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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  1737. package/skills/xlsx-generator/references/fix.md +37 -0
  1738. package/skills/xlsx-generator/references/format.md +768 -0
  1739. package/skills/xlsx-generator/references/ooxml-cheatsheet.md +231 -0
  1740. package/skills/xlsx-generator/references/read-analyze.md +97 -0
  1741. package/skills/xlsx-generator/references/validate.md +772 -0
  1742. package/skills/xlsx-generator/scripts/formula_check.py +422 -0
  1743. package/skills/xlsx-generator/scripts/libreoffice_recalc.py +248 -0
  1744. package/skills/xlsx-generator/scripts/shared_strings_builder.py +163 -0
  1745. package/skills/xlsx-generator/scripts/style_audit.py +575 -0
  1746. package/skills/xlsx-generator/scripts/xlsx_add_column.py +395 -0
  1747. package/skills/xlsx-generator/scripts/xlsx_insert_row.py +274 -0
  1748. package/skills/xlsx-generator/scripts/xlsx_pack.py +87 -0
  1749. package/skills/xlsx-generator/scripts/xlsx_reader.py +362 -0
  1750. package/skills/xlsx-generator/scripts/xlsx_shift_rows.py +396 -0
  1751. package/skills/xlsx-generator/scripts/xlsx_unpack.py +130 -0
  1752. package/skills/xlsx-generator/templates/minimal_xlsx/[Content_Types].xml +9 -0
  1753. package/skills/xlsx-generator/templates/minimal_xlsx/_rels/.rels +6 -0
  1754. package/skills/xlsx-generator/templates/minimal_xlsx/xl/_rels/workbook.xml.rels +19 -0
  1755. package/skills/xlsx-generator/templates/minimal_xlsx/xl/sharedStrings.xml +33 -0
  1756. package/skills/xlsx-generator/templates/minimal_xlsx/xl/styles.xml +160 -0
  1757. package/skills/xlsx-generator/templates/minimal_xlsx/xl/workbook.xml +30 -0
  1758. package/skills/xlsx-generator/templates/minimal_xlsx/xl/worksheets/sheet1.xml +70 -0
  1759. package/templates/gamedev/architecture-decision-record.md +176 -0
  1760. package/templates/gamedev/art-bible.md +80 -0
  1761. package/templates/gamedev/concept-doc-from-prototype.md +304 -0
  1762. package/templates/gamedev/difficulty-curve.md +330 -0
  1763. package/templates/gamedev/economy-model.md +130 -0
  1764. package/templates/gamedev/faction-design.md +166 -0
  1765. package/templates/gamedev/game-concept.md +316 -0
  1766. package/templates/gamedev/game-design-document.md +219 -0
  1767. package/templates/gamedev/game-pillars.md +313 -0
  1768. package/templates/gamedev/hud-design.md +505 -0
  1769. package/templates/gamedev/level-design-document.md +111 -0
  1770. package/templates/gamedev/narrative-character-sheet.md +111 -0
  1771. package/templates/gamedev/pitch-document.md +140 -0
  1772. package/templates/gamedev/player-journey.md +357 -0
  1773. package/templates/gamedev/project-stage-report.md +199 -0
  1774. package/templates/gamedev/sound-bible.md +130 -0
  1775. package/templates/gamedev/systems-index.md +146 -0
  1776. package/templates/gamedev/technical-design-document.md +96 -0
  1777. package/templates/gamedev/test-evidence.md +86 -0
  1778. package/templates/gamedev/test-plan.md +144 -0
@@ -0,0 +1,1203 @@
1
+ # Particle System
2
+
3
+ **IMPORTANT: GLSL ES 3.0 return values**: All code paths in non-void functions must return a value. Every branch of an if statement must have a return.
4
+
5
+ **IMPORTANT: Particle system time cycling**: Must use `mod(time - offset, period)` for cycle computation. **Never use `floor(time / period) * period`**! The latter causes all particles to have negative time initially, resulting in startup delay or blank rendering.
6
+
7
+ **IMPORTANT: Brightness budget (most common failure cause!)**: Each particle's `numerator / (dist² + epsilon)` peak = `numerator / epsilon`. **Total peak = N_particles x (numerator / epsilon) must be < 5.0** (single pass). Exceeding this budget causes washout even with Reinhard. See specific reference values in the comments of each template below. Multi-pass ping-pong systems have a stricter budget, see below.
8
+
9
+ **IMPORTANT: Particle color vs background contrast**: When particle color is close to the background (sand dust/snow/fog), visibility must be enhanced through at least one method: (1) brightness significantly higher than background (2) different hue (3) visible motion trail.
10
+
11
+ **IMPORTANT: Elongated glow (meteor/trail lines)**: Do not use `1/(distPerp² + tiny_epsilon)` for line glow — too-small epsilon makes the line center extremely bright. Correct approach: use `smoothstep` or `exp(-dist)` for lines, see meteor template below.
12
+
13
+ ### Correct Pattern
14
+ ```glsl
15
+ // Vertex shader
16
+ #version 300 es
17
+ in vec4 aPosition;
18
+ void main() {
19
+ gl_Position = aPosition;
20
+ }
21
+
22
+ // Fragment shader
23
+ #version 300 es
24
+ precision highp float;
25
+ uniform vec2 iResolution;
26
+ uniform float iTime;
27
+ out vec4 fragColor;
28
+
29
+ float hash11(float p) {
30
+ return fract(sin(p * 127.1) * 43758.5453);
31
+ }
32
+
33
+ void main() {
34
+ vec2 uv = gl_FragCoord.xy / iResolution.xy;
35
+ // ... particle system logic
36
+ fragColor = vec4(col, 1.0);
37
+ }
38
+ ```
39
+
40
+ ### Complete Single-File Template (Fireworks Particle System)
41
+
42
+ ```html
43
+ <!DOCTYPE html>
44
+ <html>
45
+ <head>
46
+ <meta charset="utf-8">
47
+ <title>Fireworks</title>
48
+ <style>
49
+ body { margin: 0; overflow: hidden; background: #000; }
50
+ canvas { display: block; width: 100vw; height: 100vh; }
51
+ </style>
52
+ </head>
53
+ <body>
54
+ <canvas id="c"></canvas>
55
+ <script>
56
+ const canvas = document.getElementById('c');
57
+ const gl = canvas.getContext('webgl2');
58
+
59
+ const vs = `#version 300 es
60
+ in vec4 aPosition;
61
+ void main() { gl_Position = aPosition; }`;
62
+
63
+ const fs = `#version 300 es
64
+ precision highp float;
65
+ uniform vec2 iResolution;
66
+ uniform float iTime;
67
+ out vec4 fragColor;
68
+
69
+ #define NUM_FIREWORKS 4
70
+ #define PARTICLES_PER_FIREWORK 40
71
+ #define PI 3.14159265
72
+
73
+ float hash11(float p) {
74
+ return fract(sin(p * 127.1) * 43758.5453);
75
+ }
76
+
77
+ vec3 hsv2rgb(vec3 c) {
78
+ vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
79
+ vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
80
+ return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
81
+ }
82
+
83
+ void main() {
84
+ vec2 uv = (gl_FragCoord.xy - 0.5 * iResolution.xy) / iResolution.y;
85
+ vec3 col = vec3(0.01, 0.01, 0.03);
86
+ float t = iTime;
87
+
88
+ for (int fw = 0; fw < NUM_FIREWORKS; fw++) {
89
+ float fwId = float(fw);
90
+ float launchTime = 1.5 + fwId * 1.8 + hash11(fwId * 7.3) * 1.5;
91
+ float cycleTime = 4.5;
92
+ float fireworkTime = mod(t - launchTime, cycleTime);
93
+
94
+ float launchDuration = 0.6;
95
+ float launchPhase = clamp(fireworkTime / launchDuration, 0.0, 1.0);
96
+
97
+ float launchX = (hash11(fwId * 13.7) - 0.5) * 1.2;
98
+ float launchY = -0.8;
99
+ float peakY = 0.2 + hash11(fwId * 17.3) * 0.4;
100
+
101
+ float baseHue = hash11(fwId * 23.0);
102
+
103
+ if (fireworkTime < launchDuration) {
104
+ vec2 rocketPos = vec2(launchX, mix(launchY, peakY, launchPhase));
105
+ vec2 rel = uv - rocketPos;
106
+ float dist = length(rel);
107
+ // Rocket head: peak = 0.008/0.002 = 4.0, only 1 point, OK
108
+ float rocket = 0.008 / (dist * dist + 0.002);
109
+ float tail = 0.004 / (length(vec2(rel.x * 4.0, max(rel.y, 0.0))) + 0.01);
110
+ col += vec3(1.0, 0.8, 0.5) * rocket;
111
+ col += vec3(1.0, 0.5, 0.2) * tail * (1.0 - launchPhase);
112
+ } else {
113
+ float burstTime = fireworkTime - launchDuration;
114
+ float burstDuration = cycleTime - launchDuration;
115
+ float burstPhase = burstTime / burstDuration;
116
+
117
+ for (int p = 0; p < PARTICLES_PER_FIREWORK; p++) {
118
+ float pId = float(p);
119
+ float angle = hash11(fwId * 100.0 + pId * 7.3) * PI * 2.0;
120
+ float speed = 0.3 + hash11(fwId * 100.0 + pId * 13.7) * 0.7;
121
+
122
+ vec2 particleDir = vec2(cos(angle), sin(angle));
123
+
124
+ float damping = exp(-burstPhase * 2.5);
125
+ float travelDist = speed * (1.0 - damping) / 2.5;
126
+ vec2 particlePos = vec2(launchX, peakY) + particleDir * travelDist;
127
+
128
+ particlePos.y -= 0.5 * 1.2 * burstTime * burstTime;
129
+
130
+ vec2 rel = uv - particlePos;
131
+ float dist = length(rel);
132
+
133
+ float fade = smoothstep(1.0, 0.0, burstPhase);
134
+ fade *= fade;
135
+
136
+ // IMPORTANT: Brightness budget: peak = 0.015/0.03 = 0.5, x 40 particles x fade ≈ total peak < 5.0
137
+ float intensity = fade * 0.015 / (dist * dist + 0.03);
138
+
139
+ float hueOffset = (hash11(pId * 3.7 + fwId * 11.0) - 0.5) * 0.15;
140
+ vec3 particleColor = hsv2rgb(vec3(baseHue + hueOffset, 0.8, 1.0));
141
+
142
+ col += particleColor * intensity;
143
+ }
144
+ }
145
+ }
146
+
147
+ col = col / (1.0 + col);
148
+ col = pow(col, vec3(0.9));
149
+ fragColor = vec4(col, 1.0);
150
+ }`;
151
+
152
+ function createShader(type, source) {
153
+ const s = gl.createShader(type);
154
+ gl.shaderSource(s, source);
155
+ gl.compileShader(s);
156
+ if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) {
157
+ console.error(gl.getShaderInfoLog(s));
158
+ }
159
+ return s;
160
+ }
161
+
162
+ const program = gl.createProgram();
163
+ gl.attachShader(program, createShader(gl.VERTEX_SHADER, vs));
164
+ gl.attachShader(program, createShader(gl.FRAGMENT_SHADER, fs));
165
+ gl.linkProgram(program);
166
+ gl.useProgram(program);
167
+
168
+ const buf = gl.createBuffer();
169
+ gl.bindBuffer(gl.ARRAY_BUFFER, buf);
170
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1,-1,1,-1,-1,1,1,1]), gl.STATIC_DRAW);
171
+ const aPos = gl.getAttribLocation(program, 'aPosition');
172
+ gl.enableVertexAttribArray(aPos);
173
+ gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 0, 0);
174
+
175
+ // Cache uniform locations (do NOT look up every frame - causes performance issues)
176
+ const iResolutionLoc = gl.getUniformLocation(program, 'iResolution');
177
+ const iTimeLoc = gl.getUniformLocation(program, 'iTime');
178
+
179
+ // Resize handler: only resize when window size actually changes
180
+ let lastWidth = 0, lastHeight = 0;
181
+ function resize() {
182
+ const w = window.innerWidth, h = window.innerHeight;
183
+ if (w !== lastWidth || h !== lastHeight) {
184
+ lastWidth = w; lastHeight = h;
185
+ canvas.width = w; canvas.height = h;
186
+ gl.viewport(0, 0, w, h);
187
+ }
188
+ }
189
+
190
+ function render(t) {
191
+ resize();
192
+ gl.uniform2f(iResolutionLoc, canvas.width, canvas.height);
193
+ gl.uniform1f(iTimeLoc, t * 0.001);
194
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
195
+ requestAnimationFrame(render);
196
+ }
197
+ requestAnimationFrame(render);
198
+ </script>
199
+ </body>
200
+ </html>
201
+ ```
202
+
203
+ ### Stateful Particle System HTML Template (Multi-Pass Ping-Pong)
204
+
205
+ Stateful particles (Boids, cloth, fluid particles, etc.) need Buffers for inter-frame state storage. The following JS skeleton demonstrates the correct WebGL2 multi-pass ping-pong structure; shader code is in Steps 4-5 below:
206
+
207
+ ```html
208
+ <!DOCTYPE html>
209
+ <html>
210
+ <head>
211
+ <meta charset="utf-8">
212
+ <title>Stateful Particles</title>
213
+ <style>
214
+ body { margin: 0; overflow: hidden; background: #000; }
215
+ canvas { display: block; width: 100vw; height: 100vh; }
216
+ </style>
217
+ </head>
218
+ <body>
219
+ <canvas id="c"></canvas>
220
+ <script>
221
+ let frameCount = 0;
222
+ let mouse = [0, 0, 0, 0];
223
+
224
+ const canvas = document.getElementById('c');
225
+ const gl = canvas.getContext('webgl2');
226
+ const ext = gl.getExtension('EXT_color_buffer_float');
227
+
228
+ function createShader(type, src) {
229
+ const s = gl.createShader(type);
230
+ gl.shaderSource(s, src);
231
+ gl.compileShader(s);
232
+ if (!gl.getShaderParameter(s, gl.COMPILE_STATUS))
233
+ console.error(gl.getShaderInfoLog(s));
234
+ return s;
235
+ }
236
+ function createProgram(vsSrc, fsSrc) {
237
+ const p = gl.createProgram();
238
+ gl.attachShader(p, createShader(gl.VERTEX_SHADER, vsSrc));
239
+ gl.attachShader(p, createShader(gl.FRAGMENT_SHADER, fsSrc));
240
+ gl.linkProgram(p);
241
+ return p;
242
+ }
243
+
244
+ const vsSource = `#version 300 es
245
+ in vec2 pos;
246
+ void main(){ gl_Position=vec4(pos,0,1); }`;
247
+
248
+ // fsBuffer: particle physics update (see Step 4)
249
+ // fsImage: particle rendering (see Step 5)
250
+ const progBuf = createProgram(vsSource, fsBuffer);
251
+ const progImg = createProgram(vsSource, fsImage);
252
+
253
+ function createFBO(w, h) {
254
+ const tex = gl.createTexture();
255
+ gl.bindTexture(gl.TEXTURE_2D, tex);
256
+ const fmt = ext ? gl.RGBA16F : gl.RGBA8;
257
+ const typ = ext ? gl.FLOAT : gl.UNSIGNED_BYTE;
258
+ gl.texImage2D(gl.TEXTURE_2D, 0, fmt, w, h, 0, gl.RGBA, typ, null);
259
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
260
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
261
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
262
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
263
+ const fbo = gl.createFramebuffer();
264
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
265
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
266
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
267
+ return { fbo, tex };
268
+ }
269
+
270
+ let W, H, bufA, bufB;
271
+
272
+ const vao = gl.createVertexArray();
273
+ gl.bindVertexArray(vao);
274
+ const vbo = gl.createBuffer();
275
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
276
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1,-1, 1,-1, -1,1, 1,1]), gl.STATIC_DRAW);
277
+ gl.enableVertexAttribArray(0);
278
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
279
+
280
+ function resize() {
281
+ canvas.width = W = innerWidth;
282
+ canvas.height = H = innerHeight;
283
+ bufA = createFBO(W, H);
284
+ bufB = createFBO(W, H);
285
+ frameCount = 0;
286
+ }
287
+ addEventListener('resize', resize);
288
+ resize();
289
+
290
+ canvas.addEventListener('mousedown', e => { mouse[2] = e.clientX; mouse[3] = H - e.clientY; });
291
+ canvas.addEventListener('mouseup', () => { mouse[2] = 0; mouse[3] = 0; });
292
+ canvas.addEventListener('mousemove', e => { mouse[0] = e.clientX; mouse[1] = H - e.clientY; });
293
+
294
+ function render(t) {
295
+ t *= 0.001;
296
+ // Buffer pass: read bufA → write bufB
297
+ gl.useProgram(progBuf);
298
+ gl.bindFramebuffer(gl.FRAMEBUFFER, bufB.fbo);
299
+ gl.viewport(0, 0, W, H);
300
+ gl.activeTexture(gl.TEXTURE0);
301
+ gl.bindTexture(gl.TEXTURE_2D, bufA.tex);
302
+ gl.uniform1i(gl.getUniformLocation(progBuf, 'iChannel0'), 0);
303
+ gl.uniform2f(gl.getUniformLocation(progBuf, 'iResolution'), W, H);
304
+ gl.uniform1f(gl.getUniformLocation(progBuf, 'iTime'), t);
305
+ gl.uniform1i(gl.getUniformLocation(progBuf, 'iFrame'), frameCount);
306
+ gl.uniform4f(gl.getUniformLocation(progBuf, 'iMouse'), ...mouse);
307
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
308
+ [bufA, bufB] = [bufB, bufA];
309
+
310
+ // Image pass: read bufA → screen
311
+ gl.useProgram(progImg);
312
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
313
+ gl.viewport(0, 0, W, H);
314
+ gl.activeTexture(gl.TEXTURE0);
315
+ gl.bindTexture(gl.TEXTURE_2D, bufA.tex);
316
+ gl.uniform1i(gl.getUniformLocation(progImg, 'iChannel0'), 0);
317
+ gl.uniform2f(gl.getUniformLocation(progImg, 'iResolution'), W, H);
318
+ gl.uniform1f(gl.getUniformLocation(progImg, 'iTime'), t);
319
+ gl.uniform1i(gl.getUniformLocation(progImg, 'iFrame'), frameCount);
320
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
321
+
322
+ frameCount++;
323
+ requestAnimationFrame(render);
324
+ }
325
+ requestAnimationFrame(render);
326
+ </script>
327
+ </body>
328
+ </html>
329
+ ```
330
+
331
+ ### Star Field Function Template (For Meteors, Fireworks, and Other Night Sky Scenes)
332
+
333
+ **IMPORTANT: Star visibility**: Stars must be clearly visible in screenshots as individual light points. Use `exp(-dist*dist*k)` for sharp Gaussian dots rather than `1/(dist²+eps)` broad glow. Each star's peak brightness should be at least 0.3 to be visible against a dark background.
334
+
335
+ ```glsl
336
+ #define NUM_STARS 200
337
+
338
+ vec3 starField(vec2 uv) {
339
+ vec3 col = vec3(0.0);
340
+ for (int i = 0; i < NUM_STARS; i++) {
341
+ float fi = float(i);
342
+ vec2 starPos = vec2(hash11(fi * 13.7 + 1.3), hash11(fi * 7.3 + 91.1));
343
+ starPos = starPos * 2.0 - 1.0;
344
+ float brightness = 0.3 + 0.7 * pow(hash11(fi * 3.1 + 47.0), 2.0);
345
+ float twinkle = 0.7 + 0.3 * sin(iTime * (1.0 + hash11(fi * 5.7) * 3.0) + fi * 6.28);
346
+ brightness *= twinkle;
347
+ float dist = length(uv - starPos);
348
+ // Sharp Gaussian dot: peak = brightness (0.3~1.0), very small radius, no accumulation washout
349
+ float glow = brightness * exp(-dist * dist * 8000.0);
350
+ // Add soft halo to make stars more visible
351
+ glow += brightness * 0.0008 / (dist * dist + 0.003);
352
+ float temp = hash11(fi * 11.3 + 23.0);
353
+ vec3 starCol = mix(vec3(0.6, 0.7, 1.0), vec3(1.0, 0.9, 0.7), temp);
354
+ col += starCol * glow;
355
+ }
356
+ return col;
357
+ }
358
+ ```
359
+
360
+ ### Incorrect Pattern (Do Not Do This)
361
+ ```glsl
362
+ // WRONG: cannot write this in standalone HTML
363
+ void mainImage(out vec4 fragColor, in vec2 fragCoord) { ... }
364
+ void main() {
365
+ mainImage(fragColor, fragCoord); // compilation error!
366
+ }
367
+ ```
368
+
369
+ ## ShaderToy vs Standalone HTML Code Templates
370
+
371
+ The following code examples fall into two categories; be sure to use the correct template:
372
+
373
+ ### Standalone HTML Template (complete example provided above)
374
+
375
+ ### ShaderToy Template (for the ShaderToy website)
376
+
377
+ ## Use Cases
378
+ - **Stateless particle effects**: fireworks, starfields, campfire/flames (flying embers), orbiting light points, and other decorative effects that don't need inter-frame memory
379
+ - **Stateful physics particles**: flocking/boids, raindrops, cloth, fluids, and other simulations requiring persistent position and velocity
380
+ - **Motion blur and trails**: particle trajectories needing afterglow or halo effects
381
+ - **Large-scale particle management**: real-time rendering and interaction with hundreds to thousands of particles
382
+ - **Weather/atmospheric effects**: sandstorms, blizzards, volcanic ash, and other vortex-driven particle systems
383
+ - **Magic/geometric arrays**: magic dust, spiraling ascending light points, magic circle rings, iridescent shimmering particles
384
+
385
+ Core decision tree: Do particles need inter-frame memory?
386
+ - **No** → Single-pass stateless system (using loops + hash functions)
387
+ - **Yes** → Multi-pass stateful system (using Buffer for position/velocity storage)
388
+
389
+ ## Core Principles
390
+
391
+ Particle systems manage collections of many independent entities, each with position, velocity, lifetime, and other attributes.
392
+
393
+ **Stateless paradigm**: All attributes are recomputed each frame from particle ID and time, no Buffer needed.
394
+ ```
395
+ position_i = trajectory(id_i, time) + randomOffset(hash(id_i))
396
+ lifetime_i = fract((time - spawnTime_i) / lifeDuration_i)
397
+ ```
398
+
399
+ **Stateful paradigm**: Particle state is stored in Buffer texture pixels, each frame reading → computing → writing back.
400
+ ```
401
+ // Euler method
402
+ velocity += acceleration * dt
403
+ position += velocity * dt
404
+
405
+ // Verlet integration (no explicit velocity, more stable)
406
+ newPos = 2 * currentPos - previousPos + acceleration * dt²
407
+ ```
408
+
409
+ **Rendering**: Distance-based falloff `intensity = brightness / (dist² + epsilon)`, with multi-particle superposition creating metaball fusion effects.
410
+
411
+ ## Implementation Steps
412
+
413
+ ### Step 1: Hash Random Functions
414
+ ```glsl
415
+ // 1D -> 1D hash, returns [0, 1)
416
+ float hash11(float p) {
417
+ return fract(sin(p * 127.1) * 43758.5453);
418
+ }
419
+
420
+ // 1D -> 2D hash
421
+ vec2 hash12(float p) {
422
+ vec3 p3 = fract(vec3(p) * vec3(0.1031, 0.1030, 0.0973));
423
+ p3 += dot(p3, p3.yzx + 33.33);
424
+ return fract((p3.xx + p3.yz) * p3.zy);
425
+ }
426
+
427
+ // 3D -> 3D hash
428
+ vec3 hash33(vec3 p) {
429
+ p = fract(p * vec3(443.897, 397.297, 491.187));
430
+ p += dot(p.zxy, p.yxz + 19.19);
431
+ return fract(vec3(p.x * p.y, p.z * p.x, p.y * p.z)) - 0.5;
432
+ }
433
+ ```
434
+
435
+ ### Step 2: Particle Lifecycle Management
436
+ ```glsl
437
+ #define NUM_PARTICLES 100
438
+ #define LIFETIME_MIN 1.0
439
+ #define LIFETIME_MAX 3.0
440
+ #define START_TIME 2.0
441
+
442
+ // Returns: x = normalized age [0,1], y = life cycle number
443
+ vec2 particleAge(int id, float time) {
444
+ float spawnTime = START_TIME * hash11(float(id) * 2.0);
445
+ float lifetime = mix(LIFETIME_MIN, LIFETIME_MAX, hash11(float(id) * 3.0 - 35.0));
446
+ float age = mod(time - spawnTime, lifetime);
447
+ float run = floor((time - spawnTime) / lifetime);
448
+ return vec2(age / lifetime, run);
449
+ }
450
+ ```
451
+
452
+ ### Step 3: Stateless Particle Position Computation
453
+ ```glsl
454
+ #define GRAVITY vec2(0.0, -4.5)
455
+ #define DRIFT_MAX vec2(0.28, 0.28)
456
+
457
+ // Harmonic superposition for smooth main trajectory
458
+ float harmonics(vec3 freq, vec3 amp, vec3 phase, float t) {
459
+ float val = 0.0;
460
+ for (int h = 0; h < 3; h++)
461
+ val += amp[h] * cos(t * freq[h] * 6.2832 + phase[h] / 360.0 * 6.2832);
462
+ return (1.0 + val) / 2.0;
463
+ }
464
+
465
+ vec2 particlePosition(int id, float time) {
466
+ vec2 ageInfo = particleAge(id, time);
467
+ float age = ageInfo.x;
468
+ float run = ageInfo.y;
469
+
470
+ float slowTime = time * 0.1;
471
+ vec2 mainPos = vec2(
472
+ harmonics(vec3(0.4, 0.66, 0.78), vec3(0.8, 0.24, 0.18), vec3(0.0, 45.0, 55.0), slowTime),
473
+ harmonics(vec3(0.415, 0.61, 0.82), vec3(0.72, 0.28, 0.15), vec3(90.0, 120.0, 10.0), slowTime)
474
+ );
475
+
476
+ vec2 drift = DRIFT_MAX * (vec2(hash11(float(id) * 3.0 + run * 4.0),
477
+ hash11(float(id) * 7.0 - run * 2.5)) - 0.5) * age;
478
+ vec2 grav = GRAVITY * age * age * 0.5;
479
+
480
+ return mainPos + drift + grav;
481
+ }
482
+ ```
483
+
484
+ ### Step 4: Buffer-Stored Particle State (Stateful System)
485
+ ```glsl
486
+ // === Buffer A: Particle Physics Update ===
487
+ // IMPORTANT: Multi-pass system warning: each fragment shader is compiled independently, helper functions must be redefined in each shader!
488
+ #define NUM_PARTICLES 40
489
+ #define MAX_VEL 0.5
490
+ #define MAX_ACC 3.0
491
+ #define RESIST 0.2
492
+ #define DT 0.03
493
+
494
+ // Helper functions that must be defined in the Buffer A shader
495
+ float hash11(float p) {
496
+ return fract(sin(p * 127.1) * 43758.5453);
497
+ }
498
+
499
+ vec2 hash12(float p) {
500
+ vec3 p3 = fract(vec3(p) * vec3(0.1031, 0.1030, 0.0973));
501
+ p3 += dot(p3, p3.yzx + 33.33);
502
+ return fract((p3.xx + p3.yz) * p3.zy);
503
+ }
504
+
505
+ vec4 loadParticle(float i) {
506
+ return texelFetch(iChannel0, ivec2(i, 0), 0);
507
+ }
508
+
509
+ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
510
+ if (fragCoord.y > 0.5 || fragCoord.x > float(NUM_PARTICLES)) discard;
511
+
512
+ float id = floor(fragCoord.x);
513
+ vec2 res = iResolution.xy / iResolution.y;
514
+
515
+ if (iFrame < 5) {
516
+ vec2 rng = hash12(id);
517
+ fragColor = vec4(0.1 + 0.8 * rng * res, 0.0, 0.0);
518
+ return;
519
+ }
520
+
521
+ vec4 particle = loadParticle(id); // xy = pos, zw = vel
522
+ vec2 pos = particle.xy;
523
+ vec2 vel = particle.zw;
524
+
525
+ vec2 force = vec2(0.0);
526
+ force += 0.8 * (1.0 / abs(pos) - 1.0 / abs(res - pos)); // boundary repulsion
527
+ for (float i = 0.0; i < float(NUM_PARTICLES); i++) { // inter-particle interaction
528
+ if (i == id) continue;
529
+ vec4 other = loadParticle(i);
530
+ vec2 w = pos - other.xy;
531
+ float d = length(w);
532
+ if (d > 0.0)
533
+ force -= w * (6.3 + log(d * d * 0.02)) / exp(d * d * 2.4) / d;
534
+ }
535
+ force -= vel * RESIST / DT; // friction
536
+
537
+ vec2 acc = force;
538
+ float a = length(acc);
539
+ acc *= a > MAX_ACC ? MAX_ACC / a : 1.0;
540
+ vel += acc * DT;
541
+ float v = length(vel);
542
+ vel *= v > MAX_VEL ? MAX_VEL / v : 1.0;
543
+ pos += vel * DT;
544
+
545
+ fragColor = vec4(pos, vel);
546
+ }
547
+ ```
548
+
549
+ ### Step 5: Particle Rendering — Metaball Style
550
+ // IMPORTANT: Multi-pass system warning: Image shader must define all the following helper functions (compiled independently)!
551
+ ```glsl
552
+ #define BRIGHTNESS 0.002
553
+ #define COLOR_START vec3(0.0, 0.64, 0.2)
554
+ #define COLOR_END vec3(0.06, 0.35, 0.85)
555
+
556
+ // Helper functions that must be defined in the Image shader
557
+ float hash11(float p) {
558
+ return fract(sin(p * 127.1) * 43758.5453);
559
+ }
560
+
561
+ vec2 hash12(float p) {
562
+ vec3 p3 = fract(vec3(p) * vec3(0.1031, 0.1030, 0.0973));
563
+ p3 += dot(p3, p3.yzx + 33.33);
564
+ return fract((p3.xx + p3.yz) * p3.zy);
565
+ }
566
+
567
+ vec4 loadParticle(float i) {
568
+ return texelFetch(iChannel0, ivec2(i, 0), 0);
569
+ }
570
+
571
+ // HSV to RGB (correct implementation)
572
+ vec3 hsv2rgb(vec3 c) {
573
+ vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
574
+ vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
575
+ return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
576
+ }
577
+
578
+ vec3 renderParticles(vec2 uv) {
579
+ vec3 col = vec3(0.0);
580
+ float totalWeight = 0.0;
581
+ for (int i = 0; i < NUM_PARTICLES; i++) {
582
+ vec4 particle = loadParticle(float(i));
583
+ vec2 p = uv - particle.xy;
584
+ float mb = BRIGHTNESS / dot(p, p);
585
+ totalWeight += mb;
586
+ float ratio = length(particle.zw) / MAX_VEL;
587
+ vec3 pcol = mix(COLOR_START, COLOR_END, ratio);
588
+ col = mix(col, pcol, mb / totalWeight);
589
+ }
590
+ totalWeight /= float(NUM_PARTICLES);
591
+ col = normalize(col) * clamp(totalWeight, 0.0, 0.4);
592
+ return col;
593
+ }
594
+ ```
595
+
596
+ ### Step 6: Frame Feedback Motion Blur
597
+ ```glsl
598
+ // IMPORTANT: Ping-pong brightness budget (most common washout cause!):
599
+ // Steady-state brightness = singleFrameContribution / (1 - TRAIL_DECAY)
600
+ // decay=0.88 → 8.3x amplification, decay=0.95 → 20x amplification
601
+ // Budget formula: N_particles x (numerator/epsilon) x 1/(1-decay) < 10.0
602
+ //
603
+ // Safe parameter lookup table (decay=0.88, 8.3x amplification):
604
+ // 20 particles → single particle peak < 0.06 (numerator=0.002, epsilon=0.03)
605
+ // 50 particles → single particle peak < 0.024 (numerator=0.001, epsilon=0.04)
606
+ // 100 particles → single particle peak < 0.012 (numerator=0.0005, epsilon=0.04)
607
+ //
608
+ // Safe parameter lookup table (decay=0.92, 12.5x amplification):
609
+ // 20 particles → single particle peak < 0.04 (numerator=0.001, epsilon=0.03)
610
+ // 50 particles → single particle peak < 0.016 (numerator=0.0005, epsilon=0.03)
611
+ // 100 particles → single particle peak < 0.008 (numerator=0.0003, epsilon=0.04)
612
+ #define TRAIL_DECAY 0.88
613
+
614
+ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
615
+ vec2 uv = fragCoord / iResolution.xy;
616
+ vec3 prev = texture(iChannel0, uv).rgb * TRAIL_DECAY;
617
+ vec3 current = renderParticles(fragCoord / iResolution.y);
618
+ fragColor = vec4(prev + current, 1.0);
619
+ }
620
+ ```
621
+
622
+ ### Step 7: HSV Coloring & Star Glare Effect
623
+ ```glsl
624
+ // HSV to RGB (correct implementation)
625
+ vec3 hsv2rgb(vec3 c) {
626
+ vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
627
+ vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
628
+ return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
629
+ }
630
+
631
+ // Star glare: thin rays in horizontal/vertical/diagonal directions
632
+ float starGlare(vec2 relPos, float intensity) {
633
+ vec2 stretch = vec2(9.0, 0.32);
634
+ float dh = length(relPos * stretch);
635
+ float dv = length(relPos * stretch.yx);
636
+ vec2 diagPos = 0.707 * vec2(dot(relPos, vec2(1, 1)), dot(relPos, vec2(1, -1)));
637
+ float dd1 = length(diagPos * vec2(13.0, 0.61));
638
+ float dd2 = length(diagPos * vec2(0.61, 13.0));
639
+ float glare = 0.25 / (dh * 3.0 + 0.01)
640
+ + 0.25 / (dv * 3.0 + 0.01)
641
+ + 0.19 / (dd1 * 3.0 + 0.01)
642
+ + 0.19 / (dd2 * 3.0 + 0.01);
643
+ return glare * intensity;
644
+ }
645
+ ```
646
+
647
+ ## Complete Code Template
648
+
649
+ Single-pass stateless particle system, runs directly in ShaderToy's Image tab:
650
+
651
+ ```glsl
652
+ // === Particle System — Stateless Single-Pass Template ===
653
+
654
+ #define NUM_PARTICLES 80
655
+ #define LIFETIME_MIN 1.0
656
+ #define LIFETIME_MAX 3.5
657
+ #define START_TIME 2.5
658
+ #define BRIGHTNESS 0.00004
659
+ #define GRAVITY vec2(0.0, -2.0)
660
+ #define DRIFT_SPEED 0.2
661
+ #define HUE_SHIFT 0.035
662
+ #define TRAIL_DECAY 0.92
663
+ #define STAR_ENABLED 1
664
+
665
+ #define PI 3.14159265
666
+ #define TAU 6.28318530
667
+
668
+ float hash11(float p) {
669
+ return fract(sin(p * 127.1) * 43758.5453);
670
+ }
671
+
672
+ vec3 hsv2rgb(vec3 c) {
673
+ vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
674
+ vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
675
+ return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
676
+ }
677
+
678
+ float harmonics3(vec3 freq, vec3 amp, vec3 phase, float t) {
679
+ float val = 0.0;
680
+ for (int h = 0; h < 3; h++)
681
+ val += amp[h] * cos(t * freq[h] * TAU + phase[h] / 360.0 * TAU);
682
+ return (1.0 + val) * 0.5;
683
+ }
684
+
685
+ vec3 getLifecycle(int id, float time) {
686
+ float spawn = START_TIME * hash11(float(id) * 2.0);
687
+ float life = mix(LIFETIME_MIN, LIFETIME_MAX, hash11(float(id) * 3.0 - 35.0));
688
+ float age = mod(time - spawn, life);
689
+ float run = floor((time - spawn) / life);
690
+ return vec3(age / life, run, spawn);
691
+ }
692
+
693
+ vec2 getPosition(int id, float time) {
694
+ vec3 lc = getLifecycle(id, time);
695
+ float age = lc.x;
696
+ float run = lc.y;
697
+
698
+ float tfact = mix(6.0, 20.0, hash11(float(id) * 2.0 + 94.0 + run * 1.5));
699
+ float pt = (run * lc.x * mix(LIFETIME_MIN, LIFETIME_MAX, hash11(float(id)*3.0-35.0)) + lc.z) * (-1.0/tfact + 1.0) + time / tfact;
700
+
701
+ vec2 mainPos = vec2(
702
+ harmonics3(vec3(0.4, 0.66, 0.78), vec3(0.8, 0.24, 0.18), vec3(0.0, 45.0, 55.0), pt),
703
+ harmonics3(vec3(0.415, 0.61, 0.82), vec3(0.72, 0.28, 0.15), vec3(90.0, 120.0, 10.0), pt)
704
+ ) + vec2(0.35, 0.15);
705
+
706
+ vec2 drift = DRIFT_SPEED * (vec2(
707
+ hash11(float(id) * 3.0 - 23.0 + run * 4.0),
708
+ hash11(float(id) * 7.0 + 632.0 - run * 2.5)
709
+ ) - 0.5) * age;
710
+
711
+ vec2 grav = GRAVITY * age * age * 0.004;
712
+
713
+ return (mainPos + drift + grav) * vec2(0.6, 0.45);
714
+ }
715
+
716
+ float starGlare(vec2 rel) {
717
+ #if STAR_ENABLED == 0
718
+ return 0.0;
719
+ #endif
720
+ vec2 stretchHV = vec2(9.0, 0.32);
721
+ float dh = length(rel * stretchHV);
722
+ float dv = length(rel * stretchHV.yx);
723
+ vec2 dRel = 0.707 * vec2(dot(rel, vec2(1, 1)), dot(rel, vec2(1, -1)));
724
+ vec2 stretchDiag = vec2(13.0, 0.61);
725
+ float dd1 = length(dRel * stretchDiag);
726
+ float dd2 = length(dRel * stretchDiag.yx);
727
+ return 0.25 / (dh * 3.0 + 0.01) + 0.25 / (dv * 3.0 + 0.01)
728
+ + 0.19 / (dd1 * 3.0 + 0.01) + 0.19 / (dd2 * 3.0 + 0.01);
729
+ }
730
+
731
+ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
732
+ vec2 uv = fragCoord.xy / iResolution.xx;
733
+ float time = iTime * 0.75;
734
+
735
+ vec3 col = vec3(0.0);
736
+
737
+ for (int i = 1; i < NUM_PARTICLES; i++) {
738
+ vec3 lc = getLifecycle(i, time);
739
+ float age = lc.x;
740
+ float run = lc.y;
741
+
742
+ vec2 ppos = getPosition(i, time);
743
+ vec2 rel = uv - ppos;
744
+ float dist = length(rel);
745
+
746
+ float baseInt = mix(0.1, 3.2, hash11(run * 4.0 + float(i) - 55.0));
747
+ float glow = 1.0 / (dist * 3.0 + 0.015);
748
+
749
+ float star = starGlare(rel);
750
+ float intensity = baseInt * pow(glow + star, 2.3) / 40000.0;
751
+
752
+ intensity *= (1.0 - age);
753
+ intensity *= smoothstep(0.0, 0.15, age);
754
+ float sparkFreq = mix(2.5, 6.0, hash11(float(i) * 5.0 + 72.0 - run * 1.8));
755
+ intensity *= 0.5 * sin(sparkFreq * TAU * time) + 1.0;
756
+
757
+ float hue = mix(-0.13, 0.13, hash11(float(i) + 124.0 + run * 1.5)) + HUE_SHIFT * time;
758
+ float sat = mix(0.5, 0.9, hash11(float(i) * 6.0 + 44.0 + run * 3.3)) * 0.45 / max(intensity, 0.001);
759
+ col += hsv2rgb(vec3(hue, clamp(sat, 0.0, 1.0), intensity));
760
+ }
761
+
762
+ col = pow(max(col, 0.0), vec3(1.0 / 2.2));
763
+ fragColor = vec4(col, 1.0);
764
+ }
765
+ ```
766
+
767
+ ## Common Variants
768
+
769
+ ### Variant 1: Metaball Polar Coordinate Particles
770
+ ```glsl
771
+ float d = fract(time * 0.51 + 48934.4238 * sin(float(i) * 692.7398));
772
+ float angle = TAU * float(i) / float(NUM_PARTICLES);
773
+ vec2 particlePos = d * vec2(cos(angle), sin(angle)) * 4.0;
774
+
775
+ vec2 p = uv - particlePos;
776
+ float mb = 0.84 / dot(p, p);
777
+ col = mix(col, mix(startColor, endColor, d), mb / totalSum);
778
+ ```
779
+
780
+ ### Variant 2: Buffer Storage + Boids Flocking Behavior
781
+ ```glsl
782
+ vec2 sumForce = vec2(0.0);
783
+ for (float j = 0.0; j < NUM_PARTICLES; j++) {
784
+ if (j == id) continue;
785
+ vec4 other = texelFetch(iChannel0, ivec2(j, 0), 0);
786
+ vec2 w = pos - other.xy;
787
+ float d = length(w);
788
+ sumForce -= w * (6.3 + log(d * d * 0.02)) / exp(d * d * 2.4) / d;
789
+ }
790
+ sumForce -= vel * 0.2 / dt;
791
+ ```
792
+
793
+ ### Variant 3: Verlet Integration Cloth Simulation
794
+ ```glsl
795
+ vec2 newPos = 2.0 * particle.xy - particle.zw + vec2(0.0, -0.6) * dt * dt;
796
+ particle.zw = particle.xy;
797
+ particle.xy = newPos;
798
+
799
+ vec4 neighbor = texelFetch(iChannel0, neighborId, 0);
800
+ vec2 delta = neighbor.xy - particle.xy;
801
+ float dist = length(delta);
802
+ float restLength = 0.1;
803
+ particle.xy += 0.1 * (dist - restLength) * (delta / dist);
804
+ ```
805
+
806
+ ### Variant 4: 3D Particles + Ray Rendering
807
+ ```glsl
808
+ vec3 ro = vec3(0.0, 0.0, 2.5);
809
+ vec3 rd = normalize(vec3(uv, -0.5));
810
+ for (int i = 0; i < numParticles; i++) {
811
+ vec3 pos = texture(iChannel0, vec2(i, 100.0) * w).rgb;
812
+ float d = dot(cross(pos - ro, rd), cross(pos - ro, rd));
813
+ d *= 1000.0;
814
+ float glow = 0.14 / (pow(d, 1.1) + 0.03);
815
+ col += glow * particleColor;
816
+ }
817
+ ```
818
+
819
+ ### Variant 5: Raindrop Particles (3D Scene Integration)
820
+ ```glsl
821
+ float speedScale = 0.0015 * (0.1 + 1.9 * sin(PI * 0.5 * pow(age / lifetime, 2.0)));
822
+ particle.x += (windShieldOffset.x + windIntensity * dot(rayRight, windDir)) * fallSpeed * speedScale * dt;
823
+ particle.y += (windShieldOffset.y + windIntensity * dot(rayUp, windDir)) * fallSpeed * speedScale * dt;
824
+ particle.xy += 0.001 * (randVec2(particle.xy + iTime) - 0.5) * jitterSpeed * dt;
825
+ if (particle.z > particle.a) {
826
+ particle.xy = vec2(rand(seedX), rand(seedY)) * iResolution.xy;
827
+ particle.a = lifetimeMin + rand(pid) * (lifetimeMax - lifetimeMin);
828
+ particle.z = 0.0;
829
+ }
830
+ ```
831
+
832
+ ### Variant 6: Vortex/Storm Particle System (Sandstorm, Blizzard, Whirlwind, etc.)
833
+
834
+ Uses stateless single pass. Key: spiral trajectory + high-visibility particles + vortex eye dark zone + separated background fog layer.
835
+
836
+ ```glsl
837
+ // IMPORTANT: Particle color must be 2-3x brighter than background to be visible (sand-colored particles on sand-colored background easily disappear)
838
+ // IMPORTANT: Brightness budget: 150 particles x peak(0.005/0.003=1.67) x fade(avg~0.3) ≈ 75, overexposed!
839
+ // Must increase epsilon or decrease numerator. Safe values: numerator=0.002, epsilon=0.008 → peak=0.25, total=11 → OK after Reinhard
840
+ #define NUM_DUST 150
841
+ #define VORTEX_CENTER vec2(0.0)
842
+
843
+ void main() {
844
+ vec2 uv = (gl_FragCoord.xy - 0.5 * iResolution.xy) / iResolution.y;
845
+ float t = iTime;
846
+
847
+ vec3 bg = mix(vec3(0.25, 0.18, 0.08), vec3(0.4, 0.28, 0.12), gl_FragCoord.y / iResolution.y);
848
+
849
+ vec3 col = vec3(0.0);
850
+ for (int i = 0; i < NUM_DUST; i++) {
851
+ float fi = float(i);
852
+ float life = mix(2.0, 5.0, hash11(fi * 3.7));
853
+ float age = mod(t - hash11(fi * 2.0) * life, life);
854
+ float norm = age / life;
855
+
856
+ float initAngle = hash11(fi * 7.3) * 6.2832;
857
+ float initR = 0.05 + hash11(fi * 11.0) * 0.5;
858
+ float angularSpeed = 2.0 / (0.3 + initR);
859
+ float angle = initAngle + norm * angularSpeed;
860
+ float radius = initR + norm * 0.15;
861
+
862
+ vec2 pos = VORTEX_CENTER + vec2(cos(angle), sin(angle)) * radius;
863
+
864
+ vec2 rel = uv - pos;
865
+ float dist = length(rel);
866
+
867
+ float fade = smoothstep(0.0, 0.1, norm) * smoothstep(1.0, 0.5, norm);
868
+ // Safe brightness: peak = 0.002/0.008 = 0.25, x 150 x avg_fade(0.3) ≈ 11 → Reinhard OK
869
+ float glow = 0.002 / (dist * dist + 0.008) * fade;
870
+
871
+ // Particles need to be noticeably brighter than background, use light sand + white blend
872
+ vec3 dustColor = mix(vec3(1.0, 0.9, 0.6), vec3(1.0, 0.95, 0.85), hash11(fi * 5.0));
873
+ col += dustColor * glow;
874
+ }
875
+
876
+ float eyeDist = length(uv - VORTEX_CENTER);
877
+ float eye = smoothstep(0.06, 0.15, eyeDist);
878
+
879
+ vec3 final = bg + col * eye;
880
+ final = final / (1.0 + final);
881
+ fragColor = vec4(final, 1.0);
882
+ }
883
+ ```
884
+
885
+ ### Variant 7: Meteor/Trail Line Rendering (Single-Pass Stateless)
886
+
887
+ Meteors, magic projectiles, etc. need elongated glow (stretched luminous lines). **Do not use `1/(distPerp² + tiny_epsilon)` for lines** — too-small epsilon makes line centers extremely bright and washed out. Use `exp(-dist)` or `smoothstep` for safe line glow.
888
+
889
+ **IMPORTANT: Common meteor failures**: (1) Star background too dark to see — must call `starField()` above and ensure stars use Gaussian dots `exp(-dist²*k)` for rendering (2) Meteor trail too faint — `core` multiplier should be at least 0.15, each step after dividing by `NUM_TRAIL_STEPS` still needs >= 0.005 contribution
890
+
891
+ ```glsl
892
+ #define NUM_METEORS 6
893
+ #define NUM_TRAIL_STEPS 20
894
+
895
+ void main() {
896
+ vec2 uv = (gl_FragCoord.xy - 0.5 * iResolution.xy) / iResolution.y;
897
+ float t = iTime;
898
+
899
+ // Deep blue night sky background + must call starField to draw stars
900
+ vec3 col = vec3(0.005, 0.005, 0.02);
901
+ col += starField(uv);
902
+
903
+ for (int m = 0; m < NUM_METEORS; m++) {
904
+ float fm = float(m);
905
+ float cycleTime = mix(3.0, 7.0, hash11(fm * 17.3));
906
+ float meteorTime = mod(t - hash11(fm * 23.7) * cycleTime, cycleTime);
907
+ float travelDuration = mix(0.5, 1.2, hash11(fm * 31.1));
908
+
909
+ if (meteorTime > travelDuration + 0.3) continue;
910
+
911
+ float angle = mix(-0.4, -1.3, hash11(fm * 41.3));
912
+ vec2 dir = normalize(vec2(cos(angle), sin(angle)));
913
+ vec2 startPos = vec2(
914
+ mix(-0.3, 0.8, hash11(fm * 53.7)),
915
+ mix(0.2, 0.7, hash11(fm * 61.1))
916
+ );
917
+ float speed = mix(1.0, 2.0, hash11(fm * 71.3));
918
+ float headT = clamp(meteorTime / travelDuration, 0.0, 1.0);
919
+ vec2 headPos = startPos + dir * speed * headT;
920
+
921
+ float headFade = smoothstep(0.0, 0.1, meteorTime)
922
+ * smoothstep(travelDuration + 0.3, travelDuration, meteorTime);
923
+
924
+ float trailLen = mix(0.15, 0.35, hash11(fm * 83.7));
925
+
926
+ for (int s = 0; s < NUM_TRAIL_STEPS; s++) {
927
+ float sf = float(s) / float(NUM_TRAIL_STEPS);
928
+ vec2 samplePos = headPos - dir * trailLen * sf;
929
+ vec2 rel = uv - samplePos;
930
+
931
+ float distPerp = abs(dot(rel, vec2(-dir.y, dir.x)));
932
+
933
+ // Line width: narrow at head, wide at tail
934
+ float width = mix(0.003, 0.015, sf);
935
+ // core multiplier 0.15 ensures trail is visible even under SwiftShader
936
+ float core = exp(-distPerp / width) * 0.15;
937
+
938
+ float trailFade = (1.0 - sf) * (1.0 - sf);
939
+ float intensity = core * trailFade * headFade / float(NUM_TRAIL_STEPS);
940
+
941
+ float hue = mix(0.05, 0.12, sf);
942
+ vec3 meteorCol = hsv2rgb(vec3(hue, mix(0.1, 0.4, sf), 1.0));
943
+ col += meteorCol * intensity;
944
+ }
945
+
946
+ // Meteor head: bright point
947
+ float headDist = length(uv - headPos);
948
+ float headGlow = headFade * 0.005 / (headDist * headDist + 0.0008);
949
+ col += vec3(1.0, 0.95, 0.85) * headGlow;
950
+ }
951
+
952
+ col = col / (1.0 + col);
953
+ col = pow(col, vec3(0.95));
954
+ fragColor = vec4(col, 1.0);
955
+ }
956
+ ```
957
+
958
+ ### Variant 8: Fountain/Upward Jet Particle System (Single-Pass Stateless)
959
+
960
+ Water/sparks jetting upward from a point, parabolic descent. Key: **Particles must be sharp, individually visible points** (small epsilon), not just a diffuse glow blob. Must include: (1) main water column particles (upward jet + parabola) (2) splash particles (spread sideways after hitting water) (3) water surface/pool visuals.
961
+
962
+ **IMPORTANT: Most common fountain failure**: Only produces blurry glow without visible individual water droplet trajectories! Must use small epsilon (<=0.002) so each particle is clearly visible as an individual light point. Numerator must also be proportionally reduced to control total brightness.
963
+
964
+ ```glsl
965
+ #define NUM_WATER 60
966
+ #define NUM_SPLASH 40
967
+ #define FOUNTAIN_BASE vec2(0.0, -0.3)
968
+ #define WATER_LEVEL -0.3
969
+
970
+ void main() {
971
+ vec2 uv = (gl_FragCoord.xy - 0.5 * iResolution.xy) / iResolution.y;
972
+ float t = iTime;
973
+
974
+ // Dark background
975
+ vec3 col = vec3(0.01, 0.02, 0.06);
976
+
977
+ // --- Water pool/surface ---
978
+ float waterDist = abs(uv.y - WATER_LEVEL);
979
+ float waterLine = smoothstep(0.01, 0.0, waterDist) * 0.3;
980
+ float waterBody = smoothstep(WATER_LEVEL, WATER_LEVEL - 0.15, uv.y);
981
+ col += vec3(0.02, 0.06, 0.12) * waterBody;
982
+ col += vec3(0.3, 0.5, 0.7) * waterLine;
983
+
984
+ // --- Main water column particles: upward jet + parabola ---
985
+ for (int i = 0; i < NUM_WATER; i++) {
986
+ float fi = float(i);
987
+ float lifetime = mix(1.0, 2.0, hash11(fi * 3.7));
988
+ float age = mod(t - hash11(fi * 2.3) * lifetime, lifetime);
989
+ float norm = age / lifetime;
990
+
991
+ float spreadAngle = (hash11(fi * 7.3) - 0.5) * 0.6;
992
+ float speed = mix(0.9, 1.6, hash11(fi * 11.0));
993
+ vec2 vel0 = vec2(sin(spreadAngle), cos(spreadAngle)) * speed;
994
+
995
+ vec2 pos = FOUNTAIN_BASE + vel0 * age + vec2(0.0, -1.8) * age * age;
996
+
997
+ if (pos.y < WATER_LEVEL - 0.02) continue;
998
+
999
+ vec2 rel = uv - pos;
1000
+ float dist = length(rel);
1001
+
1002
+ float fade = smoothstep(0.0, 0.05, norm) * smoothstep(1.0, 0.6, norm);
1003
+ // Sharp light point: small epsilon makes each particle clearly visible as an individual dot
1004
+ // peak = 0.004/0.0015 = 2.67, x 60 x avg_fade(0.25) ≈ 40 → Reinhard OK
1005
+ float glow = 0.004 / (dist * dist + 0.0015) * fade;
1006
+
1007
+ vec3 waterCol = mix(vec3(0.5, 0.8, 1.0), vec3(0.9, 0.97, 1.0), hash11(fi * 5.0));
1008
+ col += waterCol * glow;
1009
+ }
1010
+
1011
+ // --- Splash particles: spread sideways at water surface ---
1012
+ for (int i = 0; i < NUM_SPLASH; i++) {
1013
+ float fi = float(i) + 200.0;
1014
+ float lifetime = mix(0.3, 0.8, hash11(fi * 3.7));
1015
+ float age = mod(t - hash11(fi * 2.3) * lifetime, lifetime);
1016
+ float norm = age / lifetime;
1017
+
1018
+ float xOffset = (hash11(fi * 7.3) - 0.5) * 0.5;
1019
+ vec2 splashBase = vec2(xOffset, WATER_LEVEL);
1020
+ float splashAngle = (hash11(fi * 11.0) - 0.5) * 2.5;
1021
+ float splashSpeed = mix(0.2, 0.5, hash11(fi * 13.0));
1022
+ vec2 splashVel = vec2(sin(splashAngle), abs(cos(splashAngle))) * splashSpeed;
1023
+
1024
+ vec2 pos = splashBase + splashVel * age + vec2(0.0, -2.0) * age * age;
1025
+ if (pos.y < WATER_LEVEL - 0.01) continue;
1026
+
1027
+ vec2 rel = uv - pos;
1028
+ float dist = length(rel);
1029
+
1030
+ float fade = smoothstep(0.0, 0.05, norm) * smoothstep(1.0, 0.3, norm);
1031
+ float glow = 0.002 / (dist * dist + 0.001) * fade;
1032
+
1033
+ col += vec3(0.7, 0.85, 1.0) * glow;
1034
+ }
1035
+
1036
+ col = col / (1.0 + col);
1037
+ fragColor = vec4(col, 1.0);
1038
+ }
1039
+ ```
1040
+
1041
+ ### Variant 9: Campfire/Flame Particle System (Single-Pass Stateless)
1042
+
1043
+ Flame effects must include **two layers**: (1) smooth flame body at the base (noise-driven cone gradient) (2) many **discrete ember/spark particles** above, drifting upward and gradually extinguishing. Using only a smooth gradient will be judged as "no particle system."
1044
+
1045
+ **IMPORTANT: Most common flame failure**: Only draws a smooth gradient without discrete particles! Must have NUM_SPARKS individual point-like particles drifting out from the flame top.
1046
+
1047
+ ```glsl
1048
+ #define NUM_SPARKS 60
1049
+ #define FIRE_BASE vec2(0.0, -0.35)
1050
+
1051
+ float noise(vec2 p) {
1052
+ vec2 i = floor(p);
1053
+ vec2 f = fract(p);
1054
+ f = f * f * (3.0 - 2.0 * f);
1055
+ float a = hash11(dot(i, vec2(127.1, 311.7)));
1056
+ float b = hash11(dot(i + vec2(1.0, 0.0), vec2(127.1, 311.7)));
1057
+ float c = hash11(dot(i + vec2(0.0, 1.0), vec2(127.1, 311.7)));
1058
+ float d = hash11(dot(i + vec2(1.0, 1.0), vec2(127.1, 311.7)));
1059
+ return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
1060
+ }
1061
+
1062
+ void main() {
1063
+ vec2 uv = (gl_FragCoord.xy - 0.5 * iResolution.xy) / iResolution.y;
1064
+ float t = iTime;
1065
+ vec3 col = vec3(0.02, 0.01, 0.01);
1066
+
1067
+ // --- Layer 1: flame body (smooth noise cone) ---
1068
+ vec2 fireUV = uv - FIRE_BASE;
1069
+ float fireH = clamp(fireUV.y / 0.5, 0.0, 1.0);
1070
+ float width = mix(0.15, 0.01, fireH);
1071
+ float n = noise(vec2(fireUV.x * 6.0, fireUV.y * 4.0 - t * 3.0));
1072
+ float flameShape = smoothstep(width, 0.0, abs(fireUV.x + (n - 0.5) * 0.08))
1073
+ * smoothstep(-0.02, 0.05, fireUV.y)
1074
+ * smoothstep(0.55, 0.0, fireUV.y);
1075
+ vec3 innerCol = vec3(1.0, 0.95, 0.7);
1076
+ vec3 outerCol = vec3(1.0, 0.35, 0.05);
1077
+ vec3 flameCol = mix(outerCol, innerCol, smoothstep(0.3, 0.8, flameShape));
1078
+ col += flameCol * flameShape * 1.5;
1079
+
1080
+ // --- Layer 2: discrete ember particles (required!) ---
1081
+ for (int i = 0; i < NUM_SPARKS; i++) {
1082
+ float fi = float(i);
1083
+ float lifetime = mix(0.8, 2.0, hash11(fi * 3.7));
1084
+ float age = mod(t - hash11(fi * 2.3) * lifetime, lifetime);
1085
+ float norm = age / lifetime;
1086
+
1087
+ float xSpread = (hash11(fi * 7.3) - 0.5) * 0.2;
1088
+ float riseSpeed = mix(0.3, 0.7, hash11(fi * 11.0));
1089
+ float wobble = sin(t * 3.0 + fi * 2.7) * 0.03 * norm;
1090
+ vec2 sparkPos = FIRE_BASE + vec2(0.0, 0.25)
1091
+ + vec2(xSpread + wobble, riseSpeed * age);
1092
+
1093
+ vec2 rel = uv - sparkPos;
1094
+ float dist = length(rel);
1095
+
1096
+ float fade = smoothstep(0.0, 0.1, norm) * smoothstep(1.0, 0.3, norm);
1097
+ // peak = 0.003/0.0008 = 3.75, x 60 x avg_fade(0.2) ≈ 45 → Reinhard OK
1098
+ float glow = 0.003 / (dist * dist + 0.0008) * fade;
1099
+
1100
+ float hue = mix(0.03, 0.12, norm);
1101
+ vec3 sparkCol = hsv2rgb(vec3(hue, mix(0.9, 0.3, norm), 1.0));
1102
+ col += sparkCol * glow;
1103
+ }
1104
+
1105
+ col = col / (1.0 + col);
1106
+ col = pow(col, vec3(0.95));
1107
+ fragColor = vec4(col, 1.0);
1108
+ }
1109
+ ```
1110
+
1111
+ ### Variant 10: Spiral Array/Magic Particle System (Single-Pass Stateless)
1112
+
1113
+ Magic effects, spiral ascent, magic circles, etc. require particles arranged in **geometric arrays** with **iridescent shimmer**. Key: particles must be individually visible glowing points (not a blurry glow blob), and the spiral structure must be clearly discernible.
1114
+
1115
+ **IMPORTANT: Most common magic failure**: Only produces a blob of blurry light (diffuse glow blob) without visible individual particles or geometric structure! Ensure each particle is an independently visible small light point, and the overall arrangement forms spiral/ring/other geometric shapes. Reduce epsilon to make each particle sharper (small light dot) rather than a large blurry halo.
1116
+
1117
+ ```glsl
1118
+ #define NUM_SPIRAL 80
1119
+ #define NUM_RING 40
1120
+ #define WAND_TIP vec2(0.0, -0.15)
1121
+
1122
+ void main() {
1123
+ vec2 uv = (gl_FragCoord.xy - 0.5 * iResolution.xy) / iResolution.y;
1124
+ float t = iTime;
1125
+ vec3 col = vec3(0.01, 0.005, 0.02);
1126
+
1127
+ // --- Layer 1: spiral ascending particles (emanating from emission point) ---
1128
+ for (int i = 0; i < NUM_SPIRAL; i++) {
1129
+ float fi = float(i);
1130
+ float lifetime = mix(2.0, 4.0, hash11(fi * 3.7));
1131
+ float age = mod(t - hash11(fi * 2.3) * lifetime, lifetime);
1132
+ float norm = age / lifetime;
1133
+
1134
+ // Spiral trajectory: angle increases with time and height
1135
+ float baseAngle = fi / float(NUM_SPIRAL) * 6.2832 * 3.0;
1136
+ float spiralAngle = baseAngle + norm * 8.0 + t * 1.5;
1137
+ float radius = 0.05 + norm * 0.25;
1138
+ float height = norm * 0.7;
1139
+
1140
+ vec2 pos = WAND_TIP + vec2(cos(spiralAngle) * radius, height);
1141
+
1142
+ vec2 rel = uv - pos;
1143
+ float dist = length(rel);
1144
+
1145
+ float fade = smoothstep(0.0, 0.08, norm) * smoothstep(1.0, 0.4, norm);
1146
+ // Sharp small light point: small epsilon makes particles clearly visible as individual dots
1147
+ // peak = 0.004/0.0006 = 6.67, x 80 x avg_fade(0.25) ≈ 133 → Reinhard OK
1148
+ float glow = 0.004 / (dist * dist + 0.0006) * fade;
1149
+
1150
+ // Iridescent effect: hue varies with particle ID + time, producing rainbow shimmer
1151
+ float hue = fract(fi / float(NUM_SPIRAL) + t * 0.3 + norm * 0.5);
1152
+ float shimmer = 0.7 + 0.3 * sin(t * 8.0 + fi * 3.7);
1153
+ vec3 pCol = hsv2rgb(vec3(hue, 0.7, 1.0)) * shimmer;
1154
+ col += pCol * glow;
1155
+ }
1156
+
1157
+ // --- Layer 2: magic circle ring (horizontally rotating light point ring) ---
1158
+ float ringY = WAND_TIP.y + 0.45;
1159
+ float ringRadius = 0.2 + 0.03 * sin(t * 2.0);
1160
+ for (int i = 0; i < NUM_RING; i++) {
1161
+ float fi = float(i);
1162
+ float angle = fi / float(NUM_RING) * 6.2832 + t * 2.0;
1163
+ // Simulated perspective: ellipse (cos full width, sin compressed)
1164
+ vec2 ringPos = vec2(cos(angle) * ringRadius, ringY + sin(angle) * ringRadius * 0.3);
1165
+
1166
+ vec2 rel = uv - ringPos;
1167
+ float dist = length(rel);
1168
+
1169
+ float pulse = 0.6 + 0.4 * sin(t * 5.0 + fi * 1.5);
1170
+ // peak = 0.003/0.0004 = 7.5, x 40 x avg_pulse(0.6) ≈ 180 → Reinhard OK
1171
+ float glow = 0.003 / (dist * dist + 0.0004) * pulse;
1172
+
1173
+ float hue = fract(fi / float(NUM_RING) + t * 0.5);
1174
+ vec3 rCol = hsv2rgb(vec3(hue, 0.6, 1.0));
1175
+ col += rCol * glow;
1176
+ }
1177
+
1178
+ col = col / (1.0 + col);
1179
+ col = pow(col, vec3(0.9));
1180
+ fragColor = vec4(col, 1.0);
1181
+ }
1182
+ ```
1183
+
1184
+ ## Performance & Composition
1185
+
1186
+ **Performance**:
1187
+ - Particle count is the biggest performance lever; use early exit `if (dist > threshold) continue;` for optimization
1188
+ - Frame feedback trails (`prev * 0.95 + current`) can achieve high visual density with fewer particles
1189
+ - N-body O(N²) interaction: reduce to O(1) neighbor queries using spatial grid partitioning or Voronoi tracking
1190
+ - High-speed particles use sub-frame stepping to eliminate trajectory gaps
1191
+ - Velocity/acceleration need clamp to prevent numerical explosion; Verlet is more stable than Euler
1192
+ -
1193
+
1194
+ **Composition**:
1195
+ - **Raymarching**: sample particle density during march steps, or particles in separate Buffer then composited
1196
+ - **Noise / Flow Field**: use noise gradients to drive particle velocity, producing organic flow effects
1197
+ - **Post-Processing**: Bloom (Gaussian blur overlay), chromatic aberration, Reinhard tone mapping
1198
+ - **SDF shapes**: rotate local coordinates based on velocity direction to render fish/droplet specific shapes
1199
+ - **Voronoi acceleration**: large-scale particles use Voronoi tracking, reducing rendering and physics queries from O(N) to O(1)
1200
+
1201
+ ## Further Reading
1202
+
1203
+ Full step-by-step tutorial, mathematical derivations, and advanced usage in [reference](../reference/particle-system.md)