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Leonxlnx 3c54400025 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>
2026-06-12 15:51:58 +02:00

683 lines
23 KiB
JavaScript

/* GLSL sources. One uber fragment shader, mode switched by uniform.
All motion is driven by a phase in [0,1) sampled on a circle in noise
space, so every animation is a mathematically perfect loop. */
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";
/* 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;
uniform vec2 u_res;
uniform float u_phase; // 0..1 loop phase
uniform float u_seed;
uniform int u_mode;
uniform vec3 u_c1, u_c2, u_c3, u_c4, u_bg;
uniform float u_hue, u_sat, u_exposure, u_contrast;
uniform float u_scale; // zoom: higher = larger forms
uniform float u_complex; // fbm octaves 1..8
uniform float u_warp;
uniform float u_flow; // extra turbulence
uniform float u_stretch; // -1..1 anisotropy
uniform float u_light, u_gloss, u_lightAngle, u_irid, u_glow;
uniform float u_grain, u_cell, u_lines, u_ca, u_vig, u_soft;
uniform float u_travel;
/* synth: procedural style combinator (legacy share codes) */
uniform int u_synth; // 0 = single mode, 1 = blend two modes
uniform int u_modeB;
uniform int u_mixOp; // 0 noise mask, 1 screen, 2 multiply, 3 radial, 4 diagonal
uniform float u_blend;
/* genome: parametric style synthesizer, every gene set is its own style */
uniform int u_genome; // 1 = render the genome style
uniform vec4 u_g1; // field type, domain op, warp amount, fold count
uniform vec4 u_g2; // color map, shading, overlay, overlay scale
uniform vec4 u_g3; // ridge sharpness, poster steps, field scale, rotation
out vec4 fragColor;
#define TAU 6.28318530718
#define PI 3.14159265359
/* ---------------- noise ---------------- */
/* fract-first hashes stay precise for large inputs (big seeds, far cells) */
float hash11(float n){
n = fract(n * 0.1031);
n *= n + 33.33;
n *= n + n;
return fract(n);
}
float hash21(vec2 p){
vec3 p3 = fract(vec3(p.xyx) * 0.1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
vec2 hash22(vec2 p){
float n = hash21(p);
return vec2(n, hash21(p+n+17.13));
}
float vnoise(vec2 p){
vec2 i = floor(p), f = fract(p);
vec2 u = f*f*(3.0-2.0*f);
float a = hash21(i);
float b = hash21(i+vec2(1,0));
float c = hash21(i+vec2(0,1));
float d = hash21(i+vec2(1,1));
return mix(mix(a,b,u.x), mix(c,d,u.x), u.y);
}
mat2 rot(float a){ float c=cos(a), s=sin(a); return mat2(c,-s,s,c); }
float fbm(vec2 p){
float v = 0.0, a = 0.5, tot = 0.0;
mat2 R = rot(0.62);
for (int i = 0; i < 8; i++){
float w = clamp(u_complex - float(i), 0.0, 1.0);
if (w <= 0.0) break;
v += a*w*vnoise(p);
tot += a*w;
a *= 0.55;
p = R*p*2.03 + 11.7;
}
return v/max(tot, 1e-4);
}
/* loop offset: orbit in noise space -> perfect loop */
vec2 LT(){ return vec2(cos(TAU*u_phase), sin(TAU*u_phase)) * u_travel; }
vec2 SO(){ return vec2(hash11(u_seed*0.137 + 0.731)*61.7, hash11(u_seed*0.213 + 7.0)*47.3); }
/* ---------------- color ---------------- */
vec3 palette(float t){
t = clamp(t, 0.0, 1.0);
float x = t*3.0;
vec3 c = mix(u_c1, u_c2, smoothstep(0.0,1.0,x));
c = mix(c, u_c3, smoothstep(1.0,2.0,x));
c = mix(c, u_c4, smoothstep(2.0,3.0,x));
return c;
}
vec3 paletteCyc(float t){
t = fract(t);
float x = t*4.0;
vec3 c = mix(u_c1, u_c2, smoothstep(0.0,1.0,x));
c = mix(c, u_c3, smoothstep(1.0,2.0,x));
c = mix(c, u_c4, smoothstep(2.0,3.0,x));
c = mix(c, u_c1, smoothstep(3.0,4.0,x));
return c;
}
vec3 hueRotate(vec3 c, float deg){
float a = deg*PI/180.0;
float cs = cos(a), sn = sin(a);
mat3 m = mat3(
0.299+0.701*cs+0.168*sn, 0.587-0.587*cs+0.330*sn, 0.114-0.114*cs-0.497*sn,
0.299-0.299*cs-0.328*sn, 0.587+0.413*cs+0.035*sn, 0.114-0.114*cs+0.292*sn,
0.299-0.300*cs+1.250*sn, 0.587-0.588*cs-1.050*sn, 0.114+0.886*cs-0.203*sn);
return c*m;
}
/* ---------------- shared coords ---------------- */
vec2 toP(vec2 uv){
float asp = u_res.x/u_res.y;
vec2 p = (uv - 0.5) * vec2(asp, 1.0) * (3.0/max(u_scale, 0.15));
p.x *= mix(1.0, 0.38, clamp(u_stretch, 0.0, 1.0));
p.y *= mix(1.0, 0.38, clamp(-u_stretch, 0.0, 1.0));
return p;
}
/* =========================================================
MODE 0 — LIQUID CHROME
========================================================= */
float chromeH(vec2 p, vec2 w){
vec2 so = SO(), lt = LT();
return fbm((p + w)*0.85 + so*0.5 + u_flow*0.6*lt);
}
vec3 sceneChrome(vec2 uv){
vec2 p = toP(uv);
p.x *= 0.48;
vec2 so = SO(), lt = LT();
/* slow warp field, computed once and reused for all height taps */
vec2 w = u_warp*0.9*vec2(
fbm(p*0.5 + so + lt) - 0.5,
fbm(p*0.5 + so + 7.31 - lt) - 0.5) * 2.4;
float e = 0.06;
float h = chromeH(p, w);
float hx = chromeH(p + vec2(e,0.0), w);
float hy = chromeH(p + vec2(0.0,e), w);
float relief = 3.4 + u_warp*1.6;
vec3 n = normalize(vec3(-(hx-h)/e*relief, -(hy-h)/e*relief, 1.0));
float la = u_lightAngle*PI/180.0;
vec3 L = normalize(vec3(cos(la), sin(la), 0.55));
float diff = max(dot(n, L), 0.0);
vec3 Hv = normalize(L + vec3(0.0,0.0,1.0));
float spec = pow(max(dot(n, Hv), 0.0), u_gloss);
float spec2 = pow(max(dot(n, normalize(vec3(-L.xy, 0.9))), 0.0), u_gloss*0.45);
float fres = pow(1.0 - max(n.z, 0.0), 2.4);
vec3 alb = palette(clamp(h*1.1 + u_irid*n.x*0.7, 0.0, 1.0));
vec3 alb2 = palette(clamp(0.55 - n.x*0.7 + h*0.25, 0.0, 1.0));
/* dark metal base; nearly all color arrives via the lights */
vec3 col = u_bg*(0.55 + 0.45*diff);
col += alb * pow(diff, 2.4) * 0.30;
col += alb * spec * u_light * 3.0;
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;
return col;
}
/* =========================================================
MODE 1 — SILK RIBBONS
========================================================= */
vec3 sceneSilk(vec2 uv){
vec2 p = toP(uv);
vec2 so = SO(), lt = LT();
p = rot(-0.30 + 0.6*(hash11(u_seed*0.31+3.0)-0.5)) * p;
/* one smooth guide curve: low-frequency two-octave noise */
vec2 wq = p*vec2(0.42, 0.50) + so + lt*0.55;
float wave = vnoise(wq)*0.70 + vnoise(wq*2.13 + 5.0)*0.30;
float freq = u_lines*0.16;
float tt = p.y*freq + (wave-0.5)*(4.5 + u_warp*3.5) + p.x*0.30;
float ft = fract(tt)-0.5; /* signed position across strand */
float band = abs(ft)*2.0;
float prof = sqrt(max(1.0-band*band, 0.0));
/* true cylinder normal across the strand */
vec3 n = normalize(vec3(0.35*(wave-0.5), ft*2.0, max(prof, 0.05)));
float la = u_lightAngle*PI/180.0;
vec3 L = normalize(vec3(cos(la), sin(la), 0.62));
float diff = max(dot(n, L), 0.0);
float spec = pow(max(dot(n, normalize(L+vec3(0,0,1))), 0.0), u_gloss);
float id = hash11(floor(tt)*7.77 + hash11(u_seed*0.171)*43.0);
vec3 alb = paletteCyc(id*0.97 + wave*0.22 + u_irid*0.25*n.y);
vec3 col = alb*(0.05 + 0.95*pow(diff, 1.7));
col += alb * spec * u_light * 1.9;
col += vec3(1.0) * pow(spec, 2.5) * u_light * 0.6;
col *= 0.45 + 0.55*prof; /* crevice shadow between strands */
float env = smoothstep(1.8, 0.55, abs(p.y*0.7 + (wave-0.5)*3.4));
return mix(u_bg, col, env);
}
/* =========================================================
MODE 2 — SOFT BLOOM
========================================================= */
vec3 blobField(vec2 p, float warpAmt){
vec2 so = SO();
p += warpAmt*0.55*vec2(fbm(p*0.8+so)-0.5, fbm(p*0.8-so)-0.5)*2.0;
vec3 col = u_bg;
for (int i = 0; i < 5; i++){
float fi = float(i);
vec2 hc = hash22(vec2(fi*3.17, u_seed*0.731 + fi));
vec2 base = (hc - 0.5)*vec2(2.2, 1.6);
float orbR = 0.18 + 0.4*hash11(u_seed*0.117 + fi*9.1);
float ph = u_phase + hash11(fi + u_seed*0.291);
float dir = hash11(fi*5.0 + u_seed*0.49) > 0.5 ? 1.0 : -1.0;
vec2 pos = base + orbR*u_travel*vec2(cos(TAU*ph*dir), sin(TAU*ph*dir));
float rad = (0.45 + 0.6*hash11(fi*2.3 + u_seed*0.371 + 4.0)) * u_soft;
float d = length(p - pos);
float g = exp(-(d*d)/(rad*rad));
/* spread blob hues across the whole palette so c1..c4 all show up */
vec3 bc = palette(fract(fi*0.249 + hash11(fi + u_seed*0.523)*0.18));
col = mix(col, bc, g*0.92);
}
return col;
}
vec3 sceneBloom(vec2 uv){
return blobField(toP(uv), u_warp);
}
/* =========================================================
MODE 3 — AURA RINGS
========================================================= */
vec3 sceneAura(vec2 uv){
vec2 p = toP(uv);
vec2 so = SO();
vec2 c = (hash22(vec2(u_seed*0.37, 8.8)) - 0.5)*vec2(0.5, 0.6);
vec2 d2 = p - c;
float ang = atan(d2.y, d2.x);
float d = length(d2);
d += (0.06 + 0.08*u_warp)*fbm(vec2(ang*1.2, d*1.4) + so + LT()*0.5)
* smoothstep(0.0, 0.3, d) - 0.05; /* fade wobble near center */
d += 0.045*u_travel*sin(TAU*u_phase);
float t = pow(max(d*0.66, 0.0), mix(1.55, 0.8, clamp(u_soft*0.65, 0.0, 1.0)));
/* gentle radial ramp: palette through the middle, bg at both poles */
vec3 col = palette(smoothstep(0.04, 0.96, t));
col = mix(col, u_bg, smoothstep(0.68, 1.18, t));
col = mix(col, mix(u_bg, vec3(1.0), 0.5), smoothstep(0.26, 0.0, t)*0.45);
/* one soft luminous ring accent */
float ring = exp(-pow((t - 0.46)*4.6, 2.0));
col = mix(col, col*1.18 + 0.06, ring*0.5);
return col;
}
/* =========================================================
MODE 4 — LIGHT RAYS
========================================================= */
vec3 sceneRays(vec2 uv){
vec2 p = toP(uv);
vec2 so = SO();
vec2 O = vec2((hash11(u_seed+1.7)-0.5)*0.8, 1.9);
vec2 dir = p - O;
float ang = atan(dir.x, -dir.y);
float r = length(dir);
float beams = fbm(vec2(ang*(2.0 + u_lines*0.12), 0.0) + so + LT()*0.5);
beams = pow(clamp(beams*1.25, 0.0, 1.0), 2.0 + u_warp*2.0);
float fall = smoothstep(3.4, 0.7, r);
float glowB = beams*fall;
vec3 col = u_bg;
vec3 beamCol = palette(clamp(0.85 - glowB*0.9, 0.0, 1.0));
col = mix(col, beamCol, clamp(glowB*1.7, 0.0, 1.0));
col = mix(col, palette(0.92), smoothstep(1.2, 3.2, r)*0.85);
return col;
}
/* =========================================================
MODE 5 — HALFTONE
========================================================= */
vec3 sceneHalftone(vec2 uv){
float asp = u_res.x/u_res.y;
vec2 so = SO(), lt = LT();
vec2 guv = uv*vec2(asp,1.0)*u_cell*0.55;
vec2 gp = floor(guv);
vec2 gf = fract(guv)-0.5;
vec2 cuv = (gp+0.5)/(u_cell*0.55)/vec2(asp,1.0);
vec2 cp = toP(cuv);
vec2 q = cp + u_warp*0.9*vec2(fbm(cp*0.7+so+lt)-0.5, fbm(cp*0.7-so-lt)-0.5)*2.0;
float f = fbm(q + so);
f = smoothstep(0.30, 0.80, f); /* large breathing-room voids */
float radius = sqrt(f)*0.62;
float dotm = smoothstep(radius, radius-0.12, length(gf));
float hueF = fbm(q*0.55 + so + 31.7);
vec3 ink = palette(clamp(hueF*1.5 - 0.22, 0.0, 1.0));
return mix(u_bg, ink, dotm*(0.30 + 0.70*f));
}
/* =========================================================
MODE 6 — DATA GLYPHS
========================================================= */
const int GLYPHS[8] = int[8](31599, 11415, 29330, 31727, 1488, 448, 128, 9362);
vec3 sceneGlyphs(vec2 uv){
float asp = u_res.x/u_res.y;
vec2 so = SO(), lt = LT();
vec2 guv = uv*vec2(asp,1.0)*vec2(u_cell*0.5, u_cell*0.5/1.55);
vec2 gp = floor(guv);
vec2 gf = fract(guv);
vec2 cuv = (gp+0.5)/vec2(u_cell*0.5, u_cell*0.5/1.55)/vec2(asp,1.0);
vec2 cp = toP(cuv);
float b = fbm(cp*0.8 + so + lt);
b = pow(clamp(b*1.65 - 0.30, 0.0, 1.0), 2.3); /* deep dark voids */
/* columnar shimmer, quantized so it still loops */
float step8 = floor(u_phase*8.0);
b *= 0.55 + 0.9*hash21(vec2(gp.x*1.31, step8));
b += 0.018; /* faint base field so the grid breathes */
float swap = hash21(gp + vec2(floor(u_phase*8.0)*13.0, u_seed));
int gi = int(floor(swap*7.999));
int glyph = GLYPHS[gi];
vec2 cell = gf;
cell = (cell - 0.5)/0.74 + 0.5; /* padding */
vec3 col = u_bg;
if (cell.x > 0.0 && cell.x < 1.0 && cell.y > 0.0 && cell.y < 1.0){
int px = int(floor(cell.x*3.0));
int py = int(floor((1.0-cell.y)*5.0));
int bit = (glyph >> ((4-py)*3 + (2-px))) & 1;
vec3 ink = palette(clamp(b*1.3, 0.0, 1.0));
col += ink * float(bit) * b * 2.2;
}
return col;
}
/* =========================================================
MODE 7 — REEDED GLASS
========================================================= */
/* bold smooth color regions for the glass to refract:
a seeded diagonal palette sweep + noise, grounded by bg in the lows */
vec3 boldField(vec2 p){
vec2 so = SO();
float f1 = fbm(p*0.40 + so + LT()*0.7);
float ang = TAU*hash11(u_seed*0.071 + 2.0);
float diag = 0.5 + 0.30*(cos(ang)*p.x + sin(ang)*p.y);
vec3 col = palette(clamp(diag + (f1-0.5)*1.5, 0.0, 1.0));
col = mix(col, u_bg, smoothstep(0.60, 0.18, f1)*0.85);
return col;
}
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;
float lens = sin(lx*PI);
float refr = lx*0.22*u_warp + lens*0.08*u_warp;
float srcX = (ci + 0.5 + refr) / ridgeFreq;
vec3 col = boldField(toP(vec2(srcX, uv.y))*0.8);
float ridge = cos(lx*PI);
float shade = 0.78 + 0.28*ridge;
float groove = smoothstep(0.48, 0.40, abs(lx));
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;
}
/* =========================================================
MODE 8 — PIXEL BLOOM
========================================================= */
vec3 sceneMosaic(vec2 uv){
float asp = u_res.x/u_res.y;
float cells = max(u_cell*0.22, 3.0);
vec2 g = vec2(cells*asp, cells);
vec2 q = (floor(uv*g)+0.5)/g;
vec3 col = blobField(toP(q), u_warp*0.5);
float h = hash21(floor(uv*g)+u_seed);
col *= 0.97 + 0.05*h;
return col;
}
/* =========================================================
GENOME, the parametric style synthesizer.
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);
float d = 8.0;
for (int y = -1; y <= 1; y++)
for (int x = -1; x <= 1; x++){
vec2 g = vec2(float(x), float(y));
vec2 o = hash22(i + g + floor(u_seed));
d = min(d, length(g + o - f));
}
return d;
}
float gnField(int ft, vec2 p){
vec2 so = SO(), lt = LT();
if (ft == 0) return fbm(p + so + lt);
if (ft == 1) { /* ridged */
float v = 1.0 - abs(2.0*fbm(p + so + lt) - 1.0);
return pow(v, 1.0 + u_g3.x*4.0);
}
if (ft == 2) { /* wave interference */
float a = sin(p.x*2.1 + fbm(p*0.7 + so + lt)*6.0);
float b = sin(p.y*1.7 + fbm(p.yx*0.8 - so - lt)*6.0);
return a*b*0.25 + 0.5;
}
if (ft == 3) { /* warped rings */
float d = length(p) + (fbm(p*0.9 + so + lt) - 0.5)*1.2;
return fract(d*(1.0 + u_g3.x*2.0));
}
if (ft == 4) { /* cellular */
float v = gnVoro(p*1.4 + lt*0.8);
return pow(clamp(v, 0.0, 1.0), 0.8 + u_g3.x*2.0);
}
if (ft == 5) { /* flow */
float f1 = fbm(p + so + lt);
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);
float by = cos(p.y*(1.6 + u_g3.x*3.2) - lt.y*2.0);
return bx*by*0.28 + 0.5 + fbm(p*0.25 + so)*0.08;
}
if (ft == 7) { /* plaid grid */
vec2 q = p*(1.8 + u_g3.z*1.2);
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 */
float v = gnVoro(p*1.65 + lt*0.55);
return smoothstep(0.02, 0.20, v);
}
if (ft == 9) { /* concentric arcs */
float a = atan(p.y, p.x) + lt.x*0.6;
float d = length(p);
return fract(sin(a*3.0 + u_seed*0.01)*0.5 + d*(0.75 + u_g3.x) + fbm(p*0.28 + so)*0.18);
}
if (ft == 10) { /* hatch lines */
float h1 = sin((p.x + p.y)*(6.0 + u_g3.x*6.0) + lt.x);
float h2 = sin((p.x - p.y)*(6.0 + u_g3.x*6.0) - lt.y);
float hatch = smoothstep(-0.15, 0.55, h1*h2);
return mix(fbm(p*0.45 + so)*0.35, hatch, 0.72);
}
/* soft orb grid */
vec2 cell = fract(p*(0.85 + u_g3.z*0.8)) - 0.5;
float d = length(cell);
float pulse = sin(TAU*u_phase + hash21(floor(p*(0.85 + u_g3.z*0.8)))*6.28)*0.08;
return smoothstep(0.34 + pulse, 0.04, d);
}
vec2 gnDomain(int dop, vec2 p){
p = rot(u_g3.w*TAU) * p;
if (dop == 1) { /* polar */
return vec2(atan(p.y, p.x)*(1.0 + floor(u_g1.w*0.5)), length(p)*1.6);
}
if (dop == 2) { /* kaleidoscope */
float n = 2.0 + floor(u_g1.w);
float a = atan(p.y, p.x);
float seg = TAU/n;
a = abs(mod(a, seg) - seg*0.5);
return vec2(cos(a), sin(a))*length(p);
}
if (dop == 3) return abs(p); /* mirror */
if (dop == 4) { /* soft grid repeat */
return (fract(p*0.5) - 0.5)*2.6;
}
if (dop == 5) { /* hex mirror */
float seg = TAU/6.0;
float a = atan(p.y, p.x);
a = abs(mod(a, seg) - seg*0.5);
return vec2(cos(a), sin(a))*length(p);
}
if (dop == 6) { /* brick weave */
vec2 q = p*0.62;
vec2 cell = floor(q);
vec2 f = fract(q) - 0.5;
if (mod(cell.y, 2.0) > 0.5) f.x += 0.5;
return f*2.4;
}
return p;
}
vec3 gnColor(int cm, float t, vec2 p){
t = clamp(t, 0.0, 1.0);
if (cm == 1) return paletteCyc(t*1.4);
if (cm == 2) { /* posterized */
float steps = 3.0 + floor(u_g3.y*5.0);
return palette(floor(t*steps)/(steps - 1.0));
}
if (cm == 3) { /* duotone + highlight pop */
vec3 c = mix(u_bg, u_c1, smoothstep(0.15, 0.75, t));
return mix(c, u_c3, smoothstep(0.82, 0.98, t));
}
if (cm == 4) { /* clean bands */
float bands = 4.0 + floor(u_g3.y*5.0);
return palette(floor(t*bands)/max(bands - 1.0, 1.0));
}
if (cm == 5) { /* angular sweep */
float ang = atan(p.y, p.x)/PI*0.5 + 0.5;
return paletteCyc(mix(t, ang, 0.52));
}
return palette(t);
}
vec3 sceneGenome(vec2 uv){
vec2 p0 = toP(uv);
int ft = int(u_g1.x);
int dop = int(u_g1.y);
int cm = int(u_g2.x);
int sh = int(u_g2.y);
int ov = int(u_g2.z);
vec2 p = gnDomain(dop, p0*(0.6 + u_g3.z*1.4));
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;
/* 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 */
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);
float spec = pow(max(dot(n, normalize(L + vec3(0,0,1))), 0.0), u_gloss);
col *= 0.35 + 0.8*diff;
col += vec3(1.0)*spec*u_light*0.7;
} else if (sh == 2) { /* glowing edges */
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 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 */
float s = sin(p0.x*u_g2.w*40.0 + f*6.0);
col *= 0.82 + 0.18*smoothstep(-0.2, 0.4, s);
} else if (ov == 2) { /* dot lattice */
vec2 g = fract(p0*u_g2.w*16.0) - 0.5;
col *= 0.78 + 0.22*smoothstep(0.42, 0.30, length(g));
} else if (ov == 3) { /* scanlines */
col *= 0.86 + 0.14*sin(uv.y*u_res.y*0.7 + f*3.0);
} else if (ov == 4) { /* fine weave */
float wx = sin(p0.x*28.0 + f*4.0);
float wy = sin(p0.y*28.0 - f*4.0);
col *= 0.90 + 0.10*smoothstep(-0.2, 0.5, wx*wy);
}
return col;
}
#endif
/* ---------------- dispatch + post ---------------- */
vec3 sceneFor(int m, vec2 uv){
if (m == 0) return sceneChrome(uv);
if (m == 1) return sceneSilk(uv);
if (m == 2) return sceneBloom(uv);
if (m == 3) return sceneAura(uv);
if (m == 4) return sceneRays(uv);
if (m == 5) return sceneHalftone(uv);
if (m == 6) return sceneGlyphs(uv);
if (m == 7) return sceneReeded(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);
#endif
return sceneFor(u_mode, uv);
}
void main(){
vec2 uv = gl_FragCoord.xy/u_res;
vec3 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 */
float lum = dot(col, vec3(0.299,0.587,0.114));
col += u_glow * col * lum * 0.85;
/* grade */
if (abs(u_hue) > 0.5) col = hueRotate(col, u_hue);
float l2 = dot(col, vec3(0.299,0.587,0.114));
col = mix(vec3(l2), col, u_sat);
col *= u_exposure;
col = (col - 0.5)*u_contrast + 0.5;
/* vignette */
float asp = u_res.x/u_res.y;
vec2 vc = (uv-0.5)*vec2(asp,1.0);
col *= 1.0 - u_vig*smoothstep(0.35, 1.05, length(vc));
/* film grain — quantized steps keep the loop perfect */
float gstep = floor(u_phase*24.0);
float gr = hash21(gl_FragCoord.xy*0.71 + vec2(gstep*3.1, gstep*7.7));
col += (gr-0.5)*u_grain*0.55;
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 */