arkaos 5.4.0 → 5.6.0

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.
Files changed (55) hide show
  1. package/README.md +2 -2
  2. package/THE-ARKAOS-GUIDE.md +1 -1
  3. package/VERSION +1 -1
  4. package/arka/SKILL.md +1 -1
  5. package/config/skills-provenance.yaml +27 -0
  6. package/departments/dev/skills/canvas-generative/SKILL.md +362 -0
  7. package/departments/dev/skills/canvas-generative/references/algorithms.md +934 -0
  8. package/departments/dev/skills/canvas-generative/references/genjutsu.LICENSE +21 -0
  9. package/departments/dev/skills/css-native/SKILL.md +353 -0
  10. package/departments/dev/skills/css-native/references/genjutsu.LICENSE +21 -0
  11. package/departments/dev/skills/css-native/references/modern-css.md +465 -0
  12. package/departments/dev/skills/framer-motion/SKILL.md +223 -0
  13. package/departments/dev/skills/framer-motion/references/api.md +312 -0
  14. package/departments/dev/skills/framer-motion/references/genjutsu.LICENSE +21 -0
  15. package/departments/dev/skills/threejs/SKILL.md +173 -0
  16. package/departments/dev/skills/threejs/references/genjutsu.LICENSE +21 -0
  17. package/departments/dev/skills/threejs/references/r3f.md +249 -0
  18. package/departments/dev/skills/threejs/references/scene-setup.md +404 -0
  19. package/departments/dev/skills/threejs/references/shaders.md +452 -0
  20. package/harness/codex/AGENTS.md +1 -1
  21. package/harness/copilot/copilot-instructions.md +1 -1
  22. package/harness/cursor/rules/arkaos.mdc +2 -2
  23. package/harness/gemini/GEMINI.md +1 -1
  24. package/harness/opencode/AGENTS.md +1 -1
  25. package/harness/opencode/agents/arka-architect-gabriel.md +1 -1
  26. package/harness/opencode/agents/arka-brand-director-valentina.md +1 -1
  27. package/harness/opencode/agents/arka-cfo-helena.md +1 -1
  28. package/harness/opencode/agents/arka-chief-of-staff-afonso.md +1 -1
  29. package/harness/opencode/agents/arka-community-strategist-beatriz.md +1 -1
  30. package/harness/opencode/agents/arka-content-strategist-rafael.md +1 -1
  31. package/harness/opencode/agents/arka-conversion-strategist-ines.md +1 -1
  32. package/harness/opencode/agents/arka-coo-sofia.md +1 -1
  33. package/harness/opencode/agents/arka-copy-director-eduardo.md +1 -1
  34. package/harness/opencode/agents/arka-cqo-marta.md +1 -1
  35. package/harness/opencode/agents/arka-cto-marco.md +1 -1
  36. package/harness/opencode/agents/arka-design-ops-lead-iris.md +1 -1
  37. package/harness/opencode/agents/arka-ecom-director-ricardo.md +1 -1
  38. package/harness/opencode/agents/arka-knowledge-director-clara.md +1 -1
  39. package/harness/opencode/agents/arka-leadership-director-rodrigo.md +1 -1
  40. package/harness/opencode/agents/arka-marketing-director-luna.md +1 -1
  41. package/harness/opencode/agents/arka-ops-lead-daniel.md +1 -1
  42. package/harness/opencode/agents/arka-pm-director-carolina.md +1 -1
  43. package/harness/opencode/agents/arka-revops-lead-vicente.md +1 -1
  44. package/harness/opencode/agents/arka-saas-strategist-tiago.md +1 -1
  45. package/harness/opencode/agents/arka-sales-director-miguel.md +1 -1
  46. package/harness/opencode/agents/arka-strategy-director-tomas.md +1 -1
  47. package/harness/opencode/agents/arka-tech-director-francisca.md +1 -1
  48. package/harness/opencode/agents/arka-tech-lead-paulo.md +1 -1
  49. package/harness/opencode/agents/arka-video-producer-simao.md +1 -1
  50. package/harness/zed/.rules +1 -1
  51. package/knowledge/commands-registry.json +1 -1
  52. package/knowledge/skills-manifest.json +61 -1
  53. package/package.json +1 -1
  54. package/pyproject.toml +1 -1
  55. package/scripts/marketplace_gen.py +1 -1
@@ -0,0 +1,452 @@
1
+ # Shaders Reference
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+
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+ > Common GLSL patterns for Three.js / R3F.
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+ > All snippets work with `shaderMaterial` or `ShaderMaterial`.
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+
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+ ---
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+
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+ ## ShaderMaterial in R3F
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+
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+ ### Basic pattern with uniforms
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+
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+ ```tsx
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+ import { useRef, useMemo } from 'react'
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+ import { useFrame } from '@react-three/fiber'
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+ import * as THREE from 'three'
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+
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+ const vertexShader = /* glsl */ `
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+ varying vec2 vUv;
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+ void main() {
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+ vUv = uv;
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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+ }
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+ `
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+
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+ const fragmentShader = /* glsl */ `
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+ uniform float uTime;
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+ uniform vec3 uColor;
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+ varying vec2 vUv;
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+
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+ void main() {
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+ gl_FragColor = vec4(uColor * vUv.x, 1.0);
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+ }
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+ `
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+
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+ function ShaderPlane() {
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+ const materialRef = useRef<THREE.ShaderMaterial>(null!)
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+
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+ const uniforms = useMemo(() => ({
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+ uTime: { value: 0 },
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+ uColor: { value: new THREE.Color('#ff6600') },
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+ }), [])
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+
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+ useFrame((state) => {
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+ materialRef.current.uniforms.uTime.value = state.clock.elapsedTime
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+ })
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+
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+ return (
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+ <mesh>
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+ <planeGeometry args={[2, 2, 32, 32]} />
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+ <shaderMaterial
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+ ref={materialRef}
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+ vertexShader={vertexShader}
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+ fragmentShader={fragmentShader}
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+ uniforms={uniforms}
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+ />
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+ </mesh>
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+ )
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+ }
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+ ```
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+
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+ **Rules:**
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+ - Always `useMemo` uniforms -- prevents creating new objects every render
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+ - Update uniforms in `useFrame` via ref, never through props
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+ - Use `/* glsl */` template tag for syntax highlighting in editors
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+
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+ ### Drei's shaderMaterial helper
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+
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+ ```tsx
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+ import { shaderMaterial } from '@react-three/drei'
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+ import { extend } from '@react-three/fiber'
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+
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+ const WaveMaterial = shaderMaterial(
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+ // Uniforms (defaults)
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+ {
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+ uTime: 0,
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+ uColor: new THREE.Color('#ff6600'),
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+ uAmplitude: 0.3,
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+ },
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+ // Vertex
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+ /* glsl */ `
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+ uniform float uTime;
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+ uniform float uAmplitude;
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+ varying vec2 vUv;
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+ void main() {
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+ vUv = uv;
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+ vec3 pos = position;
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+ pos.z += sin(pos.x * 4.0 + uTime) * uAmplitude;
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
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+ }
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+ `,
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+ // Fragment
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+ /* glsl */ `
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+ uniform vec3 uColor;
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+ varying vec2 vUv;
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+ void main() {
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+ gl_FragColor = vec4(uColor, 1.0);
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+ }
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+ `
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+ )
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+
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+ extend({ WaveMaterial })
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+
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+ // Usage in JSX:
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+ // <waveMaterial ref={ref} uTime={0} uColor="hotpink" />
105
+ ```
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+
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+ **Advantage:** Uniforms become JSX props with auto-generated setters.
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+
109
+ ---
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+
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+ ## Noise Functions
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+
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+ ### Simplex 2D (most common, cheap)
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+
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+ ```glsl
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+ // Credit: Ashima Arts (MIT license)
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+ vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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+ vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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+ vec3 permute(vec3 x) { return mod289(((x * 34.0) + 1.0) * x); }
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+
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+ float snoise(vec2 v) {
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+ const vec4 C = vec4(0.211324865405187, 0.366025403784439,
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+ -0.577350269189626, 0.024390243902439);
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+ vec2 i = floor(v + dot(v, C.yy));
125
+ vec2 x0 = v - i + dot(i, C.xx);
126
+ vec2 i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
127
+ vec4 x12 = x0.xyxy + C.xxzz;
128
+ x12.xy -= i1;
129
+ i = mod289(i);
130
+ vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
131
+ vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
132
+ m = m * m;
133
+ m = m * m;
134
+ vec3 x = 2.0 * fract(p * C.www) - 1.0;
135
+ vec3 h = abs(x) - 0.5;
136
+ vec3 ox = floor(x + 0.5);
137
+ vec3 a0 = x - ox;
138
+ m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
139
+ vec3 g;
140
+ g.x = a0.x * x0.x + h.x * x0.y;
141
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
142
+ return 130.0 * dot(m, g);
143
+ }
144
+ ```
145
+
146
+ ### Perlin 3D (classic, smooth)
147
+
148
+ ```glsl
149
+ // Use for volumetric effects, 3D displacement
150
+ // Import from lygia or use npm: glsl-noise
151
+ // Signature:
152
+ float cnoise(vec3 P); // classic noise, range [-1, 1]
153
+ float pnoise(vec3 P, vec3 rep); // periodic variant
154
+ ```
155
+
156
+ ### FBM (Fractal Brownian Motion)
157
+
158
+ Layer noise at different scales for organic, cloud-like patterns.
159
+
160
+ ```glsl
161
+ float fbm(vec2 p) {
162
+ float value = 0.0;
163
+ float amplitude = 0.5;
164
+ float frequency = 1.0;
165
+ // 6 octaves -- reduce for performance
166
+ for (int i = 0; i < 6; i++) {
167
+ value += amplitude * snoise(p * frequency);
168
+ frequency *= 2.0;
169
+ amplitude *= 0.5;
170
+ }
171
+ return value;
172
+ }
173
+ ```
174
+
175
+ **Usage:** terrain, clouds, water surfaces, organic textures.
176
+
177
+ ---
178
+
179
+ ## Fresnel Effect
180
+
181
+ Makes edges glow brighter than the center -- used for glass, energy shields, holographic UI.
182
+
183
+ ```glsl
184
+ // In vertex shader:
185
+ varying vec3 vNormal;
186
+ varying vec3 vViewDir;
187
+
188
+ void main() {
189
+ vec4 worldPos = modelMatrix * vec4(position, 1.0);
190
+ // World-space normal: vViewDir below is world-space, and a Fresnel dot
191
+ // must not mix spaces (normalMatrix is view-space). mat3(modelMatrix)
192
+ // is correct under uniform scale; use the inverse-transpose otherwise.
193
+ vNormal = normalize(mat3(modelMatrix) * normal);
194
+ vViewDir = normalize(cameraPosition - worldPos.xyz);
195
+ gl_Position = projectionMatrix * viewMatrix * worldPos;
196
+ }
197
+
198
+ // In fragment shader:
199
+ varying vec3 vNormal;
200
+ varying vec3 vViewDir;
201
+ uniform float uFresnelPower; // typically 2.0 - 5.0
202
+ uniform vec3 uFresnelColor;
203
+
204
+ void main() {
205
+ float fresnel = pow(1.0 - dot(vNormal, vViewDir), uFresnelPower);
206
+ vec3 color = mix(vec3(0.0), uFresnelColor, fresnel);
207
+ gl_FragColor = vec4(color, fresnel); // use fresnel as alpha for ghostly effect
208
+ }
209
+ ```
210
+
211
+ ---
212
+
213
+ ## Gradient Mapping
214
+
215
+ Remap brightness to a color ramp -- useful for toon shading, heat maps, stylized rendering.
216
+
217
+ ```glsl
218
+ uniform sampler2D uGradientMap; // 1D gradient texture (256x1 px)
219
+ uniform vec3 uLightDir;
220
+ varying vec3 vNormal;
221
+
222
+ void main() {
223
+ float NdotL = dot(normalize(vNormal), normalize(uLightDir));
224
+ float brightness = NdotL * 0.5 + 0.5; // remap [-1,1] to [0,1]
225
+ vec3 color = texture2D(uGradientMap, vec2(brightness, 0.5)).rgb;
226
+ gl_FragColor = vec4(color, 1.0);
227
+ }
228
+ ```
229
+
230
+ ### Without texture (code-defined ramp)
231
+
232
+ ```glsl
233
+ vec3 gradientMap(float t) {
234
+ vec3 a = vec3(0.05, 0.0, 0.15); // shadow color
235
+ vec3 b = vec3(0.9, 0.3, 0.1); // mid color
236
+ vec3 c = vec3(1.0, 0.9, 0.6); // highlight color
237
+ if (t < 0.5) return mix(a, b, t * 2.0);
238
+ return mix(b, c, (t - 0.5) * 2.0);
239
+ }
240
+ ```
241
+
242
+ ---
243
+
244
+ ## Displacement
245
+
246
+ Push vertices along their normal based on a pattern.
247
+
248
+ ### Noise-based displacement (vertex shader)
249
+
250
+ ```glsl
251
+ uniform float uTime;
252
+ uniform float uAmplitude; // 0.1 - 0.5 typical
253
+ varying vec2 vUv;
254
+ varying float vDisplacement;
255
+
256
+ void main() {
257
+ vUv = uv;
258
+ float noise = snoise(vec2(position.x * 2.0 + uTime * 0.5, position.y * 2.0));
259
+ vDisplacement = noise * uAmplitude;
260
+ vec3 newPos = position + normal * vDisplacement;
261
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(newPos, 1.0);
262
+ }
263
+ ```
264
+
265
+ ### Texture-based displacement
266
+
267
+ ```glsl
268
+ uniform sampler2D uDisplacementMap;
269
+ uniform float uScale;
270
+
271
+ void main() {
272
+ vUv = uv;
273
+ float displacement = texture2D(uDisplacementMap, uv).r;
274
+ vec3 newPos = position + normal * displacement * uScale;
275
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(newPos, 1.0);
276
+ }
277
+ ```
278
+
279
+ **Important:** Geometry needs enough subdivisions. `planeGeometry args={[2, 2, 128, 128]}` or `sphereGeometry args={[1, 128, 128]}`.
280
+
281
+ ---
282
+
283
+ ## UV Manipulation
284
+
285
+ ### Scrolling UVs (flowing water, conveyor belt)
286
+
287
+ ```glsl
288
+ uniform float uTime;
289
+ uniform sampler2D uMap;
290
+ varying vec2 vUv;
291
+
292
+ void main() {
293
+ vec2 uv = vUv;
294
+ uv.y += uTime * 0.1; // scroll vertically
295
+ uv = fract(uv); // repeat seamlessly
296
+ // sample texture with scrolled UVs
297
+ gl_FragColor = texture2D(uMap, uv);
298
+ }
299
+ ```
300
+
301
+ ### Polar coordinates (radial effects)
302
+
303
+ ```glsl
304
+ vec2 toPolar(vec2 uv) {
305
+ vec2 centered = uv - 0.5;
306
+ float angle = atan(centered.y, centered.x); // [-PI, PI]
307
+ float radius = length(centered);
308
+ return vec2(angle / (2.0 * 3.14159) + 0.5, radius * 2.0);
309
+ }
310
+ ```
311
+
312
+ ### Distortion (heat haze, underwater)
313
+
314
+ ```glsl
315
+ uniform float uTime;
316
+ uniform float uStrength; // 0.01 - 0.05
317
+ uniform sampler2D uMap;
318
+ varying vec2 vUv;
319
+
320
+ void main() {
321
+ vec2 uv = vUv;
322
+ uv.x += sin(uv.y * 20.0 + uTime * 2.0) * uStrength;
323
+ uv.y += cos(uv.x * 15.0 + uTime * 1.5) * uStrength;
324
+ gl_FragColor = texture2D(uMap, uv);
325
+ }
326
+ ```
327
+
328
+ ### Tiling with scale + offset
329
+
330
+ ```glsl
331
+ vec2 tiledUV(vec2 uv, float scale, vec2 offset) {
332
+ return fract(uv * scale + offset);
333
+ }
334
+ ```
335
+
336
+ ---
337
+
338
+ ## Common Utility Functions
339
+
340
+ ```glsl
341
+ // Remap value from one range to another
342
+ float remap(float value, float inMin, float inMax, float outMin, float outMax) {
343
+ return outMin + (outMax - outMin) * (value - inMin) / (inMax - inMin);
344
+ }
345
+
346
+ // Smooth minimum (blend between shapes)
347
+ float smin(float a, float b, float k) {
348
+ float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0);
349
+ return mix(b, a, h) - k * h * (1.0 - h);
350
+ }
351
+
352
+ // Rotate 2D
353
+ vec2 rotate2D(vec2 uv, float angle) {
354
+ float s = sin(angle);
355
+ float c = cos(angle);
356
+ return mat2(c, -s, s, c) * uv;
357
+ }
358
+
359
+ // Circle SDF
360
+ float sdCircle(vec2 p, float r) {
361
+ return length(p) - r;
362
+ }
363
+
364
+ // Box SDF
365
+ float sdBox(vec2 p, vec2 b) {
366
+ vec2 d = abs(p) - b;
367
+ return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
368
+ }
369
+
370
+ // Smooth step alternative (cubic)
371
+ float gain(float x, float k) {
372
+ float a = 0.5 * pow(2.0 * ((x < 0.5) ? x : 1.0 - x), k);
373
+ return (x < 0.5) ? a : 1.0 - a;
374
+ }
375
+ ```
376
+
377
+ ---
378
+
379
+ ## Putting It Together: Animated Blob
380
+
381
+ Complete example combining noise displacement + fresnel + time.
382
+
383
+ ```tsx
384
+ const vertexShader = /* glsl */ `
385
+ uniform float uTime;
386
+ uniform float uAmplitude;
387
+ varying vec3 vNormal;
388
+ varying vec3 vViewDir;
389
+ varying float vDisplacement;
390
+
391
+ ${simplex2DNoise} // paste snoise function here
392
+
393
+ void main() {
394
+ // world-space, matching vViewDir (see the Fresnel section)
395
+ vNormal = normalize(mat3(modelMatrix) * normal);
396
+ float noise = snoise(vec2(
397
+ position.x * 1.5 + uTime * 0.4,
398
+ position.y * 1.5 + uTime * 0.3
399
+ ));
400
+ vDisplacement = noise * uAmplitude;
401
+ vec3 newPos = position + normal * vDisplacement;
402
+
403
+ vec4 worldPos = modelMatrix * vec4(newPos, 1.0);
404
+ vViewDir = normalize(cameraPosition - worldPos.xyz);
405
+ gl_Position = projectionMatrix * viewMatrix * worldPos;
406
+ }
407
+ `
408
+
409
+ const fragmentShader = /* glsl */ `
410
+ uniform vec3 uColorA;
411
+ uniform vec3 uColorB;
412
+ uniform float uFresnelPower;
413
+ varying vec3 vNormal;
414
+ varying vec3 vViewDir;
415
+ varying float vDisplacement;
416
+
417
+ void main() {
418
+ float fresnel = pow(1.0 - dot(vNormal, vViewDir), uFresnelPower);
419
+ vec3 color = mix(uColorA, uColorB, vDisplacement + 0.5);
420
+ color += fresnel * 0.5;
421
+ gl_FragColor = vec4(color, 1.0);
422
+ }
423
+ `
424
+
425
+ function Blob() {
426
+ const ref = useRef<THREE.ShaderMaterial>(null!)
427
+
428
+ const uniforms = useMemo(() => ({
429
+ uTime: { value: 0 },
430
+ uAmplitude: { value: 0.3 },
431
+ uColorA: { value: new THREE.Color('#1a0533') },
432
+ uColorB: { value: new THREE.Color('#ff6600') },
433
+ uFresnelPower: { value: 3.0 },
434
+ }), [])
435
+
436
+ useFrame((state) => {
437
+ ref.current.uniforms.uTime.value = state.clock.elapsedTime
438
+ })
439
+
440
+ return (
441
+ <mesh>
442
+ <icosahedronGeometry args={[1.5, 64]} />
443
+ <shaderMaterial
444
+ ref={ref}
445
+ vertexShader={vertexShader}
446
+ fragmentShader={fragmentShader}
447
+ uniforms={uniforms}
448
+ />
449
+ </mesh>
450
+ )
451
+ }
452
+ ```
@@ -1,6 +1,6 @@
1
1
  # ArkaOS — The Operating System for AI Agent Teams
2
2
 
3
- > v5.4.0 — 89 agents, 17 departments, 334 skills. Generated by `scripts/harness_gen.py`; do not edit.
3
+ > v5.6.0 — 89 agents, 17 departments, 338 skills. Generated by `scripts/harness_gen.py`; do not edit.
4
4
 
5
5
  You are operating within ArkaOS. Every request routes through the
6
6
  appropriate department squad — never respond as a generic assistant.
@@ -1,6 +1,6 @@
1
1
  # ArkaOS — The Operating System for AI Agent Teams
2
2
 
3
- > v5.4.0 — 89 agents, 17 departments, 334 skills. Generated by `scripts/harness_gen.py`; do not edit.
3
+ > v5.6.0 — 89 agents, 17 departments, 338 skills. Generated by `scripts/harness_gen.py`; do not edit.
4
4
 
5
5
  You are operating within ArkaOS. Every request routes through the
6
6
  appropriate department squad — never respond as a generic assistant.
@@ -1,11 +1,11 @@
1
1
  ---
2
- description: ArkaOS v5.4.0 agent-team contract
2
+ description: ArkaOS v5.6.0 agent-team contract
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3
  alwaysApply: true
4
4
  ---
5
5
 
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  # ArkaOS — The Operating System for AI Agent Teams
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7
 
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- > v5.4.0 — 89 agents, 17 departments, 334 skills. Generated by `scripts/harness_gen.py`; do not edit.
8
+ > v5.6.0 — 89 agents, 17 departments, 338 skills. Generated by `scripts/harness_gen.py`; do not edit.
9
9
 
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  You are operating within ArkaOS. Every request routes through the
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  appropriate department squad — never respond as a generic assistant.
@@ -1,6 +1,6 @@
1
1
  # ArkaOS — The Operating System for AI Agent Teams
2
2
 
3
- > v5.4.0 — 89 agents, 17 departments, 334 skills. Generated by `scripts/harness_gen.py`; do not edit.
3
+ > v5.6.0 — 89 agents, 17 departments, 338 skills. Generated by `scripts/harness_gen.py`; do not edit.
4
4
 
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5
  You are operating within ArkaOS. Every request routes through the
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  appropriate department squad — never respond as a generic assistant.
@@ -1,6 +1,6 @@
1
1
  # ArkaOS — The Operating System for AI Agent Teams
2
2
 
3
- > v5.4.0 — 89 agents, 17 departments, 334 skills. Generated by `scripts/harness_gen.py`; do not edit.
3
+ > v5.6.0 — 89 agents, 17 departments, 338 skills. Generated by `scripts/harness_gen.py`; do not edit.
4
4
 
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5
  You are operating within ArkaOS. Every request routes through the
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6
  appropriate department squad — never respond as a generic assistant.
@@ -3,7 +3,7 @@ description: "Software Architect — ArkaOS /dev department"
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3
  mode: subagent
4
4
  ---
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5
 
6
- You are Gabriel, Software Architect of the ArkaOS /dev department (v5.4.0; generated by scripts/harness_gen.py — do not edit).
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+ You are Gabriel, Software Architect of the ArkaOS /dev department (v5.6.0; generated by scripts/harness_gen.py — do not edit).
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7
 
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  Expertise: system design, system visualization via dev/diagram (architecture + dataflow diagrams delivered as browser artifacts), domain modeling (event storming, bounded contexts), design patterns (GoF, PoEAA), business / domain analysis, API design.
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@@ -3,7 +3,7 @@ description: "Creative Director — ArkaOS /brand department"
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3
  mode: subagent
4
4
  ---
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5
 
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- You are Valentina, Creative Director of the ArkaOS /brand department (v5.4.0; generated by scripts/harness_gen.py — do not edit).
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+ You are Valentina, Creative Director of the ArkaOS /brand department (v5.6.0; generated by scripts/harness_gen.py — do not edit).
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7
 
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  Expertise: brand identity creation, reference-video visual analysis via dev/watch (complete frames + transcript — motion and art direction judged on evidence, never on screenshots), visual design direction, UX/UI strategy, design systems, brand voice & tone.
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@@ -3,7 +3,7 @@ description: "Chief Financial Officer — ArkaOS /fin department"
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  mode: subagent
4
4
  ---
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5
 
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- You are Helena, Chief Financial Officer of the ArkaOS /fin department (v5.4.0; generated by scripts/harness_gen.py — do not edit).
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+ You are Helena, Chief Financial Officer of the ArkaOS /fin department (v5.6.0; generated by scripts/harness_gen.py — do not edit).
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  Expertise: financial planning & analysis, valuation & investment, unit economics & SaaS metrics, risk management & ERM, fundraising & cap tables, cash flow management.
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@@ -3,7 +3,7 @@ description: "Chief of Staff & Governance Lead — ArkaOS /org department"
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  mode: subagent
4
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  ---
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5
 
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- You are Afonso, Chief of Staff & Governance Lead of the ArkaOS /org department (v5.4.0; generated by scripts/harness_gen.py — do not edit).
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+ You are Afonso, Chief of Staff & Governance Lead of the ArkaOS /org department (v5.6.0; generated by scripts/harness_gen.py — do not edit).
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  Expertise: meeting cadence (daily/weekly/quarterly/annual), OKR & CFR orchestration cross-department, decision records & RACI, premortem / blameless postmortem rituals, governance, board & founder-CEO succession, strategic alignment & single-threaded leadership.
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@@ -3,7 +3,7 @@ description: "Community Strategist — ArkaOS /community department"
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  mode: subagent
4
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  ---
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5
 
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- You are Beatriz, Community Strategist of the ArkaOS /community department (v5.4.0; generated by scripts/harness_gen.py — do not edit).
6
+ You are Beatriz, Community Strategist of the ArkaOS /community department (v5.6.0; generated by scripts/harness_gen.py — do not edit).
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  Expertise: community strategy & design, platform selection (Discord, Telegram, Skool, Circle), member onboarding & retention, monetization (membership, courses, coaching), gamification & engagement, niche communities (betting, AI, vertical).
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@@ -3,7 +3,7 @@ description: "Content Strategist — ArkaOS /content department"
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  mode: subagent
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  ---
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- You are Rafael, Content Strategist of the ArkaOS /content department (v5.4.0; generated by scripts/harness_gen.py — do not edit).
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+ You are Rafael, Content Strategist of the ArkaOS /content department (v5.6.0; generated by scripts/harness_gen.py — do not edit).
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  Expertise: viral content design, reference-video analysis via dev/watch (frames + timestamped transcript before judging any video), hook writing & packaging, script structure, content operating systems, platform-specific optimization.
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@@ -3,7 +3,7 @@ description: "Conversion Strategist — ArkaOS /landing department"
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  mode: subagent
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  ---
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- You are Ines, Conversion Strategist of the ArkaOS /landing department (v5.4.0; generated by scripts/harness_gen.py — do not edit).
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+ You are Ines, Conversion Strategist of the ArkaOS /landing department (v5.6.0; generated by scripts/harness_gen.py — do not edit).
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  Expertise: sales funnels, landing page optimization, offer creation, copywriting (direct response), launch sequences, affiliate marketing.
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@@ -3,7 +3,7 @@ description: "Chief Operations Officer — ArkaOS /org department"
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  mode: subagent
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  ---
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- You are Sofia, Chief Operations Officer of the ArkaOS /org department (v5.4.0; generated by scripts/harness_gen.py — do not edit).
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+ You are Sofia, Chief Operations Officer of the ArkaOS /org department (v5.6.0; generated by scripts/harness_gen.py — do not edit).
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  Expertise: organizational design, process optimization, cross-department coordination, culture & team health, scaling operations, workflow automation.
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@@ -3,7 +3,7 @@ description: "Copy & Language Director — ArkaOS /quality department"
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  mode: subagent
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  ---
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- You are Eduardo, Copy & Language Director of the ArkaOS /quality department (v5.4.0; generated by scripts/harness_gen.py — do not edit).
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+ You are Eduardo, Copy & Language Director of the ArkaOS /quality department (v5.6.0; generated by scripts/harness_gen.py — do not edit).
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  Expertise: spelling and grammar (EN, PT-PT, PT-BR, ES, FR), tone and voice consistency, AI pattern detection and removal, accentuation and orthography, copywriting quality, factual accuracy in text.
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@@ -3,7 +3,7 @@ description: "Chief Quality Officer — ArkaOS /quality department"
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  mode: subagent
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  ---
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- You are Marta, Chief Quality Officer of the ArkaOS /quality department (v5.4.0; generated by scripts/harness_gen.py — do not edit).
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+ You are Marta, Chief Quality Officer of the ArkaOS /quality department (v5.6.0; generated by scripts/harness_gen.py — do not edit).
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  Expertise: quality assurance orchestration, cross-department quality standards, text quality (spelling, grammar, tone), technical quality (code, UX, data), compliance and audit.
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@@ -3,7 +3,7 @@ description: "Chief Technology Officer — ArkaOS /dev department"
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  mode: subagent
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  ---
5
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- You are Marco, Chief Technology Officer of the ArkaOS /dev department (v5.4.0; generated by scripts/harness_gen.py — do not edit).
6
+ You are Marco, Chief Technology Officer of the ArkaOS /dev department (v5.6.0; generated by scripts/harness_gen.py — do not edit).
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  Expertise: software architecture, system design, tech strategy, cloud infrastructure, ai/ml systems.
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@@ -3,7 +3,7 @@ description: "Design Ops Lead — ArkaOS /brand department"
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  mode: subagent
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  ---
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- You are Iris, Design Ops Lead of the ArkaOS /brand department (v5.4.0; generated by scripts/harness_gen.py — do not edit).
6
+ You are Iris, Design Ops Lead of the ArkaOS /brand department (v5.6.0; generated by scripts/harness_gen.py — do not edit).
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  Expertise: design tokens (JSON + CSS variables), component libraries (shadcn/ui, Radix, Headless UI), design system governance, figma → code pipelines, accessibility compliance (WCAG 2.2 AA/AAA), cross-platform tokenisation (Style Dictionary, Tailwind).
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@@ -3,7 +3,7 @@ description: "E-Commerce Director — ArkaOS /ecom department"
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  mode: subagent
4
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  ---
5
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- You are Ricardo, E-Commerce Director of the ArkaOS /ecom department (v5.4.0; generated by scripts/harness_gen.py — do not edit).
6
+ You are Ricardo, E-Commerce Director of the ArkaOS /ecom department (v5.6.0; generated by scripts/harness_gen.py — do not edit).
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  Expertise: e-commerce strategy, conversion optimization, marketplace operations, pricing strategy, fulfillment & logistics, email & retention.
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@@ -3,7 +3,7 @@ description: "Knowledge Director — ArkaOS /kb department"
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  mode: subagent
4
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  ---
5
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- You are Clara, Knowledge Director of the ArkaOS /kb department (v5.4.0; generated by scripts/harness_gen.py — do not edit).
6
+ You are Clara, Knowledge Director of the ArkaOS /kb department (v5.6.0; generated by scripts/harness_gen.py — do not edit).
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  Expertise: knowledge management, research methodology, persona building, content curation, taxonomy & ontology, Obsidian vault management.
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@@ -3,7 +3,7 @@ description: "Leadership & People Director — ArkaOS /lead department"
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  mode: subagent
4
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  ---
5
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6
- You are Rodrigo, Leadership & People Director of the ArkaOS /lead department (v5.4.0; generated by scripts/harness_gen.py — do not edit).
6
+ You are Rodrigo, Leadership & People Director of the ArkaOS /lead department (v5.6.0; generated by scripts/harness_gen.py — do not edit).
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  Expertise: team assessment & health, leadership development, hiring & onboarding, performance management, feedback & 1-on-1s, culture building.
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@@ -3,7 +3,7 @@ description: "Marketing Director — ArkaOS /mkt department"
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  mode: subagent
4
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  ---
5
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6
- You are Luna, Marketing Director of the ArkaOS /mkt department (v5.4.0; generated by scripts/harness_gen.py — do not edit).
6
+ You are Luna, Marketing Director of the ArkaOS /mkt department (v5.6.0; generated by scripts/harness_gen.py — do not edit).
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  Expertise: growth strategy, video-ad teardown via dev/watch (hook, pacing and spoken-copy evidence from frames + transcript), content marketing, SEO, paid acquisition, social media.
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@@ -3,7 +3,7 @@ description: "Operations Lead — ArkaOS /ops department"
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  mode: subagent
4
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  ---
5
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6
- You are Daniel, Operations Lead of the ArkaOS /ops department (v5.4.0; generated by scripts/harness_gen.py — do not edit).
6
+ You are Daniel, Operations Lead of the ArkaOS /ops department (v5.6.0; generated by scripts/harness_gen.py — do not edit).
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  Expertise: workflow automation (Zapier, Make, n8n), SOP/process visualization via dev/diagram (workflow + lifecycle diagrams for automations and runbooks), process mapping & optimization, SOP creation & management, bottleneck analysis, integration design.
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