vireuikit 0.1.0 → 0.3.0

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package/README.md CHANGED
@@ -76,6 +76,33 @@ Turbulence and light-track emission in response to playback come from `createMed
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  which is platform-neutral: feed `step()` a playback state, BPM and a deterministic position, and
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  pass the `emissions` it returns on as `MediumFrame.emissions`.
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+ The backdrop reads as a chamber seen from the side, not a flat field, without a second simulation:
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+ the composite samples the same vapor/condensate grid twice, once at identity and once at a larger
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+ scale and a fixed offset (`MEDIUM_DEFAULTS.depthFarScale`/`depthFarOffsetFrac`, the offset as a
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+ fraction of the grid so it stays clear of the wrap at any grid size) — the far read is both slower
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+ on screen and finer-grained, since the field's own motion maps to screen motion as `v / scale`. An
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+ 8-tap rotated ring blur on that far read (`depthFarBlurRadius`) supplies aerial perspective's
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+ softness and lower contrast in the same pass, weighted down (`depthFarWeight`) so it never competes
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+ with the near plane; the ring (not an axis-aligned box) keeps that blur from turning a residual
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+ seam or resize artifact into parallel straight lines. Gravity is two separate properties: a small
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+ downward drift on vapor's own velocity (`gravityVaporDrift`, a motion cue only — a uniform drift on
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+ this periodic grid cannot itself accumulate density) and a compositing-only density boost near the
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+ bottom of the frame (`gravityBottomBoost`/`gravityBottomBoostStart`, a steady-state property that
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+ cannot affect the conserved water total) that actually produces the "denser at the bottom" reading.
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+ Condensate settling adds a second, always-on share of the ambient curl field's own sideways push
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+ (`condensateSettleWiggle`) so a droplet falling at a constant speed doesn't trace a dead-straight
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+ vertical line when turbulence is otherwise low. Each emitted track also carries a `depth` (0 far …
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+ 1 near) that scales its own width and intensity, so a track reads thinner, dimmer and softer the
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+ farther back it lives.
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+
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+ The curl-noise potential itself is periodic over the simulation grid in space, the same way it
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+ already was in time: each octave's spatial frequency is adjusted, per grid size, to the nearest
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+ value that makes a full grid width (or height) an exact integer number of lattice cells
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+ (`computeMediumSpatialPeriods`) — so velocity never jumps at the domain's own wrap, and the far
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+ plane's tile boundary reads as an ordinary point in the field rather than a seam. The near plane's
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+ vapor and condensate reads use cubic B-spline reconstruction (4 bilinear taps) instead of plain
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+ bilinear, so the simulation grid's own cells don't read as squares at typical (coarse) grid sizes.
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+
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  ## License
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  Apache-2.0. See [LICENSE](./LICENSE) and [NOTICE](./NOTICE).
@@ -98,14 +98,29 @@ var MEDIUM_DEFAULTS = {
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  condensationFloor: 0.12,
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  evaporationRate: 0.2,
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  condensateSettleSpeed: 8,
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+ condensateSettleWiggle: 0.4,
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  condensateSpreadRate: 0.08,
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  condensateTint: 0.2,
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  condensateGain: 5,
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  condensateColor: [0.94, 0.95, 0.97],
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  channelColors: neutralSpecies(BASE_COLOR),
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  baseColor: BASE_COLOR,
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- baseWeight: 0.9
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+ baseWeight: 0.9,
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+ depthFarScale: 1.6,
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+ depthFarOffsetFrac: [0.47, 0.53],
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+ depthFarBlurRadius: 5,
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+ depthFarWeight: 0.5,
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+ gravityVaporDrift: 0.6,
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+ gravityBottomBoost: 2,
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+ gravityBottomBoostStart: 0.75
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  };
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+ function depthFarOffsetPx(offsetFrac, gridWidth, gridHeight) {
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+ return [offsetFrac[0] * gridWidth, offsetFrac[1] * gridHeight];
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+ }
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+ function wrappedDistanceFromZero(value, period) {
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+ const wrapped = (value % period + period) % period;
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+ return Math.min(wrapped, period - wrapped);
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+ }
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  var MEDIUM_PROBE_FLOOR_PX = 22;
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  var MEDIUM_DEFAULT_CELL_PX = 26;
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  var MEDIUM_TRACK_PRESETS = {
@@ -150,6 +165,8 @@ var MEDIUM_NATURAL_INTERVAL = 25;
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  var MEDIUM_NATURAL_JITTER = 35;
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  var MEDIUM_SENSITIVE_TOP = 0.55;
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  var MEDIUM_SENSITIVE_BOTTOM = 0.95;
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+ var MEDIUM_TRACK_DEPTH_WIDTH_RANGE = [0.55, 1];
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+ var MEDIUM_TRACK_DEPTH_INTENSITY_RANGE = [0.4, 1];
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154
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  // src/medium/noise.ts
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  var VG_VALUE_NOISE = `
@@ -281,7 +298,90 @@ float2 vgCurlVelocity(float2 p, float phase) {
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  float py0 = vgPotential(p - float2(0.0, e), phase);
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  return float2(py1 - py0, -(px1 - px0)) / (2.0 * e);
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  }
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+
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+ // vgPotential above is periodic in TIME only: the simulation domain is a torus (gl.REPEAT), but
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+ // the lattice itself never wraps in x/y, so velocity jumps at the domain seam and dye on either
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+ // side of it is transported differently \u2014 a straight seam, made worse wherever something re-reads
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+ // the field at a different scale (the far depth plane's tile boundary). vgValueNoise3Seamless
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+ // wraps ALL THREE lattice axes: xyPeriod/zPeriod fold BOTH neighbors of a cell into their own
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+ // period before hashing, so the field is EXACTLY the same one period over, in space exactly as it
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+ // already was in time.
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+ //
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+ // The period has to be an integer number of lattice cells, or the wrap would jump instead of
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+ // closing seamlessly (the same requirement MEDIUM_TIME_OCTAVES/mediumOctavePeriod enforces for
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+ // time) \u2014 but unlike time, the spatial period depends on the GRID SIZE, which this shader has no
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+ // notion of. So xyPeriod travels together with a per-octave spatial frequency the CPU computes to
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+ // make gridSize * frequency land on that exact integer (see computeMediumSpatialPeriods below);
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+ // both arrive together as one uniform per octave (u_spatialN.xy = frequency, .zw = period),
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+ // recomputed by web/medium.ts whenever the grid resizes.
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+ float vgValueNoise3Seamless(float3 p, float2 xyPeriod, float zPeriod) {
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+ float3 i = floor(p);
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+ float3 f = fract(p);
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+ float3 u = f * f * (3.0 - 2.0 * f);
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+ float x0 = mod(i.x, xyPeriod.x);
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+ float x1 = mod(i.x + 1.0, xyPeriod.x);
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+ float y0 = mod(i.y, xyPeriod.y);
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+ float y1 = mod(i.y + 1.0, xyPeriod.y);
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+ float z0 = mod(i.z, zPeriod);
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+ float z1 = mod(i.z + 1.0, zPeriod);
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+ float n000 = vgHash31(float3(x0, y0, z0));
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+ float n100 = vgHash31(float3(x1, y0, z0));
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+ float n010 = vgHash31(float3(x0, y1, z0));
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+ float n110 = vgHash31(float3(x1, y1, z0));
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+ float n001 = vgHash31(float3(x0, y0, z1));
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+ float n101 = vgHash31(float3(x1, y0, z1));
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+ float n011 = vgHash31(float3(x0, y1, z1));
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+ float n111 = vgHash31(float3(x1, y1, z1));
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+ float nx00 = mix(n000, n100, u.x);
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+ float nx10 = mix(n010, n110, u.x);
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+ float nx01 = mix(n001, n101, u.x);
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+ float nx11 = mix(n011, n111, u.x);
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+ float nxy0 = mix(nx00, nx10, u.y);
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+ float nxy1 = mix(nx01, nx11, u.y);
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+ return mix(nxy0, nxy1, u.z) * 2.0 - 1.0;
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+ }
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+
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+ // Same four-octave fbm as vgPotential, but every octave reads the seamless lattice above at its
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+ // OWN (frequency, period) pair \u2014 sN.xy replaces that octave's compile-time \`scale\` constant (it
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+ // has to be a uniform now: the adjustment depends on the live grid size), sN.zw is the matching
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+ // integer period. \`p\` is still curlFreq-scaled exactly as vgPotential's caller scales it \u2014 only
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+ // the per-octave multiplier changed from a constant to a grid-dependent uniform, so the finite
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+ // difference in vgCurlVelocitySeamless below needs no epsilon change of its own.
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+ float vgPotentialSeamless(float2 p, float phase, float4 s0, float4 s1, float4 s2, float4 s3) {
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+ float v = vgValueNoise3Seamless(float3(p * s0.xy, phase * ${VG_OCT0.rate} + ${VG_OCT0.offset}), s0.zw, ${VG_OCT0.period}) * 0.5;
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+ v += vgValueNoise3Seamless(float3(p * s1.xy, phase * ${VG_OCT1.rate} + ${VG_OCT1.offset}), s1.zw, ${VG_OCT1.period}) * 0.25;
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+ v += vgValueNoise3Seamless(float3(p * s2.xy, phase * ${VG_OCT2.rate} + ${VG_OCT2.offset}), s2.zw, ${VG_OCT2.period}) * 0.125;
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+ float macro = vgValueNoise3Seamless(float3(p * s3.xy, phase * ${VG_OCT3.rate} + ${VG_OCT3.offset}), s3.zw, ${VG_OCT3.period});
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+ return v * (0.7 + 0.3 * macro);
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+ }
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+
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+ float2 vgCurlVelocitySeamless(float2 p, float phase, float4 s0, float4 s1, float4 s2, float4 s3) {
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+ float e = 0.6;
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+ float px1 = vgPotentialSeamless(p + float2(e, 0.0), phase, s0, s1, s2, s3);
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+ float px0 = vgPotentialSeamless(p - float2(e, 0.0), phase, s0, s1, s2, s3);
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+ float py1 = vgPotentialSeamless(p + float2(0.0, e), phase, s0, s1, s2, s3);
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+ float py0 = vgPotentialSeamless(p - float2(0.0, e), phase, s0, s1, s2, s3);
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+ return float2(py1 - py0, -(px1 - px0)) / (2.0 * e);
365
+ }
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  `;
367
+ var MIN_SPATIAL_PERIOD = 2;
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+ function computeMediumSpatialPeriods(gridWidth, gridHeight, curlFreq) {
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+ const freq = Math.max(curlFreq, 1e-6);
370
+ return MEDIUM_TIME_OCTAVES.map((o) => {
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+ const rawX = gridWidth * freq * o.scale;
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+ const rawY = gridHeight * freq * o.scale;
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+ const minRaw = Math.min(rawX, rawY);
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+ const scaleUp = minRaw > 0 && minRaw < MIN_SPATIAL_PERIOD ? MIN_SPATIAL_PERIOD / minRaw : 1;
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+ const periodX = Math.max(MIN_SPATIAL_PERIOD, Math.round(rawX * scaleUp));
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+ const periodY = Math.max(MIN_SPATIAL_PERIOD, Math.round(rawY * scaleUp));
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+ return {
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+ freqX: periodX / (gridWidth * freq),
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+ freqY: periodY / (gridHeight * freq),
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+ periodX,
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+ periodY
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+ };
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+ });
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+ }
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385
 
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  // src/medium/seed-shader.ts
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  var MEDIUM_SEED_SHADER = `
@@ -324,21 +424,36 @@ uniform float u_phase;
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  uniform float u_curlFreq;
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  uniform float u_advectSpeed;
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426
  uniform float u_turbulence;
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+ // One float4 per MEDIUM_TIME_OCTAVES entry: xy is that octave's seamless spatial frequency, zw its
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+ // matching integer lattice period \u2014 both grid-size-dependent, so they can't be compile-time
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+ // constants (see vgPotentialSeamless/computeMediumSpatialPeriods in noise.ts). Recomputed by
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+ // web/medium.ts's bindVelocityUniforms every frame from the live grid dimensions.
431
+ uniform float4 u_spatial0;
432
+ uniform float4 u_spatial1;
433
+ uniform float4 u_spatial2;
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+ uniform float4 u_spatial3;
327
435
 
328
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  ${VG_CURL_NOISE}
329
437
  `;
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438
  var MEDIUM_ADVECT_VELOCITY = `
331
- float2 vel = vgCurlVelocity(xy * u_curlFreq, u_phase) * u_advectSpeed * u_turbulence;
439
+ float2 curl = vgCurlVelocitySeamless(xy * u_curlFreq, u_phase, u_spatial0, u_spatial1, u_spatial2, u_spatial3);
440
+ float2 vel = curl * u_advectSpeed * u_turbulence;
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441
  `;
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442
  var MEDIUM_ADVECT_VELOCITY_SETTLE = `
334
443
  ${MEDIUM_ADVECT_VELOCITY}
335
444
  vel.y += u_settleSpeed;
445
+ vel.x += curl.x * u_advectSpeed * u_settleWiggle;
446
+ `;
447
+ var MEDIUM_ADVECT_VELOCITY_VAPOR = `
448
+ ${MEDIUM_ADVECT_VELOCITY}
449
+ vel.y += u_vaporDrift;
336
450
  `;
337
451
  var MEDIUM_VAPOR_FORWARD_SHADER = `
338
452
  ${MEDIUM_ADVECT_UNIFORMS}
453
+ uniform float u_vaporDrift;
339
454
 
340
455
  half4 main(float2 xy) {
341
- ${MEDIUM_ADVECT_VELOCITY}
456
+ ${MEDIUM_ADVECT_VELOCITY_VAPOR}
342
457
  float2 src = xy - vel * u_dt;
343
458
  return u_dye.eval(float2(src.x, u_dyeSize.y - src.y));
344
459
  }
@@ -346,6 +461,7 @@ ${MEDIUM_ADVECT_VELOCITY}
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  var MEDIUM_CONDENSATE_FORWARD_SHADER = `
347
462
  ${MEDIUM_ADVECT_UNIFORMS}
348
463
  uniform float u_settleSpeed;
464
+ uniform float u_settleWiggle;
349
465
 
350
466
  half4 main(float2 xy) {
351
467
  ${MEDIUM_ADVECT_VELOCITY_SETTLE}
@@ -374,9 +490,10 @@ var MEDIUM_MACCORMACK_CORRECT = `
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490
  var MEDIUM_VAPOR_CORRECT_SHADER = `
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  ${MEDIUM_ADVECT_UNIFORMS}
376
492
  uniform shader u_forward;
493
+ uniform float u_vaporDrift;
377
494
 
378
495
  half4 main(float2 xy) {
379
- ${MEDIUM_ADVECT_VELOCITY}
496
+ ${MEDIUM_ADVECT_VELOCITY_VAPOR}
380
497
  ${MEDIUM_MACCORMACK_CORRECT}
381
498
  return limited;
382
499
  }
@@ -384,6 +501,7 @@ ${MEDIUM_MACCORMACK_CORRECT}
384
501
  var MEDIUM_CONDENSATE_CORRECT_SHADER = `
385
502
  ${MEDIUM_ADVECT_UNIFORMS}
386
503
  uniform float u_settleSpeed;
504
+ uniform float u_settleWiggle;
387
505
  uniform shader u_forward;
388
506
 
389
507
  half4 main(float2 xy) {
@@ -483,6 +601,39 @@ ${MEDIUM_ADVECT_VELOCITY}
483
601
  `;
484
602
 
485
603
  // src/medium/composite-shader.ts
604
+ var VG_CUBIC_WEIGHTS = `
605
+ float4 vgCubicWeights(float v) {
606
+ float4 n = float4(1.0, 2.0, 3.0, 4.0) - v;
607
+ float4 s = n * n * n;
608
+ float x = s.x;
609
+ float y = s.y - 4.0 * s.x;
610
+ float z = s.z - 4.0 * s.y + 6.0 * s.x;
611
+ float w = 6.0 - x - y - z;
612
+ return float4(x, y, z, w) * (1.0 / 6.0);
613
+ }
614
+ `;
615
+ function vgBicubicSampler(fnName, textureName) {
616
+ return `
617
+ half4 ${fnName}(float2 px) {
618
+ float2 shifted = px - 0.5;
619
+ float2 fxy = fract(shifted);
620
+ float2 base = shifted - fxy;
621
+ float4 xw = vgCubicWeights(fxy.x);
622
+ float4 yw = vgCubicWeights(fxy.y);
623
+ float2 sx = float2(xw.x + xw.y, xw.z + xw.w);
624
+ float2 sy = float2(yw.x + yw.y, yw.z + yw.w);
625
+ float2 offsetX = float2(base.x - 0.5 + xw.y / sx.x, base.x + 1.5 + xw.w / sx.y);
626
+ float2 offsetY = float2(base.y - 0.5 + yw.y / sy.x, base.y + 1.5 + yw.w / sy.y);
627
+ half4 s00 = ${textureName}.eval(float2(offsetX.x, offsetY.x));
628
+ half4 s10 = ${textureName}.eval(float2(offsetX.y, offsetY.x));
629
+ half4 s01 = ${textureName}.eval(float2(offsetX.x, offsetY.y));
630
+ half4 s11 = ${textureName}.eval(float2(offsetX.y, offsetY.y));
631
+ float wx = sx.x / (sx.x + sx.y);
632
+ float wy = sy.x / (sy.x + sy.y);
633
+ return mix(mix(s11, s01, wx), mix(s10, s00, wx), wy);
634
+ }
635
+ `;
636
+ }
486
637
  var MEDIUM_COMPOSITE_SHADER = `
487
638
  uniform shader u_vapor;
488
639
  uniform shader u_condensate;
@@ -496,17 +647,71 @@ uniform float3 u_labCondensate;
496
647
  uniform float u_baseWeight;
497
648
  uniform float u_condensateTint;
498
649
  uniform float u_condensateGain;
650
+ uniform float u_farScale;
651
+ uniform float2 u_farOffset;
652
+ uniform float u_farBlurRadius;
653
+ uniform float u_farWeight;
654
+ uniform float u_gravityBoost;
655
+ uniform float u_gravityBoostStart;
499
656
 
500
657
  ${VG_OKLAB_TO_SRGB}
658
+ ${VG_CUBIC_WEIGHTS}
659
+ ${vgBicubicSampler("vgBicubicVapor", "u_vapor")}
660
+ ${vgBicubicSampler("vgBicubicCondensate", "u_condensate")}
501
661
 
502
662
  half4 main(float2 xy) {
503
- float2 src = xy * u_dyeScale;
504
- half4 vapor = u_vapor.eval(src);
505
- half4 condensate = u_condensate.eval(src);
506
- half4 track = u_track.eval(src);
507
- float w0 = float(vapor.r) + float(track.r);
508
- float w1 = float(vapor.g) + float(track.g);
509
- float w2 = float(vapor.b) + float(track.b);
663
+ float2 baseSrc = xy * u_dyeScale;
664
+
665
+ // Near plane \u2014 the calibrated look lives here. Bicubic (see the file header) on vapor and
666
+ // condensate; track stays a plain bilinear read.
667
+ half4 vapor = vgBicubicVapor(baseSrc);
668
+ half4 condensate = vgBicubicCondensate(baseSrc);
669
+ half4 track = u_track.eval(baseSrc);
670
+
671
+ // Far plane \u2014 the identical field, scaled and offset (see the file header). An 8-tap ring, not
672
+ // the near plane's \xB1x/\xB1y box: axis-aligned taps read the SAME column/row on both sides of any
673
+ // residual axis-aligned structure (a seam, a resize artifact), which is exactly how a straight
674
+ // line gets doubled into four parallel copies instead of softened away \u2014 measured directly via
675
+ // check-medium.mjs's isotropy gate (see its report). The ring is rotated a half-step (22.5\xB0) off
676
+ // the axes so no tap direction ever coincides with a grid row or column. Radius stays in the same
677
+ // far-plane texture-space unit as before (u_farBlurRadius, grid-px) \u2014 only the tap PATTERN
678
+ // changed, not what it measures in.
679
+ float2 farSrc = baseSrc * u_farScale + u_farOffset;
680
+ float2 ring0 = float2( 0.9238795, 0.3826834) * u_farBlurRadius;
681
+ float2 ring1 = float2( 0.3826834, 0.9238795) * u_farBlurRadius;
682
+ float2 ring2 = float2(-0.3826834, 0.9238795) * u_farBlurRadius;
683
+ float2 ring3 = float2(-0.9238795, 0.3826834) * u_farBlurRadius;
684
+ float2 ring4 = float2(-0.9238795, -0.3826834) * u_farBlurRadius;
685
+ float2 ring5 = float2(-0.3826834, -0.9238795) * u_farBlurRadius;
686
+ float2 ring6 = float2( 0.3826834, -0.9238795) * u_farBlurRadius;
687
+ float2 ring7 = float2( 0.9238795, -0.3826834) * u_farBlurRadius;
688
+ half4 vaporFar = (u_vapor.eval(farSrc + ring0) + u_vapor.eval(farSrc + ring1) +
689
+ u_vapor.eval(farSrc + ring2) + u_vapor.eval(farSrc + ring3) +
690
+ u_vapor.eval(farSrc + ring4) + u_vapor.eval(farSrc + ring5) +
691
+ u_vapor.eval(farSrc + ring6) + u_vapor.eval(farSrc + ring7)) * half4(0.125);
692
+ half4 condensateFar = (u_condensate.eval(farSrc + ring0) + u_condensate.eval(farSrc + ring1) +
693
+ u_condensate.eval(farSrc + ring2) + u_condensate.eval(farSrc + ring3) +
694
+ u_condensate.eval(farSrc + ring4) + u_condensate.eval(farSrc + ring5) +
695
+ u_condensate.eval(farSrc + ring6) + u_condensate.eval(farSrc + ring7)) * half4(0.125);
696
+
697
+ // Gravity's "denser layer at the bottom of the chamber" \u2014 a compositing-only boost (see
698
+ // MEDIUM_DEFAULTS.gravityBottomBoost): it scales how density already in the conserved buffers is
699
+ // DISPLAYED, never the buffers themselves, so it can't threaten water conservation. Shared by
700
+ // both planes: the chamber's floor is denser everywhere along its depth, not just up close.
701
+ //
702
+ // Verified with a headless render, not assumed: ramping this with xy.y directly lit up the TOP
703
+ // of the frame, not the bottom (contentTexture's own orientation contract flips y once more
704
+ // between this pass and the final scene \u2014 see the file header) \u2014 hence the 1.0 - below.
705
+ float bottomFrac = 1.0 - xy.y / u_resolution.y;
706
+ float bottomT = smoothstep(u_gravityBoostStart, 1.0, bottomFrac);
707
+ float bottomBoost = 1.0 + u_gravityBoost * bottomT;
708
+
709
+ float gasR = (float(vapor.r) + float(vaporFar.r) * u_farWeight) * bottomBoost;
710
+ float gasG = (float(vapor.g) + float(vaporFar.g) * u_farWeight) * bottomBoost;
711
+ float gasB = (float(vapor.b) + float(vaporFar.b) * u_farWeight) * bottomBoost;
712
+ float w0 = gasR + float(track.r);
713
+ float w1 = gasG + float(track.g);
714
+ float w2 = gasB + float(track.b);
510
715
  float wBg = u_baseWeight;
511
716
 
512
717
  // A faint condensate hint from the LOCAL vapor, not its own color (droplets scatter light
@@ -514,7 +719,8 @@ half4 main(float2 xy) {
514
719
  float vaporLocal = max(w0 + w1 + w2, 1e-4);
515
720
  float3 vaporHue = (u_lab0 * w0 + u_lab1 * w1 + u_lab2 * w2) / vaporLocal;
516
721
  float3 condensateLab = mix(u_labCondensate, vaporHue, u_condensateTint);
517
- float wCondensate = float(condensate.r) * u_condensateGain;
722
+ float wCondensate =
723
+ (float(condensate.r) + float(condensateFar.r) * u_farWeight) * u_condensateGain * bottomBoost;
518
724
 
519
725
  float total = max(w0 + w1 + w2 + wBg + wCondensate, 1e-4);
520
726
  float3 mixLab =
@@ -574,15 +780,31 @@ function channelFromSeed(seed) {
574
780
  const idx = Math.floor(hash01(seed * 1.37) * 3) % 3;
575
781
  return idx === 0 ? [1, 0, 0] : idx === 1 ? [0, 1, 0] : [0, 0, 1];
576
782
  }
783
+ function lerp(range, t) {
784
+ return range[0] + (range[1] - range[0]) * t;
785
+ }
786
+ function applyTrackDepth(preset, depth) {
787
+ const widthScale = lerp(MEDIUM_TRACK_DEPTH_WIDTH_RANGE, depth);
788
+ const intensityScale = lerp(MEDIUM_TRACK_DEPTH_INTENSITY_RANGE, depth);
789
+ return {
790
+ ...preset,
791
+ headWidthFrac: preset.headWidthFrac * widthScale,
792
+ tailWidthFrac: preset.tailWidthFrac * widthScale,
793
+ intensity: preset.intensity * intensityScale
794
+ };
795
+ }
577
796
  function buildEmission(presetName, source, seed, intensityScale) {
578
797
  const preset = MEDIUM_TRACK_PRESETS[presetName];
798
+ const depth = hash01(seed * 4.63);
799
+ const depthApplied = applyTrackDepth(preset, depth);
579
800
  return {
580
- ...preset,
581
- intensity: preset.intensity * intensityScale,
801
+ ...depthApplied,
802
+ intensity: depthApplied.intensity * intensityScale,
582
803
  source,
583
804
  angle: hash01(seed * 7.31) * Math.PI * 2,
584
805
  seed,
585
- channel: channelFromSeed(seed)
806
+ channel: channelFromSeed(seed),
807
+ depth
586
808
  };
587
809
  }
588
810
  function createMediumDynamics() {
@@ -630,6 +852,6 @@ function createMediumDynamics() {
630
852
  return { step };
631
853
  }
632
854
 
633
- export { LINEAR_TO_LMS, LMS_TO_LINEAR, LMS_TO_OKLAB, MEDIUM_COMPOSITE_SHADER, MEDIUM_CONDENSATE_CORRECT_SHADER, MEDIUM_CONDENSATE_FORWARD_SHADER, MEDIUM_CONDENSATE_REACT_SHADER, MEDIUM_DEFAULTS, MEDIUM_DEFAULT_CELL_PX, MEDIUM_DRIFT_TURBULENCE, MEDIUM_EMISSION_BEATS, MEDIUM_EMISSION_PROBABILITY, MEDIUM_EMIT_SHADER, MEDIUM_MIN_EMISSION_INTERVAL, MEDIUM_NATURAL_INTERVAL, MEDIUM_NATURAL_JITTER, MEDIUM_PLAYING_TURBULENCE_RANGE, MEDIUM_PROBE_FLOOR_PX, MEDIUM_RESAMPLE_SHADER, MEDIUM_SEED_SHADER, MEDIUM_SENSITIVE_BOTTOM, MEDIUM_SENSITIVE_TOP, MEDIUM_SPECIES_HUE_SPREAD, MEDIUM_SPECIES_LIGHTNESS, MEDIUM_TIME_PERIOD, MEDIUM_TRACK_ADVECT_SHADER, MEDIUM_TRACK_PRESETS, MEDIUM_TURBULENCE_TAU, MEDIUM_VAPOR_CORRECT_SHADER, MEDIUM_VAPOR_FORWARD_SHADER, MEDIUM_VAPOR_REACT_SHADER, OKLAB_TO_LMS, VG_CURL_NOISE, VG_OKLAB_TO_SRGB, VG_VALUE_NOISE, characterOf, createMediumDynamics, neutralSpecies, oklabToSrgb, speciesFamily, srgbToOklab };
634
- //# sourceMappingURL=chunk-ZFX2MLKK.js.map
635
- //# sourceMappingURL=chunk-ZFX2MLKK.js.map
855
+ export { LINEAR_TO_LMS, LMS_TO_LINEAR, LMS_TO_OKLAB, MEDIUM_COMPOSITE_SHADER, MEDIUM_CONDENSATE_CORRECT_SHADER, MEDIUM_CONDENSATE_FORWARD_SHADER, MEDIUM_CONDENSATE_REACT_SHADER, MEDIUM_DEFAULTS, MEDIUM_DEFAULT_CELL_PX, MEDIUM_DRIFT_TURBULENCE, MEDIUM_EMISSION_BEATS, MEDIUM_EMISSION_PROBABILITY, MEDIUM_EMIT_SHADER, MEDIUM_MIN_EMISSION_INTERVAL, MEDIUM_NATURAL_INTERVAL, MEDIUM_NATURAL_JITTER, MEDIUM_PLAYING_TURBULENCE_RANGE, MEDIUM_PROBE_FLOOR_PX, MEDIUM_RESAMPLE_SHADER, MEDIUM_SEED_SHADER, MEDIUM_SENSITIVE_BOTTOM, MEDIUM_SENSITIVE_TOP, MEDIUM_SPECIES_HUE_SPREAD, MEDIUM_SPECIES_LIGHTNESS, MEDIUM_TIME_PERIOD, MEDIUM_TRACK_ADVECT_SHADER, MEDIUM_TRACK_DEPTH_INTENSITY_RANGE, MEDIUM_TRACK_DEPTH_WIDTH_RANGE, MEDIUM_TRACK_PRESETS, MEDIUM_TURBULENCE_TAU, MEDIUM_VAPOR_CORRECT_SHADER, MEDIUM_VAPOR_FORWARD_SHADER, MEDIUM_VAPOR_REACT_SHADER, OKLAB_TO_LMS, VG_CURL_NOISE, VG_OKLAB_TO_SRGB, VG_VALUE_NOISE, applyTrackDepth, characterOf, computeMediumSpatialPeriods, createMediumDynamics, depthFarOffsetPx, neutralSpecies, oklabToSrgb, speciesFamily, srgbToOklab, wrappedDistanceFromZero };
856
+ //# sourceMappingURL=chunk-2AFVQ65S.js.map
857
+ //# sourceMappingURL=chunk-2AFVQ65S.js.map