296 lines
10 KiB
TypeScript
296 lines
10 KiB
TypeScript
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/**
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* GLSL shaders for the particle-field hero.
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*
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* Shaders are exported as tagged-template strings with a leading
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* `/* glsl *\/` comment marker so future syntax highlighters or
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* static analysers can pick them up without us adding a webpack loader.
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*
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* Conventions:
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* - All positions live in clip-space-like coordinates: x, y ∈ [-1, +1].
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* - Position texture is RGBA32F:
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* r = x
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* g = y
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* b = scale (per-particle render size jitter)
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* a = velocity magnitude (used for color tint)
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* - Simulation runs in a fullscreen quad pass — each fragment = one particle.
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*/
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const simplexNoise = /* glsl */ `
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// 2D simplex noise by Ian McEwan / Ashima Arts — public domain.
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// Used both for idle drift in the sim and for organic distortion of
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// the cursor-tracking ring.
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vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec3 permute(vec3 x) { return mod289(((x * 34.0) + 1.0) * x); }
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float snoise(vec2 v) {
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const vec4 C = vec4(
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0.211324865405187,
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0.366025403784439,
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-0.577350269189626,
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0.024390243902439
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);
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vec2 i = floor(v + dot(v, C.yy));
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vec2 x0 = v - i + dot(i, C.xx);
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vec2 i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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vec4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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i = mod289(i);
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vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0))
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+ i.x + vec3(0.0, i1.x, 1.0));
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vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
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m = m * m;
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m = m * m;
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vec3 x = 2.0 * fract(p * C.www) - 1.0;
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vec3 h = abs(x) - 0.5;
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vec3 ox = floor(x + 0.5);
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vec3 a0 = x - ox;
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m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
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vec3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot(m, g);
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}
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`;
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/**
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* Sim vertex shader — trivial fullscreen pass.
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* Writes through clip-space UVs so the fragment shader receives one
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* fragment per particle in the position texture.
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*/
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export const simVertex = /* glsl */ `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = vec4(position, 1.0);
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}
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`;
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/**
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* Sim fragment shader — the actual integrator.
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*
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* Inputs:
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* uPrev — previous-frame position texture (ping-pong source)
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* uTime — elapsed seconds
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* uDelta — clamped frame delta (seconds), guards against tab-switch spikes
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* uRingPos — mouse position in clip space, smoothed
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* uRingRadius— current ring radius (clip-space units)
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* uRingWidth — base ring thickness (clip-space units)
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* uRingActive— 0..1 fade so the ring softly vanishes when the mouse leaves
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* uMotionScale— global multiplier on drift + ring-push velocity. 1.0 is
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* default; the prefers-reduced-motion path passes 0.5 so
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* the field reads as calm without removing interaction.
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* Pointer *position* is not scaled — the ring still
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* tracks the cursor at full fidelity.
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*
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* Per-particle dynamics:
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* 1. Idle drift: rotational simplex-noise velocity field — feels like
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* slow oceanic currents rather than random brownian jitter.
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* 2. Ring push: three overlapping smoothstep bands at slightly offset
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* radii, with the radius input distorted by simplex noise and a
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* polar sin/cos wave. The gradient of the resulting field is
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* applied as an outward push, so particles get gently shoved as
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* the ring sweeps over them.
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* 3. Containment: a very soft spring pulls particles back toward the
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* origin if they drift past the field edge — prevents particles
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* from escaping to infinity on long sessions.
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* 4. Damping: every frame velocity decays so the field returns to a
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* calm steady state when the mouse is idle.
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*/
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export const simFragment = /* glsl */ `
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precision highp float;
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uniform sampler2D uPrev;
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uniform float uTime;
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uniform float uDelta;
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uniform vec2 uRingPos;
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uniform float uRingRadius;
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uniform float uRingWidth;
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uniform float uRingActive;
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uniform float uMotionScale;
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varying vec2 vUv;
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${simplexNoise}
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// Organic ring field — value peaks ON the ring, falls off either side.
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// Three overlapping smoothstep bands with simplex-noise + polar-wave
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// distortion to keep the boundary breathing instead of geometric.
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float ringField(vec2 p) {
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vec2 d = p - uRingPos;
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float r = length(d);
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float ang = atan(d.y, d.x);
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// Breathing distortion of the radius itself.
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float noise = snoise(p * 4.0 + uTime * 0.35) * 0.05;
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// Polar wave — a slow rippling around the circumference.
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float wave = sin(ang * 5.0 + uTime * 1.2) * 0.012
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+ cos(ang * 3.0 - uTime * 0.7) * 0.010;
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float rr = r + noise + wave;
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// Three bands of different thickness at slightly offset radii.
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float w = uRingWidth;
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float b1 = smoothstep(uRingRadius - w * 0.30, uRingRadius, rr)
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* (1.0 - smoothstep(uRingRadius, uRingRadius + w * 0.30, rr));
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float b2 = smoothstep(uRingRadius - w * 0.80, uRingRadius - w * 0.15, rr)
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* (1.0 - smoothstep(uRingRadius - w * 0.15, uRingRadius + w * 0.65, rr));
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float b3 = smoothstep(uRingRadius - w * 1.40, uRingRadius - w * 0.50, rr)
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* (1.0 - smoothstep(uRingRadius - w * 0.50, uRingRadius + w * 1.20, rr));
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return (b1 * 1.0 + b2 * 0.55 + b3 * 0.30) * uRingActive;
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}
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void main() {
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vec4 prev = texture2D(uPrev, vUv);
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vec2 pos = prev.xy;
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float scale = prev.z;
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float velPrev = prev.w;
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// --- Idle drift: rotational simplex-noise current ---
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// Time is scaled by uMotionScale so reduced-motion users get a
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// calmer field that evolves at half speed.
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float driftTime = uTime * uMotionScale;
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float n1 = snoise(pos * 1.6 + vec2(driftTime * 0.08, 0.0));
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float n2 = snoise(pos * 1.6 + vec2(0.0, driftTime * 0.08) + 53.7);
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vec2 driftVel = vec2(-n2, n1) * 0.045 * uMotionScale; // curl-like rotation
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// --- Ring push: gradient of the ring field, pointing outward ---
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float h = 0.003;
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float fx0 = ringField(pos - vec2(h, 0.0));
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float fx1 = ringField(pos + vec2(h, 0.0));
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float fy0 = ringField(pos - vec2(0.0, h));
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float fy1 = ringField(pos + vec2(0.0, h));
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vec2 grad = vec2(fx1 - fx0, fy1 - fy0) / (2.0 * h);
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float fieldHere = ringField(pos);
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// Push along gradient — particles get nudged away from the ring crest.
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// Magnitude is scaled by uMotionScale so reduced-motion users get a
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// softer shove while the ring position still tracks at full fidelity.
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vec2 ringVel = grad * fieldHere * 0.55 * uMotionScale;
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// --- Soft containment toward origin if particle escaped ---
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float r = length(pos);
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vec2 containVel = vec2(0.0);
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if (r > 1.05) {
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containVel = -normalize(pos) * (r - 1.05) * 0.6;
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}
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// --- Integrate ---
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vec2 vel = driftVel + ringVel + containVel;
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vec2 next = pos + vel * uDelta * 60.0; // normalise to 60fps reference
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// Velocity magnitude for color tint — EMA so flash decays gracefully.
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float velMag = length(vel);
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float velOut = mix(velPrev, velMag, 0.20);
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gl_FragColor = vec4(next, scale, velOut);
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}
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`;
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/**
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* Render vertex shader — one vertex per particle, sampled from the
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* position texture. The vertex's `position` attribute is unused;
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* instead `aIndexUv` carries the (u, v) coordinate of this particle
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* inside the position texture, and we read the actual position from
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* `uPositions`.
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*
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* `gl_PointSize` is scaled by per-particle `scale` (z channel) and the
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* device pixel ratio so the disc stays the same physical size on
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* retina displays.
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*/
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export const renderVertex = /* glsl */ `
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precision highp float;
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uniform sampler2D uPositions;
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uniform float uPointSize;
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uniform float uDpr;
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attribute vec2 aIndexUv;
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varying float vVel;
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varying float vScale;
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void main() {
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vec4 p = texture2D(uPositions, aIndexUv);
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vScale = p.z;
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vVel = p.w;
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// Position is already clip-space xy in [-1, +1]; pin z = 0.
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gl_Position = vec4(p.xy, 0.0, 1.0);
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gl_PointSize = uPointSize * p.z * uDpr;
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}
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`;
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/**
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* Render fragment shader — anti-aliased disc + velocity-based tint.
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*
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* Color: most of the field stays calm indigo at low opacity; particles
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* that just got shoved by the ring (high velocity) flash toward a
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* success-green tint. Output is premultiplied so additive blending
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* gives the bloom-like glow without needing a post-process pass.
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*/
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export const renderFragment = /* glsl */ `
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precision highp float;
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uniform vec3 uColorCalm; // indigo
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uniform vec3 uColorHot; // success-green
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uniform float uBaseAlpha;
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varying float vVel;
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varying float vScale;
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void main() {
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// Disc SDF — anti-aliased round dot.
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float d = length(gl_PointCoord - 0.5);
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float a = smoothstep(0.5, 0.42, d);
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if (a <= 0.001) discard;
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// Velocity-driven mix: pin to indigo for typical drift, lerp toward
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// green only on real shoves. The 0.04..0.18 band is roughly where
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// ring pushes live; idle drift stays below 0.03.
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float t = smoothstep(0.04, 0.18, vVel);
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vec3 col = mix(uColorCalm, uColorHot, t);
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float alpha = uBaseAlpha * a * (0.6 + 0.4 * vScale);
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// Premultiplied alpha — pairs with THREE.AdditiveBlending.
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gl_FragColor = vec4(col * alpha, alpha);
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}
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`;
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/**
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* Init fragment — runs once into both ping-pong targets to seed the
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* starting field. Uses a tempered random distribution: uniform in the
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* disc, with a small radial bias toward the edges so the field doesn't
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* look like a bullseye on first frame.
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*/
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export const initFragment = /* glsl */ `
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precision highp float;
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varying vec2 vUv;
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${simplexNoise}
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// Tiny hash for per-particle deterministic randoms.
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float hash(vec2 p) {
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return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
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}
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void main() {
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float r1 = hash(vUv);
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float r2 = hash(vUv + 17.3);
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float r3 = hash(vUv + 91.7);
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// Polar-uniform disc with a soft outward bias.
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float angle = r1 * 6.28318;
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float radius = sqrt(r2) * 1.0;
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vec2 pos = vec2(cos(angle), sin(angle)) * radius;
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// Slight horizontal stretch so the field reads as a wide hero band,
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// not a perfect circle.
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pos.x *= 1.25;
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float scale = 0.55 + r3 * 0.85;
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gl_FragColor = vec4(pos, scale, 0.0);
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}
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`;
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