claude-code-arcane 1.0.0

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Files changed (1778) hide show
  1. package/CHANGELOG.md +100 -0
  2. package/LICENSE +26 -0
  3. package/README.md +372 -0
  4. package/agents/ai/ai-architect.md +80 -0
  5. package/agents/ai/data-engineer.md +66 -0
  6. package/agents/ai/data-scientist.md +58 -0
  7. package/agents/ai/ml-engineer.md +61 -0
  8. package/agents/business/business-ops-lead.md +64 -0
  9. package/agents/business/financial-analyst.md +62 -0
  10. package/agents/business/sales-engineer.md +74 -0
  11. package/agents/clevel/ceo-advisor.md +64 -0
  12. package/agents/clevel/cfo-advisor.md +63 -0
  13. package/agents/clevel/chief-of-staff.md +60 -0
  14. package/agents/clevel/cmo-advisor.md +67 -0
  15. package/agents/clevel/coo-advisor.md +79 -0
  16. package/agents/clevel/cto-advisor.md +72 -0
  17. package/agents/devops/cloud-architect.md +52 -0
  18. package/agents/devops/platform-lead.md +72 -0
  19. package/agents/devops/sre-lead.md +100 -0
  20. package/agents/engineering/android-engineer.md +78 -0
  21. package/agents/engineering/backend-architect.md +127 -0
  22. package/agents/engineering/database-architect.md +138 -0
  23. package/agents/engineering/flutter-engineer.md +75 -0
  24. package/agents/engineering/frontend-architect.md +138 -0
  25. package/agents/engineering/go-engineer.md +102 -0
  26. package/agents/engineering/ios-engineer.md +76 -0
  27. package/agents/engineering/node-engineer.md +107 -0
  28. package/agents/engineering/react-engineer.md +109 -0
  29. package/agents/engineering/react-native-engineer.md +112 -0
  30. package/agents/engineering/sql-specialist.md +106 -0
  31. package/agents/game/accessibility-specialist.md +150 -0
  32. package/agents/game/ai-programmer.md +95 -0
  33. package/agents/game/analytics-engineer.md +101 -0
  34. package/agents/game/art-director.md +64 -0
  35. package/agents/game/economy-designer.md +143 -0
  36. package/agents/game/game-designer.md +70 -0
  37. package/agents/game/gameplay-programmer.md +133 -0
  38. package/agents/game/lead-programmer.md +62 -0
  39. package/agents/game/level-designer.md +115 -0
  40. package/agents/game/live-ops-designer.md +184 -0
  41. package/agents/game/narrative-director.md +60 -0
  42. package/agents/game/network-programmer.md +98 -0
  43. package/agents/game/performance-analyst.md +112 -0
  44. package/agents/game/qa-lead.md +65 -0
  45. package/agents/game/qa-tester-gamedev.md +230 -0
  46. package/agents/game/release-manager.md +65 -0
  47. package/agents/game/sound-designer.md +85 -0
  48. package/agents/game/systems-designer.md +157 -0
  49. package/agents/game/technical-artist.md +108 -0
  50. package/agents/game/technical-director.md +74 -0
  51. package/agents/game/ue-replication-specialist.md +143 -0
  52. package/agents/game/unity-shader-specialist.md +178 -0
  53. package/agents/game/unity-specialist.md +184 -0
  54. package/agents/game/unreal-specialist.md +172 -0
  55. package/agents/game/ux-designer.md +112 -0
  56. package/agents/game/world-builder.md +111 -0
  57. package/agents/game/writer.md +104 -0
  58. package/agents/integrations/api-tools-specialist.md +209 -0
  59. package/agents/integrations/comms-tools-specialist.md +159 -0
  60. package/agents/integrations/design-tools-specialist.md +129 -0
  61. package/agents/integrations/docs-tools-specialist.md +116 -0
  62. package/agents/integrations/integrations-architect.md +144 -0
  63. package/agents/integrations/project-tools-specialist.md +129 -0
  64. package/agents/management/delivery-manager.md +105 -0
  65. package/agents/management/program-director.md +55 -0
  66. package/agents/management/project-manager.md +126 -0
  67. package/agents/management/scrum-master.md +96 -0
  68. package/agents/marketing/content-lead.md +74 -0
  69. package/agents/marketing/growth-lead.md +72 -0
  70. package/agents/marketing/marketing-analyst.md +89 -0
  71. package/agents/marketing/marketing-director.md +75 -0
  72. package/agents/marketing/seo-lead.md +80 -0
  73. package/agents/product/chief-product-officer.md +79 -0
  74. package/agents/product/design-system-lead.md +76 -0
  75. package/agents/product/product-manager.md +132 -0
  76. package/agents/product/ui-lead.md +73 -0
  77. package/agents/product/ux-lead.md +103 -0
  78. package/agents/quality/qa-director.md +121 -0
  79. package/agents/quality/qa-engineer.md +92 -0
  80. package/agents/quality/security-architect.md +144 -0
  81. package/agents/regulatory/compliance-officer.md +88 -0
  82. package/agents/regulatory/quality-manager.md +90 -0
  83. package/agents/regulatory/regulatory-director.md +92 -0
  84. package/agents/visualnovel/vn-comfyui-artist.md +91 -0
  85. package/agents/visualnovel/vn-narrative-director.md +86 -0
  86. package/agents/visualnovel/vn-producer.md +108 -0
  87. package/agents/visualnovel/vn-renpy-developer.md +118 -0
  88. package/agents/visualnovel/vn-scene-director.md +98 -0
  89. package/agents/visualnovel/vn-ui-designer.md +97 -0
  90. package/dist/cli.js +2352 -0
  91. package/docs/SKILLS-CATALOG.md +457 -0
  92. package/docs/USER-GUIDE.md +543 -0
  93. package/docs/agent-hierarchy.md +133 -0
  94. package/docs/coding-standards.md +135 -0
  95. package/docs/collaborative-design.md +439 -0
  96. package/docs/context-management.md +200 -0
  97. package/docs/coordination-rules.md +164 -0
  98. package/docs/directory-structure.md +156 -0
  99. package/docs/division-structure.md +135 -0
  100. package/docs/gamedev/coding-standards.md +184 -0
  101. package/docs/gates/README.md +169 -0
  102. package/docs/gates/gamedev-gates.md +509 -0
  103. package/docs/gates/software-gates.md +449 -0
  104. package/docs/software/coding-standards.md +165 -0
  105. package/docs/technical-preferences.md +61 -0
  106. package/docs/templates/accessibility-requirements.md +331 -0
  107. package/docs/templates/architecture-decision-record.md +177 -0
  108. package/docs/templates/architecture-doc-from-code.md +266 -0
  109. package/docs/templates/architecture-traceability.md +101 -0
  110. package/docs/templates/changelog-template.md +62 -0
  111. package/docs/templates/collaborative-protocols/design-agent-protocol.md +157 -0
  112. package/docs/templates/collaborative-protocols/implementation-agent-protocol.md +160 -0
  113. package/docs/templates/collaborative-protocols/leadership-agent-protocol.md +181 -0
  114. package/docs/templates/design-doc-from-implementation.md +204 -0
  115. package/docs/templates/incident-response.md +135 -0
  116. package/docs/templates/interaction-pattern-library.md +1089 -0
  117. package/docs/templates/milestone-definition.md +79 -0
  118. package/docs/templates/post-mortem.md +69 -0
  119. package/docs/templates/prd.md +222 -0
  120. package/docs/templates/project-stage-report.md +218 -0
  121. package/docs/templates/release-checklist-template.md +125 -0
  122. package/docs/templates/release-notes.md +103 -0
  123. package/docs/templates/rfc.md +256 -0
  124. package/docs/templates/risk-register-entry.md +58 -0
  125. package/docs/templates/skill-test-spec.md +96 -0
  126. package/docs/templates/sprint-plan.md +75 -0
  127. package/docs/templates/technical-design-document.md +98 -0
  128. package/docs/templates/test-evidence.md +86 -0
  129. package/docs/templates/test-plan.md +151 -0
  130. package/docs/templates/ux-spec.md +544 -0
  131. package/hooks/check-update.sh +82 -0
  132. package/hooks/detect-division.sh +28 -0
  133. package/hooks/detect-gaps.sh +230 -0
  134. package/hooks/log-agent-stop.sh +7 -0
  135. package/hooks/log-agent.sh +7 -0
  136. package/hooks/notify.sh +7 -0
  137. package/hooks/post-compact.sh +7 -0
  138. package/hooks/pre-compact.sh +7 -0
  139. package/hooks/session-start.sh +78 -0
  140. package/hooks/session-stop.sh +7 -0
  141. package/hooks/statusline.sh +98 -0
  142. package/hooks/validate-assets.sh +10 -0
  143. package/hooks/validate-commit.sh +24 -0
  144. package/hooks/validate-push.sh +21 -0
  145. package/hooks/validate-secrets.sh +23 -0
  146. package/hooks/validate-skill-change.sh +19 -0
  147. package/package.json +63 -0
  148. package/profiles/agile.yaml +60 -0
  149. package/profiles/ai.yaml +27 -0
  150. package/profiles/android-native.yaml +36 -0
  151. package/profiles/backend-go.yaml +56 -0
  152. package/profiles/backend-ts.yaml +59 -0
  153. package/profiles/business.yaml +24 -0
  154. package/profiles/clevel.yaml +48 -0
  155. package/profiles/clickup.yaml +21 -0
  156. package/profiles/core.yaml +83 -0
  157. package/profiles/database.yaml +28 -0
  158. package/profiles/design.yaml +30 -0
  159. package/profiles/docs.yaml +31 -0
  160. package/profiles/finance.yaml +23 -0
  161. package/profiles/flutter.yaml +37 -0
  162. package/profiles/frontend.yaml +39 -0
  163. package/profiles/infra.yaml +47 -0
  164. package/profiles/integrations.yaml +23 -0
  165. package/profiles/ios-native.yaml +37 -0
  166. package/profiles/jira.yaml +21 -0
  167. package/profiles/marketing.yaml +64 -0
  168. package/profiles/mobile.yaml +39 -0
  169. package/profiles/regulatory.yaml +33 -0
  170. package/profiles/security.yaml +30 -0
  171. package/profiles/self-improving.yaml +22 -0
  172. package/profiles/statusline.yaml +21 -0
  173. package/profiles/testing.yaml +32 -0
  174. package/profiles/unity-design.yaml +37 -0
  175. package/profiles/unity-dev.yaml +44 -0
  176. package/profiles/visual-novel.yaml +54 -0
  177. package/rules/ai-code.md +60 -0
  178. package/rules/api-code.md +41 -0
  179. package/rules/backend-code.md +35 -0
  180. package/rules/data-files.md +58 -0
  181. package/rules/frontend-code.md +35 -0
  182. package/rules/gamedev/ai-code.md +15 -0
  183. package/rules/gamedev/design-docs.md +18 -0
  184. package/rules/gamedev/engine-code.md +41 -0
  185. package/rules/gamedev/gameplay-code.md +31 -0
  186. package/rules/gamedev/narrative.md +15 -0
  187. package/rules/gamedev/network-code.md +15 -0
  188. package/rules/gamedev/shader-code.md +43 -0
  189. package/rules/gamedev/ui-code.md +15 -0
  190. package/rules/gamedev/vn-code.md +37 -0
  191. package/rules/implementation-workflow.md +48 -0
  192. package/rules/infra-code.md +47 -0
  193. package/rules/migration-code.md +41 -0
  194. package/rules/prototype-code.md +40 -0
  195. package/rules/test-standards.md +55 -0
  196. package/skills/ab-test-setup/SKILL.md +99 -0
  197. package/skills/ab-test-setup/references/sample-size-guide.md +252 -0
  198. package/skills/ab-test-setup/references/test-templates.md +268 -0
  199. package/skills/ab-test-setup/scripts/sample_size_calculator.py +337 -0
  200. package/skills/accessibility/SKILL.md +32 -0
  201. package/skills/accessibility/references/anti-patterns.md +9 -0
  202. package/skills/accessibility/references/component-requirements.md +15 -0
  203. package/skills/accessibility/references/focus-forms-testing.md +31 -0
  204. package/skills/accessibility/references/wcag-criteria.md +17 -0
  205. package/skills/ad-creative/SKILL.md +85 -0
  206. package/skills/ad-creative/references/creative-frameworks.md +253 -0
  207. package/skills/ad-creative/references/platform-specs.md +170 -0
  208. package/skills/ad-creative/scripts/ad_copy_validator.py +490 -0
  209. package/skills/agent-designer/README.md +430 -0
  210. package/skills/agent-designer/SKILL.md +64 -0
  211. package/skills/agent-designer/agent_evaluator.py +1223 -0
  212. package/skills/agent-designer/agent_planner.py +911 -0
  213. package/skills/agent-designer/assets/sample_execution_logs.json +543 -0
  214. package/skills/agent-designer/assets/sample_system_requirements.json +57 -0
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  220. package/skills/agent-designer/references/evaluation_methodology.md +749 -0
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  227. package/skills/agent-workflow-designer/SKILL.md +59 -0
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  232. package/skills/ai-security/scripts/ai_threat_scanner.py +564 -0
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  238. package/skills/analytics-tracking/SKILL.md +105 -0
  239. package/skills/analytics-tracking/references/debugging-playbook.md +224 -0
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  243. package/skills/android-native-dev/SKILL.md +878 -0
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  272. package/skills/app-store-optimization/scripts/aso_scorer.py +482 -0
  273. package/skills/app-store-optimization/scripts/competitor_analyzer.py +577 -0
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  278. package/skills/app-store-optimization/scripts/review_analyzer.py +714 -0
  279. package/skills/arcane-add/SKILL.md +47 -0
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+ # Polar Coordinates & UV Manipulation — Detailed Reference
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+
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+ > This document is a detailed supplement to [SKILL.md](SKILL.md), covering prerequisites, step-by-step explanations, variant details, in-depth performance analysis, and complete combination code examples.
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+
5
+ ## Prerequisites
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+
7
+ ### GLSL Fundamentals
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+ - **uniform / varying**: Global variable passing mechanisms
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+ - **Built-in functions**: `sin`, `cos`, `atan`, `length`, `fract`, `mod`, `smoothstep`, `mix`, `clamp`, `pow`, `exp`, `log`, `abs`, `max`, `min`, `floor`, `ceil`, `dot`
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+ - **Vector types**: `vec2`, `vec3`, `vec4`, with swizzle support (e.g., `.xy`, `.rgb`)
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+ - **Matrix types**: `mat2` for 2D rotation
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+
13
+ ### Vector Math
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+ - 2D vector operations: addition, subtraction, multiplication, division, length (`length`), normalization (`normalize`)
15
+ - Dot product (`dot`): projection and angle relationships
16
+ - 2D rotation matrix:
17
+ ```glsl
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+ mat2 rotate(float a) {
19
+ float c = cos(a), s = sin(a);
20
+ return mat2(c, s, -s, c);
21
+ }
22
+ ```
23
+
24
+ ### Coordinate Systems
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+ - Cartesian coordinates (x, y): standard rectangular coordinate system
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+ - Screen coordinates: bottom-left (0,0), top-right (iResolution.x, iResolution.y)
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+ - Normalized coordinates: typically mapped to [-1, 1] or [0, 1] range
28
+
29
+ ### ShaderToy Framework
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+ - `mainImage(out vec4 fragColor, in vec2 fragCoord)`: entry function
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+ - `fragCoord`: current pixel's screen coordinates
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+ - `iResolution`: viewport resolution (pixels)
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+ - `iTime`: time since launch (seconds)
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+ - `iMouse`: mouse position
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+
36
+ ## Implementation Steps
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+
38
+ ### Step 1: UV Normalization and Centering
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+
40
+ **What**: Convert screen pixel coordinates to normalized coordinates centered at the screen center with uniform scaling.
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+
42
+ **Why**: All subsequent polar coordinate operations depend on a correct center point and uniform scale. Without this step, effects would be offset or stretched.
43
+
44
+ **Three approaches compared**:
45
+
46
+ | Approach | Range | Use Case |
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+ |----------|-------|----------|
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+ | `/ min(iResolution.x, iResolution.y)` | [-1, 1] square region | Most universal, ensures circles stay circular |
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+ | `/ iResolution.y` | [-aspect, aspect] × [-1, 1] | When full screen width is needed |
50
+ | Pixel quantization | Depends on PIXEL_FILTER | Pixelated/retro style |
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+
52
+ ```glsl
53
+ // Approach 1: range [-1, 1], most common
54
+ vec2 uv = (2.0 * fragCoord - iResolution.xy) / min(iResolution.x, iResolution.y);
55
+
56
+ // Approach 2: range [-aspect, aspect] x [-1, 1]
57
+ vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
58
+
59
+ // Approach 3: precise pixel size control (precise pixel size control)
60
+ float pixel_size = length(iResolution.xy) / PIXEL_FILTER; // PIXEL_FILTER adjustable: pixelation level
61
+ vec2 uv = (floor(fragCoord * (1.0/pixel_size)) * pixel_size - 0.5*iResolution.xy) / length(iResolution.xy);
62
+ ```
63
+
64
+ ### Step 2: Cartesian to Polar Coordinate Transform
65
+
66
+ **What**: Convert (x, y) coordinates to (r, θ) polar coordinates.
67
+
68
+ **Why**: This is the fundamental transform of the entire paradigm, mapping the linear xy space to a radial space centered at the origin. In polar coordinates:
69
+ - A circle is simply r = constant
70
+ - A ray is simply θ = constant
71
+ - This makes creating ring/spiral/radial effects very straightforward
72
+
73
+ **About the `atan` function**:
74
+ - `atan(y, x)` (two-argument version) is equivalent to atan2 in math, returning [-π, π]
75
+ - `atan(y/x)` (single-argument version) only returns [-π/2, π/2], losing quadrant information
76
+ - Always use the two-argument version
77
+
78
+ ```glsl
79
+ // Basic transform
80
+ float r = length(uv); // Radius
81
+ float theta = atan(uv.y, uv.x); // Angle, range [-PI, PI]
82
+
83
+ // Wrapped as reusable functionvec2 toPolar(vec2 p) {
84
+ return vec2(length(p), atan(p.y, p.x));
85
+ }
86
+
87
+ // Normalize angle to [0, 1] rangevec2 polar = vec2(atan(uv.y, uv.x) / 6.283 + 0.5, length(uv));
88
+ // polar.x in [0,1], polar.y is radius
89
+ ```
90
+
91
+ ### Step 3: Operations in Polar Coordinate Space
92
+
93
+ **What**: Perform various transforms in (r, θ) space to create effects.
94
+
95
+ **Why**: The unique property of polar coordinate space is that rotation, spirals, radial repetition, and other effects that are extremely difficult in Cartesian coordinates become simple addition, subtraction, and multiplication operations here.
96
+
97
+ #### 3a. Radial Distortion (Swirl) — Angle Offset by Radius
98
+
99
+ **Principle**: `θ_new = θ - k × r` causes points farther from the center to rotate more, naturally forming a vortex. `k` controls how "tight" the vortex is.
100
+
101
+ ```glsl
102
+ // Greater radius = more rotation → vortex effect
103
+ float spin_amount = 0.25; // Adjustable: vortex strength, 0=no rotation, 1=maximum rotation
104
+ float new_theta = theta - spin_amount * 20.0 * r;
105
+ ```
106
+
107
+ #### 3b. Angular Twist — Angle Plus Time Offset
108
+
109
+ **Principle**: Adding functions of time and the angle itself to the angle produces distorted rings that change over time. The `sin(theta)` term makes the distortion non-uniform, creating an organic feel.
110
+
111
+ ```glsl
112
+ // Angle varies with time and position → twisted ringsfloat twist_angle = theta + 2.0 * iTime + sin(theta) * sin(iTime) * 3.14159;
113
+ ```
114
+
115
+ #### 3c. Archimedean Spiral — Radius Minus Angle
116
+
117
+ **Principle**: The Archimedean spiral r = a + bθ has the property of equal spacing. In UV space, `y -= x` (i.e., r -= θ) "unfolds" concentric rings into equally-spaced spiral bands.
118
+
119
+ ```glsl
120
+ // Unfold into spiral bandsvec2 spiral_uv = vec2(theta_normalized, r);
121
+ spiral_uv.y -= spiral_uv.x; // Key: "unfold" radial space into spirals
122
+ ```
123
+
124
+ #### 3d. Logarithmic Spiral — Angle Plus log(r) Shear
125
+
126
+ **Principle**: The logarithmic spiral (equiangular spiral) r = ae^(bθ) has the property of self-similarity — it looks exactly the same when magnified. The `log(r)` shear makes rotation amount grow logarithmically at different radii, commonly seen in nature (nautilus shells, galaxy arms).
127
+
128
+ ```glsl
129
+ // Logarithmic spiral stretch
130
+ float shear = 2.0 * log(r); // Adjustable: coefficient controls spiral tightness
131
+ float c = cos(shear), s = sin(shear);
132
+ mat2 spiral_mat = mat2(c, -s, s, c); // Rotation matrix implements shear
133
+ ```
134
+
135
+ #### 3e. Kaleidoscope — Angle Modulo and Mirroring
136
+
137
+ **Principle**: Divides the 2π angular range into N equal sectors, then maps all pixels to a single sector. Mirroring makes adjacent sectors symmetric, avoiding seams.
138
+
139
+ **Mathematical Derivation**:
140
+ 1. `sector = 2π / N`: Angular width of each sector
141
+ 2. `c_idx = floor((θ + sector/2) / sector)`: Current sector index
142
+ 3. `θ' = mod(θ + sector/2, sector) - sector/2`: Fold to [-sector/2, sector/2]
143
+ 4. `θ' *= (2 × (c_idx mod 2) - 1)`: Flip odd sectors
144
+
145
+ ```glsl
146
+ // Angular subdivision + mirroring for kaleidoscopefloat rep = 12.0; // Adjustable: number of symmetry axes
147
+ float sector = TAU / rep; // Angle per sector
148
+ float a = polar.y; // Angle component
149
+
150
+ // Modulo to single sector
151
+ float c_idx = floor((a + sector * 0.5) / sector);
152
+ a = mod(a + sector * 0.5, sector) - sector * 0.5;
153
+
154
+ // Mirror: flip adjacent sectors
155
+ a *= mod(c_idx, 2.0) * 2.0 - 1.0;
156
+ ```
157
+
158
+ #### 3f. Spiral Arm Compression — Periodic Modulation in Angular Domain
159
+
160
+ **Principle**: Galaxy spiral arms are not simple lines but regions of higher matter density. `cos(N × (θ - shear))` creates periodic compression in the angular domain, causing matter (color/brightness) to accumulate along N arms. The `COMPR` parameter controls arm "sharpness".
161
+
162
+ **Density Compensation**: Compression changes local density (like an accordion effect); `arm_density` compensates for this non-uniformity, preventing the arms from being too bright or too dark.
163
+
164
+ ```glsl
165
+ // Galaxy spiral arm effect
166
+ float NB_ARMS = 5.0; // Adjustable: number of spiral arms
167
+ float COMPR = 0.1; // Adjustable: intra-arm compression strength
168
+ float phase = NB_ARMS * (theta - shear);
169
+ theta = theta - COMPR * cos(phase); // Compress angular domain to form arm structures
170
+ float arm_density = 1.0 + NB_ARMS * COMPR * sin(phase); // Density compensation
171
+ ```
172
+
173
+ ### Step 4: Polar to Cartesian Reconstruction (Round Trip)
174
+
175
+ **What**: Convert modified polar coordinates back to Cartesian coordinates.
176
+
177
+ **Why**: Some effects need to transform in polar space and then return to xy space for further processing (e.g., overlaying texture noise, Truchet patterns, etc.). This forms the complete Cartesian→Polar→Cartesian "round trip".
178
+
179
+ **Notes**:
180
+ - After inverse transform, the coordinate origin may need adjustment (e.g., a `mid` offset to screen center)
181
+ - If you only need to color in polar space (e.g., ring gradients), no inverse transform is needed
182
+
183
+ ```glsl
184
+ // Basic inverse transform
185
+ vec2 new_uv = vec2(r * cos(new_theta), r * sin(new_theta));
186
+
187
+ // Wrapped as reusable functionvec2 toRect(vec2 p) {
188
+ return vec2(p.x * cos(p.y), p.x * sin(p.y));
189
+ }
190
+
191
+ // Complete round trip: offset to screen center after transform
192
+ vec2 mid = (iResolution.xy / length(iResolution.xy)) / 2.0;
193
+ vec2 warped_uv = vec2(
194
+ r * cos(new_theta) + mid.x,
195
+ r * sin(new_theta) + mid.y
196
+ ) - mid;
197
+ ```
198
+
199
+ ### Step 5: Polar Coordinate Shape Definition (SDF)
200
+
201
+ **What**: Define signed distance fields of shapes via r(θ) functions in polar coordinates.
202
+
203
+ **Why**: Many classic curves (cardioid, rose curves, star shapes) have elegant analytical expressions in polar coordinates that would be extremely complex in Cartesian coordinates.
204
+
205
+ **Advantages of SDF**:
206
+ - Negative value = inside, positive value = outside, zero = boundary
207
+ - Convenient boolean operations (`max` = intersection, `min` = union)
208
+ - `smoothstep` directly produces anti-aliased edges
209
+ - `abs(d)` produces outlines, `1/abs(d)` produces glow
210
+
211
+ ```glsl
212
+ // Cardioid
213
+ float a = atan(p.x, p.y) / 3.141593; // Note: atan(x,y) not atan(y,x), so heart points up
214
+ float h = abs(a);
215
+ float heart_r = (13.0*h - 22.0*h*h + 10.0*h*h*h) / (6.0 - 5.0*h);
216
+ float dist = r - heart_r; // Negative = inside, positive = outside
217
+
218
+ // Rose curve / petals
219
+ float PETAL_FREQ = 3.0; // Adjustable: petal frequency (K.x/K.y controls integer/fractional petals)
220
+ float A_coeff = 0.2; // Adjustable: petal amplitude
221
+ float rose_dist = abs(r - A_coeff * sin(PETAL_FREQ * theta) - 0.5); // Distance to curve
222
+
223
+ // Render SDF as visible shape
224
+ float shape = smoothstep(0.01, -0.01, dist); // Anti-aliased edge
225
+ ```
226
+
227
+ ### Step 6: Coloring and Anti-Aliasing
228
+
229
+ **What**: Color based on polar coordinate information and handle edge anti-aliasing.
230
+
231
+ **Why**: Polar coordinate coloring naturally produces radial gradients and ring patterns. Anti-aliasing is especially important in polar coordinates because pixel density varies significantly away from the center due to angular subdivision.
232
+
233
+ **Anti-aliasing method comparison**:
234
+
235
+ | Method | Pros | Cons |
236
+ |--------|------|------|
237
+ | `fwidth` | Adaptive, precise | Requires GPU derivative support |
238
+ | Fixed resolution width | Simple, reliable | Not adaptive to scaling |
239
+ | `smoothstep` + fixed offset | Simplest | Average results |
240
+
241
+ ```glsl
242
+ // Adaptive anti-aliasing based on fwidthfloat aa = smoothstep(-1.0, 1.0, value / fwidth(value));
243
+
244
+ // Resolution-based anti-aliasingfloat aa_size = 2.0 / iResolution.y;
245
+ float edge = smoothstep(0.5 - aa_size, 0.5 + aa_size, value);
246
+
247
+ // General SDF anti-aliasing using smoothstep
248
+ float d = some_sdf_value;
249
+ float col = smoothstep(aa_size, -aa_size, d); // aa_size ≈ 1~3 pixels
250
+
251
+ // Radial gradient coloring
252
+ vec3 color = vec3(1.0, 0.4 * r, 0.3); // Color varies with radius
253
+ color *= 1.0 - 0.4 * r; // Darken at edges
254
+
255
+ // Inter-spiral-band anti-aliasingfloat inter_spiral_aa = 1.0 - pow(abs(2.0 * fract(spiral_uv.y) - 1.0), 10.0);
256
+ ```
257
+
258
+ ## Variant Details
259
+
260
+ ### Variant 1: Dynamic Vortex/Swirl Background
261
+
262
+ **Difference from basic version**: Complete Cartesian→Polar→Cartesian round trip + iterative domain warping to generate complex textures.
263
+
264
+ **Technical Points**:
265
+ 1. First apply vortex distortion in polar coordinates
266
+ 2. Convert back to Cartesian coordinates
267
+ 3. Perform 5 iterations of domain warping in the transformed space, each iteration nonlinearly offsetting coordinates
268
+ 4. The iterative sin/cos combination produces complex organic textures
269
+
270
+ **Parameter Descriptions**:
271
+ - `SPIN_AMOUNT`: Vortex strength, controls polar distortion magnitude
272
+ - `SPIN_EASE`: Vortex easing, makes rotation speed differ between center and edges
273
+ - `speed`: Animation speed, driven by `iTime`
274
+
275
+ ```glsl
276
+ // Polar coordinate vortex transform
277
+ float new_angle = atan(uv.y, uv.x) + speed
278
+ - SPIN_EASE * 20.0 * (SPIN_AMOUNT * uv_len + (1.0 - SPIN_AMOUNT));
279
+ vec2 mid = (screenSize.xy / length(screenSize.xy)) / 2.0;
280
+ uv = vec2(uv_len * cos(new_angle) + mid.x,
281
+ uv_len * sin(new_angle) + mid.y) - mid;
282
+
283
+ // Iterative domain warping for organic textures
284
+ uv *= 30.0;
285
+ for (int i = 0; i < 5; i++) {
286
+ uv2 += sin(max(uv.x, uv.y)) + uv;
287
+ uv += 0.5 * vec2(cos(5.1123 + 0.353*uv2.y + speed*0.131),
288
+ sin(uv2.x - 0.113*speed));
289
+ uv -= cos(uv.x + uv.y) - sin(uv.x*0.711 - uv.y);
290
+ }
291
+ ```
292
+
293
+ ### Variant 2: Polar Torus Twist
294
+
295
+ **Difference from basic version**: Renders geometry directly in polar coordinate space (without returning to Cartesian), simulating a 3D torus through angular slicing.
296
+
297
+ **Technical Points**:
298
+ 1. Offset the r dimension to the ring's centerline (`r -= OUT_RADIUS`) to center the ring region
299
+ 2. "Slice" along the ring in the angular dimension, with each slice being one edge of a regular polygon
300
+ 3. The `twist` variable makes the polygon twist along the ring, producing a Möbius strip-like effect
301
+ 4. The `sin(uvr.y)*sin(iTime)` term varies the twist speed with angle, creating organic squeezing/stretching
302
+
303
+ ```glsl
304
+ // Geometric slicing in polar coordinates
305
+ vec2 uvr = vec2(length(uv), atan(uv.y, uv.x) + PI);
306
+ uvr.x -= OUT_RADIUS; // Offset to ring centerline
307
+
308
+ float twist = uvr.y + 2.0*iTime + sin(uvr.y)*sin(iTime)*PI;
309
+ for (int i = 0; i < NUM_FACES; i++) {
310
+ float x0 = IN_RADIUS * sin(twist + TAU * float(i) / float(NUM_FACES));
311
+ float x1 = IN_RADIUS * sin(twist + TAU * float(i+1) / float(NUM_FACES));
312
+ // Define face start/end positions in the polar r direction
313
+ vec4 face = slice(x0, x1, uvr);
314
+ col = mix(col, face.rgb, face.a);
315
+ }
316
+ ```
317
+
318
+ ### Variant 3: Galaxy / Logarithmic Spiral (Galaxy Style)
319
+
320
+ **Difference from basic version**: Uses `log(r)` for equiangular spirals, combined with FBM noise and spiral arm compression.
321
+
322
+ **Technical Points**:
323
+ 1. The `log(r)` shear is the core — it maps concentric circles to logarithmic spirals
324
+ 2. Rotation matrix R rotates the noise sampling coordinates by the shear angle, aligning noise along the spiral arms
325
+ 3. `NB_ARMS` and `COMPR` control the number and sharpness of arms
326
+ 4. FBM noise is sampled in the rotated space, producing galactic dust texture
327
+
328
+ ```glsl
329
+ float rho = length(uv);
330
+ float ang = atan(uv.y, uv.x);
331
+ float shear = 2.0 * log(rho); // Logarithmic spiral core
332
+ mat2 R = mat2(cos(shear), -sin(shear), sin(shear), cos(shear));
333
+
334
+ // Spiral arms
335
+ float phase = NB_ARMS * (ang - shear);
336
+ ang = ang - COMPR * cos(phase) + SPEED * t; // Inter-arm compression
337
+ uv = rho * vec2(cos(ang), sin(ang)); // Reconstruct Cartesian
338
+ float gaz = fbm_noise(0.09 * R * uv); // Sample noise in spiral space
339
+ ```
340
+
341
+ ### Variant 4: Archimedean Spiral Band + Vortices
342
+
343
+ **Difference from basic version**: Unfolds polar coordinates into spiral bands, creates independent vortex animations within bands, with arc-length parameterization.
344
+
345
+ **Technical Points**:
346
+ 1. `U.y -= U.x` is the core of Archimedean unfolding — converts concentric rings to equally-spaced spiral bands
347
+ 2. Arc-length parameterization `arc_length()` ensures uniform cell area within the spiral band
348
+ 3. Each cell uses `dot` + `cos` to create a small vortex, strong at center, weak at edges
349
+ 4. `cell_id.x` gives different cells different vortex phases, avoiding monotonous repetition
350
+
351
+ ```glsl
352
+ vec2 U = vec2(atan(U.y, U.x)/TAU + 0.5, length(U));
353
+ U.y -= U.x; // Archimedean unfolding
354
+ U.x = arc_length(ceil(U.y) + U.x) - iTime; // Arc-length parameterization
355
+
356
+ // Vortex within each cell of the spiral band
357
+ vec2 cell_uv = fract(U) - 0.5;
358
+ float vortex = dot(cell_uv,
359
+ cos(vec2(-33.0, 0.0) // Rotation matrix angle offset
360
+ + 0.3 * (iTime + cell_id.x) // Time + spatial rotation amount
361
+ * max(0.0, 0.5 - length(cell_uv)))); // Strong at center, weak at edges
362
+ ```
363
+
364
+ ### Variant 5: Complex Number / Polar Duality (Jeweled Vortex Style)
365
+
366
+ **Difference from basic version**: Uses complex number operations (multiplication = rotation + scaling, power = spiral mapping) instead of explicit trigonometric functions to implement conformal mappings.
367
+
368
+ **Technical Points**:
369
+ 1. Complex power `z^(1/e)` is equivalent to `(r^(1/e), θ/e)` in polar coordinates — simultaneously scaling radius and compressing angle
370
+ 2. `exp(log(length(u)) / e)` implements `r^(1/e)` without explicitly computing the power
371
+ 3. `ceil(r - a/TAU)` produces spiral contour lines — corresponding to different sheets of the Riemann surface in the complex plane
372
+ 4. Multi-layered `sin`/`cos` combinations produce jewel-like interference colors
373
+
374
+ ```glsl
375
+ float e = n * 2.0; // Complex power exponent, controls spiral curvature
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+ float a = atan(u.y, u.x) - PI/2.0; // Angle
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+ float r = exp(log(length(u)) / e); // r^(1/e) — complex root
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+ float sc = ceil(r - a/TAU); // Spiral contour lines
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+ float s = pow(sc + a/TAU, 2.0); // Spiral gradient
380
+ // Multi-layer spiral compositing
381
+ col += sin(cr + s/n * TAU / 2.0); // Spiral color layer 1
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+ col *= cos(cr + s/n * TAU); // Spiral color layer 2
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+ col *= pow(abs(sin((r - a/TAU) * PI)), abs(e) + 5.0); // Smooth edges
384
+ ```
385
+
386
+ ## In-Depth Performance Analysis
387
+
388
+ ### 1. Avoiding Numerical Issues at the Pole
389
+
390
+ `atan(0,0)` and `length(0)` may produce numerical instability near the origin. While GLSL's `atan` won't crash at the origin, the return value is undefined and may cause flickering.
391
+
392
+ ```glsl
393
+ // Safe polar coordinate conversion
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+ float r = max(length(uv), 1e-6); // Avoid division by zero
395
+ float theta = atan(uv.y, uv.x); // atan2 is not well-defined at origin but won't crash
396
+ ```
397
+
398
+ **When needed**: Protection is required when subsequent calculations include `1.0/r`, `log(r)`, or `normalize(uv)`. If only `r * something`, r=0 at the origin is naturally safe.
399
+
400
+ ### 2. Trigonometric Function Optimization
401
+
402
+ Frequent sin/cos calls are the main cost of polar coordinate shaders. Although GPU sin/cos is hardware-accelerated, heavy use in loops can still become a bottleneck.
403
+
404
+ ```glsl
405
+ // If both sin and cos are needed, replace with a single matrix multiplication
406
+ mat2 ROT(float a) { float c=cos(a), s=sin(a); return mat2(c,s,-s,c); }
407
+ vec2 rotated = ROT(angle) * uv; // Cleaner than computing sin, cos separately and manually constructing
408
+
409
+ // Use vector dot product instead of explicit trig
410
+ // Instead of U.y = cos(rot)*U.x + sin(rot)*U.y
411
+ // Use U.y = dot(U, cos(vec2(-33,0) + angle))
412
+ ```
413
+
414
+ **Principle**: `cos(vec2(a, b))` in GLSL is a single SIMD instruction that computes two cos values simultaneously. Combined with `dot`, rotation can be achieved with only one `cos` call (leveraging the identity `cos(x - π/2) = sin(x)`).
415
+
416
+ ### 3. Leveraging Kaleidoscope Symmetry
417
+
418
+ A kaleidoscope inherently reduces computation by a factor of N (N = number of symmetry segments), serving as a natural optimization. All expensive pattern calculations are done in just one sector:
419
+
420
+ ```glsl
421
+ // Do kaleidoscope folding first, then expensive pattern computation
422
+ vec2 kp = kaleidoscope(polar, segments); // Cheap
423
+ vec2 rect = toRect(kp);
424
+ // All subsequent computation only applies to one sector
425
+ float expensive_pattern = some_costly_function(rect); // Same cost but N× visual complexity
426
+ ```
427
+
428
+ **Note**: The cost of kaleidoscope folding itself (a few `floor`, `mod`, and multiplication operations) is far less than the visual complexity it "saves". A 12-segment kaleidoscope means you get 12x visual richness for 1/12 the pattern computation cost.
429
+
430
+ ### 4. Loop Optimization in Spiral Bands
431
+
432
+ For effects like rose curves that require multi-loop computation, keep loop counts reasonable:
433
+
434
+ ```glsl
435
+ // Rose curves only need ceil(K.y) loops
436
+ for (int i = 0; i < 7; i++) { // 7 loops are enough to cover most fractional frequencies
437
+ v = max(v, ribbon_value);
438
+ a += 6.28; // Next loop
439
+ }
440
+ // Don't use excessively large loop counts; 4~8 loops suffice for most cases
441
+ ```
442
+
443
+ **Why 4~8 loops**: The rose curve r = cos(p/q × θ) has a period of q loops (when p/q is fractional). For most practical petal frequencies, 7 loops provide full coverage. Excessive loops not only waste computation but may also produce artifacts from floating-point accumulation errors.
444
+
445
+ ### 5. Pixel Filter Downsampling
446
+
447
+ For stylized effects, downsampling can dramatically reduce computation:
448
+
449
+ ```glsl
450
+ float pixel_size = length(iResolution.xy) / 745.0; // Adjustable: smaller = more pixelated
451
+ vec2 uv = floor(fragCoord / pixel_size) * pixel_size; // Quantize coordinates
452
+ // All subsequent computation uses quantized uv, adjacent pixels share results
453
+ ```
454
+
455
+ **Performance benefit**: If pixel_size makes each "virtual pixel" cover 4×4 actual pixels, the GPU only needs to compute 1/16 of unique values (remaining adjacent pixels produce identical results and may benefit from cache optimization).
456
+
457
+ ## Complete Combination Code Examples
458
+
459
+ ### Polar Coordinates + FBM Noise
460
+
461
+ Sample FBM noise in polar coordinate space to produce organic spiral textures (galactic dust, flame vortices):
462
+
463
+ ```glsl
464
+ vec2 polar_uv = rho * vec2(cos(modified_ang), sin(modified_ang));
465
+ float organic = fbm(polar_uv * frequency); // Sample in transformed space
466
+ ```
467
+
468
+ ### Polar Coordinates + Truchet Patterns
469
+
470
+ Lay Truchet tiles in kaleidoscope-folded space to produce kaleidoscopic geometric tunnel effects. The kaleidoscope provides symmetry; Truchet provides detail patterns.
471
+
472
+ ```glsl
473
+ // Kaleidoscope folding
474
+ vec2 kp = kaleidoscope(polar, segments);
475
+ vec2 rect = toRect(kp);
476
+
477
+ // Truchet grid
478
+ rect *= 4.0;
479
+ vec2 cell_id = floor(rect + 0.5);
480
+ vec2 cell_uv = fract(rect + 0.5) - 0.5;
481
+ float cell_hash = fract(sin(dot(cell_id, vec2(127.1, 311.7))) * 43758.5453);
482
+
483
+ // Arc Truchet
484
+ float d = length(cell_uv);
485
+ float truchet = abs(d - 0.35);
486
+ if (cell_hash > 0.5) {
487
+ truchet = min(truchet, abs(length(cell_uv - 0.5) - 0.5));
488
+ } else {
489
+ truchet = min(truchet, abs(length(cell_uv + 0.5) - 0.5));
490
+ }
491
+ ```
492
+
493
+ ### Polar Coordinates + SDF Shapes
494
+
495
+ Define shape contours with polar equations r(θ), combined with SDF techniques for boolean operations, rounded corners, and glow:
496
+
497
+ ```glsl
498
+ float heart_sdf = r - heart_r_theta;
499
+ float glow = 0.02 / abs(heart_sdf); // Glow effect
500
+ float solid = smoothstep(0.01, -0.01, heart_sdf); // Solid fill
501
+ ```
502
+
503
+ ### Polar Coordinates + Checkerboard/Grid
504
+
505
+ Lay a checkerboard pattern in polar coordinate space, naturally forming ring/spiral checkerboards:
506
+
507
+ ```glsl
508
+ // Create checkerboard in polar UV
509
+ float checker = sign(sin(u * PI * 4.0) * cos(uvr.y * 16.0));
510
+ col *= checker * (1.0/16.0) + 0.7; // Low contrast checkerboard texture
511
+ ```
512
+
513
+ ### Polar Coordinates + Post-Processing
514
+
515
+ Polar coordinate effects combined with gamma correction, vignette, and color mapping can greatly enhance visual quality:
516
+
517
+ ```glsl
518
+ col = pow(col, vec3(1.0/2.2)); // Gamma
519
+ col = col*0.6 + 0.4*col*col*(3.0-2.0*col); // Contrast enhancement
520
+ col *= 0.5 + 0.5*pow(19.0*q.x*q.y*(1.0-q.x)*(1.0-q.y), 0.7); // Vignette
521
+ ```