb, .hsb\nviji.toggle(default, { label }) // .value: boolean\nviji.select(default, { options, label }) // .value: string | number\nviji.number(default, { min, max, step, label }) // .value: number\nviji.text(default, { label, maxLength }) // .value: string\nviji.image(null, { label }) // .value: ImageBitmap | null\nviji.button({ label }) // .value: boolean (true for 1 frame)\nviji.coordinate({ x: 0, y: 0 }, { step, label, group, category }) // .value: { x, y }, range -1..1\n```\n\nShaders use GLSL comment directives that compile to typed uniforms:\n\n```glsl\n// @viji-slider:name label:\"Label\" default:1.0 min:0.0 max:5.0 -> uniform float name;\n// @viji-color:name label:\"Color\" default:#ff6600 -> uniform vec3 name;\n// @viji-toggle:name label:\"Toggle\" default:false -> uniform bool name;\n// @viji-select:name label:\"Mode\" default:0 options:[\"A\",\"B\"] -> uniform int name;\n// @viji-number:name label:\"Count\" default:10.0 min:1.0 max:100.0 -> uniform float name;\n// @viji-image:name label:\"Texture\" -> uniform sampler2D name;\n// @viji-button:name label:\"Reset\" -> uniform bool name;\n// @viji-coordinate:name label:\"Pos\" default:[0.0,0.0] -> uniform vec2 name; // range -1..1\n// @viji-accumulator:name rate:speed -> uniform float name;\n```\n\nDirectives use `//` line comments only. Block comments (`/* */`) are not parsed.\n\n## Where to look next\n\nFor the full API surface of the renderer in use, consult the matching reference: Native, P5, or Shader. Each renderer reference includes the complete data shapes for audio, video, CV, input, sensors, external devices, and renderer-specific patterns (e.g. `viji.useContext` for Native, `videoFit` for P5, the complete uniform table for Shader).\n",
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+ "native": "# Viji API: Native Renderer Reference\n\nNative scenes run JavaScript on an `OffscreenCanvas` in a Web Worker, with full access to Canvas 2D, WebGL, and WebGL2 contexts. External libraries load via `await import()`. Top-level code runs once; a `render(viji)` function runs every frame.\n\n## Architecture\n\n- The global `viji` object exposes canvas, timing, audio, video, CV, input, sensors, parameters.\n- Call `viji.useContext('2d' | 'webgl' | 'webgl2')` once at the top of `render()` (or top-level) to obtain a rendering context. After the first call, `viji.ctx` / `viji.gl` shortcuts are populated.\n- **Pick one context type for the entire scene.** Calling `useContext` with a different type after the first call returns `null`.\n- There is **no `setup()` function** in Native. All initialization goes at the top level (which supports `await` for dynamic imports).\n- The DOM is unavailable. `fetch()` and `await import()` are available.\n\n## Rules\n\n1. **Never** access `window`, `document`, `Image()`, `localStorage`, or any DOM API. `fetch()` and `await import()` are available.\n2. **Always** declare parameters at the top level, never inside `render()`.\n3. **Always** read parameters via `.value`. Color parameters also expose `.rgb` (`{ r, g, b }` in 0..255) and `.hsb` (`{ h, s, b }` with `h` in 0..360, `s` / `b` in 0..100). Color defaults accept hex (`'#ff6600'`, `'#f60'`), `{ r, g, b }` (0..255), `{ h, s, b }` (0..360 / 0..100), or CSS `'rgb(...)'` / `'hsl(...)'` strings.\n4. **Always** use `viji.width` and `viji.height` for canvas dimensions. Never hardcode pixel sizes.\n5. **Always** use `viji.deltaTime` for animation. Use `viji.time` only for constant-speed oscillations (`Math.sin(viji.time * 2.0)`). For anything driven by a parameter, use a `deltaTime` accumulator.\n6. **Never** multiply `viji.time` by a parameter; it causes visible jumps when the parameter changes. Use a `deltaTime` accumulator at the top level. This also applies to nested multiplications: each independent speed gets its own accumulator.\n\n ```javascript\n // WRONG\n const t = viji.time * speed.value;\n const rot = phase * rotSpeed.value;\n\n // RIGHT\n let phase = 0, rotPhase = 0;\n phase += speed.value * viji.deltaTime;\n rotPhase += speed.value * rotSpeed.value * viji.deltaTime;\n ```\n7. **Never** allocate objects, arrays, or strings inside `render()`. Pre-allocate at the top level and reuse.\n8. **Always** call `viji.useContext()` to get a context. Pick one type and use it for the entire scene.\n9. **Always** check `viji.audio.isConnected` before reading audio data. Check `viji.video.isConnected && viji.video.currentFrame` before drawing video.\n10. **Never** enable CV features by default. Use a toggle parameter so the user opts in.\n11. **Always** set `category` on parameters that depend on an external input: `'audio'`, `'video'`, `'interaction'`. Use creative-strength sliders (sensitivity, intensity), not on/off toggles, for inputs the host already gates. CV feature toggles (`enableFaceDetection` etc.) are the exception and stay opt-in.\n\n## API reference\n\n### Canvas and context\n\n| Member | Type | Description |\n|---|---|---|\n| `viji.canvas` | `OffscreenCanvas` | The canvas |\n| `viji.useContext('2d')` | `OffscreenCanvasRenderingContext2D` | Acquire 2D context |\n| `viji.useContext('webgl')` | `WebGLRenderingContext` | Acquire WebGL 1 |\n| `viji.useContext('webgl2')` | `WebGL2RenderingContext` | Acquire WebGL 2 |\n| `viji.ctx` | `OffscreenCanvasRenderingContext2D` | Shortcut after `useContext('2d')` |\n| `viji.gl` | `WebGLRenderingContext \\| WebGL2RenderingContext` | Shortcut after WebGL context acquired |\n| `viji.width`, `viji.height` | `number` | Current canvas dimensions in pixels |\n\n### Timing\n\n| Member | Type | Description |\n|---|---|---|\n| `viji.time` | `number` | Seconds since scene start |\n| `viji.deltaTime` | `number` | Seconds since last frame |\n| `viji.frameCount` | `number` | Total frames rendered |\n| `viji.fps` | `number` | Target frame rate (host-controlled) |\n\n### Parameters\n\nDeclare at top level. All accept `{ label, description?, group?, category? }`. Category values: `'audio'`, `'video'`, `'interaction'`, `'general'` (default).\n\n```javascript\nviji.slider(default, { min?, max?, step?, label, group?, category? }) // .value: number\nviji.color(default, { label, group?, category? }) // .value: '#rrggbb', .rgb: {r,g,b} 0..255, .hsb: {h:0..360, s/b:0..100}\nviji.toggle(default, { label, group?, category? }) // .value: boolean\nviji.select(default, { options, label, group?, category? }) // .value: string | number\nviji.number(default, { min?, max?, step?, label, group?, category? }) // .value: number\nviji.text(default, { label, group?, category?, maxLength? }) // .value: string\nviji.image(null, { label, group?, category? }) // .value: ImageBitmap | null\nviji.button({ label, description?, group?, category? }) // .value: boolean (true for 1 frame)\nviji.coordinate(default, { step?, label, group?, category? }) // .value: { x, y }, range -1..1\n```\n\n### Audio: `viji.audio`\n\nCheck `isConnected` first.\n\n| Member | Type | Notes |\n|---|---|---|\n| `isConnected` | `boolean` | Audio source active |\n| `volume.current`, `volume.peak`, `volume.smoothed` | `number` 0..1 | `smoothed` = 200ms decay envelope of `current` |\n| `bands.low`, `lowMid`, `mid`, `highMid`, `high` | `number` 0..1 | Instant band energies (20-120, 120-400, 400-1600, 1600-6000, 6000-16000 Hz) |\n| `bands.lowSmoothed`, `lowMidSmoothed`, `midSmoothed`, `highMidSmoothed`, `highSmoothed` | `number` 0..1 | 150ms decay envelope siblings (not nested) |\n| `beat.kick`, `snare`, `hat`, `any` | `number` 0..1 | Beat energy curves with a 300ms decay; peak on each detected beat then fall off |\n| `beat.kickSmoothed`, `snareSmoothed`, `hatSmoothed`, `anySmoothed` | `number` 0..1 | Smoother 500ms decay envelopes; use for ambient pulses |\n| `beat.triggers.kick`, `snare`, `hat`, `any` | `boolean` | True for exactly one frame on the matching beat, then auto-resets. OR-accumulated between frames so no beat is lost |\n| `beat.events` | `Array<{type, time, strength}>` | All beats detected since the last frame; `type` is `'kick' \\| 'snare' \\| 'hat'` (never `'any'`); `time` in milliseconds; cleared each frame |\n| `beat.bpm`, `beat.confidence`, `beat.isLocked` | `number`, `number`, `boolean` | `bpm` is `0` when no audio is connected; once audio connects it tracks the detected tempo (clamped to 60..240) with `120` as a fallback before lock-on. `confidence` in 0..1. `isLocked` is `true` on stable tempo lock |\n| `spectral.brightness`, `spectral.flatness` | `number` 0..1 | Spectral centroid; spectral flatness |\n| `getFrequencyData()` | `Uint8Array` | Raw FFT bins 0..255 |\n| `getWaveform()` | `Float32Array` | Time-domain waveform -1..1 |\n\nExternal-device audio (`viji.devices[i].audio`) and host-supplied audio streams (`viji.audioStreams[i]`) use the `AudioStreamAPI` shape: `isConnected`, `volume.{current,peak,smoothed}`, `bands.{low...high}` plus each `*Smoothed` sibling, `spectral.{brightness,flatness}`, `getFrequencyData()`, `getWaveform()`. No `beat`, BPM, triggers, or events on streams: those exist only on the main `viji.audio`.\n\n### Video: `viji.video`\n\nCheck `isConnected && currentFrame` before drawing.\n\n| Member | Type | Notes |\n|---|---|---|\n| `isConnected` | `boolean` | Video source active |\n| `currentFrame` | `OffscreenCanvas \\| ImageBitmap \\| null` | Most recent frame |\n| `frameWidth`, `frameHeight` | `number` | Source frame size |\n| `frameRate` | `number` | Source frame rate |\n| `getFrameData()` | `ImageData \\| null` | Pixel data of `currentFrame` |\n| `cv` | `VideoCVAPI` | Computer-vision surface: see below |\n\nCV data outputs (`analysedFrame`, `getAnalysedFrameData()`, `faces`, `hands`, `pose`, `segmentation`) and CV verbs (`enableFaceDetection`, etc.) all live on `viji.video.cv`, not on `viji.video` directly.\n\n**Aspect ratio.** Camera frames almost never match the canvas aspect. Drawing to `(0, 0, viji.width, viji.height)` stretches video and misaligns CV bounds. Use this helper at module scope:\n\n```javascript\nfunction videoFit(viji, mode = 'cover') {\n const vw = viji.video.frameWidth, vh = viji.video.frameHeight;\n const w = viji.width, h = viji.height;\n if (!vw || !vh) return { x: 0, y: 0, width: 0, height: 0 };\n const scale = mode === 'cover' ? Math.max(w / vw, h / vh) : Math.min(w / vw, h / vh);\n const dw = vw * scale, dh = vh * scale;\n return { x: (w - dw) / 2, y: (h - dh) / 2, width: dw, height: dh };\n}\n\nconst v = videoFit(viji); // 'cover' or 'contain'\nctx.drawImage(viji.video.currentFrame, v.x, v.y, v.width, v.height);\n\n// CV coords are normalized 0..1 to the source frame. Map through v to align with the fitted video:\nviji.video.cv.faces.forEach(face => {\n const bx = v.x + face.bounds.x * v.width;\n const by = v.y + face.bounds.y * v.height;\n const bw = face.bounds.width * v.width;\n const bh = face.bounds.height * v.height;\n ctx.strokeRect(bx, by, bw, bh);\n});\n```\n\nDefault to `'cover'` for live cameras. Use `'contain'` for CV-overlay scenes where bounding boxes near frame edges must stay visible. `viji.video.currentFrame` is the right default for displayed video; reach for `viji.video.cv.analysedFrame` only when sampling pixels at CV-derived positions (segmentation compositing, face-mesh texturing, landmark-anchored color sampling). The common fallback pattern is `viji.video.cv.analysedFrame ?? viji.video.currentFrame` during the brief window before the first CV inference lands.\n\n### Computer Vision: `viji.video.cv`\n\nEnable features explicitly. Never enable by default.\n\n```javascript\nawait viji.video.cv.enableFaceDetection(true | false);\nawait viji.video.cv.enableFaceMesh(true | false); // implies face detection\nawait viji.video.cv.enableEmotionDetection(true | false); // implies face mesh\nawait viji.video.cv.enableHandTracking(true | false);\nawait viji.video.cv.enablePoseDetection(true | false);\nawait viji.video.cv.enableBodySegmentation(true | false);\nviji.video.cv.getActiveFeatures(); // CVFeature[]\nviji.video.cv.isProcessing(); // boolean\n```\n\nData outputs on `viji.video.cv`:\n- `analysedFrame: OffscreenCanvas | null`: the exact frame paired with the current CV results. `null` until the first inference lands after a feature is enabled. Use the pattern `viji.video.cv.analysedFrame ?? viji.video.currentFrame` to fall back during the startup window.\n- `getAnalysedFrameData(): ImageData | null`: pixel data of `analysedFrame`, cached and re-extracted only on new CV results.\n\n**`viji.video.cv.faces: FaceData[]`**: `id`, `bounds: {x,y,width,height}` (normalized 0..1), `center: {x,y}`, `confidence`, `landmarks: {x,y,z?}[]`, `expressions: { neutral, happy, sad, angry, surprised, disgusted, fearful }` (0..1 each), `headPose: { pitch, yaw, roll }`, `blendshapes` (52 ARKit coefficients: `browDownLeft`/`Right`, `browInnerUp`, `browOuterUpLeft`/`Right`, `cheekPuff`, `cheekSquintLeft`/`Right`, `eyeBlinkLeft`/`Right`, `eyeLookDown`/`In`/`Out`/`UpLeft`/`Right`, `eyeSquintLeft`/`Right`, `eyeWideLeft`/`Right`, `jawForward`/`Left`/`Open`/`Right`, `mouthClose`/`DimpleLeft`/`Right`/`FrownLeft`/`Right`/`Funnel`/`Left`/`LowerDownLeft`/`Right`/`PressLeft`/`Right`/`Pucker`/`Right`/`RollLower`/`Upper`/`ShrugLower`/`Upper`/`SmileLeft`/`Right`/`StretchLeft`/`Right`/`UpperUpLeft`/`Right`, `noseSneerLeft`/`Right`, `tongueOut`: all 0..1).\n\n**`viji.video.cv.hands: HandData[]`**: `id`, `handedness: 'left' | 'right'`, `confidence`, `bounds`, `landmarks: {x,y,z}[]` (21 points), `palm: {x,y,z}`, `gestures: { fist, openPalm, peace, thumbsUp, thumbsDown, pointing, iLoveYou }` (0..1 confidence each).\n\n**`viji.video.cv.pose: PoseData | null`**: `confidence`, `landmarks: {x,y,z,visibility}[]` (33 points), plus body-part arrays `face`, `torso`, `leftArm`, `rightArm`, `leftLeg`, `rightLeg`.\n\n**`viji.video.cv.segmentation: SegmentationData | null`**: `mask: Uint8Array` (each byte is `0` for background or `1` for person; length = `width * height`), `width`, `height`. Note: the shader `u_segmentationMask` sampler is sampled as a normalized `float` (0.0 = background, 1.0 = person); the JS `mask` byte values are 0/1, not 0/255.\n\n### Input\n\n**Pointer** (unified mouse and touch): `viji.pointer`\n| Member | Type | Notes |\n|---|---|---|\n| `x`, `y` | `number` | Position in pixels |\n| `deltaX`, `deltaY` | `number` | Per-frame movement |\n| `isDown` | `boolean` | Pressed or touching |\n| `wasPressed`, `wasReleased` | `boolean` | One-frame edge triggers |\n| `isInCanvas` | `boolean` | Inside canvas bounds |\n| `type` | `'mouse' \\| 'touch' \\| 'none'` | Active input type |\n\n**Mouse**: `viji.mouse`: `x`, `y`, `isInCanvas`, `isPressed`, `leftButton`, `rightButton`, `middleButton`, `deltaX`, `deltaY`, `wheelDelta`, `wheelX`, `wheelY`, `wasPressed`, `wasReleased`, `wasMoved`.\n\n**Keyboard**: `viji.keyboard`: `isPressed(key)`, `wasPressed(key)`, `wasReleased(key)`, `activeKeys: Set<string>`, `pressedThisFrame`, `releasedThisFrame`, `lastKeyPressed`, `lastKeyReleased`, `shift`, `ctrl`, `alt`, `meta`.\n\n**Touch**: `viji.touches`: `count`, `points: TouchPoint[]`, `started`, `moved`, `ended` (each a `TouchPoint[]`), `primary: TouchPoint | null`. Each `TouchPoint`: `id`, `x`, `y`, `pressure`, `radius`, `radiusX`, `radiusY`, `rotationAngle`, `force`, `isInCanvas`, `deltaX`, `deltaY`, `velocity: {x,y}`, `isNew`, `isActive`, `isEnding`.\n\n### Sensors and external devices\n\n**`viji.device`**: host device motion and orientation:\n- `motion: DeviceMotionData | null`: `acceleration: {x,y,z}` (m/s²), `accelerationIncludingGravity`, `rotationRate: {alpha,beta,gamma}` (deg/s), `interval` (ms).\n- `orientation: DeviceOrientationData | null`: `alpha` (0-360° compass), `beta` (-180..180° front-back tilt), `gamma` (-90..90° left-right tilt), `absolute`.\n\n**`viji.devices`**: `DeviceState[]`, externally connected devices. Each: `id`, `name`, `motion`, `orientation`, `video` (`VideoAPI | null`, same shape as `viji.video` but without CV), `audio` (`AudioStreamAPI | null`, lightweight; no beat or BPM).\n\n### Host-supplied streams\n\n- `viji.videoStreams: VideoAPI[]`: extra video sources from the host compositor. Same shape as `viji.video`. May be empty.\n- `viji.audioStreams: AudioStreamAPI[]`: extra audio sources from the host. Lightweight shape (no beat or BPM). May be empty.\n\n### External libraries\n\n```javascript\nconst THREE = await import('https://esm.sh/three@0.160.0');\nconst renderer = new THREE.WebGLRenderer({ canvas: viji.canvas, antialias: true });\nrenderer.setSize(viji.width, viji.height, false); // always pass false to skip CSS styling\n```\n\nPin library versions in the import URL. Always pass `viji.canvas` to the renderer. Always pass `false` as the third argument to Three.js `setSize`. Handle resize by comparing `viji.width` / `viji.height` against previous values inside `render()`.\n\n## Template\n\n```javascript\nconst bgColor = viji.color('#1a1a2e', { label: 'Background' });\nconst speed = viji.slider(1, { min: 0.1, max: 5, label: 'Speed' });\nconst count = viji.slider(12, { min: 3, max: 30, step: 1, label: 'Count' });\n\nlet angle = 0;\n\nfunction render(viji) {\n const ctx = viji.useContext('2d');\n angle += speed.value * viji.deltaTime;\n\n ctx.fillStyle = bgColor.value;\n ctx.fillRect(0, 0, viji.width, viji.height);\n\n const cx = viji.width / 2;\n const cy = viji.height / 2;\n const radius = Math.min(viji.width, viji.height) * 0.3;\n const dotSize = Math.min(viji.width, viji.height) * 0.02;\n const n = Math.floor(count.value);\n\n for (let i = 0; i < n; i++) {\n const a = angle + (i / n) * Math.PI * 2;\n const x = cx + Math.cos(a) * radius;\n const y = cy + Math.sin(a) * radius;\n const hue = (i / n) * 360;\n ctx.beginPath();\n ctx.arc(x, y, dotSize, 0, Math.PI * 2);\n ctx.fillStyle = `hsl(${hue}, 80%, 60%)`;\n ctx.fill();\n }\n}\n```\n",
9808
+ "p5": "# Viji API: P5 Renderer Reference\n\nP5 scenes use P5.js 1.9.4 inside a Web Worker on an `OffscreenCanvas`. P5 runs in **instance mode**: every P5 function and constant requires the `p5.` prefix. The first line of the scene must be `// @renderer p5` (2D) or `// @renderer p5 webgl` (3D / WEBGL).\n\n## Architecture\n\n- The global `viji` object exposes canvas, timing, audio, video, CV, input, sensors, parameters: identical to Native.\n- The canvas and its rendering context are managed by P5. **Do not call `createCanvas()`.** Viji creates the canvas in the mode declared by the `// @renderer` directive.\n- `viji.useContext()` is **not available** in P5 mode (the context belongs to P5).\n- Top-level code runs once. `function setup(viji, p5)` runs once for configuration. `function render(viji, p5)` runs every frame.\n- The `p5` instance passed to `setup` and `render` is the P5 instance. Use `p5.background`, `p5.fill`, `p5.circle`, `p5.PI`, etc. Unprefixed names will not resolve.\n\n## Rules\n\n1. **Always** add `// @renderer p5` (2D) or `// @renderer p5 webgl` (WEBGL) as the first line.\n2. **Always** use `render(viji, p5)` (not `draw()`) and `setup(viji, p5)` (not `setup()`).\n3. **Always** prefix every P5 function and constant with `p5.`:\n - `background(0)` -> `p5.background(0)`\n - `fill(255)` -> `p5.fill(255)`\n - `PI` -> `p5.PI`, `TWO_PI` -> `p5.TWO_PI`, `HSB` -> `p5.HSB`\n - `createVector(1, 0)` -> `p5.createVector(1, 0)`\n - `map(v, 0, 1, 0, 255)` -> `p5.map(v, 0, 1, 0, 255)`\n - `noise(x)` -> `p5.noise(x)`, `random()` -> `p5.random()`\n4. **Never** call `createCanvas()`. The canvas is created and managed by Viji.\n5. **Never** use `preload()`. Use `viji.image(null, { label })` for images, or `fetch()` inside `setup()`.\n6. **Never** use P5 event callbacks (`mousePressed`, `mouseDragged`, `mouseReleased`, `keyPressed`, `keyReleased`, `keyTyped`, `touchStarted`, `touchMoved`, `touchEnded`). Read state in `render()` via `viji.pointer`, `viji.mouse`, `viji.keyboard`, `viji.touches`. Use `wasPressed` / `wasReleased` for one-frame edges.\n7. **Never** use `loadImage()`, `loadFont()`, `loadJSON()`, `loadModel()`, `loadShader()`. Use `viji.image()` or `fetch()`.\n8. **Never** use `p5.frameRate()`, `p5.save()`, `p5.saveCanvas()`, `p5.saveFrames()`. The host controls frame rate and capture.\n9. **Never** use `createCapture()` or `createVideo()`. Use `viji.video.*`.\n10. **Never** use `p5.dom` or `p5.sound`. Use Viji parameters and `viji.audio.*`.\n11. **Never** access `window`, `document`, `Image()`, `localStorage`. `fetch()` is available.\n12. **Always** declare parameters at the top level, never inside `render()` or `setup()`.\n13. **Always** read parameters via `.value`. Color parameters also expose `.rgb` (matches `colorMode(RGB, 255)`) and `.hsb` (matches `colorMode(HSB, 360, 100, 100)`). Color defaults accept hex, `{ r, g, b }` (0..255), `{ h, s, b }` (0..360 / 0..100), or CSS color strings.\n14. **Always** use `viji.width` and `viji.height` for canvas dimensions. Never hardcode pixel sizes.\n15. **Always** use `viji.deltaTime` for animation:\n ```javascript\n let angle = 0;\n function render(viji, p5) { angle += speed.value * viji.deltaTime; }\n ```\n16. **Never** multiply `viji.time` by a parameter; it causes visible jumps when the parameter changes. Use a `deltaTime` accumulator. This also applies to nested multiplications; each independent speed gets its own accumulator.\n17. **Never** allocate objects, arrays, or strings inside `render()`. Pre-allocate at the top level and reuse.\n18. **Image parameters with P5:** use `.p5` (a `P5Image`) instead of `.value` when passing to `p5.image()`:\n ```javascript\n const photo = viji.image(null, { label: 'Photo' });\n function render(viji, p5) {\n if (photo.value) p5.image(photo.p5, 0, 0, viji.width, viji.height);\n }\n ```\n19. **Video drawing.** In 2D, use `p5.image(viji.video.currentFrame, ...)` or `p5.drawingContext.drawImage(...)`. In WEBGL, use `p5.image(viji.video.currentFrame, ...)` only (`p5.drawingContext` is WebGL, not Canvas 2D). **Always preserve aspect ratio** via the `videoFit` helper below.\n20. `p5.createGraphics(w, h)` is **2D only** (`createGraphics(w, h, p5.WEBGL)` is not supported). It creates an OffscreenCanvas internally.\n21. Fonts: `p5.textFont()` only with CSS generic names (`monospace`, `serif`, `sans-serif`). `loadFont()` is not available.\n22. `p5.tint()` and `p5.blendMode()` work normally.\n23. **Canvas mode is declared by the `// @renderer` directive.** Use `// @renderer p5` for 2D, `// @renderer p5 webgl` for WEBGL. Never call `createCanvas()` or `createCanvas(..., p5.WEBGL)`.\n24. In WEBGL scenes, `p5.drawingContext` is a WebGL context. Use P5 3D drawing primitives or `p5.image()` / textures for images and video.\n25. `p5.pixelDensity()` defaults to 1 in the worker. `p5.loadPixels()` and `p5.pixels[]` work in 2D scenes; WEBGL pixel readback follows standard P5.js rules.\n26. **Always** check `viji.audio.isConnected` before reading audio data.\n27. **Always** check `viji.video.isConnected && viji.video.currentFrame` before drawing video.\n28. **Never** enable CV features by default; use toggle parameters.\n29. **Always** set `category` on input-dependent parameters (`'audio'`, `'video'`, `'interaction'`). Use creative-strength sliders, not on/off toggles, for inputs the host already gates. CV feature toggles stay opt-in.\n\n## Video aspect helper\n\n```javascript\nfunction videoFit(viji, mode = 'cover') {\n const vw = viji.video.frameWidth, vh = viji.video.frameHeight;\n const w = viji.width, h = viji.height;\n if (!vw || !vh) return { x: 0, y: 0, width: 0, height: 0 };\n const scale = mode === 'cover' ? Math.max(w / vw, h / vh) : Math.min(w / vw, h / vh);\n const dw = vw * scale, dh = vh * scale;\n return { x: (w - dw) / 2, y: (h - dh) / 2, width: dw, height: dh };\n}\n\nif (viji.video.isConnected && viji.video.currentFrame) {\n const v = videoFit(viji, 'cover');\n p5.image(viji.video.currentFrame, v.x, v.y, v.width, v.height);\n}\n\n// CV bounds and landmarks are normalized 0..1 to the source frame.\n// Map them through v to align with the drawn video.\n```\n\n## P5 to Viji mapping\n\n| Standard P5.js | Viji P5 equivalent |\n|---|---|\n| `width` / `height` | `viji.width` / `viji.height` |\n| `mouseX` / `mouseY` | `viji.pointer.x` / `viji.pointer.y` (or `viji.mouse.x` / `viji.mouse.y`) |\n| `mouseIsPressed` | `viji.pointer.isDown` |\n| `mouseButton === LEFT` | `viji.mouse.leftButton` |\n| `keyIsPressed` | `viji.keyboard.activeKeys.size > 0` |\n| `keyIsDown(code)` | `viji.keyboard.isPressed('keyName')` |\n| `key` | `viji.keyboard.lastKeyPressed` |\n| `frameCount` | `viji.frameCount` (or a `viji.deltaTime` accumulator) |\n| `frameRate(n)` | Remove. Host controls frame rate. |\n| `createCanvas(w, h)` | Remove. Canvas is provided. |\n| `preload()` | Remove. Use `viji.image()` or `fetch()` in `setup()`. |\n| `loadImage(url)` | `viji.image(null, { label: 'Image' })`; pass `.p5` to `p5.image()`. |\n| `save()` / `saveCanvas()` | Remove. Host handles capture. |\n| `mousePressed()` / `mouseReleased()` callbacks | Check `viji.pointer.wasPressed` / `wasReleased` inside `render()`. |\n| `keyPressed()` / `keyReleased()` callbacks | Check `viji.keyboard.wasPressed(key)` / `wasReleased(key)` inside `render()`. |\n\n## API reference\n\nAll `viji.*` members are identical to Native (same object, same types).\n\n### Canvas and timing\n\n| Member | Type | Notes |\n|---|---|---|\n| `viji.canvas` | `OffscreenCanvas` | Managed by P5 |\n| `viji.width`, `viji.height` | `number` | Canvas dimensions |\n| `viji.time` | `number` | Seconds since scene start |\n| `viji.deltaTime` | `number` | Seconds since last frame |\n| `viji.frameCount` | `number` | Total frames rendered |\n| `viji.fps` | `number` | Target frame rate |\n\n### Parameters\n\n```javascript\nviji.slider(default, { min?, max?, step?, label, group?, category? }) // .value: number\nviji.color(default, { label, group?, category? }) // .value, .rgb, .hsb\nviji.toggle(default, { label, group?, category? }) // .value: boolean\nviji.select(default, { options, label, group?, category? }) // .value: string | number\nviji.number(default, { min?, max?, step?, label, group?, category? }) // .value: number\nviji.text(default, { label, group?, category?, maxLength? }) // .value: string\nviji.image(null, { label, group?, category? }) // .value: ImageBitmap | null, .p5: P5Image\nviji.button({ label, description?, group?, category? }) // .value: boolean (1 frame)\nviji.coordinate(default, { step?, label, group?, category? }) // .value: { x, y }, range -1..1\n```\n\n### Audio: `viji.audio`\n\nCheck `isConnected` first. Members:\n\n`isConnected` (boolean); `volume.{current, peak, smoothed}` (0..1; `smoothed` 200ms decay); `bands.{low, lowMid, mid, highMid, high}` (0..1; ranges 20-120, 120-400, 400-1600, 1600-6000, 6000-16000 Hz) and the sibling `*Smoothed` envelopes (150ms decay); `beat.{kick, snare, hat, any}` (0..1, 300ms decay curves; peak on each detected beat); `beat.{kickSmoothed, snareSmoothed, hatSmoothed, anySmoothed}` (500ms decay envelopes); `beat.triggers.{kick, snare, hat, any}` (boolean, true for exactly one frame, OR-accumulated between frames); `beat.events: Array<{type, time, strength}>` (`type` is `'kick' | 'snare' | 'hat'`; `time` ms; cleared each frame); `beat.bpm` (`0` when no audio is connected; once audio connects it tracks the detected tempo clamped to 60..240, with `120` as a fallback before lock-on), `beat.confidence` (0..1), `beat.isLocked` (boolean); `spectral.{brightness, flatness}` (0..1); `getFrequencyData(): Uint8Array` (1024 FFT bins, 0..255); `getWaveform(): Float32Array` (2048 samples, -1..1).\n\nExternal-device audio (`viji.devices[i].audio`) and host streams (`viji.audioStreams[i]`) follow the `AudioStreamAPI` shape: `isConnected`, `volume`, `bands` (instant + smoothed siblings), `spectral`, `getFrequencyData`, `getWaveform`. No beat, BPM, triggers, or events on streams.\n\n### Video: `viji.video`\n\nCheck `isConnected && currentFrame` before drawing. Members:\n\n`isConnected` (boolean); `currentFrame` (`OffscreenCanvas | ImageBitmap | null`); `frameWidth`, `frameHeight`, `frameRate`; `getFrameData(): ImageData | null`; `cv: VideoCVAPI` (CV outputs and verbs live here, not on `viji.video` directly).\n\n### Computer Vision: `viji.video.cv`\n\nEnable explicitly:\n\n```javascript\nawait viji.video.cv.enableFaceDetection(true | false);\nawait viji.video.cv.enableFaceMesh(true | false);\nawait viji.video.cv.enableEmotionDetection(true | false);\nawait viji.video.cv.enableHandTracking(true | false);\nawait viji.video.cv.enablePoseDetection(true | false);\nawait viji.video.cv.enableBodySegmentation(true | false);\nviji.video.cv.getActiveFeatures(); // CVFeature[]\nviji.video.cv.isProcessing(); // boolean\n```\n\nData outputs on `viji.video.cv`:\n- `analysedFrame: OffscreenCanvas | null`: the frame paired with the current CV results. `null` until the first inference lands. Use `viji.video.cv.analysedFrame ?? viji.video.currentFrame` to fall back during startup.\n- `getAnalysedFrameData(): ImageData | null`: pixel data of `analysedFrame`.\n\n**`faces: FaceData[]`**: `id`, `bounds`, `center`, `confidence`, `landmarks`, `expressions` (`neutral`, `happy`, `sad`, `angry`, `surprised`, `disgusted`, `fearful` 0..1), `headPose` (`pitch`, `yaw`, `roll`), `blendshapes` (52 ARKit coefficients 0..1).\n\n**`hands: HandData[]`**: `id`, `handedness: 'left' | 'right'`, `confidence`, `bounds`, `landmarks` (21 points), `palm`, `gestures` (`fist`, `openPalm`, `peace`, `thumbsUp`, `thumbsDown`, `pointing`, `iLoveYou` 0..1).\n\n**`pose: PoseData | null`**: `confidence`, `landmarks` (33 points), body-part arrays `face`, `torso`, `leftArm`, `rightArm`, `leftLeg`, `rightLeg`.\n\n**`segmentation: SegmentationData | null`**: `mask: Uint8Array` (each byte is `0` for background or `1` for person; length = `width * height`), `width`, `height`.\n\n### Input\n\n- `viji.pointer`: `x`, `y`, `deltaX`, `deltaY`, `isDown`, `wasPressed`, `wasReleased`, `isInCanvas`, `type` (`'mouse' | 'touch' | 'none'`).\n- `viji.mouse`: `x`, `y`, `isInCanvas`, `isPressed`, `leftButton`, `rightButton`, `middleButton`, `deltaX`, `deltaY`, `wheelDelta`, `wheelX`, `wheelY`, `wasPressed`, `wasReleased`, `wasMoved`.\n- `viji.keyboard`: `isPressed(key)`, `wasPressed(key)`, `wasReleased(key)`, `activeKeys`, `pressedThisFrame`, `releasedThisFrame`, `lastKeyPressed`, `lastKeyReleased`, `shift`, `ctrl`, `alt`, `meta`.\n- `viji.touches`: `count`, `points`, `started`, `moved`, `ended`, `primary`. Each `TouchPoint`: `id`, `x`, `y`, `pressure`, `radius`, `radiusX`, `radiusY`, `rotationAngle`, `force`, `isInCanvas`, `deltaX`, `deltaY`, `velocity`, `isNew`, `isActive`, `isEnding`.\n\n### Sensors and external devices\n\n`viji.device.motion`: `acceleration {x,y,z}` (m/s²), `accelerationIncludingGravity`, `rotationRate {alpha,beta,gamma}` (deg/s), `interval` (ms).\n`viji.device.orientation`: `alpha` (0-360°), `beta` (-180..180°), `gamma` (-90..90°), `absolute`.\n\n`viji.devices: DeviceState[]`: each entry: `id`, `name`, `motion`, `orientation`, `video` (`VideoAPI | null`, no CV), `audio` (`AudioStreamAPI | null`, lightweight).\n\n### Host streams\n\n`viji.videoStreams: VideoAPI[]`: extra video sources. May be empty.\n`viji.audioStreams: AudioStreamAPI[]`: extra audio sources. May be empty. Lightweight shape (no beat / BPM).\n\n## Template\n\n```javascript\n// @renderer p5\n\nconst bgColor = viji.color('#1a1a2e', { label: 'Background' });\nconst speed = viji.slider(1, { min: 0.1, max: 5, label: 'Speed' });\nconst count = viji.slider(8, { min: 3, max: 30, step: 1, label: 'Count' });\n\nlet angle = 0;\n\nfunction setup(viji, p5) {\n p5.colorMode(p5.HSB, 360, 100, 100);\n}\n\nfunction render(viji, p5) {\n angle += speed.value * viji.deltaTime;\n p5.background(bgColor.value);\n\n const cx = viji.width / 2;\n const cy = viji.height / 2;\n const radius = p5.min(viji.width, viji.height) * 0.3;\n const dotSize = p5.min(viji.width, viji.height) * 0.04;\n const n = p5.floor(count.value);\n\n p5.noStroke();\n for (let i = 0; i < n; i++) {\n const a = angle + (i / n) * p5.TWO_PI;\n const x = cx + p5.cos(a) * radius;\n const y = cy + p5.sin(a) * radius;\n p5.fill((i / n) * 360, 80, 90);\n p5.circle(x, y, dotSize);\n }\n}\n```\n",
9809
+ "shader": "# Viji API: Shader Renderer Reference\n\nShader scenes are GLSL fragment shaders running on a fullscreen quad. Write helper functions and `void main()`. Precision and all uniforms (built-in plus those generated from `@viji-*` directives) are auto-injected by Viji. The first line must be `// @renderer shader` (or `#version 300 es` followed by `// @renderer shader` for GLSL ES 3.00).\n\n## Architecture\n\n- The shader is **GLSL ES 1.00** by default. Opt into ES 3.00 by making `#version 300 es` the literal first line.\n- Viji auto-injects `precision mediump float;` and every uniform declaration. Never declare them yourself.\n- ES 3.00 requires `out vec4 fragColor;` before `main` and `fragColor = ...` instead of `gl_FragColor`. ES 3.00 uses `texture()` instead of `texture2D()`.\n- If the shader references `fwidth`, Viji auto-injects `#extension GL_OES_standard_derivatives : enable`.\n- The `backbuffer` sampler is auto-enabled when referenced. It carries the previous frame.\n\n## Rules\n\n1. **Always** add `// @renderer shader` as the first line (or as line 2 after `#version 300 es`).\n2. **Never** declare `precision mediump float;` or `precision highp float;`. Viji auto-injects precision.\n3. **Never** redeclare built-in uniforms (`u_time`, `u_resolution`, `u_mouse`, audio / video / CV uniforms, etc.). They are auto-injected.\n4. **Never** redeclare parameter uniforms. They are auto-generated from `@viji-*` directives.\n5. **Never** use the `u_` prefix for your own parameter names. It is reserved for Viji's built-ins. Use descriptive names (`speed`, `colorMix`, `intensity`).\n6. `@viji-*` parameter directives work with `//` comments only. Block comments (`/* */`) are not parsed.\n7. **Always** use `@viji-accumulator` instead of `u_time * speed` for parameter-driven animation. Multiplying `u_time` by a parameter causes visible jumps when sliders change.\n\n ```glsl\n // @viji-slider:speed label:\"Speed\" default:1.0 min:0.1 max:5.0\n // @viji-accumulator:phase rate:speed\n float wave = sin(phase);\n ```\n\n This also applies to **nested** multiplications. Each independent speed needs its own accumulator:\n\n ```glsl\n // @viji-accumulator:phase rate:speed\n // @viji-accumulator:rotPhase rate:rotSpeed\n ```\n8. For `backbuffer` (previous frame): reference it directly in code. Viji auto-detects and enables it. Sample with `texture2D(backbuffer, uv)` (ES 1.00) or `texture(backbuffer, uv)` (ES 3.00).\n9. Remove any `#ifdef GL_ES` / `precision` blocks; Viji handles them.\n10. **Always** set `category` on input-dependent directives: `category:audio`, `category:video`, `category:interaction`. Use creative-strength sliders, not on/off toggles, for inputs the host already gates.\n11. **CV features must be activated via `// @viji-cv:<featureToken>` directives.** Without the matching `@viji-cv:` activation, CV uniforms (`u_faceCount`, `u_face0*`, `u_handCount`, `u_poseDetected`, `u_segmentationMask`, etc.) read zero. Use the bare form (`// @viji-cv:faceDetection`) for always-on detection, or the toggleable form (`// @viji-cv:faceDetection label:\"Face Detection\" default:false`) which synthesizes both a host-side toggle parameter and a `bool <featureToken>` shader uniform mirroring its state. The six tokens: `faceDetection`, `faceMesh`, `emotionDetection`, `handTracking`, `poseDetection`, `bodySegmentation`.\n\n## Parameter directives\n\n```glsl\n// @viji-slider:name label:\"Label\" default:1.0 min:0.0 max:5.0 step:0.1\n// -> uniform float name;\n\n// @viji-color:name label:\"Color\" default:#ff6600\n// -> uniform vec3 name; (RGB 0..1)\n// default: accepts #rrggbb, #rgb, vec3(r,g,b) (0..1), rgb(r,g,b) (0..255),\n// hsl(h, s%, l%) (h: 0..360), hsb(h, s, b) (h: 0..360, s/b: 0..100)\n\n// @viji-toggle:name label:\"Toggle\" default:false\n// -> uniform bool name;\n\n// @viji-select:name label:\"Mode\" default:0 options:[\"Solid\",\"Gradient\",\"Noise\"]\n// -> uniform int name; (0-based)\n\n// @viji-number:name label:\"Count\" default:10.0 min:1.0 max:100.0 step:1.0\n// -> uniform float name;\n\n// @viji-image:name label:\"Texture\"\n// -> uniform sampler2D name;\n\n// @viji-button:name label:\"Reset\"\n// -> uniform bool name; (true for one frame on press)\n\n// @viji-coordinate:name label:\"Origin\" default:[0.0,0.0]\n// -> uniform vec2 name; (each component -1..1)\n\n// @viji-accumulator:name rate:speed\n// -> uniform float name; (CPU-side: += rate * deltaTime each frame)\n```\n\nAll directives support `group:\"GroupName\"` and `category:\"audio|video|interaction|general\"`.\n\n## Uniform reference\n\nAll uniforms below are always available. Do not declare them.\n\n### Core\n\n| Uniform | Type | Description |\n|---|---|---|\n| `u_resolution` | `vec2` | Canvas width and height in pixels |\n| `u_time` | `float` | Seconds since scene start |\n| `u_deltaTime` | `float` | Seconds since last frame |\n| `u_frame` | `int` | Current frame number |\n| `u_fps` | `float` | Target frame rate (host-controlled) |\n\n### Mouse\n\n| Uniform | Type | Description |\n|---|---|---|\n| `u_mouse` | `vec2` | Mouse position in pixels (WebGL coords, bottom-left origin) |\n| `u_mouseInCanvas` | `bool` | Mouse inside canvas |\n| `u_mousePressed` | `bool` | Any button pressed |\n| `u_mouseLeft`, `u_mouseRight`, `u_mouseMiddle` | `bool` | Specific buttons |\n| `u_mouseDelta` | `vec2` | Per-frame movement |\n| `u_mouseWheel` | `float` | Scroll wheel delta |\n| `u_mouseWasPressed`, `u_mouseWasReleased` | `bool` | One-frame edges |\n\n### Pointer (unified mouse / touch)\n\n| Uniform | Type | Description |\n|---|---|---|\n| `u_pointer` | `vec2` | Primary input position in pixels (WebGL coords) |\n| `u_pointerDelta` | `vec2` | Primary input movement delta |\n| `u_pointerDown` | `bool` | Primary input active |\n| `u_pointerWasPressed`, `u_pointerWasReleased` | `bool` | One-frame edges |\n| `u_pointerInCanvas` | `bool` | Inside canvas |\n\n### Keyboard\n\n| Uniform | Type | Description |\n|---|---|---|\n| `u_keySpace`, `u_keyShift`, `u_keyCtrl`, `u_keyAlt` | `bool` | Modifier and space |\n| `u_keyW`, `u_keyA`, `u_keyS`, `u_keyD` | `bool` | WASD |\n| `u_keyUp`, `u_keyDown`, `u_keyLeft`, `u_keyRight` | `bool` | Arrows |\n| `u_keyboard` | `sampler2D` | Full keyboard state (256x3 LUMINANCE). Row 0 = held, row 1 = pressed-this-frame, row 2 = toggle. Access: `texelFetch(u_keyboard, ivec2(keyCode, row), 0).r` |\n\n### Touch\n\n| Uniform | Type | Description |\n|---|---|---|\n| `u_touchCount` | `int` | Active touches (0-5) |\n| `u_touch0`-`u_touch4` | `vec2` | Touch point positions in pixels |\n\n### Audio (scalars)\n\n| Uniform | Type | Description |\n|---|---|---|\n| `u_audioVolume`, `u_audioPeak` | `float` | RMS / peak 0..1 |\n| `u_audioVolumeSmoothed` | `float` | 200ms decay envelope of `u_audioVolume` |\n| `u_audioLow`, `u_audioLowMid`, `u_audioMid`, `u_audioHighMid`, `u_audioHigh` | `float` | Band energies 0..1 (20-120, 120-400, 400-1600, 1600-6000, 6000-16000 Hz) |\n| `u_audioLowSmoothed` - `u_audioHighSmoothed` | `float` | 150ms decay envelopes of the bands |\n| `u_audioKick`, `u_audioSnare`, `u_audioHat`, `u_audioAny` | `float` | Beat energy curves with 300ms decay; peak on each detected beat then fall off |\n| `u_audioKickSmoothed` - `u_audioAnySmoothed` | `float` | Smoother 500ms decay envelopes |\n| `u_audioKickTrigger`, `u_audioSnareTrigger`, `u_audioHatTrigger`, `u_audioAnyTrigger` | `bool` | True for exactly one frame on the matching beat, then auto-resets; OR-accumulated between frames |\n| `u_audioBPM`, `u_audioConfidence`, `u_audioIsLocked` | `float`, `float`, `bool` | `u_audioBPM` is `0.0` when no audio is connected; once audio connects it tracks the detected tempo (clamped to 60..240) with `120.0` as a fallback before lock-on. `u_audioConfidence` 0..1. `u_audioIsLocked` true on stable tempo lock |\n| `u_audioBrightness`, `u_audioFlatness` | `float` | Spectral features 0..1 |\n\n### Audio (textures, main source only)\n\n| Uniform | Type | Description |\n|---|---|---|\n| `u_audioFFT` | `sampler2D` | FFT spectrum (1024 bins, 0..255) |\n| `u_audioWaveform` | `sampler2D` | Time-domain waveform (-1..1) |\n\nAdditional audio streams and device audio expose scalar uniforms only (no FFT / waveform textures): see \"Streams\" below.\n\n### Video\n\n| Uniform | Type | Description |\n|---|---|---|\n| `u_video` | `sampler2D` | Most recent video frame |\n| `u_videoAnalysed` | `sampler2D` | Frame paired with current CV uniforms |\n| `u_videoAnalysedAvailable` | `bool` | True after first CV result lands |\n| `u_videoResolution` | `vec2` | Source frame size in pixels |\n| `u_videoFrameRate` | `float` | Source frame rate |\n| `u_videoConnected` | `bool` | Video source active |\n\n**Aspect handling.** Camera frames almost never match the canvas aspect. Sampling `texture2D(u_video, uv)` with canvas UV stretches the video and misaligns CV uniforms. Use these helpers at the top of every video / CV shader:\n\n```glsl\n// mode: 1 = cover (fills canvas, video edges cropped)\n// 0 = contain (fits video, canvas letterboxed)\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\nbool vijiInVideo(vec2 uv) {\n return all(greaterThanEqual(uv, vec2(0.0))) && all(lessThanEqual(uv, vec2(1.0)));\n}\n```\n\nDefault to mode `1` (cover) for live cameras. Use `0` (contain) for CV-overlay shaders where features near edges must stay visible. CV uniforms (`u_face0Center`, etc.) share the same bottom-up convention as `videoUV`; compare them directly without flipping.\n\n**`u_video` vs `u_videoAnalysed`.** Default to `u_video` for displayed video. Reach for `u_videoAnalysed` only when sampling pixels at CV-derived positions (segmentation compositing onto the body, sampling skin under face landmarks, face-mesh texturing). For shaders that consume CV uniforms without sampling at CV positions, stay on `u_video` (`u_videoAnalysed` advances only on inference completion and will stutter the displayed video). When `u_videoAnalysed` is the right choice, gate on `u_videoAnalysedAvailable` for the brief startup window:\n\n```glsl\nvec4 source = u_videoAnalysedAvailable\n ? texture2D(u_videoAnalysed, uv)\n : texture2D(u_video, uv);\n```\n\n### CV: face detection\n\n| Uniform | Type | Description |\n|---|---|---|\n| `u_faceCount` | `int` | Detected faces (0-1) |\n| `u_face0Bounds` | `vec4` | `(x, y, width, height)` normalized 0..1 |\n| `u_face0Center` | `vec2` | Center normalized 0..1 |\n| `u_face0HeadPose` | `vec3` | `(pitch, yaw, roll)` in degrees |\n| `u_face0Confidence` | `float` | 0..1 |\n| `u_face0Neutral` - `u_face0Fearful` | `float` | 7 expression scores 0..1 |\n\n**52 blendshape uniforms** (all `float`, 0..1, ARKit names prefixed with `u_face0`):\n`BrowDownLeft`, `BrowDownRight`, `BrowInnerUp`, `BrowOuterUpLeft`, `BrowOuterUpRight`, `CheekPuff`, `CheekSquintLeft`, `CheekSquintRight`, `EyeBlinkLeft`, `EyeBlinkRight`, `EyeLookDownLeft`, `EyeLookDownRight`, `EyeLookInLeft`, `EyeLookInRight`, `EyeLookOutLeft`, `EyeLookOutRight`, `EyeLookUpLeft`, `EyeLookUpRight`, `EyeSquintLeft`, `EyeSquintRight`, `EyeWideLeft`, `EyeWideRight`, `JawForward`, `JawLeft`, `JawOpen`, `JawRight`, `MouthClose`, `MouthDimpleLeft`, `MouthDimpleRight`, `MouthFrownLeft`, `MouthFrownRight`, `MouthFunnel`, `MouthLeft`, `MouthLowerDownLeft`, `MouthLowerDownRight`, `MouthPressLeft`, `MouthPressRight`, `MouthPucker`, `MouthRight`, `MouthRollLower`, `MouthRollUpper`, `MouthShrugLower`, `MouthShrugUpper`, `MouthSmileLeft`, `MouthSmileRight`, `MouthStretchLeft`, `MouthStretchRight`, `MouthUpperUpLeft`, `MouthUpperUpRight`, `NoseSneerLeft`, `NoseSneerRight`, `TongueOut`.\n\n### CV: hands\n\n| Uniform | Type | Description |\n|---|---|---|\n| `u_handCount` | `int` | Detected hands (0-2) |\n| `u_leftHandPalm`, `u_rightHandPalm` | `vec3` | Palm position `(x, y, z)` |\n| `u_leftHandConfidence`, `u_rightHandConfidence` | `float` | 0..1 |\n| `u_leftHandBounds`, `u_rightHandBounds` | `vec4` | Bounds normalized 0..1 |\n| `u_leftHandFist` - `u_leftHandILoveYou` | `float` | 7 left-hand gesture scores |\n| `u_rightHandFist` - `u_rightHandILoveYou` | `float` | 7 right-hand gesture scores |\n\n### CV: pose\n\n| Uniform | Type | Description |\n|---|---|---|\n| `u_poseDetected` | `bool` | Pose detected |\n| `u_poseConfidence` | `float` | 0..1 |\n| `u_nosePosition` | `vec2` | Nose landmark, normalized 0..1 |\n| `u_leftShoulderPosition` … `u_rightAnklePosition` | `vec2` | Joint landmarks (shoulders, elbows, wrists, hips, knees, ankles) |\n\n### CV: body segmentation\n\n| Uniform | Type | Description |\n|---|---|---|\n| `u_segmentationMask` | `sampler2D` | 0 = background, 1 = person |\n| `u_segmentationRes` | `vec2` | Mask resolution in pixels |\n\n### Device sensors\n\n| Uniform | Type | Description |\n|---|---|---|\n| `u_deviceAcceleration` | `vec3` | Acceleration without gravity (m/s²) |\n| `u_deviceAccelerationGravity` | `vec3` | Acceleration including gravity (m/s²) |\n| `u_deviceRotationRate` | `vec3` | Rotation rate (deg/s) |\n| `u_deviceOrientation` | `vec3` | `(alpha, beta, gamma)` in degrees |\n| `u_deviceOrientationAbsolute` | `bool` | Using magnetometer |\n\n### External devices\n\n| Uniform | Type | Description |\n|---|---|---|\n| `u_deviceCount` | `int` | Device video sources (0-8) |\n| `u_externalDeviceCount` | `int` | External devices (0-8) |\n| `u_device0` - `u_device7` | `sampler2D` | Device camera textures |\n| `u_device0Resolution` - `u_device7Resolution` | `vec2` | Per-device resolution |\n| `u_device0Connected` - `u_device7Connected` | `bool` | Per-device connection |\n| `u_device0Acceleration` - `u_device7Acceleration` | `vec3` | Per-device acceleration (no gravity) |\n| `u_device0AccelerationGravity` - `u_device7AccelerationGravity` | `vec3` | Per-device acceleration (with gravity) |\n| `u_device0RotationRate` - `u_device7RotationRate` | `vec3` | Per-device rotation rate |\n| `u_device0Orientation` - `u_device7Orientation` | `vec3` | Per-device orientation |\n\n### Streams (compositor)\n\nVideo streams (host-provided):\n\n| Uniform | Type | Description |\n|---|---|---|\n| `u_videoStreamCount` | `int` | Active streams (0-8) |\n| `u_videoStream0` - `u_videoStream7` | `sampler2D` | Stream textures |\n| `u_videoStream0Resolution` - `u_videoStream7Resolution` | `vec2` | Per-stream resolution |\n| `u_videoStream0Connected` - `u_videoStream7Connected` | `bool` | Per-stream connection |\n\nAudio streams (additional sources, including device audio):\n\n| Uniform | Type | Description |\n|---|---|---|\n| `u_audioStreamCount` | `int` | Active streams (0-8) |\n| `u_audioStream0Connected` - `u_audioStream7Connected` | `bool` | Per-slot active |\n| `u_audioStream{i}Volume` | `float` | Volume 0..1 |\n| `u_audioStream{i}Low` - `u_audioStream{i}High` | `float` | Band energies 0..1 |\n| `u_audioStream{i}Brightness`, `u_audioStream{i}Flatness` | `float` | Spectral features 0..1 |\n\n`i` ranges 0..7. **Scalars only**: no `u_audioFFT` / `u_audioWaveform` per stream. Beat / BPM / trigger uniforms are main audio only.\n\n### Backbuffer\n\n| Uniform | Type | Description |\n|---|---|---|\n| `backbuffer` | `sampler2D` | Previous frame (auto-enabled when referenced) |\n\nNo `u_` prefix. RGBA 8-bit, `LINEAR` filtering, `CLAMP_TO_EDGE` wrapping. First frame samples as black. Clears on canvas resize.\n\n## Template\n\n```glsl\n// @renderer shader\n// @viji-slider:speed label:\"Speed\" default:1.0 min:0.1 max:5.0\n// @viji-color:baseColor label:\"Color\" default:#ff6600\n// @viji-accumulator:phase rate:speed\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n\n float wave = sin(uv.x * 10.0 + phase) * 0.5 + 0.5;\n float pulse = 1.0 + u_audioLow * 0.5;\n vec3 color = baseColor * wave * pulse;\n\n gl_FragColor = vec4(color, 1.0);\n}\n```\n"
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+ },
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+ "conversionGuides": {
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+ "p5": "# Converting P5.js Sketches to Viji P5\n\nThis guide is loaded by the Viji-Backend AI when the user wants to convert an existing P5.js sketch into a Viji scene. It is self-contained: it includes both the source-to-target mapping and the Viji P5 target reference needed to produce correct converted output, without requiring the Viji P5 system prompt to also be loaded.\n\n## Source platform: standard P5.js sketches\n\nStandard P5.js sketches run in a browser tab. They typically:\n- Use `setup()` to call `createCanvas(w, h)` and configure the sketch (`colorMode`, `frameRate`, etc.).\n- Use `draw()` as the per-frame loop (`background`, `fill`, shape primitives, etc.).\n- Use global `mouseX`, `mouseY`, `mouseIsPressed`, `keyIsPressed`, `frameCount`, `width`, `height`.\n- Define event callbacks at the top level: `mousePressed`, `keyPressed`, `touchStarted`, etc.\n- Use `preload()` to fetch assets via `loadImage`, `loadFont`, `loadJSON`.\n- Possibly use `createCapture(VIDEO)`, `p5.AudioIn()`, `p5.sound`, `p5.dom` add-ons.\n\nP5.js v1.9.4 is what Viji pins. When in doubt about a P5 function, the p5.js v1.x reference is authoritative.\n\n## Target platform: Viji P5\n\nViji P5 scenes run inside a Web Worker on an `OffscreenCanvas` and use P5.js v1.9.4 in **instance mode**. The DOM is unavailable. Every P5 function and constant requires the `p5.` prefix. The canvas is created and managed by Viji; never call `createCanvas()`.\n\n## Conversion rules\n\n1. **Always** set the first line based on the source canvas mode: `// @renderer p5` for 2D (default), or `// @renderer p5 webgl` if the sketch used `createCanvas(w, h, WEBGL)` or any 3D primitives. Never keep `createCanvas()`.\n2. Rename `draw()` to `render(viji, p5)`.\n3. If `setup()` exists, change its signature to `setup(viji, p5)`. If it does not exist, do not add one.\n4. **Always** prefix every P5 function and constant with `p5.`. No exceptions: `background` -> `p5.background`, `fill` -> `p5.fill`, `PI` -> `p5.PI`, `TWO_PI` -> `p5.TWO_PI`, `HSB` -> `p5.HSB`, `createVector(...)` -> `p5.createVector(...)`, `map(...)` -> `p5.map(...)`, `noise(x)` -> `p5.noise(x)`, `random()` -> `p5.random()`.\n5. **Never** keep `createCanvas()`. The canvas is created by Viji. WEBGL is selected only via `// @renderer p5 webgl`, never via `createCanvas(..., p5.WEBGL)`.\n6. **Never** keep `preload()`. Use `viji.image(null, { label: 'Name' })` for images, or `fetch()` inside an async `setup()` for other data.\n7. **Never** keep P5 event callbacks (`mousePressed`, `mouseDragged`, `mouseReleased`, `keyPressed`, `keyReleased`, `keyTyped`, `touchStarted`, `touchMoved`, `touchEnded`). Read state in `render()` via `viji.pointer`, `viji.mouse`, `viji.keyboard`, `viji.touches`. Use `wasPressed` / `wasReleased` for one-frame edge detection.\n8. **Never** keep `p5.frameRate()`, `p5.save()`, `p5.saveCanvas()`, or `p5.saveFrames()`. The host controls frame rate and capture.\n9. **Never** keep `loadImage()`, `loadFont()`, `loadJSON()`, `loadModel()`, `loadShader()`. Use `viji.image()` or `fetch()`.\n10. **Never** keep `createCapture()` or `createVideo()`. Use `viji.video.*`.\n11. **Never** keep `p5.dom` or `p5.sound` add-ons. Replace UI with Viji parameters and audio with `viji.audio.*`.\n12. **Never** keep `window`, `document`, `Image()`, or `localStorage`. `fetch()` is available.\n13. Lift constants and tunable values to top-level parameters using `viji.slider`, `viji.color`, `viji.toggle`, etc. Read via `.value` inside `render()`.\n14. Replace `frameCount`-based timing with a `viji.deltaTime` accumulator. Never multiply `viji.time` by a parameter; it causes visible jumps when the parameter changes. Same rule for nested multiplications: each independent speed needs its own accumulator.\n15. **Always** check `viji.audio.isConnected` before reading audio data. Check `viji.video.isConnected && viji.video.currentFrame` before drawing video.\n16. **Never** enable CV features by default; use toggle parameters.\n17. **Always** set `category` on input-dependent parameters: `'audio'`, `'video'`, `'interaction'`.\n\n## Direct mapping table\n\n| Standard P5.js | Viji P5 equivalent |\n|---|---|\n| `width` / `height` | `viji.width` / `viji.height` |\n| `mouseX` / `mouseY` | `viji.pointer.x` / `viji.pointer.y` (or `viji.mouse.x` / `viji.mouse.y`) |\n| `mouseIsPressed` | `viji.pointer.isDown` (or `viji.mouse.isPressed`) |\n| `mouseButton === LEFT` | `viji.mouse.leftButton` |\n| `keyIsPressed` | `viji.keyboard.activeKeys.size > 0` |\n| `keyIsDown(code)` | `viji.keyboard.isPressed('keyName')` |\n| `key` | `viji.keyboard.lastKeyPressed` |\n| `frameCount` | `viji.frameCount` (or a `viji.deltaTime` accumulator) |\n| `frameRate(n)` | Remove. Host controls frame rate. |\n| `createCanvas(w, h)` | Remove. Canvas is provided. Use `// @renderer p5`. |\n| `createCanvas(w, h, WEBGL)` | Remove. Use `// @renderer p5 webgl` as the first line. |\n| `preload()` | Remove. Use `viji.image()` or `fetch()` in `setup()`. |\n| `loadImage(url)` | `viji.image(null, { label: 'Image' })`; pass `.p5` to `p5.image()`. |\n| `loadFont(url)` | Not available. Use CSS generic font names with `p5.textFont('monospace' \\| 'serif' \\| 'sans-serif')`. |\n| `loadJSON(url)` | `await fetch(url).then(r => r.json())` inside async `setup()`. |\n| `save()` / `saveCanvas()` | Remove. Host handles capture. |\n| `createCapture(VIDEO)` | `viji.video.currentFrame` (plus `viji.video.isConnected` check). |\n| `new p5.AudioIn(); mic.getLevel()` | `viji.audio.volume.current` (after `viji.audio.isConnected` check). |\n| `new p5.FFT(); fft.analyze()` | `viji.audio.getFrequencyData()` (`Uint8Array` of 1024 bins). |\n| `mousePressed()` callback | `if (viji.pointer.wasPressed) { ... }` inside `render()`. |\n| `keyPressed()` callback | `if (viji.keyboard.wasPressed(key)) { ... }` inside `render()`. |\n| `touchStarted()` callback | `viji.touches.started.forEach(t => ...)` inside `render()`. |\n\n## Target API reference (Viji P5)\n\nThe `viji` object is identical to Native. Access it inside `setup(viji, p5)` and `render(viji, p5)`. `viji.useContext()` is **not available** in P5; the context is managed by P5.\n\n**Canvas and timing**: `viji.canvas` (`OffscreenCanvas`), `viji.width`, `viji.height`, `viji.time`, `viji.deltaTime`, `viji.frameCount`, `viji.fps`.\n\n**Parameters** (top-level only, read via `.value`):\n```javascript\nviji.slider(default, { min?, max?, step?, label, group?, category? }) // .value: number\nviji.color(default, { label, group?, category? }) // .value: '#rrggbb', .rgb, .hsb\nviji.toggle(default, { label, group?, category? }) // .value: boolean\nviji.select(default, { options, label, group?, category? }) // .value: string | number\nviji.number(default, { min?, max?, step?, label, group?, category? }) // .value: number\nviji.text(default, { label, group?, category?, maxLength? }) // .value: string\nviji.image(null, { label, group?, category? }) // .value: ImageBitmap|null, .p5: P5Image\nviji.button({ label, description?, group?, category? }) // .value: boolean (1 frame)\nviji.coordinate(default, { step?, label, group?, category? }) // .value: { x, y }, range -1..1\n```\nFor images displayed with P5, pass `param.p5` (a `P5Image`) to `p5.image()`, not `param.value`.\n\n**Audio: `viji.audio`**: check `isConnected` first. Members: `volume.{current, peak, smoothed}` (0..1; `smoothed` 200ms decay); `bands.{low, lowMid, mid, highMid, high}` (instant 0..1) and the sibling `*Smoothed` envelopes (150ms decay); `beat.{kick, snare, hat, any}` (300ms decay curves; peak on detected beats); `beat.{kickSmoothed, snareSmoothed, hatSmoothed, anySmoothed}` (500ms decay envelopes); `beat.triggers.{kick, snare, hat, any}` (boolean, true for one frame, OR-accumulated); `beat.events: Array<{type, time, strength}>` (`type` is `'kick' | 'snare' | 'hat'`; cleared each frame); `beat.bpm` (`0` when no audio is connected; once audio connects it tracks the detected tempo clamped to 60..240, with `120` as a fallback before lock-on), `beat.confidence` (0..1), `beat.isLocked` (boolean); `spectral.{brightness, flatness}` (0..1); `getFrequencyData(): Uint8Array` (1024 FFT bins 0..255); `getWaveform(): Float32Array` (2048 samples -1..1).\n\n**Video: `viji.video`**: check `isConnected && currentFrame` first. Members: `currentFrame` (`OffscreenCanvas | ImageBitmap | null`), `frameWidth`, `frameHeight`, `frameRate`, `getFrameData()`, `cv` (VideoCVAPI). CV outputs (`analysedFrame`, `getAnalysedFrameData`, `faces`, `hands`, `pose`, `segmentation`) and CV verbs live on `viji.video.cv`, not on `viji.video` directly.\n\n**Aspect handling** (use for every video / CV conversion):\n```javascript\nfunction videoFit(viji, mode = 'cover') {\n const vw = viji.video.frameWidth, vh = viji.video.frameHeight;\n const w = viji.width, h = viji.height;\n if (!vw || !vh) return { x: 0, y: 0, width: 0, height: 0 };\n const scale = mode === 'cover' ? Math.max(w / vw, h / vh) : Math.min(w / vw, h / vh);\n const dw = vw * scale, dh = vh * scale;\n return { x: (w - dw) / 2, y: (h - dh) / 2, width: dw, height: dh };\n}\nconst v = videoFit(viji, 'cover');\np5.image(viji.video.currentFrame, v.x, v.y, v.width, v.height);\n// CV coords are normalized 0..1 to the source frame; map through v to align.\n```\nDefault `viji.video.currentFrame` for displayed video; reach for `viji.video.cv.analysedFrame` only when sampling pixels at CV-derived positions. Common fallback pattern: `viji.video.cv.analysedFrame ?? viji.video.currentFrame`.\n\n**CV: `viji.video.cv`**: enable explicitly (never by default):\n```javascript\nawait viji.video.cv.enableFaceDetection(true);\nawait viji.video.cv.enableFaceMesh(true); // implies face detection\nawait viji.video.cv.enableEmotionDetection(true); // implies face mesh\nawait viji.video.cv.enableHandTracking(true);\nawait viji.video.cv.enablePoseDetection(true);\nawait viji.video.cv.enableBodySegmentation(true);\n```\nAlso on `viji.video.cv`: `analysedFrame: OffscreenCanvas | null` (frame paired with current CV results), `getAnalysedFrameData(): ImageData | null`, `getActiveFeatures(): CVFeature[]`, `isProcessing(): boolean`.\n\nData shapes on `viji.video.cv`: `faces: FaceData[]` (`{id, bounds, center, confidence, landmarks, expressions, headPose, blendshapes}`; `blendshapes` are 52 ARKit coefficients 0..1), `hands: HandData[]` (`{id, handedness, confidence, bounds, landmarks (21 pts), palm, gestures: {fist, openPalm, peace, thumbsUp, thumbsDown, pointing, iLoveYou}}`), `pose: PoseData | null` (`{confidence, landmarks (33 pts), face, torso, leftArm, rightArm, leftLeg, rightLeg}`), `segmentation: SegmentationData | null` (`{mask: Uint8Array (byte values 0 or 1), width, height}`).\n\n**Input**:\n- `viji.pointer`: `x`, `y`, `deltaX`, `deltaY`, `isDown`, `wasPressed`, `wasReleased`, `isInCanvas`, `type`.\n- `viji.mouse`: `x`, `y`, `isInCanvas`, `isPressed`, `leftButton`, `rightButton`, `middleButton`, `deltaX`, `deltaY`, `wheelDelta`, `wasPressed`, `wasReleased`, `wasMoved`.\n- `viji.keyboard`: `isPressed(key)`, `wasPressed(key)`, `wasReleased(key)`, `activeKeys`, `lastKeyPressed`, `lastKeyReleased`, `shift`, `ctrl`, `alt`, `meta`.\n- `viji.touches`: `count`, `points`, `started`, `moved`, `ended`, `primary`: each `TouchPoint` has `id`, `x`, `y`, `pressure`, `radius`, `velocity`, etc.\n\n**Sensors / streams**: `viji.device.{motion, orientation}`, `viji.devices[]`, `viji.videoStreams[]`, `viji.audioStreams[]` (lightweight `AudioStreamAPI`: no beat / BPM).\n\n## P5 gotchas in the worker\n\n- **Fonts**: `p5.textFont()` only with CSS generic names (`'monospace'`, `'serif'`, `'sans-serif'`). `loadFont()` is unavailable.\n- **`p5.createGraphics(w, h)`** works (creates an internal OffscreenCanvas). `createGraphics(w, h, p5.WEBGL)` is not supported.\n- **`p5.pixelDensity()`** defaults to 1 in the worker. `p5.loadPixels()` and `p5.pixels[]` work in 2D scenes.\n- **`p5.drawingContext`** is a 2D context only in 2D scenes. In WEBGL scenes, it is a WebGL context; do not call Canvas-2D APIs on it.\n- **`viji.useContext()`** is not available in P5; the context belongs to P5.\n- **`p5.tint()` and `p5.blendMode()`** work normally.\n\n## Worked example\n\nSource P5 sketch:\n```javascript\nlet angle = 0;\nfunction setup() {\n createCanvas(800, 600);\n colorMode(HSB, 360, 100, 100);\n}\nfunction draw() {\n angle += 0.02;\n background(0, 0, 10);\n const x = width / 2 + cos(angle) * width * 0.3;\n const y = height / 2 + sin(angle) * height * 0.3;\n noStroke();\n fill((frameCount * 0.5) % 360, 80, 100);\n circle(x, y, width * 0.05);\n}\nfunction mousePressed() {\n angle = 0;\n}\n```\n\nConverted Viji P5 scene:\n```javascript\n// @renderer p5\n\nconst speed = viji.slider(1, { min: 0.1, max: 5, label: 'Speed' });\nconst reactivity = viji.slider(0, { min: 0, max: 1, label: 'Audio Reactivity', category: 'audio' });\n\nlet angle = 0;\nlet huePhase = 0;\n\nfunction setup(viji, p5) {\n p5.colorMode(p5.HSB, 360, 100, 100);\n}\n\nfunction render(viji, p5) {\n if (viji.pointer.wasPressed) angle = 0;\n\n const audioBoost = viji.audio.isConnected ? viji.audio.volume.smoothed * reactivity.value : 0;\n angle += (speed.value + audioBoost * 4) * viji.deltaTime;\n huePhase += 30 * viji.deltaTime;\n\n p5.background(0, 0, 10);\n const x = viji.width / 2 + p5.cos(angle) * viji.width * 0.3;\n const y = viji.height / 2 + p5.sin(angle) * viji.height * 0.3;\n p5.noStroke();\n p5.fill(huePhase % 360, 80, 100);\n p5.circle(x, y, viji.width * 0.05);\n}\n```\n\nKey changes: removed `createCanvas`, added `// @renderer p5`; renamed `draw` to `render(viji, p5)`; gave `setup` the `(viji, p5)` signature; added `p5.` prefix everywhere; replaced `width`/`height` with `viji.width`/`viji.height`; replaced the implicit `0.02` frame-rate-coupled animation with a `viji.deltaTime` accumulator driven by a `speed` slider; replaced `(frameCount * 0.5) % 360` hue with a separate `huePhase` accumulator (so changing speed never jumps the color); replaced the `mousePressed()` callback with a `viji.pointer.wasPressed` check inside `render`; added an opt-in audio-reactive `reactivity` slider with `category: 'audio'`.\n",
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+ "shadertoy": "# Converting Shadertoy Shaders to Viji Shader Scenes\n\nThis guide is loaded by the Viji-Backend AI when the user wants to convert an existing Shadertoy shader into a Viji shader scene. It is self-contained: it includes both the source-to-target mapping and the Viji shader target reference needed to produce correct converted output, without requiring the Viji shader system prompt to also be loaded.\n\n## Source platform: Shadertoy\n\nShadertoy shaders are GLSL fragment shaders authored against a fixed API:\n- Entry point: `void mainImage(out vec4 fragColor, in vec2 fragCoord)`.\n- Built-in uniforms: `iResolution` (`vec3`: `.xy` size, `.z` aspect), `iTime`, `iTimeDelta`, `iFrame`, `iMouse` (`vec4`: `.xy` current position, `.zw` click origin), `iDate` (year, month, day, seconds), `iChannel0`-`iChannel3` (textures whose meaning depends on the channel binding: Image, FFT, Sound, Music, Microphone, Keyboard, Cubemap).\n- Side metadata: `iChannelResolution[i]`, `iChannelTime[i]`, `iSampleRate`.\n- Multi-buffer pipelines (Buffer A, B, C, D), Cubemap buffer, Sound output buffer, VR mode (`mainVR`). None of these have Viji equivalents.\n\n## Target platform: Viji shader\n\nGLSL fragment shader on a fullscreen quad. Standard `void main()` entry. Precision and all uniforms (built-ins and `@viji-*` directive uniforms) are auto-injected by Viji. **Never declare them.** Artists declare parameters via `// @viji-*` line-comment directives, which compile to typed uniforms.\n\nGLSL ES 1.00 by default. Opt into ES 3.00 by making `#version 300 es` the literal first line.\n\n## Conversion rules\n\n1. **Always** add `// @renderer shader` as the very first line (or as line 2 after `#version 300 es`).\n2. **Never** declare `precision mediump float;` or `precision highp float;`. Viji auto-injects precision.\n3. **Never** redeclare built-in uniforms. They are auto-injected.\n4. **Never** redeclare parameter uniforms. They are auto-generated from `@viji-*` directives.\n5. Convert the `mainImage` signature to standard `void main()`:\n - Replace `fragCoord` with `gl_FragCoord.xy`.\n - Replace `fragColor` (the `out` parameter) with `gl_FragColor` (ES 1.00) or the declared `out vec4 fragColor` (ES 3.00).\n - Remove the `mainImage` wrapper entirely.\n\n6. Replace Shadertoy uniforms with Viji equivalents:\n\n | Shadertoy | Viji | Notes |\n |---|---|---|\n | `iResolution.xy` | `u_resolution` | Viji's `u_resolution` is `vec2`. |\n | `iResolution.z` | `u_resolution.x / u_resolution.y` | Aspect ratio. |\n | `iResolution.x` / `.y` | `u_resolution.x` / `.y` | Direct match. |\n | `iTime` | `u_time` | Elapsed seconds. |\n | `iTimeDelta` | `u_deltaTime` | Seconds since last frame. |\n | `iFrame` | `u_frame` (`int`) | Frame counter. |\n | `iMouse.xy` | `u_mouse` | Current mouse position in pixels. |\n | `iMouse.z` | `u_mouseLeft ? u_mouse.x : 0.0` | Viji does not track click origin. |\n | `iMouse.w` | `u_mouseLeft ? u_mouse.y : 0.0` | Viji does not track click origin. |\n | `iChannelN` (static Image) | `@viji-image:channelN label:\"…\"` | See rule 7. |\n | `iChannelN` (FFT) | `u_audioFFT` | Auto-injected `sampler2D`, 1024 bins 0..255. |\n | `iChannelN` (Sound / Music / Microphone) | `u_audioFFT` and/or `u_audioWaveform` | See two-row note in rule 7. |\n | `iChannelN` (Keyboard) | `u_keyboard` | See rule 8. |\n | `iChannelN` (Cubemap) | Not supported | Only 2D textures available. |\n | `iChannelResolution[i]` | Not available | Track manually if needed. |\n | `iChannelTime[i]` | Not available | Per-channel time is not tracked. |\n | `iDate` | Not available | Use `u_time`. |\n | `iSampleRate` | Not available | Not applicable. |\n\n7. **Static-image `iChannel` slots** become `@viji-image` parameters:\n ```glsl\n // @viji-image:channel0 label:\"Texture 1\"\n ```\n Then replace `texture(iChannel0, uv)` with `texture2D(channel0, uv)` (ES 1.00) or `texture(channel0, uv)` (ES 3.00).\n\n **Audio iChannel slots** (Sound / Music / Microphone) sample the auto-injected audio textures directly:\n ```glsl\n float spectrum = texture2D(u_audioFFT, vec2(uv.x, 0.0)).r;\n float waveform = texture2D(u_audioWaveform, vec2(uv.x, 0.0)).r;\n ```\n\n **Two-row audio channel**: Shadertoy's Sound / Music / Microphone iChannels encode FFT in row 0 (`y` near 0.0) and waveform in row 1 (`y` near 0.5+) of a single texture. When converting:\n - `texture(iChannelN, vec2(uv.x, 0.0)).r` (row 0) -> `texture2D(u_audioFFT, vec2(uv.x, 0.0)).r`.\n - `texture(iChannelN, vec2(uv.x, 0.5)).r` or `vec2(uv.x, 0.75)` (row 1) -> `texture2D(u_audioWaveform, vec2(uv.x, 0.0)).r`.\n - When unsure: prefer `u_audioFFT` for spectrum-style visuals, `u_audioWaveform` for oscilloscope-style visuals.\n\n8. **Keyboard `iChannel` slots** become `u_keyboard`:\n ```glsl\n // Shadertoy: texelFetch(iChannel0, ivec2(KEY, 0), 0).x\n // Viji: texelFetch(u_keyboard, ivec2(KEY, 0), 0).x\n ```\n `u_keyboard` is a built-in `sampler2D` (256x3). Row 0 = held, row 1 = pressed-this-frame, row 2 = toggle. Do not declare it.\n\n9. `iResolution` used as `vec3`: replace with `vec3(u_resolution, u_resolution.x / u_resolution.y)`, or refactor to use the `vec2` form directly.\n\n10. **Parameter-driven animation must use `@viji-accumulator`, never `u_time * speed`.** Multiplying `u_time` by a parameter causes visible jumps when the slider changes.\n\n ```glsl\n // WRONG (source pattern)\n float t = iTime * speed;\n\n // RIGHT (converted)\n // @viji-slider:speed label:\"Speed\" default:1.0 min:0.1 max:5.0\n // @viji-accumulator:phase rate:speed\n float t = phase;\n ```\n\n Same rule for nested multiplications. Each independent speed gets its own accumulator.\n\n11. Adding artist-controllable parameters uses `@viji-*` directives:\n ```glsl\n // @viji-slider:name label:\"Label\" default:1.0 min:0.0 max:5.0\n // @viji-color:name label:\"Label\" default:#ff6600\n // @viji-toggle:name label:\"Label\" default:true\n // @viji-select:name label:\"Mode\" default:0 options:[\"A\",\"B\",\"C\"]\n // @viji-image:name label:\"Texture\"\n // @viji-button:name label:\"Reset\"\n // @viji-coordinate:name label:\"Origin\" default:[0.0,0.0]\n // @viji-accumulator:name rate:speed\n ```\n Never use the `u_` prefix for parameter names; it is reserved for built-in uniforms. Directives work with `//` line comments only.\n\n12. **`#version 300 es`** stays as the literal first line if present. Then `// @renderer shader` on line 2. Replace `gl_FragColor = ...` with a declared `out vec4 fragColor;` (before `main`) and `fragColor = ...`. Replace `texture2D()` with `texture()`.\n\n13. Remove any `#ifdef GL_ES` / `precision` blocks. Viji handles them.\n\n14. **Always** set `category` on input-dependent directives: `category:audio` for audio controls, `category:video` for video controls, `category:interaction` for mouse / touch controls.\n\n15. **Single Buffer feedback** becomes Viji's `backbuffer`:\n ```glsl\n vec4 prev = texture2D(backbuffer, uv);\n ```\n `backbuffer` is auto-detected and enabled when referenced. RGBA 8-bit, `LINEAR`, `CLAMP_TO_EDGE`, no `u_` prefix. First frame samples as black.\n\n## Unsupported features (warn the artist)\n\n- **Multi-buffer pipelines** (Buffer A -> B -> C -> D): only single `backbuffer` is available.\n- **Cubemap buffer** (`samplerCube`): not supported.\n- **3D textures** (`sampler3D`): not supported.\n- **`iChannelTime[i]`**, **`iChannelResolution[i]`**, **`iSampleRate`**, **`iDate`**: not available.\n- **Sound output buffer**: not supported.\n- **`mainVR()`**: not supported.\n- **Texture wrap/filter modes**: Viji uses fixed `CLAMP_TO_EDGE` + `LINEAR`. Use `fract(uv)` for repeat.\n\n## Target uniform reference (Viji shader)\n\nAll uniforms below are auto-injected. Never declare them.\n\n**Core**: `u_resolution` (`vec2`), `u_time` (`float`), `u_deltaTime` (`float`), `u_frame` (`int`), `u_fps` (`float`).\n\n**Mouse**: `u_mouse` (`vec2`, pixels, bottom-left origin), `u_mouseInCanvas`, `u_mousePressed`, `u_mouseLeft`, `u_mouseRight`, `u_mouseMiddle` (`bool`), `u_mouseDelta` (`vec2`), `u_mouseWheel` (`float`), `u_mouseWasPressed`, `u_mouseWasReleased` (`bool`).\n\n**Pointer (unified mouse / touch)**: `u_pointer` (`vec2`), `u_pointerDelta` (`vec2`), `u_pointerDown`, `u_pointerWasPressed`, `u_pointerWasReleased`, `u_pointerInCanvas` (`bool`).\n\n**Keyboard**: `u_keySpace`, `u_keyShift`, `u_keyCtrl`, `u_keyAlt`, `u_keyW`/`A`/`S`/`D`, `u_keyUp`/`Down`/`Left`/`Right` (`bool`). `u_keyboard` (`sampler2D`, 256x3): row 0 held, row 1 pressed-this-frame, row 2 toggle.\n\n**Touch**: `u_touchCount` (`int`), `u_touch0`-`u_touch4` (`vec2`).\n\n**Audio scalars**: `u_audioVolume`, `u_audioPeak`, `u_audioVolumeSmoothed` (200ms decay), `u_audioLow`/`LowMid`/`Mid`/`HighMid`/`High` (band energies 20-120 / 120-400 / 400-1600 / 1600-6000 / 6000-16000 Hz), `u_audioLowSmoothed`-`u_audioHighSmoothed` (150ms decay), `u_audioKick`/`Snare`/`Hat`/`Any` (300ms decay curves), `u_audioKickSmoothed`-`u_audioAnySmoothed` (500ms decay), `u_audioKickTrigger`/`SnareTrigger`/`HatTrigger`/`AnyTrigger` (`bool`, true for one frame, OR-accumulated), `u_audioBPM` (`0.0` when no audio is connected; once audio connects it tracks the detected tempo clamped to 60..240, with `120.0` as a fallback before lock-on), `u_audioConfidence`, `u_audioIsLocked` (`bool`), `u_audioBrightness`, `u_audioFlatness`.\n\n**Audio textures (main source only)**: `u_audioFFT` (`sampler2D`, 1024 FFT bins 0..255), `u_audioWaveform` (`sampler2D`, time-domain -1..1).\n\n**Video**: `u_video` (`sampler2D`), `u_videoAnalysed` (`sampler2D`, paired with CV uniforms), `u_videoAnalysedAvailable` (`bool`), `u_videoResolution` (`vec2`), `u_videoFrameRate` (`float`), `u_videoConnected` (`bool`). Use the `vijiVideoUV` helper below for aspect handling.\n\n**CV face**: `u_faceCount` (`int`), `u_face0Bounds` (`vec4`, normalized 0..1), `u_face0Center` (`vec2`, normalized), `u_face0HeadPose` (`vec3` degrees), `u_face0Confidence` (`float`), `u_face0Neutral`-`u_face0Fearful` (7 expressions 0..1), 52 blendshape uniforms prefixed `u_face0` (e.g. `u_face0JawOpen`, `u_face0EyeBlinkLeft`, `u_face0MouthSmileRight`). Activated via `// @viji-cv:faceDetection` / `// @viji-cv:faceMesh` / `// @viji-cv:emotionDetection`.\n\n**CV hands**: `u_handCount` (`int`), `u_leftHandPalm`/`u_rightHandPalm` (`vec3`), `u_leftHandConfidence`/`u_rightHandConfidence`, `u_leftHandBounds`/`u_rightHandBounds` (`vec4`), 7 gesture uniforms per hand (`Fist`, `OpenPalm`, `Peace`, `ThumbsUp`, `ThumbsDown`, `Pointing`, `ILoveYou`). Activated via `// @viji-cv:handTracking`.\n\n**CV pose**: `u_poseDetected` (`bool`), `u_poseConfidence`, joint landmarks (`u_nosePosition`, `u_leftShoulderPosition`-`u_rightAnklePosition`, all `vec2` normalized 0..1). Activated via `// @viji-cv:poseDetection`.\n\n**CV segmentation**: `u_segmentationMask` (`sampler2D`, 0 = background, 1 = person), `u_segmentationRes` (`vec2`). Activated via `// @viji-cv:bodySegmentation`.\n\n**Device sensors**: `u_deviceAcceleration` (`vec3`, m/s² without gravity), `u_deviceAccelerationGravity`, `u_deviceRotationRate` (deg/s), `u_deviceOrientation` (`vec3`, degrees), `u_deviceOrientationAbsolute` (`bool`).\n\n**External devices**: `u_deviceCount` (`int`, 0..8), `u_device0`-`u_device7` (`sampler2D` camera textures), `u_device0Resolution`-`u_device7Resolution` (`vec2`), `u_device0Connected`-`u_device7Connected` (`bool`), plus per-device acceleration / rotation / orientation `vec3` uniforms.\n\n**Compositor streams**: `u_videoStreamCount`, `u_videoStream0`-`u_videoStream7` (`sampler2D`), with `*Resolution` and `*Connected` per slot. `u_audioStreamCount`, `u_audioStream0Connected`-`u_audioStream7Connected` (`bool`), `u_audioStream{i}Volume`, `u_audioStream{i}Low`-`u_audioStream{i}High`, `u_audioStream{i}Brightness`, `u_audioStream{i}Flatness` (`float` 0..1). Scalars only on streams: no per-stream FFT / waveform. Beat / BPM / trigger uniforms are main audio only.\n\n**Backbuffer**: `backbuffer` (`sampler2D`, no `u_` prefix). Auto-enabled when referenced.\n\n## Video aspect helper\n\nCamera frames almost never match the canvas aspect. Sampling `texture2D(u_video, uv)` with canvas UV stretches the video and misaligns CV uniforms. Use these at the top of any video / CV shader:\n\n```glsl\n// mode: 1 = cover (fills canvas, video edges cropped)\n// 0 = contain (fits video, canvas letterboxed)\nvec2 vijiVideoUV(vec2 uv, int mode) {\n vec2 canvas = u_resolution;\n vec2 video = u_videoResolution;\n if (video.x == 0.0 || video.y == 0.0) return uv;\n float canvasAspect = canvas.x / canvas.y;\n float videoAspect = video.x / video.y;\n vec2 scale = vec2(1.0);\n if (mode == 1) {\n scale = canvasAspect > videoAspect\n ? vec2(1.0, canvasAspect / videoAspect)\n : vec2(videoAspect / canvasAspect, 1.0);\n } else {\n scale = canvasAspect > videoAspect\n ? vec2(videoAspect / canvasAspect, 1.0)\n : vec2(1.0, canvasAspect / videoAspect);\n }\n return (uv - 0.5) / scale + 0.5;\n}\n\nbool vijiInVideo(vec2 uv) {\n return all(greaterThanEqual(uv, vec2(0.0))) && all(lessThanEqual(uv, vec2(1.0)));\n}\n```\n\n## Worked example\n\nSource Shadertoy shader:\n```glsl\nvoid mainImage(out vec4 fragColor, in vec2 fragCoord) {\n vec2 uv = fragCoord / iResolution.xy;\n float t = iTime * 0.5;\n float wave = sin(uv.x * 10.0 + t) * 0.5 + 0.5;\n vec3 col = vec3(uv, wave);\n fragColor = vec4(col, 1.0);\n}\n```\n\nConverted Viji shader:\n```glsl\n// @renderer shader\n// @viji-slider:speed label:\"Speed\" default:0.5 min:0.1 max:3.0\n// @viji-color:tint label:\"Tint\" default:#ffffff\n// @viji-accumulator:phase rate:speed\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / u_resolution;\n float wave = sin(uv.x * 10.0 + phase) * 0.5 + 0.5;\n vec3 col = vec3(uv, wave) * tint;\n gl_FragColor = vec4(col, 1.0);\n}\n```\n\nKey changes: removed the `mainImage(out vec4 fragColor, in vec2 fragCoord)` wrapper and used `void main()` with `gl_FragCoord.xy`; replaced `iResolution.xy` with `u_resolution`; replaced `iTime * 0.5` with a `@viji-accumulator` keyed to a `speed` slider (so changing speed never jumps the animation); added a `@viji-color` for the tint so the artist can adjust it; preserved the visual intent (UV gradient + horizontal wave).\n",
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+ "threejs": "# Converting Three.js Applications to Viji Native\n\nThis guide is loaded by the Viji-Backend AI when the user wants to convert a standalone Three.js application into a Viji scene. The target renderer is Viji **Native** (Three.js loads as an ESM dynamic import). This guide is self-contained: it includes both the source-to-target mapping and the Viji Native target reference needed to produce correct converted output, without requiring the Viji Native system prompt to also be loaded.\n\n## Source platform: standalone Three.js\n\nStandalone Three.js apps typically:\n- Create their own `<canvas>` element or accept one from the DOM.\n- Construct a `THREE.Scene`, `THREE.PerspectiveCamera`, and `THREE.WebGLRenderer`.\n- Use `requestAnimationFrame()` as the per-frame loop.\n- Use `THREE.Clock` / `clock.getDelta()` for timing.\n- Attach `window.addEventListener('resize', ...)` and use `window.innerWidth` / `window.innerHeight`.\n- Listen to DOM mouse / keyboard events, or use `OrbitControls`.\n- Load assets via `THREE.TextureLoader`, `GLTFLoader`, etc.\n\n## Target platform: Viji Native + Three.js\n\nViji Native scenes run on an `OffscreenCanvas` inside a Web Worker. The DOM is unavailable. Three.js loads as an ESM dynamic import. The canvas is created by Viji and passed to the Three.js renderer. Viji controls the render loop; the artist's `render(viji)` function runs each frame.\n\n## Conversion rules\n\n1. **Always** import Three.js dynamically at the top level with a pinned version:\n ```javascript\n const THREE = await import('https://esm.sh/three@0.160.0');\n ```\n Never use `<script>` tags, `require()`, or static `import` statements.\n\n2. **Always** use `viji.canvas` as the renderer's canvas:\n ```javascript\n const renderer = new THREE.WebGLRenderer({ canvas: viji.canvas, antialias: true });\n renderer.setSize(viji.width, viji.height, false);\n ```\n **Always** pass `false` as the third argument to `setSize()`. The Worker has no DOM, so any attempt to update CSS styles (Three.js's default) will throw.\n\n3. **Never** use `requestAnimationFrame()`. Viji controls the render loop. Put all per-frame logic inside `function render(viji) { ... }` and call `renderer.render(scene, camera)` at the end.\n\n4. **Always** handle resize by checking `viji.width` / `viji.height` inside `render()`:\n ```javascript\n let prevWidth = viji.width;\n let prevHeight = viji.height;\n\n function render(viji) {\n if (viji.width !== prevWidth || viji.height !== prevHeight) {\n renderer.setSize(viji.width, viji.height, false);\n camera.aspect = viji.width / viji.height;\n camera.updateProjectionMatrix();\n prevWidth = viji.width;\n prevHeight = viji.height;\n }\n // ...\n renderer.render(scene, camera);\n }\n ```\n Remove any `window.addEventListener('resize', ...)`. Resize is handled here.\n\n5. **Never** access `window`, `document`, `Image()`, or `localStorage`. `fetch()` and `await import()` are available.\n\n6. **Never** use `window.innerWidth` / `window.innerHeight`. Use `viji.width` / `viji.height`.\n\n7. **Lift hardcoded values to Viji parameters** at the top level:\n ```javascript\n const speed = viji.slider(1, { min: 0.1, max: 5, label: 'Speed' });\n const meshColor = viji.color('#049ef4', { label: 'Color' });\n ```\n Read via `.value` inside `render()`. Three.js colors accept the hex string: `material.color.set(meshColor.value)`. For more control, color parameters also expose `.rgb` (0..255) and `.hsb`.\n\n8. **Always** use `viji.deltaTime` for animation timing:\n ```javascript\n cube.rotation.y += speed.value * viji.deltaTime;\n ```\n Remove `THREE.Clock` and `clock.getDelta()`. Never use `Date.now()` or `performance.now()` directly.\n\n **Never** multiply `viji.time` by a parameter; it causes visible jumps when the parameter changes. Same rule for nested multiplications: each independent speed needs its own accumulator at the top level.\n\n9. **Replace mouse / keyboard event listeners with Viji input APIs**:\n - `event.clientX` -> `viji.pointer.x` (works for both mouse and touch), or `viji.mouse.x`.\n - `event.clientY` -> `viji.pointer.y`, or `viji.mouse.y`.\n - Mouse buttons -> `viji.mouse.leftButton`, `viji.mouse.rightButton`, `viji.mouse.middleButton`.\n - Key presses -> `viji.keyboard.isPressed('keyName')`, `viji.keyboard.wasPressed('keyName')` for one-frame edges.\n\n10. **`OrbitControls` and other DOM-event-based controls do not work** in the Worker. For camera interaction, read `viji.pointer` and `viji.mouse.wheelDelta` directly and update the camera manually. (You can typically build a working orbit with: pointer delta when down -> yaw / pitch; wheel delta -> radius.)\n\n11. **Three.js addons** import from the examples directory with the same pinned version:\n ```javascript\n const { GLTFLoader } = await import('https://esm.sh/three@0.160.0/examples/jsm/loaders/GLTFLoader.js');\n const { EffectComposer } = await import('https://esm.sh/three@0.160.0/examples/jsm/postprocessing/EffectComposer.js');\n ```\n Always pin the same version for addons as for the main library.\n\n12. **File textures** become `viji.image` parameters:\n ```javascript\n const photo = viji.image(null, { label: 'Texture' });\n let texture = null;\n\n function render(viji) {\n if (photo.value && !texture) {\n texture = new THREE.CanvasTexture(photo.value);\n material.map = texture;\n material.needsUpdate = true;\n }\n // ...\n }\n ```\n\n13. **Video textures** use `viji.video`:\n ```javascript\n let videoTexture = null;\n\n function render(viji) {\n if (viji.video.isConnected && viji.video.currentFrame) {\n if (!videoTexture) {\n videoTexture = new THREE.CanvasTexture(viji.video.currentFrame);\n material.map = videoTexture;\n }\n videoTexture.needsUpdate = true;\n }\n // ...\n }\n ```\n\n14. **Never** allocate new objects (vectors, colors, materials, geometries) inside `render()`. Pre-create at the top level and mutate in place. Three.js reuses `Vector3` and `Color` mutably; this is the idiomatic pattern.\n\n15. **Always** set `category` on parameters that depend on an external input: `category: 'audio'`, `category: 'video'`, `category: 'interaction'`.\n\n16. **Remove** any CSS, HTML, or DOM manipulation code. Viji scenes produce canvas output only.\n\n17. If the source uses a framework on top of Three.js (React Three Fiber, Drei, Theatre.js): flag this to the artist. These cannot be converted directly; they would need to be rewritten as plain Three.js first.\n\n## Target API reference (Viji Native + Three.js patterns)\n\n**Canvas and context**: `viji.canvas` (`OffscreenCanvas`: pass to `new THREE.WebGLRenderer({ canvas: viji.canvas })`), `viji.width`, `viji.height`. `viji.useContext()` is available for non-Three.js Native scenes, but with Three.js you let it manage the GL context.\n\n**Timing**: `viji.time` (seconds since scene start), `viji.deltaTime` (seconds since last frame), `viji.frameCount`, `viji.fps`.\n\n**Parameters** (top-level only, read via `.value`):\n```javascript\nviji.slider(default, { min?, max?, step?, label, group?, category? }) // .value: number\nviji.color(default, { label, group?, category? }) // .value, .rgb, .hsb\nviji.toggle(default, { label, group?, category? }) // .value: boolean\nviji.select(default, { options, label, group?, category? }) // .value: string | number\nviji.number(default, { min?, max?, step?, label, group?, category? }) // .value: number\nviji.text(default, { label, group?, category?, maxLength? }) // .value: string\nviji.image(null, { label, group?, category? }) // .value: ImageBitmap | null\nviji.button({ label, description?, group?, category? }) // .value: boolean (1 frame)\nviji.coordinate(default, { step?, label, group?, category? }) // .value: { x, y }, range -1..1\n```\n\n**Audio: `viji.audio`**: check `isConnected` first. Members: `volume.{current, peak, smoothed}` (0..1; `smoothed` 200ms decay); `bands.{low, lowMid, mid, highMid, high}` (instant 0..1) + each `*Smoothed` sibling (150ms decay); `beat.{kick, snare, hat, any}` (300ms decay curves) + each `*Smoothed` (500ms); `beat.triggers.{kick, snare, hat, any}` (boolean, true for one frame, OR-accumulated); `beat.events: Array<{type, time, strength}>` (`type` is `'kick' | 'snare' | 'hat'`); `beat.bpm` (`0` when no audio is connected; once audio connects it tracks the detected tempo clamped to 60..240, with `120` as a fallback before lock-on), `beat.confidence` (0..1), `beat.isLocked`; `spectral.{brightness, flatness}`; `getFrequencyData(): Uint8Array` (1024 bins 0..255); `getWaveform(): Float32Array` (2048 samples -1..1). Apply audio reactivity to Three.js objects via `material.uniforms` (for `ShaderMaterial`), `material.emissiveIntensity`, mesh `scale`, `rotation`, position, etc.\n\n**Video: `viji.video`**: check `isConnected && currentFrame` first. `currentFrame` (`OffscreenCanvas | ImageBitmap`), `frameWidth`, `frameHeight`, `frameRate`, `getFrameData()`, `cv: VideoCVAPI`. CV outputs (`analysedFrame`, `getAnalysedFrameData`, `faces`, `hands`, `pose`, `segmentation`) and CV verbs all live on `viji.video.cv`, not on `viji.video` directly. Wrap `viji.video.currentFrame` in `THREE.CanvasTexture(viji.video.currentFrame)` and set `texture.needsUpdate = true` each frame the frame changes.\n\n**Computer Vision: `viji.video.cv`**: enable explicitly (never by default). All CV state lives on `viji.video.cv`:\n```javascript\nawait viji.video.cv.enableFaceDetection(true);\nawait viji.video.cv.enableFaceMesh(true); // implies face detection\nawait viji.video.cv.enableEmotionDetection(true); // implies face mesh\nawait viji.video.cv.enableHandTracking(true);\nawait viji.video.cv.enablePoseDetection(true);\nawait viji.video.cv.enableBodySegmentation(true);\n```\nAlso on `viji.video.cv`: `analysedFrame: OffscreenCanvas | null` (paired with the current CV results; `null` until first inference), `getAnalysedFrameData(): ImageData | null`, `getActiveFeatures()`, `isProcessing()`. Common fallback pattern when texturing from a CV-paired frame: `viji.video.cv.analysedFrame ?? viji.video.currentFrame`.\n\nData shapes on `viji.video.cv`: `faces: FaceData[]` (`{id, bounds, center, confidence, landmarks, expressions, headPose, blendshapes (52 ARKit coefficients)}`), `hands: HandData[]` (`{id, handedness, confidence, bounds, landmarks (21 pts), palm, gestures}`), `pose: PoseData | null` (`{confidence, landmarks (33 pts), face, torso, leftArm, rightArm, leftLeg, rightLeg}`), `segmentation: SegmentationData | null` (`{mask: Uint8Array (byte values 0 or 1), width, height}`).\n\n**Input**:\n- `viji.pointer`: `x`, `y`, `deltaX`, `deltaY`, `isDown`, `wasPressed`, `wasReleased`, `isInCanvas`, `type` (`'mouse' | 'touch' | 'none'`). Unified across mouse and touch: preferred for OrbitControls replacements.\n- `viji.mouse`: `x`, `y`, `isInCanvas`, `isPressed`, `leftButton`, `rightButton`, `middleButton`, `deltaX`, `deltaY`, `wheelDelta`, `wheelX`, `wheelY`, `wasPressed`, `wasReleased`, `wasMoved`.\n- `viji.keyboard`: `isPressed(key)`, `wasPressed(key)`, `wasReleased(key)`, `activeKeys`, `lastKeyPressed`, `lastKeyReleased`, `shift`, `ctrl`, `alt`, `meta`.\n- `viji.touches`: `count`, `points`, `started`, `moved`, `ended`, `primary`.\n\n**Sensors / streams**: `viji.device.{motion, orientation}` (for tilt-driven cameras), `viji.devices[]`, `viji.videoStreams[]`, `viji.audioStreams[]`.\n\n## Three.js setup pattern\n\nThe canonical Viji-Native + Three.js scaffold:\n\n```javascript\nconst THREE = await import('https://esm.sh/three@0.160.0');\n\nconst speed = viji.slider(1, { min: 0.1, max: 5, label: 'Speed' });\nconst meshColor = viji.color('#049ef4', { label: 'Color' });\n\nconst renderer = new THREE.WebGLRenderer({ canvas: viji.canvas, antialias: true });\nrenderer.setSize(viji.width, viji.height, false);\nrenderer.setPixelRatio(1);\n\nconst scene = new THREE.Scene();\nconst camera = new THREE.PerspectiveCamera(50, viji.width / viji.height, 0.1, 100);\ncamera.position.set(0, 0, 5);\nscene.add(new THREE.AmbientLight(0xffffff, 0.4));\nconst dir = new THREE.DirectionalLight(0xffffff, 0.9);\ndir.position.set(2, 3, 4);\nscene.add(dir);\n\nconst geometry = new THREE.BoxGeometry(1.5, 1.5, 1.5);\nconst material = new THREE.MeshStandardMaterial({ color: meshColor.value, roughness: 0.5 });\nconst cube = new THREE.Mesh(geometry, material);\nscene.add(cube);\n\nlet prevWidth = viji.width;\nlet prevHeight = viji.height;\n\nfunction render(viji) {\n if (viji.width !== prevWidth || viji.height !== prevHeight) {\n renderer.setSize(viji.width, viji.height, false);\n camera.aspect = viji.width / viji.height;\n camera.updateProjectionMatrix();\n prevWidth = viji.width;\n prevHeight = viji.height;\n }\n\n material.color.set(meshColor.value);\n cube.rotation.x += speed.value * viji.deltaTime;\n cube.rotation.y += speed.value * viji.deltaTime * 0.7;\n\n renderer.render(scene, camera);\n}\n```\n\n## Worked example\n\nSource Three.js app:\n```javascript\nimport * as THREE from 'three';\nimport { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';\n\nconst renderer = new THREE.WebGLRenderer({ antialias: true });\nrenderer.setSize(window.innerWidth, window.innerHeight);\ndocument.body.appendChild(renderer.domElement);\n\nconst scene = new THREE.Scene();\nconst camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);\ncamera.position.z = 5;\n\nconst controls = new OrbitControls(camera, renderer.domElement);\n\nconst cube = new THREE.Mesh(\n new THREE.BoxGeometry(),\n new THREE.MeshNormalMaterial()\n);\nscene.add(cube);\n\nconst clock = new THREE.Clock();\nfunction animate() {\n requestAnimationFrame(animate);\n const dt = clock.getDelta();\n cube.rotation.x += dt;\n cube.rotation.y += dt;\n controls.update();\n renderer.render(scene, camera);\n}\nanimate();\n\nwindow.addEventListener('resize', () => {\n renderer.setSize(window.innerWidth, window.innerHeight);\n camera.aspect = window.innerWidth / window.innerHeight;\n camera.updateProjectionMatrix();\n});\n```\n\nConverted Viji Native scene:\n```javascript\nconst THREE = await import('https://esm.sh/three@0.160.0');\n\nconst speed = viji.slider(1, { min: 0.1, max: 5, label: 'Rotation Speed' });\nconst orbitSensitivity = viji.slider(0.005, { min: 0.001, max: 0.02, step: 0.001, label: 'Orbit Sensitivity', category: 'interaction' });\n\nconst renderer = new THREE.WebGLRenderer({ canvas: viji.canvas, antialias: true });\nrenderer.setSize(viji.width, viji.height, false);\n\nconst scene = new THREE.Scene();\nconst camera = new THREE.PerspectiveCamera(75, viji.width / viji.height, 0.1, 1000);\n\nlet cameraYaw = 0;\nlet cameraPitch = 0;\nlet cameraRadius = 5;\n\nconst cube = new THREE.Mesh(\n new THREE.BoxGeometry(),\n new THREE.MeshNormalMaterial()\n);\nscene.add(cube);\n\nlet prevWidth = viji.width;\nlet prevHeight = viji.height;\n\nfunction render(viji) {\n if (viji.width !== prevWidth || viji.height !== prevHeight) {\n renderer.setSize(viji.width, viji.height, false);\n camera.aspect = viji.width / viji.height;\n camera.updateProjectionMatrix();\n prevWidth = viji.width;\n prevHeight = viji.height;\n }\n\n // Manual orbit replacement (OrbitControls cannot run in the worker).\n if (viji.pointer.isDown) {\n cameraYaw -= viji.pointer.deltaX * orbitSensitivity.value;\n cameraPitch = Math.max(-Math.PI / 2 + 0.01, Math.min(Math.PI / 2 - 0.01,\n cameraPitch - viji.pointer.deltaY * orbitSensitivity.value));\n }\n cameraRadius = Math.max(1.5, Math.min(20, cameraRadius - viji.mouse.wheelDelta * 0.002));\n camera.position.set(\n cameraRadius * Math.cos(cameraPitch) * Math.sin(cameraYaw),\n cameraRadius * Math.sin(cameraPitch),\n cameraRadius * Math.cos(cameraPitch) * Math.cos(cameraYaw)\n );\n camera.lookAt(0, 0, 0);\n\n cube.rotation.x += speed.value * viji.deltaTime;\n cube.rotation.y += speed.value * viji.deltaTime;\n\n renderer.render(scene, camera);\n}\n```\n\nKey changes: replaced static `import` with dynamic `await import('https://esm.sh/three@0.160.0')` pinned to a version; passed `viji.canvas` to the renderer and added the mandatory `false` third argument to `setSize`; removed `document.body.appendChild`; removed `requestAnimationFrame` (Viji owns the loop) and moved per-frame logic into `render(viji)`; replaced `THREE.Clock` / `clock.getDelta()` with `viji.deltaTime`; replaced the `OrbitControls` instance with a manual orbit driven by `viji.pointer.deltaX/Y` and `viji.mouse.wheelDelta` (with an `orbitSensitivity` slider tagged `category: 'interaction'`); moved resize logic from a `window.addEventListener('resize', ...)` callback into a `prevWidth`/`prevHeight` check inside `render`; lifted the implicit rotation speed to a `speed` slider so the artist can adjust it.\n"
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  };