Fix WebGL freeze and crash loop with safer boot and lighter shaders.
Guard canvas lifecycle to stop the fitCanvas TypeError loop, load a slim base shader first while the full genome program compiles in the background, and trim GPU-heavy paths so weak devices stay responsive. Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
+4
-3
@@ -79,6 +79,7 @@
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<div class="canvas-shell" id="canvas-shell">
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<div class="canvas-boot" id="canvas-boot" aria-hidden="true"></div>
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<canvas id="view"></canvas>
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<div class="stage-error" id="stage-error" hidden></div>
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</div>
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</div>
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<div class="stage-meta">
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@@ -116,8 +117,8 @@
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<div class="toast mono" id="toast" hidden></div>
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<script src="js/palettes.js"></script>
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<script src="js/shaders.js"></script>
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<script src="js/engine.js"></script>
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<script src="js/shaders.js?v=fix4"></script>
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<script src="js/engine.js?v=fix4"></script>
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<script src="js/gifenc.js"></script>
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<script src="js/webmmux.js"></script>
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<script src="js/zip.js"></script>
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@@ -125,7 +126,7 @@
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<script src="js/exporter.js"></script>
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<script src="js/modals.js"></script>
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<script src="js/ui.js"></script>
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<script src="js/main.js"></script>
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<script src="js/main.js?v=fix4"></script>
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<script>
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window.va = window.va || function () { (window.vaq = window.vaq || []).push(arguments); };
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</script>
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+110
-24
@@ -10,6 +10,7 @@ var Engine = (function () {
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var loopT = 0; // seconds into current loop
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var lastTick = 0;
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var fps = 60, fpsAcc = 0, fpsN = 0, fpsCb = null;
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var maxFps = 60, minFrameMs = 1000 / 60, lastDraw = 0;
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var getParams = null; // injected: () => P
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var UNIFORM_NAMES = [
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@@ -34,6 +35,49 @@ var Engine = (function () {
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return sh;
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}
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/* Two-stage boot: the slim base shader (no genome) links in a second
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or two and gets pixels on screen; the full shader compiles in the
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background via KHR_parallel_shader_compile and is swapped in when
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the driver finishes. The main thread never blocks on a long link. */
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var fullReady = false;
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function buildProgram(fragSrc, parallel, cb) {
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var prog = gl.createProgram();
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try {
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gl.attachShader(prog, compile(gl.VERTEX_SHADER, VERT_SRC));
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gl.attachShader(prog, compile(gl.FRAGMENT_SHADER, fragSrc));
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} catch (e) {
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cb(null, String(e.message || e));
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return;
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}
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gl.linkProgram(prog);
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function check() {
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if (gl.isContextLost()) { cb(null, "context lost"); return; }
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if (gl.getProgramParameter(prog, gl.LINK_STATUS)) cb(prog, null);
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else cb(null, gl.getProgramInfoLog(prog) || "unknown link error");
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}
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if (parallel) {
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(function poll() {
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if (gl.isContextLost()) { cb(null, "context lost"); return; }
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if (gl.getProgramParameter(prog, parallel.COMPLETION_STATUS_KHR)) check();
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else setTimeout(poll, 80);
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})();
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} else {
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setTimeout(check, 30);
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}
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}
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function adoptProgram(prog) {
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program = prog;
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gl.useProgram(program);
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UNIFORM_NAMES.forEach(function (n) {
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uniforms[n] = gl.getUniformLocation(program, n);
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});
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}
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function init(canvasEl, paramsGetter, opts) {
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opts = opts || {};
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canvas = canvasEl;
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@@ -43,16 +87,20 @@ var Engine = (function () {
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preserveDrawingBuffer: true,
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powerPreference: "default"
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});
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if (!gl) throw new Error("WebGL2 not available");
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program = gl.createProgram();
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gl.attachShader(program, compile(gl.VERTEX_SHADER, VERT_SRC));
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gl.attachShader(program, compile(gl.FRAGMENT_SHADER, FRAG_SRC));
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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throw new Error("Program link error:\n" + gl.getProgramInfoLog(program));
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if (!gl) {
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if (opts.onError) { opts.onError("WebGL2 not available"); return; }
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throw new Error("WebGL2 not available");
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}
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gl.useProgram(program);
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canvas.addEventListener("webglcontextlost", function (e) {
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e.preventDefault();
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suspended = true;
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started = false;
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ready = false;
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if (opts.onContextLost) opts.onContextLost();
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}, false);
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var parallel = gl.getExtension("KHR_parallel_shader_compile");
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var buf = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, buf);
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@@ -60,18 +108,40 @@ var Engine = (function () {
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
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UNIFORM_NAMES.forEach(function (n) {
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uniforms[n] = gl.getUniformLocation(program, n);
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});
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buildProgram(FRAG_SRC_BASE, parallel, function (baseProg, err) {
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if (!baseProg) {
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if (opts.onError) opts.onError("Program link error: " + err);
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return;
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}
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adoptProgram(baseProg);
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ready = true;
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lastTick = performance.now();
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started = false;
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ready = true;
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lastTick = performance.now();
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started = false;
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if (opts.autostart !== false) start();
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if (opts.onReady) opts.onReady();
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if (opts.autostart !== false) start();
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/* upgrade to the full shader (genome styles) in the background */
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buildProgram(FRAG_SRC_FULL, parallel, function (fullProg, ferr) {
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if (!fullProg) return; /* keep base; genome styles unavailable */
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adoptProgram(fullProg);
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gl.deleteProgram(baseProg);
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fullReady = true;
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if (opts.onFullReady) opts.onFullReady();
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});
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});
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}
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function isLost() {
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return !gl || gl.isContextLost();
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}
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function canRender() {
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return ready && gl && !gl.isContextLost();
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}
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function start() {
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if (!ready || started) return;
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if (!canRender() || started) return;
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started = true;
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suspended = false;
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lastTick = performance.now();
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@@ -79,13 +149,14 @@ var Engine = (function () {
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}
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function setSize(w, h) {
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if (!canvas) return;
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if (!canvas || !canRender()) return;
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canvas.width = w;
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canvas.height = h;
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if (gl) gl.viewport(0, 0, w, h);
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gl.viewport(0, 0, w, h);
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}
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function pushUniforms(P, phase) {
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if (!canRender()) return;
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gl.uniform2f(uniforms.u_res, canvas.width, canvas.height);
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gl.uniform1f(uniforms.u_phase, phase);
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gl.uniform1f(uniforms.u_seed, P.seed);
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@@ -136,6 +207,7 @@ var Engine = (function () {
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}
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function renderAt(phase) {
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if (!canRender()) return;
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var P = getParams();
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pushUniforms(P, phase);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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@@ -147,7 +219,12 @@ var Engine = (function () {
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}
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function tick(now) {
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if (suspended) return;
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if (suspended || !canRender()) return;
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if (now - lastDraw < minFrameMs) {
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requestAnimationFrame(tick);
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return;
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}
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lastDraw = now;
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var dt = Math.min((now - lastTick) / 1000, 0.1);
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lastTick = now;
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@@ -167,6 +244,11 @@ var Engine = (function () {
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requestAnimationFrame(tick);
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}
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function setMaxFps(n) {
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maxFps = Math.max(15, Math.min(n, 60));
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minFrameMs = 1000 / maxFps;
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}
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function readPixels() {
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var w = canvas.width, h = canvas.height;
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var buf = new Uint8Array(w * h * 4);
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@@ -190,16 +272,20 @@ var Engine = (function () {
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currentPhase: currentPhase,
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resetTime: function () { loopT = 0; },
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setLoopTime: function (t) { loopT = t; },
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suspend: function () { suspended = true; },
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suspend: function () { suspended = true; started = false; },
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resume: function () {
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if (!canRender()) return;
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suspended = false;
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lastTick = performance.now();
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requestAnimationFrame(tick);
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started = false;
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start();
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},
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isLost: isLost,
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setMaxFps: setMaxFps,
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hasGenome: function () { return fullReady; },
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setPlaying: function (v) { playing = v; lastTick = performance.now(); },
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isPlaying: function () { return playing; },
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onFps: function (cb) { fpsCb = cb; },
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canvas: function () { return canvas; },
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size: function () { return [canvas.width, canvas.height]; }
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size: function () { return canvas ? [canvas.width, canvas.height] : [0, 0]; }
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};
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})();
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+91
-68
@@ -241,7 +241,7 @@ function styleName() {
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function randomizeAll() {
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if (!P.lockStyle) {
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if (rnd() < 0.42) {
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if (rnd() < 0.42 && Engine.hasGenome()) {
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generateGenomeStyle();
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} else {
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P.synthOn = false;
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@@ -401,6 +401,10 @@ function buildRail() {
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var btnSynth = UI.el("button", "mini-btn", synthRow);
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btnSynth.innerHTML = '<svg viewBox="0 0 16 16"><path d="M8 1.5 L9.8 6.2 L14.5 8 L9.8 9.8 L8 14.5 L6.2 9.8 L1.5 8 L6.2 6.2 Z" fill="none" stroke="currentColor" stroke-width="1.3"/></svg>New style';
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btnSynth.addEventListener("click", function () {
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if (!Engine.hasGenome()) {
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UI.toast("Style synthesizer is still warming up, try again in a moment");
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return;
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}
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generateGenomeStyle();
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newSeed();
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refreshAll();
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@@ -553,8 +557,12 @@ function updateMeta() {
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}
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}
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var stage = { failed: false, resizeObs: null, resizeTimer: null, bufW: 0, bufH: 0 };
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function fitCanvas(preview) {
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if (stage.failed) return;
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var frame = document.getElementById("canvas-frame");
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if (!frame) return;
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var availW = frame.clientWidth - 80;
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var availH = frame.clientHeight - 52;
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if (availW <= 0 || availH <= 0) return;
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@@ -564,6 +572,7 @@ function fitCanvas(preview) {
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w = Math.round(w);
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h = Math.round(h);
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var canvasEl = document.getElementById("view");
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if (!canvasEl || !canvasEl.isConnected) return;
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canvasEl.style.width = w + "px";
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canvasEl.style.height = h + "px";
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var boot = document.getElementById("canvas-boot");
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@@ -571,13 +580,37 @@ function fitCanvas(preview) {
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boot.style.width = w + "px";
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boot.style.height = h + "px";
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}
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if (!Engine.isReady()) return;
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var dprCap = preview ? 0.75 : 1.35;
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if (!Engine.isReady() || Engine.isLost()) return;
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var lowMem = (navigator.deviceMemory || 8) <= 4;
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var dprCap = preview ? 0.65 : (lowMem ? 0.75 : 0.85);
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var dpr = Math.min(window.devicePixelRatio || 1, dprCap);
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Engine.setSize(2 * Math.round(w * dpr / 2), 2 * Math.round(h * dpr / 2));
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var bufW = 2 * Math.round(w * dpr / 2);
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var bufH = 2 * Math.round(h * dpr / 2);
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if (stage.bufW === bufW && stage.bufH === bufH) {
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updateMeta();
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return;
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}
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stage.bufW = bufW;
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stage.bufH = bufH;
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Engine.setSize(bufW, bufH);
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updateMeta();
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}
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function onStageResize() {
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clearTimeout(stage.resizeTimer);
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stage.resizeTimer = setTimeout(function () {
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fitCanvas(false);
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}, 250);
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}
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function detachStageResize() {
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if (stage.resizeObs) {
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stage.resizeObs.disconnect();
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stage.resizeObs = null;
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}
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clearTimeout(stage.resizeTimer);
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}
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function setPlayingUI(v) {
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Engine.setPlaying(v);
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document.getElementById("icon-pause").style.display = v ? "" : "none";
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@@ -586,34 +619,6 @@ function setPlayingUI(v) {
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/* ---------------- boot ---------------- */
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function runIntro() {
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var items = [];
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document.querySelectorAll(".brand, .segmented button, .topbar-actions > *").forEach(function (n) {
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items.push(n);
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});
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items.push(document.getElementById("canvas-shell"));
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items.push(document.querySelector(".stage-meta"));
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document.querySelectorAll(".rail-section").forEach(function (n) { items.push(n); });
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document.querySelectorAll(".mode-grid > *, .export-grid > *").forEach(function (n) { items.push(n); });
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var d = 0;
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items.forEach(function (n, i) {
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if (!n) return;
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d += i < 10 ? 40 : 24;
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n.classList.add("stagger-item");
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n.style.setProperty("--intro-d", Math.min(d, 820) + "ms");
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});
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document.body.classList.add("intro");
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setTimeout(function () {
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document.body.classList.remove("intro");
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items.forEach(function (n) {
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if (!n) return;
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n.classList.remove("stagger-item");
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n.style.removeProperty("--intro-d");
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});
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}, 1500);
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}
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function wireControls() {
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var segRefresh = UI.segmented(
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document.getElementById("aspect-seg"),
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@@ -645,57 +650,75 @@ function wireControls() {
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});
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}
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function showBootError(msg) {
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document.body.classList.remove("booting");
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document.querySelector(".canvas-frame").innerHTML =
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'<div style="color:#9b9ba4;font-size:13px;max-width:380px;text-align:center;line-height:1.6">' +
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"WebGL2 is required. Please use a recent Chrome, Edge or Firefox.<br><span style=\"color:#5e5e68;font-size:11px\">" +
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String(msg).split("\n")[0] + "</span></div>";
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function showStageError(msg) {
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var el = document.getElementById("stage-error");
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if (!el) return;
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el.innerHTML =
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"WebGL2 is required. Please use a recent Chrome, Edge or Firefox.<br>" +
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'<span style="color:#5e5e68;font-size:11px">' + String(msg).split("\n")[0] + "</span>";
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el.hidden = false;
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}
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function finishBoot(opts) {
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function showBootError(msg) {
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stage.failed = true;
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detachStageResize();
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Engine.suspend();
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document.body.classList.remove("booting");
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document.body.classList.add("ready");
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Engine.start();
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if (opts.intro) runIntro();
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setTimeout(function () { fitCanvas(false); }, 1400);
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document.body.classList.remove("ready");
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showStageError(msg);
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}
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function onContextLost() {
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stage.failed = true;
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detachStageResize();
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Engine.suspend();
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document.body.classList.remove("ready");
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showStageError("WebGL context lost. Reload the page.");
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UI.toast("WebGL context lost. Reload the page.");
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}
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document.addEventListener("DOMContentLoaded", function () {
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var canvas = document.getElementById("view");
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if (!canvas) return;
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var lowPower = (navigator.hardwareConcurrency || 8) <= 4 ||
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((navigator.deviceMemory || 8) <= 4);
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var reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
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document.addEventListener("visibilitychange", function () {
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if (stage.failed) return;
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if (document.hidden) Engine.suspend();
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else if (Engine.isReady() && !Engine.isLost()) Engine.resume();
|
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});
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|
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/* show UI shell immediately; the shader compiles on a driver
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thread (KHR_parallel_shader_compile) and onReady fires when done,
|
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so the page never freezes during boot. */
|
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fitCanvas(true);
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buildRail();
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wireControls();
|
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|
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requestAnimationFrame(function () {
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fitCanvas(true);
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buildRail();
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wireControls();
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Engine.init(canvas, function () { return P; }, {
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autostart: false,
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onContextLost: onContextLost,
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onError: showBootError,
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onReady: function () {
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Engine.setMaxFps(lowPower ? 30 : 45);
|
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|
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var hash = decodeURIComponent(location.hash.slice(1) || "");
|
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if (hash.indexOf("LMN1.") === 0 && decodeDesign(hash)) {
|
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UI.toast("Shared design loaded");
|
||||
}
|
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var hash = decodeURIComponent(location.hash.slice(1) || "");
|
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if (hash.indexOf("LMN1.") === 0 && decodeDesign(hash)) {
|
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UI.toast("Shared design loaded");
|
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}
|
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|
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new ResizeObserver(function () {
|
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fitCanvas(!document.body.classList.contains("ready"));
|
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}).observe(document.getElementById("canvas-frame"));
|
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fitCanvas(false);
|
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stage.resizeObs = new ResizeObserver(onStageResize);
|
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stage.resizeObs.observe(document.getElementById("canvas-frame"));
|
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|
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requestAnimationFrame(function () {
|
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try {
|
||||
Engine.init(canvas, function () { return P; }, { autostart: false });
|
||||
} catch (e) {
|
||||
showBootError(e.message);
|
||||
return;
|
||||
}
|
||||
|
||||
fitCanvas(true);
|
||||
Engine.renderAt(0);
|
||||
|
||||
requestAnimationFrame(function () {
|
||||
finishBoot({ intro: !lowPower && !reduceMotion });
|
||||
document.body.classList.remove("booting");
|
||||
document.body.classList.add("ready");
|
||||
Engine.start();
|
||||
updateMeta();
|
||||
});
|
||||
}
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
+51
-84
@@ -6,7 +6,10 @@ var VERT_SRC = "#version 300 es\n" +
|
||||
"layout(location=0) in vec2 a_pos;\n" +
|
||||
"void main(){ gl_Position = vec4(a_pos, 0.0, 1.0); }\n";
|
||||
|
||||
var FRAG_SRC = `#version 300 es
|
||||
/* The fragment source is built twice: a slim "base" variant without the
|
||||
genome synthesizer (links fast, used at boot) and the full variant
|
||||
compiled lazily in the background. */
|
||||
var FRAG_BODY = `
|
||||
precision highp float;
|
||||
precision highp int;
|
||||
|
||||
@@ -179,10 +182,6 @@ vec3 sceneChrome(vec2 uv){
|
||||
col += alb2 * spec2 * u_light * 1.35;
|
||||
col += palette(clamp(fres*0.85 + u_irid*n.y*0.4, 0.0, 1.0)) * fres * u_light * 0.55;
|
||||
col += vec3(1.0) * pow(spec, 3.0) * u_light * 0.5;
|
||||
/* clearcoat glass sheen on top of the metal */
|
||||
float coat = pow(max(dot(n, normalize(vec3(0.0, 0.0, 1.0))), 0.0), 18.0);
|
||||
col += vec3(1.0) * coat * u_light * 0.22;
|
||||
col = mix(col, col + palette(fres*0.5)*0.08, fres*0.35);
|
||||
return col;
|
||||
}
|
||||
|
||||
@@ -387,37 +386,22 @@ vec3 boldField(vec2 p){
|
||||
return col;
|
||||
}
|
||||
|
||||
vec3 sampleReeded(vec2 suv, float blur){
|
||||
vec3 c0 = boldField(toP(suv)*0.8);
|
||||
vec3 c1 = boldField(toP(suv + vec2(blur, blur*0.22))*0.8);
|
||||
vec3 c2 = boldField(toP(suv - vec2(blur, blur*0.22))*0.8);
|
||||
return c0*0.52 + c1*0.24 + c2*0.24;
|
||||
}
|
||||
|
||||
vec3 sceneReeded(vec2 uv){
|
||||
float ridgeFreq = max(u_lines*0.55, 6.0);
|
||||
float nx = uv.x * ridgeFreq;
|
||||
float ci = floor(nx);
|
||||
float lx = fract(nx) - 0.5;
|
||||
|
||||
/* lens refraction across each flute */
|
||||
float lens = sin(lx*PI);
|
||||
float refr = lx*0.28*u_warp + lens*0.11*u_warp;
|
||||
float refr = lx*0.22*u_warp + lens*0.08*u_warp;
|
||||
float srcX = (ci + 0.5 + refr) / ridgeFreq;
|
||||
float blur = 0.0035*u_soft*(0.6 + u_warp*0.5);
|
||||
vec3 col = sampleReeded(vec2(srcX, uv.y), blur);
|
||||
vec3 col = boldField(toP(vec2(srcX, uv.y))*0.8);
|
||||
|
||||
float ridge = cos(lx*PI);
|
||||
float shade = 0.74 + 0.30*ridge;
|
||||
float shade = 0.78 + 0.28*ridge;
|
||||
float groove = smoothstep(0.48, 0.40, abs(lx));
|
||||
col *= mix(0.50, shade, groove);
|
||||
|
||||
/* fresnel rim + peak specular */
|
||||
float fres = pow(1.0 - abs(ridge), 2.6);
|
||||
float specPow = mix(10.0, 48.0, clamp(u_gloss/120.0, 0.0, 1.0));
|
||||
float spec = pow(max(ridge, 0.0), specPow);
|
||||
col += vec3(1.0)*spec*u_light*0.20;
|
||||
col += mix(vec3(0.0), col*0.35 + vec3(0.06, 0.05, 0.04), fres*u_light*0.42);
|
||||
col *= mix(0.54, shade, groove);
|
||||
float spec = pow(max(ridge, 0.0), mix(12.0, 36.0, clamp(u_gloss/120.0, 0.0, 1.0)));
|
||||
col += vec3(1.0)*spec*u_light*0.14;
|
||||
return col;
|
||||
}
|
||||
|
||||
@@ -441,6 +425,7 @@ vec3 sceneMosaic(vec2 uv){
|
||||
12 genes select field, domain geometry, color mapping,
|
||||
shading and overlay. Each combination is a distinct style.
|
||||
========================================================= */
|
||||
#if HAS_GENOME
|
||||
|
||||
float gnVoro(vec2 p){
|
||||
vec2 i = floor(p), f = fract(p);
|
||||
@@ -476,7 +461,7 @@ float gnField(int ft, vec2 p){
|
||||
}
|
||||
if (ft == 5) { /* flow */
|
||||
float f1 = fbm(p + so + lt);
|
||||
return fbm(p + 2.4*vec2(f1, fbm(p + so*1.3 - lt)) + so);
|
||||
return fbm(p + 2.4*vec2(f1, 1.0 - f1) + so);
|
||||
}
|
||||
if (ft == 6) { /* cross bands */
|
||||
float bx = sin(p.x*(2.2 + u_g3.x*4.5) + lt.x*2.0);
|
||||
@@ -485,8 +470,9 @@ float gnField(int ft, vec2 p){
|
||||
}
|
||||
if (ft == 7) { /* plaid grid */
|
||||
vec2 q = p*(1.8 + u_g3.z*1.2);
|
||||
float gx = step(0.5, fract(q.x + fbm(p*0.35 + so)*0.15));
|
||||
float gy = step(0.5, fract(q.y + fbm(p.yx*0.35 - so)*0.15));
|
||||
float j = fbm(p*0.35 + so)*0.15;
|
||||
float gx = step(0.5, fract(q.x + j));
|
||||
float gy = step(0.5, fract(q.y - j));
|
||||
return mix(gx*gy, 1.0 - gx*gy, 0.5 + 0.5*sin(lt.x*3.0));
|
||||
}
|
||||
if (ft == 8) { /* hex lattice edges */
|
||||
@@ -577,14 +563,18 @@ vec3 sceneGenome(vec2 uv){
|
||||
vec2 so = SO();
|
||||
p += u_g1.z*u_warp*0.8*vec2(fbm(p*0.6 + so) - 0.5, fbm(p*0.6 - so) - 0.5)*2.0;
|
||||
|
||||
float f = gnField(ft, p);
|
||||
/* the field and its gradient are sampled exactly once and shared by
|
||||
every shading branch: keeps the D3D static-inline budget low */
|
||||
float e = 0.05;
|
||||
float f = gnField(ft, p);
|
||||
float fx = gnField(ft, p + vec2(e, 0.0));
|
||||
float fy = gnField(ft, p + vec2(0.0, e));
|
||||
vec2 grad = vec2((fx - f)/e, (fy - f)/e);
|
||||
|
||||
vec3 col = gnColor(cm, f*1.15 - 0.05, p);
|
||||
|
||||
if (sh == 1) { /* embossed light */
|
||||
float e = 0.05;
|
||||
float fx = gnField(ft, p + vec2(e, 0.0));
|
||||
float fy = gnField(ft, p + vec2(0.0, e));
|
||||
vec3 n = normalize(vec3(-(fx - f)/e*2.0, -(fy - f)/e*2.0, 1.0));
|
||||
vec3 n = normalize(vec3(-grad.x*2.0, -grad.y*2.0, 1.0));
|
||||
float la = u_lightAngle*PI/180.0;
|
||||
vec3 L = normalize(vec3(cos(la), sin(la), 0.6));
|
||||
float diff = max(dot(n, L), 0.0);
|
||||
@@ -592,27 +582,16 @@ vec3 sceneGenome(vec2 uv){
|
||||
col *= 0.35 + 0.8*diff;
|
||||
col += vec3(1.0)*spec*u_light*0.7;
|
||||
} else if (sh == 2) { /* glowing edges */
|
||||
float e = 0.04;
|
||||
float g = abs(gnField(ft, p + vec2(e,0.0)) - f) + abs(gnField(ft, p + vec2(0.0,e)) - f);
|
||||
float g = (abs(fx - f) + abs(fy - f))*1.25;
|
||||
col = mix(u_bg, col, 0.35);
|
||||
col += palette(clamp(f + 0.2, 0.0, 1.0)) * smoothstep(0.01, 0.14, g) * u_light * 1.4;
|
||||
} else if (sh == 3) { /* deep contrast carve */
|
||||
col *= smoothstep(0.0, 0.55, f)*1.15;
|
||||
col = mix(u_bg, col, smoothstep(0.08, 0.35, f));
|
||||
} else if (sh == 4) { /* glass refraction */
|
||||
float e = 0.055;
|
||||
float fx = gnField(ft, p + vec2(e, 0.0));
|
||||
float fy = gnField(ft, p + vec2(0.0, e));
|
||||
vec2 grad = vec2((fx - f)/e, (fy - f)/e);
|
||||
vec2 pRef = p - grad*(0.12 + u_g1.z*0.22);
|
||||
float f2 = gnField(ft, pRef);
|
||||
col = gnColor(cm, f2*1.08 - 0.04, pRef);
|
||||
float fres = pow(1.0 - clamp(length(grad)*1.8, 0.0, 1.0), 2.4);
|
||||
float flute = 0.86 + 0.14*abs(sin(p0.x*u_lines*0.32 + p0.y*0.18));
|
||||
col *= flute;
|
||||
col += vec3(1.0)*fres*u_light*0.14;
|
||||
float spec = pow(max(1.0 - abs(grad.x + grad.y)*0.5, 0.0), mix(8.0, 36.0, u_gloss/120.0));
|
||||
col += vec3(1.0)*spec*u_light*0.18;
|
||||
} else if (sh == 4) { /* glass sheen */
|
||||
float fres = pow(1.0 - clamp(length(grad)*1.4, 0.0, 1.0), 2.2);
|
||||
col *= 0.86 + 0.14*abs(sin(p0.x*u_lines*0.28));
|
||||
col += vec3(1.0)*fres*u_light*0.16;
|
||||
}
|
||||
|
||||
if (ov == 1) { /* stripes */
|
||||
@@ -631,6 +610,7 @@ vec3 sceneGenome(vec2 uv){
|
||||
|
||||
return col;
|
||||
}
|
||||
#endif
|
||||
|
||||
/* ---------------- dispatch + post ---------------- */
|
||||
|
||||
@@ -646,47 +626,30 @@ vec3 sceneFor(int m, vec2 uv){
|
||||
return sceneMosaic(uv);
|
||||
}
|
||||
|
||||
/* single scene call per fragment: keeps the D3D/ANGLE static
|
||||
inlining budget low so the program links fast everywhere.
|
||||
legacy synth share codes fall back to mode A. */
|
||||
vec3 scene(vec2 uv){
|
||||
#if HAS_GENOME
|
||||
if (u_genome == 1) return sceneGenome(uv);
|
||||
vec3 a = sceneFor(u_mode, uv);
|
||||
if (u_synth == 0) return a;
|
||||
|
||||
vec3 b = sceneFor(u_modeB, uv);
|
||||
float asp = u_res.x/u_res.y;
|
||||
vec2 c = (uv - 0.5)*vec2(asp, 1.0);
|
||||
|
||||
if (u_mixOp == 1) { /* screen: layered light */
|
||||
return mix(a, 1.0 - (1.0 - a)*(1.0 - b), u_blend);
|
||||
}
|
||||
if (u_mixOp == 2) { /* multiply with lift */
|
||||
return mix(a, a*b*1.6 + a*0.12, u_blend);
|
||||
}
|
||||
if (u_mixOp == 3) { /* radial: B grows from center */
|
||||
float m = smoothstep(0.15, 0.85, length(c)*1.15);
|
||||
return mix(b, a, mix(1.0, m, u_blend));
|
||||
}
|
||||
if (u_mixOp == 4) { /* soft diagonal split */
|
||||
float ang = TAU*hash11(u_seed*0.091 + 5.0);
|
||||
float m = smoothstep(-0.45, 0.45, cos(ang)*c.x + sin(ang)*c.y);
|
||||
return mix(a, b, m*u_blend);
|
||||
}
|
||||
/* default: organic noise mask */
|
||||
float m = fbm(c*1.6 + SO()*0.7 + LT()*0.5);
|
||||
m = smoothstep(0.32, 0.68, m);
|
||||
return mix(a, b, m*u_blend);
|
||||
#endif
|
||||
return sceneFor(u_mode, uv);
|
||||
}
|
||||
|
||||
void main(){
|
||||
vec2 uv = gl_FragCoord.xy/u_res;
|
||||
vec3 col;
|
||||
vec3 col = scene(uv);
|
||||
|
||||
/* CA re-renders per channel. It calls the single-mode renderer directly
|
||||
to keep the D3D linker's static inlining budget low. */
|
||||
if (u_ca > 0.004 && u_synth == 0 && u_genome == 0){
|
||||
vec2 off = (uv-0.5)*u_ca*0.016;
|
||||
col = vec3(sceneFor(u_mode, uv-off).r, sceneFor(u_mode, uv).g, sceneFor(u_mode, uv+off).b);
|
||||
} else {
|
||||
col = scene(uv);
|
||||
/* chromatic fringe: cheap radial channel split, no scene re-render */
|
||||
if (u_ca > 0.004){
|
||||
float asp0 = u_res.x/u_res.y;
|
||||
float r2 = length((uv - 0.5)*vec2(asp0, 1.0));
|
||||
float w = clamp(u_ca, 0.0, 1.0)*smoothstep(0.18, 0.85, r2)*0.45;
|
||||
vec3 shifted = vec3(
|
||||
hueRotate(col, 10.0).r,
|
||||
col.g,
|
||||
hueRotate(col, -10.0).b);
|
||||
col = mix(col, shifted, w);
|
||||
}
|
||||
|
||||
/* glow: soft luminance knee */
|
||||
@@ -713,3 +676,7 @@ void main(){
|
||||
fragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
|
||||
}
|
||||
`;
|
||||
|
||||
var FRAG_SRC_BASE = "#version 300 es\n#define HAS_GENOME 0\n" + FRAG_BODY;
|
||||
var FRAG_SRC_FULL = "#version 300 es\n#define HAS_GENOME 1\n" + FRAG_BODY;
|
||||
var FRAG_SRC = FRAG_SRC_FULL; /* legacy alias */
|
||||
|
||||
+17
@@ -236,6 +236,23 @@ body.ready .canvas-boot { opacity: 0; }
|
||||
|
||||
body.ready #view { opacity: 1; }
|
||||
|
||||
.stage-error {
|
||||
position: absolute;
|
||||
inset: 0;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
padding: 24px;
|
||||
text-align: center;
|
||||
color: #9b9ba4;
|
||||
font-size: 13px;
|
||||
line-height: 1.6;
|
||||
background: rgba(9, 9, 11, 0.92);
|
||||
border-radius: var(--radius-l);
|
||||
z-index: 2;
|
||||
}
|
||||
.stage-error[hidden] { display: none !important; }
|
||||
|
||||
.stage-meta {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
|
||||
Reference in New Issue
Block a user