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frontend/public/vite.svg
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frontend/public/vite.svg
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<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" aria-hidden="true" role="img" class="iconify iconify--logos" width="31.88" height="32" preserveAspectRatio="xMidYMid meet" viewBox="0 0 256 257"><defs><linearGradient id="IconifyId1813088fe1fbc01fb466" x1="-.828%" x2="57.636%" y1="7.652%" y2="78.411%"><stop offset="0%" stop-color="#41D1FF"></stop><stop offset="100%" stop-color="#BD34FE"></stop></linearGradient><linearGradient id="IconifyId1813088fe1fbc01fb467" x1="43.376%" x2="50.316%" y1="2.242%" y2="89.03%"><stop offset="0%" stop-color="#FFEA83"></stop><stop offset="8.333%" stop-color="#FFDD35"></stop><stop offset="100%" stop-color="#FFA800"></stop></linearGradient></defs><path fill="url(#IconifyId1813088fe1fbc01fb466)" d="M255.153 37.938L134.897 252.976c-2.483 4.44-8.862 4.466-11.382.048L.875 37.958c-2.746-4.814 1.371-10.646 6.827-9.67l120.385 21.517a6.537 6.537 0 0 0 2.322-.004l117.867-21.483c5.438-.991 9.574 4.796 6.877 9.62Z"></path><path fill="url(#IconifyId1813088fe1fbc01fb467)" d="M185.432.063L96.44 17.501a3.268 3.268 0 0 0-2.634 3.014l-5.474 92.456a3.268 3.268 0 0 0 3.997 3.378l24.777-5.718c2.318-.535 4.413 1.507 3.936 3.838l-7.361 36.047c-.495 2.426 1.782 4.5 4.151 3.78l15.304-4.649c2.372-.72 4.652 1.36 4.15 3.788l-11.698 56.621c-.732 3.542 3.979 5.473 5.943 2.437l1.313-2.028l72.516-144.72c1.215-2.423-.88-5.186-3.54-4.672l-25.505 4.922c-2.396.462-4.435-1.77-3.759-4.114l16.646-57.705c.677-2.35-1.37-4.583-3.769-4.113Z"></path></svg>
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@ -128,7 +128,7 @@ export function GameList() {
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};
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};
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const formHeaderStyles: React.CSSProperties = {
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const formHeaderStyles: React.CSSProperties = {
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background: "linear-gradient(135deg, var(--accent-color) 0%, var(--secondary-accent) 100%)",
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background: "linear-gradient(135deg, var(--accent-color) 0%, #0a4f8c 100%)",
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padding: "1.5rem 2rem",
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padding: "1.5rem 2rem",
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display: "flex",
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display: "flex",
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alignItems: "center",
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alignItems: "center",
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@ -195,7 +195,7 @@ export function GameList() {
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const submitButtonStyles: React.CSSProperties = {
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const submitButtonStyles: React.CSSProperties = {
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width: "100%",
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width: "100%",
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padding: "1rem",
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padding: "1rem",
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background: "linear-gradient(135deg, var(--accent-color) 0%, var(--secondary-accent) 100%)",
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background: "linear-gradient(135deg, var(--accent-color) 0%, #0a4f8c 100%)",
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border: "none",
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border: "none",
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borderRadius: "12px",
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borderRadius: "12px",
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color: "white",
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color: "white",
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File diff suppressed because it is too large
Load Diff
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#version 300 es
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precision mediump float;
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uniform vec3 iResolution;
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uniform float iTime;
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uniform sampler2D iChannel1;
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out vec4 FragColor;
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const float PI = 3.1415927f;
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float sdTorus(vec3 p, vec2 t) {
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vec2 q = vec2(length(p.xz) - t.x, p.y);
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return length(q) - t.y;
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}
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = (fragCoord.xy / iResolution.xy) * 2.0f - 1.0f;
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uv.x *= iResolution.x / iResolution.y;
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// camera
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vec3 lookAt = vec3(0.0f, -0.1f, 0.0f);
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float eyer = 2.0f;
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float eyea = 0.0f;
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float eyea2 = -0.24f * PI * 2.0f;
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vec3 ro = vec3(eyer * cos(eyea) * sin(eyea2), eyer * cos(eyea2), eyer * sin(eyea) * sin(eyea2));
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vec3 front = normalize(lookAt - ro);
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vec3 left = normalize(cross(normalize(vec3(0.0f, 1.0f, -0.1f)), front));
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vec3 up = normalize(cross(front, left));
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vec3 rd = normalize(front * 1.5f + left * uv.x + up * uv.y);
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// black hole
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const vec3 bh = vec3(0.0f);
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const float bhr = 0.1f;
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float bhmass = 5.0f * 0.001f; // premul G
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// integration
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vec3 p = ro;
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vec3 pv = rd;
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const float dt = 0.02f;
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vec3 col = vec3(0.0f);
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float noncaptured = 1.0f;
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vec3 c1 = vec3(0.5f, 0.46f, 0.4f);
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vec3 c2 = vec3(1.0f, 0.8f, 0.6f);
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// fixed iteration count, early-out when captured
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const int MAX_STEPS = 175; // original ~200 (1 / 0.005)
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for(int i = 0; i < MAX_STEPS; ++i) {
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if(noncaptured <= 0.0001f)
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break;
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p += pv * (dt * noncaptured);
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// gravity: compute bhv and reuse
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vec3 bhv = bh - p;
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float r2 = dot(bhv, bhv) + 1e-6f; // prevent div0
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float invLen = inversesqrt(r2);
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// normalize(bhv) = bhv * invLen
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// acceleration magnitude = bhmass / r2
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// combine: accel = normalize(bhv) * (bhmass / r2)
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pv += bhv * (invLen * (bhmass / r2));
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// capture factor (reuse distance)
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float dist = sqrt(r2);
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noncaptured = smoothstep(0.0f, 0.666f, dist - bhr);
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// accretion disc texture
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float dr = length(bhv.xz);
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float da = atan(bhv.x, bhv.z); // keep same ordering as original
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// compact texture coordinate generation:
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float angleScale = 0.01f + (dr - bhr) * 0.002f;
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vec2 ra = vec2(dr * 10.0f, (da * angleScale + 2.0f * PI + iTime * 0.005f) * 20.0f);
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// sample lower frequency (reduce texture cost / cache pressure)
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float tx = texture(iChannel1, ra * vec2(0.1f, 0.5f)).r;
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float radial = max(0.0f, tx + 0.05f);
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float falloff = 4.0f / (0.001f + (dr - bhr) * 50.0f);
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// color mix: avoid pow by squaring
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float sq = (dr - bhr);
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sq = sq * sq;
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vec3 dcol = mix(c2, c1, sq) * radial * falloff;
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// torus SDF: scale p once
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vec3 ps = p * vec3(1.0f, 25.0f, 1.0f) - bh;
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float tor = sdTorus(ps, vec2(0.8f, 0.99f));
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float torMask = smoothstep(0.0f, 1.0f, -tor);
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col += max(vec3(0.0f), dcol * torMask * noncaptured);
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// simple brightening term (reuse r2)
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col += vec3(1.0f, 0.9f, 0.85f) * (1.0f / r2) * 0.0033f * noncaptured;
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}
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fragColor = vec4(col, 1.0f);
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}
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void main() {
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mainImage(FragColor, gl_FragCoord.xy);
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}
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@ -4,7 +4,6 @@
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--secondary-alt-bg: #191f2e;
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--secondary-alt-bg: #191f2e;
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--tertiary-bg: #101320;
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--tertiary-bg: #101320;
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--accent-color: #096dc0;
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--accent-color: #096dc0;
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--secondary-accent: #0a4f8c;
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--text-color: #ffffff;
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--text-color: #ffffff;
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--text-muted: #a0a0a0;
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--text-muted: #a0a0a0;
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--border-color: #2a3045;
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--border-color: #2a3045;
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@ -102,8 +101,6 @@ ul {
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--tertiary-bg: rgba(40, 40, 40, 0.8);
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--tertiary-bg: rgba(40, 40, 40, 0.8);
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--border-color: rgba(255, 255, 255, 0.15);
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--border-color: rgba(255, 255, 255, 0.15);
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--text-color: #ffffff;
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--text-color: #ffffff;
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--accent-color: #121212;
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--secondary-accent: #212121;
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}
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}
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.shader-theme body {
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.shader-theme body {
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93
frontend/src/randomTextureForShader.ts
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93
frontend/src/randomTextureForShader.ts
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export function generateRandomRGBABytes(
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width: number,
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height: number
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): Uint8Array {
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if (width <= 0 || height <= 0) {
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throw new Error("width and height must be positive");
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}
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const len = width * height * 4;
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const out = new Uint8Array(len);
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// Maximum bytes per getRandomValues call (per spec / browsers)
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const MAX_GETRANDOM_BYTES = 65536;
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if (typeof crypto !== "undefined" && "getRandomValues" in crypto) {
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// Fill in chunks of up to MAX_GETRANDOM_BYTES
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let offset = 0;
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while (offset < len) {
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const chunkSize = Math.min(MAX_GETRANDOM_BYTES, len - offset);
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// Subarray view for the current chunk
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const chunkView = out.subarray(offset, offset + chunkSize);
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crypto.getRandomValues(chunkView);
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offset += chunkSize;
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}
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// Ensure alpha channel is fully opaque (255)
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for (let i = 3; i < len; i += 4) out[i] = 255;
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} else {
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// Fallback to Math.random for all bytes
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for (let i = 0; i < len; i++) {
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if ((i + 1) % 4 === 0) out[i] = 255;
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else out[i] = Math.floor(Math.random() * 256);
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}
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}
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return out;
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}
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/**
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* Create a WebGL texture from random data and bind it to texture unit 0,
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* then set the sampler2D uniform named `iChannel0` to use unit 0.
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*
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* gl: WebGLRenderingContext or WebGL2RenderingContext
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* program: compiled & linked shader program (must be in use or will be used)
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*/
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export function createAndBindRandomTextureToIChannel0(
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gl: WebGLRenderingContext | WebGL2RenderingContext,
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program: WebGLProgram,
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width: number,
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height: number
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): WebGLTexture {
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const bytes = generateRandomRGBABytes(width, height);
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const tex = gl.createTexture();
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if (!tex) throw new Error("Failed to create texture");
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// Activate texture unit 0 and bind the texture
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, tex);
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// Texture parameters suitable for data textures
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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// Upload pixel data as RGBA UNSIGNED_BYTE
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gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
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gl.texImage2D(
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gl.TEXTURE_2D,
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0,
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gl.RGBA,
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width,
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height,
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0,
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gl.RGBA,
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gl.UNSIGNED_BYTE,
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bytes
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);
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const location = gl.getUniformLocation(program, "iChannel0");
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if (location === null) {
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// Clean up binding and return but signal with thrown error if desired
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gl.bindTexture(gl.TEXTURE_2D, null);
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throw new Error("Uniform 'iChannel0' not found in program");
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}
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// Set sampler uniform to texture unit 0
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gl.uniform1i(location, 0);
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// Unbind the texture if you prefer (not strictly necessary)
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gl.bindTexture(gl.TEXTURE_2D, null);
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return tex;
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}
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