const CELL_SIZE = 10; const HUE_PERIOD_MS = 3000; const BRUSH_RADIUS = 2; const MAX_DPR = 2; const PANEL_LIMIT = 3; const TAU = Math.PI * 2; const PANEL_BORDER_INSET_PX = 10; type TextureTarget = { texture: WebGLTexture; framebuffer: WebGLFramebuffer; width: number; height: number; }; type ProgramBundle = { program: WebGLProgram; uniforms: Record; }; type PointerState = { active: boolean; col: number; row: number; }; type StackTuning = { blurStrength: number; blurRadius: number; smallestBlock: number; largestBlock: number; levels: number; detailThreshold: number; ditherStrength: number; edgeBias: number; hueDrift: number; streakStrength: number; }; type TuningState = { inside: StackTuning; outside: StackTuning; outsideGlow: { threshold: number; softness: number; boost: number; }; darkness: number; imageEmit: number; ansiEmit: number; linkEmit: number; }; const fullscreenVertexSource = `#version 300 es precision highp float; out vec2 v_uv; void main() { vec2 position; if (gl_VertexID == 0) { position = vec2(-1.0, -1.0); } else if (gl_VertexID == 1) { position = vec2(3.0, -1.0); } else { position = vec2(-1.0, 3.0); } v_uv = position * 0.5 + 0.5; gl_Position = vec4(position, 0.0, 1.0); }`; const simulationFragmentSource = `#version 300 es precision highp float; precision highp sampler2D; uniform sampler2D u_state; uniform ivec2 u_gridSize; out vec4 outColor; int readState(ivec2 cell) { ivec2 wrapped = ivec2( int(mod(float(cell.x + u_gridSize.x), float(u_gridSize.x))), int(mod(float(cell.y + u_gridSize.y), float(u_gridSize.y))) ); return int(round(texelFetch(u_state, wrapped, 0).r * 255.0)); } float hueAngle(int hue) { return float(hue) * ${TAU.toFixed(8)} / 256.0; } void main() { ivec2 cell = ivec2(gl_FragCoord.xy); int current = readState(cell); int count = 0; float sumSin = 0.0; float sumCos = 0.0; for (int dy = -1; dy <= 1; dy++) { for (int dx = -1; dx <= 1; dx++) { if (dx == 0 && dy == 0) { continue; } int neighbor = readState(cell + ivec2(dx, dy)); if (neighbor != 0) { count += 1; float angle = hueAngle(neighbor); sumSin += sin(angle); sumCos += cos(angle); } } } int nextState = 0; if (current != 0) { if (count == 2 || count == 3) { nextState = current; } } else if (count == 3) { float angle = atan(sumSin, sumCos); if (angle < 0.0) { angle += ${TAU.toFixed(8)}; } nextState = int(floor(angle * 256.0 / ${TAU.toFixed(8)})); if (nextState == 0) { nextState = 1; } } outColor = vec4(float(nextState) / 255.0, 0.0, 0.0, 1.0); }`; const stampFragmentSource = `#version 300 es precision highp float; precision highp sampler2D; uniform sampler2D u_state; uniform ivec2 u_gridSize; uniform vec2 u_center; uniform float u_radius; uniform float u_hue; uniform bool u_active; out vec4 outColor; void main() { ivec2 cell = ivec2(gl_FragCoord.xy); vec4 state = texelFetch(u_state, cell, 0); if (!u_active) { outColor = state; return; } vec2 position = vec2(cell) + 0.5; vec2 delta = abs(position - u_center); delta = min(delta, vec2(u_gridSize) - delta); if (dot(delta, delta) <= u_radius * u_radius) { outColor = vec4(u_hue, 0.0, 0.0, 1.0); return; } outColor = state; }`; const injectFragmentSource = `#version 300 es precision highp float; precision highp sampler2D; uniform sampler2D u_state; uniform sampler2D u_emitter; uniform ivec2 u_gridSize; out vec4 outColor; float hash12(vec2 point) { vec3 p3 = fract(vec3(point.xyx) * 0.1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); } vec3 rgbToHsv(vec3 color) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(color.bg, K.wz), vec4(color.gb, K.xy), step(color.b, color.g)); vec4 q = mix(vec4(p.xyw, color.r), vec4(color.r, p.yzx), step(p.x, color.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } void main() { ivec2 cell = ivec2(gl_FragCoord.xy); vec4 state = texelFetch(u_state, cell, 0); vec4 emitter = texelFetch(u_emitter, cell, 0); float strength = clamp(emitter.a, 0.0, 1.0); if (strength <= 0.0) { outColor = state; return; } float noise = hash12(vec2(cell) + emitter.rg * 255.0); if (noise > strength) { outColor = state; return; } vec3 hsv = rgbToHsv(emitter.rgb); int hue = int(floor(hsv.x * 254.0)) + 1; outColor = vec4(float(hue) / 255.0, 0.0, 0.0, 1.0); }`; const colorFragmentSource = `#version 300 es precision highp float; precision highp sampler2D; uniform sampler2D u_state; uniform sampler2D u_palette; uniform ivec2 u_gridSize; uniform vec2 u_resolution; out vec4 outColor; void main() { vec2 uv = gl_FragCoord.xy / u_resolution; ivec2 cell = ivec2(floor(uv * vec2(u_gridSize))); cell = clamp(cell, ivec2(0), u_gridSize - 1); float index = texelFetch(u_state, cell, 0).r; outColor = texture(u_palette, vec2(index, 0.5)); }`; const copyFragmentSource = `#version 300 es precision highp float; precision highp sampler2D; in vec2 v_uv; uniform sampler2D u_image; out vec4 outColor; void main() { outColor = texture(u_image, v_uv); }`; const blurFragmentSource = `#version 300 es precision highp float; precision highp sampler2D; in vec2 v_uv; uniform sampler2D u_image; uniform vec2 u_direction; uniform vec2 u_resolution; uniform float u_radius; out vec4 outColor; void main() { vec2 texel = (u_direction / u_resolution) * u_radius; vec4 color = texture(u_image, v_uv) * 0.15957691; color += texture(u_image, v_uv + texel * 1.0) * 0.14730806; color += texture(u_image, v_uv - texel * 1.0) * 0.14730806; color += texture(u_image, v_uv + texel * 2.0) * 0.11587662; color += texture(u_image, v_uv - texel * 2.0) * 0.11587662; color += texture(u_image, v_uv + texel * 3.0) * 0.07767442; color += texture(u_image, v_uv - texel * 3.0) * 0.07767442; color += texture(u_image, v_uv + texel * 4.0) * 0.04436833; color += texture(u_image, v_uv - texel * 4.0) * 0.04436833; color += texture(u_image, v_uv + texel * 5.0) * 0.02159639; color += texture(u_image, v_uv - texel * 5.0) * 0.02159639; color += texture(u_image, v_uv + texel * 6.0) * 0.00895781; color += texture(u_image, v_uv - texel * 6.0) * 0.00895781; outColor = color; }`; const compositeFragmentSource = `#version 300 es precision highp float; precision highp sampler2D; uniform sampler2D u_sharp; uniform sampler2D u_inBlur; uniform sampler2D u_outBlur; uniform sampler2D u_outBlur2; uniform sampler2D u_palette; uniform vec2 u_resolution; uniform vec4 u_panelRects[${PANEL_LIMIT}]; uniform int u_panelCount; uniform float u_inMinBlockSize; uniform float u_inMaxBlockSize; uniform int u_inLevels; uniform float u_inDetailThreshold; uniform float u_inDitherStrength; uniform float u_inEdgeBias; uniform float u_inHueDrift; uniform float u_inStreakStrength; uniform float u_outMinBlockSize; uniform float u_outMaxBlockSize; uniform int u_outLevels; uniform float u_outDetailThreshold; uniform float u_outDitherStrength; uniform float u_outEdgeBias; uniform float u_outHueDrift; uniform float u_outStreakStrength; uniform float u_outGlowStrength; uniform float u_outGlowThreshold; uniform float u_outGlowSoftness; uniform float u_outGlowBoost; out vec4 outColor; bool inRect(vec2 point, vec4 rect) { return point.x >= rect.x && point.y >= rect.y && point.x < rect.x + rect.z && point.y < rect.y + rect.w; } float rectSignedDistance(vec2 point, vec4 rect) { vec2 center = rect.xy + rect.zw * 0.5; vec2 halfSize = rect.zw * 0.5; vec2 delta = abs(point - center) - halfSize; float outside = length(max(delta, 0.0)); float inside = min(max(delta.x, delta.y), 0.0); return outside + inside; } float bayer4(vec2 point) { vec2 cell = mod(floor(point), 4.0); if (cell.y < 1.0) { if (cell.x < 1.0) return 0.0 / 16.0; if (cell.x < 2.0) return 8.0 / 16.0; if (cell.x < 3.0) return 2.0 / 16.0; return 10.0 / 16.0; } if (cell.y < 2.0) { if (cell.x < 1.0) return 12.0 / 16.0; if (cell.x < 2.0) return 4.0 / 16.0; if (cell.x < 3.0) return 14.0 / 16.0; return 6.0 / 16.0; } if (cell.y < 3.0) { if (cell.x < 1.0) return 3.0 / 16.0; if (cell.x < 2.0) return 11.0 / 16.0; if (cell.x < 3.0) return 1.0 / 16.0; return 9.0 / 16.0; } if (cell.x < 1.0) return 15.0 / 16.0; if (cell.x < 2.0) return 7.0 / 16.0; if (cell.x < 3.0) return 13.0 / 16.0; return 5.0 / 16.0; } vec3 rgbToHsv(vec3 color) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(color.bg, K.wz), vec4(color.gb, K.xy), step(color.b, color.g)); vec4 q = mix(vec4(p.xyw, color.r), vec4(color.r, p.yzx), step(p.x, color.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float luma(vec3 color) { return dot(color, vec3(0.299, 0.587, 0.114)); } float hash12(vec2 point) { vec3 p3 = fract(vec3(point.xyx) * 0.1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); } vec3 sampleBlock(vec2 point, float blockSize, float streakStrength, sampler2D blurTex) { vec2 blockCoord = floor(point / blockSize); vec2 samplePoint = (blockCoord + 0.5) * blockSize; float streak = (hash12(vec2(blockCoord.y, blockSize)) - 0.5) * blockSize * streakStrength; samplePoint.x += streak; samplePoint.x = clamp(samplePoint.x, 0.5, u_resolution.x - 0.5); vec2 sampleUv = samplePoint / u_resolution; return texture(blurTex, sampleUv).rgb; } float blockDetail(vec2 point, float blockSize, float edgeBias, float streakStrength, sampler2D blurTex) { vec2 offset = vec2(blockSize * 0.35); vec3 center = sampleBlock(point, blockSize, streakStrength, blurTex); vec3 right = sampleBlock(point + vec2(offset.x, 0.0), blockSize, streakStrength, blurTex); vec3 left = sampleBlock(point + vec2(-offset.x, 0.0), blockSize, streakStrength, blurTex); vec3 up = sampleBlock(point + vec2(0.0, offset.y), blockSize, streakStrength, blurTex); vec3 down = sampleBlock(point + vec2(0.0, -offset.y), blockSize, streakStrength, blurTex); float edgeX = abs(luma(right) - luma(left)); float edgeY = abs(luma(up) - luma(down)); float edgeDetail = max(edgeX, edgeY); float chromaShift = max( max(length(right - center), length(left - center)), max(length(up - center), length(down - center)) ); return edgeDetail * edgeBias + chromaShift * 0.2; } float chooseBlockSize(vec2 point, float minBlockSize, float maxBlockSize, int levels, float detailThreshold, float edgeBias, float streakStrength, sampler2D blurTex) { float minSize = max(minBlockSize, 0.25); float maxSize = max(minSize, maxBlockSize); int sections = clamp(levels, 1, 10); int sizeCount = sections + 1; float chosen = maxSize; float steps = float(max(sizeCount - 1, 1)); for (int i = 0; i < 11; i++) { if (i >= sizeCount) { break; } float t = float(i) / steps; float candidate = exp(mix(log(maxSize), log(minSize), t)); chosen = candidate; if (blockDetail(point, candidate, edgeBias, streakStrength, blurTex) <= detailThreshold) { break; } } return chosen; } vec4 stylizeBlur(vec2 frag, sampler2D blurTex, float minBlockSize, float maxBlockSize, int levels, float detailThreshold, float ditherStrength, float edgeBias, float hueDrift, float streakStrength) { float pixelSize = chooseBlockSize(frag, minBlockSize, maxBlockSize, levels, detailThreshold, edgeBias, streakStrength, blurTex); vec2 blockCoord = floor(frag / pixelSize); vec3 blurred = sampleBlock(frag, pixelSize, streakStrength, blurTex); vec3 hsv = rgbToHsv(blurred); float drift = (hash12(blockCoord + vec2(pixelSize, 17.0)) - 0.5) * hueDrift; float hueIndex = floor(fract(hsv.x + drift) * 254.0) + 1.0; vec3 hueColor = texture(u_palette, vec2(hueIndex / 255.0, 0.5)).rgb; float coverage = clamp(hsv.z * mix(0.28, 1.0, hsv.y), 0.0, 1.0); float threshold = mix(0.5, bayer4(frag), clamp(ditherStrength, 0.0, 1.0)); return coverage > threshold ? vec4(hueColor, 1.0) : vec4(0.0, 0.0, 0.0, 1.0); } vec3 screenBlend(vec3 base, vec3 blend) { return 1.0 - (1.0 - base) * (1.0 - blend); } vec4 glowOutside(vec2 frag) { vec2 uv = frag / u_resolution; vec3 sharp = texture(u_sharp, uv).rgb; vec3 blur = texture(u_outBlur, uv).rgb; vec3 bloom = max(blur - vec3(u_outGlowThreshold), vec3(0.0)); bloom = pow(bloom, vec3(1.0 / max(u_outGlowSoftness, 0.01))); vec3 glow = bloom * u_outGlowBoost * u_outGlowStrength; vec3 color = screenBlend(sharp, glow); return vec4(color, 1.0); } void main() { vec2 frag = gl_FragCoord.xy; bool inside = false; for (int i = 0; i < ${PANEL_LIMIT}; i++) { if (i >= u_panelCount) { break; } if (inRect(frag, u_panelRects[i])) { inside = true; break; } } outColor = inside ? stylizeBlur(frag, u_inBlur, u_inMinBlockSize, u_inMaxBlockSize, u_inLevels, u_inDetailThreshold, u_inDitherStrength, u_inEdgeBias, u_inHueDrift, u_inStreakStrength) : glowOutside(frag); }`; function compileShader( gl: WebGL2RenderingContext, type: number, source: string, ) { const shader = gl.createShader(type); if (!shader) { throw new Error("Unable to create WebGL shader"); } gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { const message = gl.getShaderInfoLog(shader) ?? "Unknown shader error"; gl.deleteShader(shader); throw new Error(message); } return shader; } function createProgram( gl: WebGL2RenderingContext, vertexSource: string, fragmentSource: string, uniformNames: string[], ): ProgramBundle { const vertexShader = compileShader(gl, gl.VERTEX_SHADER, vertexSource); const fragmentShader = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSource); const program = gl.createProgram(); if (!program) { throw new Error("Unable to create WebGL program"); } gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.deleteShader(vertexShader); gl.deleteShader(fragmentShader); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { const message = gl.getProgramInfoLog(program) ?? "Unknown program error"; gl.deleteProgram(program); throw new Error(message); } const uniforms = Object.fromEntries( uniformNames.map((name) => [name, gl.getUniformLocation(program, name)]), ); return { program, uniforms }; } function createTextureTarget( gl: WebGL2RenderingContext, width: number, height: number, filter: number, ) { const texture = gl.createTexture(); const framebuffer = gl.createFramebuffer(); if (!texture || !framebuffer) { throw new Error("Unable to allocate WebGL texture target"); } gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filter); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filter); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA8, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null, ); gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0, ); if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) !== gl.FRAMEBUFFER_COMPLETE) { throw new Error("Incomplete WebGL framebuffer"); } gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.bindTexture(gl.TEXTURE_2D, null); return { texture, framebuffer, width, height }; } function deleteTextureTarget( gl: WebGL2RenderingContext, target: TextureTarget | null, ) { if (!target) return; gl.deleteFramebuffer(target.framebuffer); gl.deleteTexture(target.texture); } function createPaletteTexture(gl: WebGL2RenderingContext) { const texture = gl.createTexture(); if (!texture) { throw new Error("Unable to create palette texture"); } const data = new Uint8Array(256 * 4); data[3] = 255; for (let i = 1; i < 256; i++) { const h = (i / 255) * 6; const x = 1 - Math.abs((h % 2) - 1); let r = 0; let g = 0; let b = 0; if (h < 1) { r = 1; g = x; } else if (h < 2) { r = x; g = 1; } else if (h < 3) { g = 1; b = x; } else if (h < 4) { g = x; b = 1; } else if (h < 5) { r = x; b = 1; } else { r = 1; b = x; } const offset = i * 4; data[offset] = Math.floor(r * 255); data[offset + 1] = Math.floor(g * 255); data[offset + 2] = Math.floor(b * 255); data[offset + 3] = 255; } gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA8, 256, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data, ); gl.bindTexture(gl.TEXTURE_2D, null); return texture; } function createInitialState(width: number, height: number) { const data = new Uint8Array(width * height * 4); const seedBuffer = new Uint32Array(1); globalThis.crypto.getRandomValues(seedBuffer); let rng = seedBuffer[0] ?? 0x4a455450; const next = () => { rng ^= rng << 13; rng ^= rng >>> 17; rng ^= rng << 5; return rng >>> 0; }; for (let i = 0; i < width * height; i++) { const alive = (next() & 1) === 0; data[i * 4] = alive ? next() & 0xff || 1 : 0; data[i * 4 + 3] = 255; } return data; } function setTextureUnit( gl: WebGL2RenderingContext, unit: number, texture: WebGLTexture, ) { gl.activeTexture(gl.TEXTURE0 + unit); gl.bindTexture(gl.TEXTURE_2D, texture); } function uniform( bundle: ProgramBundle, name: string, ): WebGLUniformLocation | null { return bundle.uniforms[name] ?? null; } export function initWebGLBackground() { const canvas = document.getElementById("canvas") as HTMLCanvasElement | null; if (!canvas) { return null; } const gl = canvas.getContext("webgl2", { alpha: true, antialias: false, premultipliedAlpha: true, depth: false, stencil: false, preserveDrawingBuffer: false, }); if (!gl) { document.body.dataset.backgroundMode = "failed"; canvas.hidden = true; return null; } const vao = gl.createVertexArray(); if (!vao) { throw new Error("Unable to create WebGL vertex array"); } gl.bindVertexArray(vao); const simulationProgram = createProgram( gl, fullscreenVertexSource, simulationFragmentSource, ["u_state", "u_gridSize"], ); const stampProgram = createProgram( gl, fullscreenVertexSource, stampFragmentSource, ["u_state", "u_gridSize", "u_center", "u_radius", "u_hue", "u_active"], ); const injectProgram = createProgram( gl, fullscreenVertexSource, injectFragmentSource, ["u_state", "u_emitter", "u_gridSize"], ); const colorProgram = createProgram( gl, fullscreenVertexSource, colorFragmentSource, ["u_state", "u_palette", "u_gridSize", "u_resolution"], ); const copyProgram = createProgram( gl, fullscreenVertexSource, copyFragmentSource, ["u_image"], ); const blurProgram = createProgram( gl, fullscreenVertexSource, blurFragmentSource, ["u_image", "u_direction", "u_resolution", "u_radius"], ); const compositeProgram = createProgram( gl, fullscreenVertexSource, compositeFragmentSource, [ "u_sharp", "u_inBlur", "u_outBlur", "u_outBlur2", "u_palette", "u_resolution", "u_panelRects", "u_panelCount", "u_inMinBlockSize", "u_inMaxBlockSize", "u_inLevels", "u_inDetailThreshold", "u_inDitherStrength", "u_inEdgeBias", "u_inHueDrift", "u_inStreakStrength", "u_outMinBlockSize", "u_outMaxBlockSize", "u_outLevels", "u_outDetailThreshold", "u_outDitherStrength", "u_outEdgeBias", "u_outHueDrift", "u_outStreakStrength", "u_outGlowStrength", "u_outGlowThreshold", "u_outGlowSoftness", "u_outGlowBoost", ], ); const paletteTexture = createPaletteTexture(gl); const pointer: PointerState = { active: false, col: 0, row: 0 }; const tuning: TuningState = { inside: { blurStrength: 1, blurRadius: 20, smallestBlock: 0.25, largestBlock: 63, levels: 5, detailThreshold: 0.103, ditherStrength: 0.79, edgeBias: 3, hueDrift: 0.04, streakStrength: 1, }, outside: { blurStrength: 1, blurRadius: 20, smallestBlock: 1, largestBlock: 20, levels: 3, detailThreshold: 0.04, ditherStrength: 0.75, edgeBias: 1.35, hueDrift: 0.08, streakStrength: 0.35, }, outsideGlow: { threshold: 0, softness: 1, boost: 1, }, darkness: 0.68, imageEmit: 1, ansiEmit: 1, linkEmit: 1, }; const panelRects = new Float32Array(PANEL_LIMIT * 4); let stateTargets: [TextureTarget, TextureTarget] | null = null; let colorTarget: TextureTarget | null = null; let sharpTarget: TextureTarget | null = null; let smoothTarget: TextureTarget | null = null; let insideBlurTargets: [TextureTarget, TextureTarget] | null = null; let outsideBlurTargets: [TextureTarget, TextureTarget] | null = null; let emitterTarget: TextureTarget | null = null; let stateIndex = 0; let rafId = 0; let cssWidth = 0; let cssHeight = 0; let canvasWidth = 0; let canvasHeight = 0; let gridWidth = 0; let gridHeight = 0; const emitterCanvas = document.createElement("canvas"); const emitterCtx = emitterCanvas.getContext("2d"); const renderPass = ( target: TextureTarget | null, width: number, height: number, program: WebGLProgram, ) => { gl.bindFramebuffer(gl.FRAMEBUFFER, target?.framebuffer ?? null); gl.viewport(0, 0, width, height); gl.useProgram(program); gl.drawArrays(gl.TRIANGLES, 0, 3); }; const currentState = () => { if (!stateTargets) { throw new Error("State textures not initialized"); } return stateTargets[stateIndex]!; }; const nextState = () => { if (!stateTargets) { throw new Error("State textures not initialized"); } return stateTargets[1 - stateIndex]!; }; const swapState = () => { stateIndex = 1 - stateIndex; }; const resizeTargets = () => { const dpr = Math.min(window.devicePixelRatio || 1, MAX_DPR); cssWidth = Math.max(1, Math.round(window.innerWidth)); cssHeight = Math.max(1, Math.round(window.innerHeight)); canvasWidth = Math.max(1, Math.round(cssWidth * dpr)); canvasHeight = Math.max(1, Math.round(cssHeight * dpr)); gridWidth = Math.max(1, Math.floor(cssWidth / CELL_SIZE)); gridHeight = Math.max(1, Math.floor(cssHeight / CELL_SIZE)); canvas.width = canvasWidth; canvas.height = canvasHeight; canvas.hidden = false; document.body.dataset.backgroundMode = "animated"; document.documentElement.style.setProperty( "--panel-bg-alpha", tuning.darkness.toFixed(2), ); deleteTextureTarget(gl, stateTargets?.[0] ?? null); deleteTextureTarget(gl, stateTargets?.[1] ?? null); deleteTextureTarget(gl, colorTarget); deleteTextureTarget(gl, sharpTarget); deleteTextureTarget(gl, smoothTarget); deleteTextureTarget(gl, insideBlurTargets?.[0] ?? null); deleteTextureTarget(gl, insideBlurTargets?.[1] ?? null); deleteTextureTarget(gl, outsideBlurTargets?.[0] ?? null); deleteTextureTarget(gl, outsideBlurTargets?.[1] ?? null); deleteTextureTarget(gl, emitterTarget); stateTargets = [ createTextureTarget(gl, gridWidth, gridHeight, gl.NEAREST), createTextureTarget(gl, gridWidth, gridHeight, gl.NEAREST), ]; colorTarget = createTextureTarget(gl, gridWidth, gridHeight, gl.LINEAR); sharpTarget = createTextureTarget(gl, canvasWidth, canvasHeight, gl.LINEAR); smoothTarget = createTextureTarget( gl, canvasWidth, canvasHeight, gl.LINEAR, ); insideBlurTargets = [ createTextureTarget(gl, canvasWidth, canvasHeight, gl.LINEAR), createTextureTarget(gl, canvasWidth, canvasHeight, gl.LINEAR), ]; outsideBlurTargets = [ createTextureTarget(gl, canvasWidth, canvasHeight, gl.LINEAR), createTextureTarget(gl, canvasWidth, canvasHeight, gl.LINEAR), ]; emitterTarget = createTextureTarget(gl, gridWidth, gridHeight, gl.LINEAR); stateIndex = 0; emitterCanvas.width = gridWidth; emitterCanvas.height = gridHeight; const initialState = createInitialState(gridWidth, gridHeight); setTextureUnit(gl, 0, stateTargets[0].texture); gl.texSubImage2D( gl.TEXTURE_2D, 0, 0, 0, gridWidth, gridHeight, gl.RGBA, gl.UNSIGNED_BYTE, initialState, ); setTextureUnit(gl, 0, stateTargets[1].texture); gl.texSubImage2D( gl.TEXTURE_2D, 0, 0, 0, gridWidth, gridHeight, gl.RGBA, gl.UNSIGNED_BYTE, initialState, ); gl.bindTexture(gl.TEXTURE_2D, null); }; const updatePanelRects = () => { panelRects.fill(0); const dpr = canvasWidth / cssWidth; const nodes = Array.from( document.querySelectorAll(".site-panel-frame"), ).slice(0, PANEL_LIMIT); nodes.forEach((node, index) => { const rect = node.getBoundingClientRect(); const offset = index * 4; const inset = PANEL_BORDER_INSET_PX * dpr; panelRects[offset] = rect.left * dpr + inset; panelRects[offset + 1] = (cssHeight - rect.bottom) * dpr + inset; panelRects[offset + 2] = Math.max(1, rect.width * dpr - inset * 2); panelRects[offset + 3] = Math.max(1, rect.height * dpr - inset * 2); }); return nodes.length; }; const updatePointer = (clientX: number, clientY: number) => { pointer.col = Math.max( 0, Math.min(gridWidth - 1, Math.floor(clientX / CELL_SIZE)), ); pointer.row = Math.max( 0, Math.min(gridHeight - 1, Math.floor((cssHeight - clientY) / CELL_SIZE)), ); pointer.active = true; }; const TOUCH_DRAG_THRESHOLD = 8; let touchDragActive = false; let touchStartX = 0; let touchStartY = 0; const renderEmitters = () => { if (!emitterCtx || !emitterTarget) { return; } emitterCtx.clearRect(0, 0, gridWidth, gridHeight); emitterCtx.imageSmoothingEnabled = true; const scaleX = gridWidth / cssWidth; const scaleY = gridHeight / cssHeight; const intersectRect = (a: DOMRect, b: DOMRect) => { const left = Math.max(a.left, b.left); const top = Math.max(a.top, b.top); const right = Math.min(a.right, b.right); const bottom = Math.min(a.bottom, b.bottom); if (right <= left || bottom <= top) return null; return new DOMRect(left, top, right - left, bottom - top); }; const getVisibleRect = (element: HTMLElement) => { let visible: DOMRect | null = intersectRect( element.getBoundingClientRect(), new DOMRect(0, 0, cssWidth, cssHeight), ); if (!visible) return null; let current = element.parentElement; while (current && current !== document.body) { const style = getComputedStyle(current); const clipsX = /(auto|scroll|hidden|clip)/.test(style.overflowX); const clipsY = /(auto|scroll|hidden|clip)/.test(style.overflowY); if (clipsX || clipsY) { visible = intersectRect(visible, current.getBoundingClientRect()); if (!visible) return null; } current = current.parentElement; } return visible; }; const drawRect = (rect: DOMRect, color: string, alpha: number) => { if (alpha <= 0 || rect.width <= 0 || rect.height <= 0) return; emitterCtx.globalAlpha = alpha; emitterCtx.fillStyle = color; emitterCtx.fillRect( rect.left * scaleX, rect.top * scaleY, rect.width * scaleX, rect.height * scaleY, ); }; const drawText = (element: HTMLElement, alpha: number) => { const text = element.textContent?.trim(); if (!text || alpha <= 0) return; const rect = getVisibleRect(element); if (!rect) return; if (rect.width <= 0 || rect.height <= 0) return; const style = getComputedStyle(element); if (style.visibility === "hidden" || style.display === "none") return; emitterCtx.save(); emitterCtx.beginPath(); emitterCtx.rect( rect.left * scaleX, rect.top * scaleY, rect.width * scaleX, rect.height * scaleY, ); emitterCtx.clip(); emitterCtx.globalAlpha = alpha; emitterCtx.fillStyle = style.color; emitterCtx.textBaseline = "top"; emitterCtx.font = `${style.fontStyle} ${style.fontWeight} ${Math.max(8, parseFloat(style.fontSize) * scaleY)}px ${style.fontFamily}`; const x = rect.left * scaleX; const y = rect.top * scaleY; const lines = text .split(/\n+/) .map((line) => line.trim()) .filter(Boolean); const lineHeight = Math.max( 8, parseFloat(style.lineHeight || style.fontSize) * scaleY || parseFloat(style.fontSize) * scaleY, ); lines.forEach((line, index) => { emitterCtx.fillText( line, x, y + index * lineHeight, Math.max(1, rect.width * scaleX), ); }); emitterCtx.restore(); }; if (tuning.imageEmit > 0) { document .querySelectorAll("img[data-emitter-image]") .forEach((image) => { const rect = getVisibleRect(image); if (!rect) return; if (rect.width <= 0 || rect.height <= 0 || !image.complete) return; emitterCtx.save(); emitterCtx.beginPath(); emitterCtx.rect( rect.left * scaleX, rect.top * scaleY, rect.width * scaleX, rect.height * scaleY, ); emitterCtx.clip(); emitterCtx.globalAlpha = tuning.imageEmit; emitterCtx.drawImage( image, rect.left * scaleX, rect.top * scaleY, rect.width * scaleX, rect.height * scaleY, ); emitterCtx.restore(); }); } if (tuning.ansiEmit > 0) { document .querySelectorAll("[data-emitter-ansi] span") .forEach((span) => { const rect = getVisibleRect(span); if (!rect) return; const color = getComputedStyle(span).color; drawRect(rect, color, tuning.ansiEmit); }); } if (tuning.linkEmit > 0) { document.querySelectorAll("a").forEach((link) => { drawText(link, tuning.linkEmit); }); } const textEmitStrength = Math.max(tuning.linkEmit, tuning.ansiEmit * 0.8); if (textEmitStrength > 0) { document .querySelectorAll( "button, p, span, legend, label, [role='button'], .qa-meta, .qa-button, .qa-inline-action", ) .forEach((element) => { if (element.closest("[data-emitter-ansi]")) { return; } drawText(element, textEmitStrength); }); document .querySelectorAll("button, .qa-button, .qa-inline-action") .forEach((element) => { const rect = getVisibleRect(element); if (!rect) return; const color = getComputedStyle(element).color; drawRect(rect, color, textEmitStrength * 0.2); }); document .querySelectorAll( "#char-count, #qa-status, #copy-email-status", ) .forEach((element) => { if (element.id === "char-count") { const color = getComputedStyle(element).color.replace(/\s+/g, ""); if (color !== "rgb(255,85,85)") { return; } } drawText(element, Math.max(textEmitStrength, 0.75)); }); } emitterCtx.globalAlpha = 1; setTextureUnit(gl, 3, emitterTarget.texture); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1); gl.texSubImage2D( gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, emitterCanvas, ); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0); }; const injectEmitters = () => { if (!emitterTarget) return; const source = currentState(); const target = nextState(); setTextureUnit(gl, 0, source.texture); setTextureUnit(gl, 3, emitterTarget.texture); gl.useProgram(injectProgram.program); gl.uniform1i(uniform(injectProgram, "u_state"), 0); gl.uniform1i(uniform(injectProgram, "u_emitter"), 3); gl.uniform2i(uniform(injectProgram, "u_gridSize"), gridWidth, gridHeight); renderPass(target, gridWidth, gridHeight, injectProgram.program); swapState(); }; const simulate = () => { const source = currentState(); const target = nextState(); setTextureUnit(gl, 0, source.texture); gl.useProgram(simulationProgram.program); gl.uniform1i(uniform(simulationProgram, "u_state"), 0); gl.uniform2i( uniform(simulationProgram, "u_gridSize"), gridWidth, gridHeight, ); renderPass(target, gridWidth, gridHeight, simulationProgram.program); swapState(); }; const stamp = (now: number) => { const source = currentState(); const target = nextState(); setTextureUnit(gl, 0, source.texture); gl.useProgram(stampProgram.program); gl.uniform1i(uniform(stampProgram, "u_state"), 0); gl.uniform2i(uniform(stampProgram, "u_gridSize"), gridWidth, gridHeight); gl.uniform2f( uniform(stampProgram, "u_center"), pointer.col + 0.5, pointer.row + 0.5, ); gl.uniform1f(uniform(stampProgram, "u_radius"), BRUSH_RADIUS); gl.uniform1f( uniform(stampProgram, "u_hue"), (((now % HUE_PERIOD_MS) / HUE_PERIOD_MS) * 255 || 1) / 255, ); gl.uniform1i(uniform(stampProgram, "u_active"), 1); renderPass(target, gridWidth, gridHeight, stampProgram.program); swapState(); }; const colorize = () => { if (!colorTarget || !sharpTarget || !smoothTarget) return; setTextureUnit(gl, 0, currentState().texture); setTextureUnit(gl, 1, paletteTexture); gl.useProgram(colorProgram.program); gl.uniform1i(uniform(colorProgram, "u_state"), 0); gl.uniform1i(uniform(colorProgram, "u_palette"), 1); gl.uniform2i(uniform(colorProgram, "u_gridSize"), gridWidth, gridHeight); gl.uniform2f(uniform(colorProgram, "u_resolution"), gridWidth, gridHeight); renderPass(colorTarget, gridWidth, gridHeight, colorProgram.program); gl.uniform2f( uniform(colorProgram, "u_resolution"), canvasWidth, canvasHeight, ); renderPass(sharpTarget, canvasWidth, canvasHeight, colorProgram.program); setTextureUnit(gl, 0, colorTarget.texture); gl.useProgram(copyProgram.program); gl.uniform1i(uniform(copyProgram, "u_image"), 0); renderPass(smoothTarget, canvasWidth, canvasHeight, copyProgram.program); }; const blur = () => { if (!smoothTarget || !insideBlurTargets || !outsideBlurTargets) return; const runBlurStack = ( stack: StackTuning, targets: [TextureTarget, TextureTarget], ) => { const iterations = Math.max(0, Math.floor(stack.blurStrength)); if (iterations === 0) { setTextureUnit(gl, 0, smoothTarget!.texture); gl.useProgram(copyProgram.program); gl.uniform1i(uniform(copyProgram, "u_image"), 0); renderPass(targets[1], canvasWidth, canvasHeight, copyProgram.program); return; } gl.useProgram(blurProgram.program); gl.uniform1i(uniform(blurProgram, "u_image"), 0); gl.uniform1f(uniform(blurProgram, "u_radius"), stack.blurRadius); gl.uniform2f( uniform(blurProgram, "u_resolution"), canvasWidth, canvasHeight, ); let sourceTexture = smoothTarget!.texture; for (let index = 0; index < iterations; index++) { setTextureUnit(gl, 0, sourceTexture); gl.uniform2f(uniform(blurProgram, "u_direction"), 1, 0); renderPass(targets[0], canvasWidth, canvasHeight, blurProgram.program); setTextureUnit(gl, 0, targets[0].texture); gl.uniform2f(uniform(blurProgram, "u_direction"), 0, 1); renderPass(targets[1], canvasWidth, canvasHeight, blurProgram.program); sourceTexture = targets[1].texture; } }; runBlurStack(tuning.inside, insideBlurTargets); runBlurStack(tuning.outside, outsideBlurTargets); }; const composite = () => { if (!insideBlurTargets || !outsideBlurTargets) return; const panelCount = updatePanelRects(); setTextureUnit(gl, 0, sharpTarget!.texture); setTextureUnit(gl, 1, insideBlurTargets[1].texture); setTextureUnit(gl, 2, outsideBlurTargets[1].texture); setTextureUnit(gl, 3, paletteTexture); gl.useProgram(compositeProgram.program); gl.uniform1i(uniform(compositeProgram, "u_sharp"), 0); gl.uniform1i(uniform(compositeProgram, "u_inBlur"), 1); gl.uniform1i(uniform(compositeProgram, "u_outBlur"), 2); gl.uniform1i(uniform(compositeProgram, "u_outBlur2"), 2); gl.uniform1i(uniform(compositeProgram, "u_palette"), 3); gl.uniform2f( uniform(compositeProgram, "u_resolution"), canvasWidth, canvasHeight, ); const deviceScale = canvasWidth / cssWidth; gl.uniform1f( uniform(compositeProgram, "u_inMinBlockSize"), Math.max(0.25, tuning.inside.smallestBlock) * deviceScale, ); gl.uniform1f( uniform(compositeProgram, "u_inMaxBlockSize"), Math.max(tuning.inside.largestBlock, tuning.inside.smallestBlock) * deviceScale, ); gl.uniform1i(uniform(compositeProgram, "u_inLevels"), tuning.inside.levels); gl.uniform1f( uniform(compositeProgram, "u_inDetailThreshold"), tuning.inside.detailThreshold, ); gl.uniform1f( uniform(compositeProgram, "u_inDitherStrength"), tuning.inside.ditherStrength, ); gl.uniform1f( uniform(compositeProgram, "u_inEdgeBias"), tuning.inside.edgeBias, ); gl.uniform1f( uniform(compositeProgram, "u_inHueDrift"), tuning.inside.hueDrift, ); gl.uniform1f( uniform(compositeProgram, "u_inStreakStrength"), tuning.inside.streakStrength, ); gl.uniform1f( uniform(compositeProgram, "u_outMinBlockSize"), Math.max(0.25, tuning.outside.smallestBlock) * deviceScale, ); gl.uniform1f( uniform(compositeProgram, "u_outMaxBlockSize"), Math.max(tuning.outside.largestBlock, tuning.outside.smallestBlock) * deviceScale, ); gl.uniform1i( uniform(compositeProgram, "u_outLevels"), tuning.outside.levels, ); gl.uniform1f( uniform(compositeProgram, "u_outDetailThreshold"), tuning.outside.detailThreshold, ); gl.uniform1f( uniform(compositeProgram, "u_outDitherStrength"), tuning.outside.ditherStrength, ); gl.uniform1f( uniform(compositeProgram, "u_outEdgeBias"), tuning.outside.edgeBias, ); gl.uniform1f( uniform(compositeProgram, "u_outHueDrift"), tuning.outside.hueDrift, ); gl.uniform1f( uniform(compositeProgram, "u_outStreakStrength"), tuning.outside.streakStrength, ); gl.uniform1f( uniform(compositeProgram, "u_outGlowStrength"), tuning.outside.blurStrength, ); gl.uniform1f( uniform(compositeProgram, "u_outGlowThreshold"), tuning.outsideGlow.threshold, ); gl.uniform1f( uniform(compositeProgram, "u_outGlowSoftness"), tuning.outsideGlow.softness, ); gl.uniform1f( uniform(compositeProgram, "u_outGlowBoost"), tuning.outsideGlow.boost, ); gl.uniform4fv(uniform(compositeProgram, "u_panelRects"), panelRects); gl.uniform1i(uniform(compositeProgram, "u_panelCount"), panelCount); renderPass(null, canvasWidth, canvasHeight, compositeProgram.program); }; const frame = (now: number) => { rafId = window.requestAnimationFrame(frame); if (document.visibilityState === "hidden") { return; } if ( canvasWidth !== Math.round( cssWidth * Math.min(window.devicePixelRatio || 1, MAX_DPR), ) || canvasHeight !== Math.round( cssHeight * Math.min(window.devicePixelRatio || 1, MAX_DPR), ) || cssWidth !== Math.round(window.innerWidth) || cssHeight !== Math.round(window.innerHeight) ) { resizeTargets(); } simulate(); if (pointer.active) { stamp(now); } renderEmitters(); injectEmitters(); colorize(); blur(); composite(); }; document.addEventListener("mousemove", (event) => { updatePointer(event.clientX, event.clientY); }); document.addEventListener("mouseleave", () => { pointer.active = false; }); document.addEventListener("touchstart", (event) => { const touch = event.touches.item(0); if (touch) { touchDragActive = false; touchStartX = touch.clientX; touchStartY = touch.clientY; updatePointer(touch.clientX, touch.clientY); } }); document.addEventListener( "touchmove", (event) => { const touch = event.touches.item(0); if (!touch) { return; } if (!touchDragActive) { const distance = Math.hypot( touch.clientX - touchStartX, touch.clientY - touchStartY, ); if (distance < TOUCH_DRAG_THRESHOLD) { return; } touchDragActive = true; } event.preventDefault(); updatePointer(touch.clientX, touch.clientY); }, { passive: false }, ); document.addEventListener("touchend", () => { touchDragActive = false; pointer.active = false; }); document.addEventListener("touchcancel", () => { touchDragActive = false; pointer.active = false; }); window.addEventListener("blur", () => { pointer.active = false; }); gl.disable(gl.DEPTH_TEST); gl.disable(gl.BLEND); gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1); resizeTargets(); rafId = window.requestAnimationFrame(frame); return { destroy() { window.cancelAnimationFrame(rafId); deleteTextureTarget(gl, stateTargets?.[0] ?? null); deleteTextureTarget(gl, stateTargets?.[1] ?? null); deleteTextureTarget(gl, colorTarget); deleteTextureTarget(gl, sharpTarget); deleteTextureTarget(gl, smoothTarget); deleteTextureTarget(gl, insideBlurTargets?.[0] ?? null); deleteTextureTarget(gl, insideBlurTargets?.[1] ?? null); deleteTextureTarget(gl, outsideBlurTargets?.[0] ?? null); deleteTextureTarget(gl, outsideBlurTargets?.[1] ?? null); deleteTextureTarget(gl, emitterTarget); gl.deleteTexture(paletteTexture); gl.deleteVertexArray(vao); gl.deleteProgram(simulationProgram.program); gl.deleteProgram(stampProgram.program); gl.deleteProgram(injectProgram.program); gl.deleteProgram(colorProgram.program); gl.deleteProgram(copyProgram.program); gl.deleteProgram(blurProgram.program); gl.deleteProgram(compositeProgram.program); }, }; }