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:
Leonxlnx
2026-06-12 15:51:58 +02:00
parent e309bc71d6
commit 3c54400025
5 changed files with 273 additions and 179 deletions
+4 -3
View File
@@ -79,6 +79,7 @@
<div class="canvas-shell" id="canvas-shell">
<div class="canvas-boot" id="canvas-boot" aria-hidden="true"></div>
<canvas id="view"></canvas>
<div class="stage-error" id="stage-error" hidden></div>
</div>
</div>
<div class="stage-meta">
@@ -116,8 +117,8 @@
<div class="toast mono" id="toast" hidden></div>
<script src="js/palettes.js"></script>
<script src="js/shaders.js"></script>
<script src="js/engine.js"></script>
<script src="js/shaders.js?v=fix4"></script>
<script src="js/engine.js?v=fix4"></script>
<script src="js/gifenc.js"></script>
<script src="js/webmmux.js"></script>
<script src="js/zip.js"></script>
@@ -125,7 +126,7 @@
<script src="js/exporter.js"></script>
<script src="js/modals.js"></script>
<script src="js/ui.js"></script>
<script src="js/main.js"></script>
<script src="js/main.js?v=fix4"></script>
<script>
window.va = window.va || function () { (window.vaq = window.vaq || []).push(arguments); };
</script>
+110 -24
View File
@@ -10,6 +10,7 @@ var Engine = (function () {
var loopT = 0; // seconds into current loop
var lastTick = 0;
var fps = 60, fpsAcc = 0, fpsN = 0, fpsCb = null;
var maxFps = 60, minFrameMs = 1000 / 60, lastDraw = 0;
var getParams = null; // injected: () => P
var UNIFORM_NAMES = [
@@ -34,6 +35,49 @@ var Engine = (function () {
return sh;
}
/* Two-stage boot: the slim base shader (no genome) links in a second
or two and gets pixels on screen; the full shader compiles in the
background via KHR_parallel_shader_compile and is swapped in when
the driver finishes. The main thread never blocks on a long link. */
var fullReady = false;
function buildProgram(fragSrc, parallel, cb) {
var prog = gl.createProgram();
try {
gl.attachShader(prog, compile(gl.VERTEX_SHADER, VERT_SRC));
gl.attachShader(prog, compile(gl.FRAGMENT_SHADER, fragSrc));
} catch (e) {
cb(null, String(e.message || e));
return;
}
gl.linkProgram(prog);
function check() {
if (gl.isContextLost()) { cb(null, "context lost"); return; }
if (gl.getProgramParameter(prog, gl.LINK_STATUS)) cb(prog, null);
else cb(null, gl.getProgramInfoLog(prog) || "unknown link error");
}
if (parallel) {
(function poll() {
if (gl.isContextLost()) { cb(null, "context lost"); return; }
if (gl.getProgramParameter(prog, parallel.COMPLETION_STATUS_KHR)) check();
else setTimeout(poll, 80);
})();
} else {
setTimeout(check, 30);
}
}
function adoptProgram(prog) {
program = prog;
gl.useProgram(program);
UNIFORM_NAMES.forEach(function (n) {
uniforms[n] = gl.getUniformLocation(program, n);
});
}
function init(canvasEl, paramsGetter, opts) {
opts = opts || {};
canvas = canvasEl;
@@ -43,16 +87,20 @@ var Engine = (function () {
preserveDrawingBuffer: true,
powerPreference: "default"
});
if (!gl) throw new Error("WebGL2 not available");
program = gl.createProgram();
gl.attachShader(program, compile(gl.VERTEX_SHADER, VERT_SRC));
gl.attachShader(program, compile(gl.FRAGMENT_SHADER, FRAG_SRC));
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
throw new Error("Program link error:\n" + gl.getProgramInfoLog(program));
if (!gl) {
if (opts.onError) { opts.onError("WebGL2 not available"); return; }
throw new Error("WebGL2 not available");
}
gl.useProgram(program);
canvas.addEventListener("webglcontextlost", function (e) {
e.preventDefault();
suspended = true;
started = false;
ready = false;
if (opts.onContextLost) opts.onContextLost();
}, false);
var parallel = gl.getExtension("KHR_parallel_shader_compile");
var buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
@@ -60,18 +108,40 @@ var Engine = (function () {
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
UNIFORM_NAMES.forEach(function (n) {
uniforms[n] = gl.getUniformLocation(program, n);
});
buildProgram(FRAG_SRC_BASE, parallel, function (baseProg, err) {
if (!baseProg) {
if (opts.onError) opts.onError("Program link error: " + err);
return;
}
adoptProgram(baseProg);
ready = true;
lastTick = performance.now();
started = false;
ready = true;
lastTick = performance.now();
started = false;
if (opts.autostart !== false) start();
if (opts.onReady) opts.onReady();
if (opts.autostart !== false) start();
/* upgrade to the full shader (genome styles) in the background */
buildProgram(FRAG_SRC_FULL, parallel, function (fullProg, ferr) {
if (!fullProg) return; /* keep base; genome styles unavailable */
adoptProgram(fullProg);
gl.deleteProgram(baseProg);
fullReady = true;
if (opts.onFullReady) opts.onFullReady();
});
});
}
function isLost() {
return !gl || gl.isContextLost();
}
function canRender() {
return ready && gl && !gl.isContextLost();
}
function start() {
if (!ready || started) return;
if (!canRender() || started) return;
started = true;
suspended = false;
lastTick = performance.now();
@@ -79,13 +149,14 @@ var Engine = (function () {
}
function setSize(w, h) {
if (!canvas) return;
if (!canvas || !canRender()) return;
canvas.width = w;
canvas.height = h;
if (gl) gl.viewport(0, 0, w, h);
gl.viewport(0, 0, w, h);
}
function pushUniforms(P, phase) {
if (!canRender()) return;
gl.uniform2f(uniforms.u_res, canvas.width, canvas.height);
gl.uniform1f(uniforms.u_phase, phase);
gl.uniform1f(uniforms.u_seed, P.seed);
@@ -136,6 +207,7 @@ var Engine = (function () {
}
function renderAt(phase) {
if (!canRender()) return;
var P = getParams();
pushUniforms(P, phase);
gl.drawArrays(gl.TRIANGLES, 0, 3);
@@ -147,7 +219,12 @@ var Engine = (function () {
}
function tick(now) {
if (suspended) return;
if (suspended || !canRender()) return;
if (now - lastDraw < minFrameMs) {
requestAnimationFrame(tick);
return;
}
lastDraw = now;
var dt = Math.min((now - lastTick) / 1000, 0.1);
lastTick = now;
@@ -167,6 +244,11 @@ var Engine = (function () {
requestAnimationFrame(tick);
}
function setMaxFps(n) {
maxFps = Math.max(15, Math.min(n, 60));
minFrameMs = 1000 / maxFps;
}
function readPixels() {
var w = canvas.width, h = canvas.height;
var buf = new Uint8Array(w * h * 4);
@@ -190,16 +272,20 @@ var Engine = (function () {
currentPhase: currentPhase,
resetTime: function () { loopT = 0; },
setLoopTime: function (t) { loopT = t; },
suspend: function () { suspended = true; },
suspend: function () { suspended = true; started = false; },
resume: function () {
if (!canRender()) return;
suspended = false;
lastTick = performance.now();
requestAnimationFrame(tick);
started = false;
start();
},
isLost: isLost,
setMaxFps: setMaxFps,
hasGenome: function () { return fullReady; },
setPlaying: function (v) { playing = v; lastTick = performance.now(); },
isPlaying: function () { return playing; },
onFps: function (cb) { fpsCb = cb; },
canvas: function () { return canvas; },
size: function () { return [canvas.width, canvas.height]; }
size: function () { return canvas ? [canvas.width, canvas.height] : [0, 0]; }
};
})();
+91 -68
View File
@@ -241,7 +241,7 @@ function styleName() {
function randomizeAll() {
if (!P.lockStyle) {
if (rnd() < 0.42) {
if (rnd() < 0.42 && Engine.hasGenome()) {
generateGenomeStyle();
} else {
P.synthOn = false;
@@ -401,6 +401,10 @@ function buildRail() {
var btnSynth = UI.el("button", "mini-btn", synthRow);
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';
btnSynth.addEventListener("click", function () {
if (!Engine.hasGenome()) {
UI.toast("Style synthesizer is still warming up, try again in a moment");
return;
}
generateGenomeStyle();
newSeed();
refreshAll();
@@ -553,8 +557,12 @@ function updateMeta() {
}
}
var stage = { failed: false, resizeObs: null, resizeTimer: null, bufW: 0, bufH: 0 };
function fitCanvas(preview) {
if (stage.failed) return;
var frame = document.getElementById("canvas-frame");
if (!frame) return;
var availW = frame.clientWidth - 80;
var availH = frame.clientHeight - 52;
if (availW <= 0 || availH <= 0) return;
@@ -564,6 +572,7 @@ function fitCanvas(preview) {
w = Math.round(w);
h = Math.round(h);
var canvasEl = document.getElementById("view");
if (!canvasEl || !canvasEl.isConnected) return;
canvasEl.style.width = w + "px";
canvasEl.style.height = h + "px";
var boot = document.getElementById("canvas-boot");
@@ -571,13 +580,37 @@ function fitCanvas(preview) {
boot.style.width = w + "px";
boot.style.height = h + "px";
}
if (!Engine.isReady()) return;
var dprCap = preview ? 0.75 : 1.35;
if (!Engine.isReady() || Engine.isLost()) return;
var lowMem = (navigator.deviceMemory || 8) <= 4;
var dprCap = preview ? 0.65 : (lowMem ? 0.75 : 0.85);
var dpr = Math.min(window.devicePixelRatio || 1, dprCap);
Engine.setSize(2 * Math.round(w * dpr / 2), 2 * Math.round(h * dpr / 2));
var bufW = 2 * Math.round(w * dpr / 2);
var bufH = 2 * Math.round(h * dpr / 2);
if (stage.bufW === bufW && stage.bufH === bufH) {
updateMeta();
return;
}
stage.bufW = bufW;
stage.bufH = bufH;
Engine.setSize(bufW, bufH);
updateMeta();
}
function onStageResize() {
clearTimeout(stage.resizeTimer);
stage.resizeTimer = setTimeout(function () {
fitCanvas(false);
}, 250);
}
function detachStageResize() {
if (stage.resizeObs) {
stage.resizeObs.disconnect();
stage.resizeObs = null;
}
clearTimeout(stage.resizeTimer);
}
function setPlayingUI(v) {
Engine.setPlaying(v);
document.getElementById("icon-pause").style.display = v ? "" : "none";
@@ -586,34 +619,6 @@ function setPlayingUI(v) {
/* ---------------- boot ---------------- */
function runIntro() {
var items = [];
document.querySelectorAll(".brand, .segmented button, .topbar-actions > *").forEach(function (n) {
items.push(n);
});
items.push(document.getElementById("canvas-shell"));
items.push(document.querySelector(".stage-meta"));
document.querySelectorAll(".rail-section").forEach(function (n) { items.push(n); });
document.querySelectorAll(".mode-grid > *, .export-grid > *").forEach(function (n) { items.push(n); });
var d = 0;
items.forEach(function (n, i) {
if (!n) return;
d += i < 10 ? 40 : 24;
n.classList.add("stagger-item");
n.style.setProperty("--intro-d", Math.min(d, 820) + "ms");
});
document.body.classList.add("intro");
setTimeout(function () {
document.body.classList.remove("intro");
items.forEach(function (n) {
if (!n) return;
n.classList.remove("stagger-item");
n.style.removeProperty("--intro-d");
});
}, 1500);
}
function wireControls() {
var segRefresh = UI.segmented(
document.getElementById("aspect-seg"),
@@ -645,57 +650,75 @@ function wireControls() {
});
}
function showBootError(msg) {
document.body.classList.remove("booting");
document.querySelector(".canvas-frame").innerHTML =
'<div style="color:#9b9ba4;font-size:13px;max-width:380px;text-align:center;line-height:1.6">' +
"WebGL2 is required. Please use a recent Chrome, Edge or Firefox.<br><span style=\"color:#5e5e68;font-size:11px\">" +
String(msg).split("\n")[0] + "</span></div>";
function showStageError(msg) {
var el = document.getElementById("stage-error");
if (!el) return;
el.innerHTML =
"WebGL2 is required. Please use a recent Chrome, Edge or Firefox.<br>" +
'<span style="color:#5e5e68;font-size:11px">' + String(msg).split("\n")[0] + "</span>";
el.hidden = false;
}
function finishBoot(opts) {
function showBootError(msg) {
stage.failed = true;
detachStageResize();
Engine.suspend();
document.body.classList.remove("booting");
document.body.classList.add("ready");
Engine.start();
if (opts.intro) runIntro();
setTimeout(function () { fitCanvas(false); }, 1400);
document.body.classList.remove("ready");
showStageError(msg);
}
function onContextLost() {
stage.failed = true;
detachStageResize();
Engine.suspend();
document.body.classList.remove("ready");
showStageError("WebGL context lost. Reload the page.");
UI.toast("WebGL context lost. Reload the page.");
}
document.addEventListener("DOMContentLoaded", function () {
var canvas = document.getElementById("view");
if (!canvas) return;
var lowPower = (navigator.hardwareConcurrency || 8) <= 4 ||
((navigator.deviceMemory || 8) <= 4);
var reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
document.addEventListener("visibilitychange", function () {
if (stage.failed) return;
if (document.hidden) Engine.suspend();
else if (Engine.isReady() && !Engine.isLost()) Engine.resume();
});
/* show UI shell immediately; the shader compiles on a driver
thread (KHR_parallel_shader_compile) and onReady fires when done,
so the page never freezes during boot. */
fitCanvas(true);
buildRail();
wireControls();
requestAnimationFrame(function () {
fitCanvas(true);
buildRail();
wireControls();
Engine.init(canvas, function () { return P; }, {
autostart: false,
onContextLost: onContextLost,
onError: showBootError,
onReady: function () {
Engine.setMaxFps(lowPower ? 30 : 45);
var hash = decodeURIComponent(location.hash.slice(1) || "");
if (hash.indexOf("LMN1.") === 0 && decodeDesign(hash)) {
UI.toast("Shared design loaded");
}
var hash = decodeURIComponent(location.hash.slice(1) || "");
if (hash.indexOf("LMN1.") === 0 && decodeDesign(hash)) {
UI.toast("Shared design loaded");
}
new ResizeObserver(function () {
fitCanvas(!document.body.classList.contains("ready"));
}).observe(document.getElementById("canvas-frame"));
fitCanvas(false);
stage.resizeObs = new ResizeObserver(onStageResize);
stage.resizeObs.observe(document.getElementById("canvas-frame"));
requestAnimationFrame(function () {
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
View File
@@ -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
View File
@@ -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;