// Julia distance-isolines background. WebGL preferred, Canvas2D fallback. // Palette: BSOD-blue, smooth cosine bands, 1024-entry LUT for finer transitions. function initFractal(canvasId) { console.log('[fractal-gl] initFractal:', canvasId); var canvas = document.getElementById(canvasId); if (!canvas) { console.warn('[fractal-gl] canvas not found:', canvasId); return; } // Visible base color even if both render paths fail. document.body.style.background = 'radial-gradient(ellipse at center, #142566 0%, #0a103a 60%, #060a10 100%)'; var gl = null; try { gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl'); } catch (e) { console.warn('[fractal-gl] WebGL exception:', e); } if (gl) { console.log('[fractal-gl] using WebGL path'); initWebGL(canvas, gl); } else { console.warn('[fractal-gl] WebGL unavailable; using Canvas2D fallback'); initCanvas2D(canvas); } } function _hslToRgb(h, s, l) { var a = s * Math.min(l, 1 - l); function f(n) { var k = (n + h * 12) % 12; return Math.round((l - a * Math.max(-1, Math.min(k - 3, 9 - k, 1))) * 255); } return [f(0), f(8), f(4)]; } // 1024-entry palette: 4x finer than the iteration-count space (0..255), // which kills visible quantization banding in the band peaks/troughs. // Cosine band (no abs/pow) → smooth bands; hue pinned ~true blue. var PALETTE_SIZE = 1024; function _buildPalette32() { var p32 = new Uint32Array(PALETTE_SIZE); for (var i = 0; i < PALETTE_SIZE; i++) { var f = i / 4; // logical index in [0, 256) var band = 0.5 + 0.5 * Math.cos(f * 2 * Math.PI / 56); var h = 0.665 + 0.015 * Math.sin(f * Math.PI / 128); var s = 0.80; var l = 0.18 + 0.28 * band; var rgb = _hslToRgb(h, s, l); p32[i] = (255 << 24) | (rgb[2] << 16) | (rgb[1] << 8) | rgb[0]; } return p32; } // ---------------------------------------------------------------- // WebGL path // ---------------------------------------------------------------- function initWebGL(canvas, gl) { var VERT_SRC = [ 'attribute vec2 a_pos;', 'void main() { gl_Position = vec4(a_pos, 0.0, 1.0); }' ].join('\n'); var FRAG_SRC = [ 'precision highp float;', 'uniform float u_time;', 'uniform vec2 u_resolution;', 'uniform sampler2D u_dist;', 'vec3 hslToRgb(float h, float s, float l) {', ' float a = s * min(l, 1.0 - l);', ' vec3 k = mod(vec3(0.0, 8.0, 4.0) + h * 12.0, 12.0);', ' vec3 v = max(min(min(k - 3.0, 9.0 - k), vec3(1.0)), vec3(-1.0));', ' return vec3(l) - a * v;', '}', 'vec3 calmBand(float idx) {', ' float f = mod(idx, 256.0);', ' float band = 0.5 + 0.5 * cos(f * 6.28318530 / 56.0);', ' float h = 0.665 + 0.015 * sin(f * 3.14159265 / 128.0);', ' float s = 0.80;', ' float l = 0.18 + 0.28 * band;', ' return hslToRgb(h, s, l);', '}', 'void main() {', ' vec2 uv = gl_FragCoord.xy / u_resolution;', ' float aspect = u_resolution.x / u_resolution.y;', ' float t = u_time * 0.12;', ' float maxH = 1.0 / max(aspect, 1.0);', ' float zoomFrac = 0.65 + 0.15 * sin(t * 0.4);', ' float halfH = maxH * zoomFrac * 0.5;', ' float halfW = halfH * aspect;', ' float fx = 0.5 - halfW;', ' float fy = 0.5 - halfH;', ' float cx = 0.5 + fx * 0.5 * cos(t * 0.55);', ' float cy = 0.5 + fy * 0.5 * sin(t * 0.45);', ' float sx = cx + (uv.x - 0.5) * 2.0 * halfW;', ' float sy = cy + (uv.y - 0.5) * 2.0 * halfH;', ' float v = texture2D(u_dist, vec2(sx, sy)).r * 255.0;', ' // Dither only in the outer smooth region (v in [180, 240] ramps in;', ' // inner fractal detail stays crisp).', ' float ditherMix = clamp((v - 180.0) / 60.0, 0.0, 1.0);', ' float noise = fract(sin(dot(gl_FragCoord.xy, vec2(12.9898, 78.233))) * 43758.5453) - 0.5;', ' v += noise * 1.2 * ditherMix;', ' float offset = u_time * 10.8;', ' vec3 color = calmBand(v - offset);', ' gl_FragColor = vec4(color, 1.0);', '}' ].join('\n'); function compile(type, src) { var s = gl.createShader(type); gl.shaderSource(s, src); gl.compileShader(s); if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) { console.error('[fractal-gl] shader compile error:', gl.getShaderInfoLog(s)); return null; } return s; } var vs = compile(gl.VERTEX_SHADER, VERT_SRC); var fs = compile(gl.FRAGMENT_SHADER, FRAG_SRC); if (!vs || !fs) return initCanvas2D(canvas); var prog = gl.createProgram(); gl.attachShader(prog, vs); gl.attachShader(prog, fs); gl.linkProgram(prog); if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) { console.error('[fractal-gl] link error:', gl.getProgramInfoLog(prog)); return initCanvas2D(canvas); } gl.useProgram(prog); var buf = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buf); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW); var aPos = gl.getAttribLocation(prog, 'a_pos'); gl.enableVertexAttribArray(aPos); gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 0, 0); var uTime = gl.getUniformLocation(prog, 'u_time'); var uRes = gl.getUniformLocation(prog, 'u_resolution'); var uDist = gl.getUniformLocation(prog, 'u_dist'); var tex = gl.createTexture(); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, tex); gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 0, 0, 255])); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); 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.uniform1i(uDist, 0); var img = new Image(); img.onload = function () { var w = img.width, h = img.height; console.log('[fractal-gl] PNG decoded:', w, 'x', h); var off = document.createElement('canvas'); off.width = w; off.height = h; var octx = off.getContext('2d'); octx.drawImage(img, 0, 0); var data = octx.getImageData(0, 0, w, h).data; var bytes = new Uint8Array(data.length); bytes.set(data); gl.bindTexture(gl.TEXTURE_2D, tex); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, bytes); }; img.onerror = function (e) { console.error('[fractal-gl] dist.png load failed', e); }; img.src = '/routes/root/dist.png'; function resize() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); } resize(); window.addEventListener('resize', resize); var startTime = performance.now(); function frame() { var t = (performance.now() - startTime) * 0.001; gl.uniform1f(uTime, t); gl.uniform2f(uRes, canvas.width, canvas.height); gl.drawArrays(gl.TRIANGLES, 0, 3); requestAnimationFrame(frame); } requestAnimationFrame(frame); console.log('[fractal-gl] WebGL loop started'); } // ---------------------------------------------------------------- // Canvas2D fallback // - 1024-entry palette (4x finer than the byte-quantized iteration value) // - bilinear sample of source buffer (no nearest-neighbor jaggies) // - Uint32 writes (one packed write per pixel instead of four byte writes) // ---------------------------------------------------------------- function initCanvas2D(canvas) { var ctx2d = canvas.getContext('2d'); if (!ctx2d) { console.error('[fractal-gl] Canvas2D also unavailable; body gradient remains'); return; } var palette32 = _buildPalette32(); var img = new Image(); img.onerror = function (e) { console.error('[fractal-gl] dist.png load failed (canvas2d)', e); }; img.onload = function () { var SW = img.width, SH = img.height; console.log('[fractal-gl] PNG decoded (canvas2d):', SW, 'x', SH); var off = document.createElement('canvas'); off.width = SW; off.height = SH; var octx = off.getContext('2d'); octx.drawImage(img, 0, 0); var data = octx.getImageData(0, 0, SW, SH).data; var gray = new Uint8Array(SW * SH); for (var i = 0, j = 0; i < gray.length; i++, j += 4) gray[i] = data[j]; // Higher internal resolution = sharper. Capped to keep frame budget reasonable. function targetSize() { var h = Math.min(800, Math.max(360, Math.floor(window.innerHeight * 0.7))); var aspect = window.innerWidth / window.innerHeight; return { w: Math.max(2, Math.floor(h * aspect)), h: h }; } function resize() { var s = targetSize(); canvas.width = s.w; canvas.height = s.h; } resize(); window.addEventListener('resize', resize); var imgOut = ctx2d.createImageData(canvas.width, canvas.height); var out32 = new Uint32Array(imgOut.data.buffer); var lastW = canvas.width, lastH = canvas.height; var startTime = performance.now(); // 4x4 Bayer matrix, recentered to ±0.6 source units. Only applied where // v is in the outer-smooth band (ramp 180→240) so inner detail stays crisp. var BAYER = new Float32Array([0,8,2,10, 12,4,14,6, 3,11,1,9, 15,7,13,5]); for (var bi = 0; bi < 16; bi++) BAYER[bi] = (BAYER[bi] - 7.5) * 0.6 / 7.5; function frame() { var W = canvas.width, H = canvas.height; if (W !== lastW || H !== lastH) { imgOut = ctx2d.createImageData(W, H); out32 = new Uint32Array(imgOut.data.buffer); lastW = W; lastH = H; } var elapsed = (performance.now() - startTime) * 0.001; var t = elapsed * 0.12; var aspect = W / H; var maxH = 1.0 / Math.max(aspect, 1.0); var zoomFrac = 0.65 + 0.15 * Math.sin(t * 0.4); var halfH = maxH * zoomFrac * 0.5; var halfW = halfH * aspect; var fxRem = 0.5 - halfW, fyRem = 0.5 - halfH; var cx = 0.5 + fxRem * 0.5 * Math.cos(t * 0.55); var cy = 0.5 + fyRem * 0.5 * Math.sin(t * 0.45); var x0 = (cx - halfW) * SW; var y0 = (cy - halfH) * SH; var dxs = (2 * halfW) / W * SW; var dys = (2 * halfH) / H * SH; // offset in 1024-entry space (4x granularity) — same cycle period (~24 s) as before var offsetHD = (elapsed * 10.8 * 4) | 0; var SW1 = SW - 1, SH1 = SH - 1; var idx = 0; var sy = y0; for (var y = 0; y < H; y++) { var sy0i = sy | 0; if (sy0i < 0) sy0i = 0; else if (sy0i > SH1) sy0i = SH1; var sy1i = sy0i + 1; if (sy1i > SH1) sy1i = SH1; var fy = sy - (sy | 0); var ify = 1 - fy; var row0 = sy0i * SW; var row1 = sy1i * SW; var sx = x0; for (var x = 0; x < W; x++) { var sx0i = sx | 0; if (sx0i < 0) sx0i = 0; else if (sx0i > SW1) sx0i = SW1; var sx1i = sx0i + 1; if (sx1i > SW1) sx1i = SW1; var fx = sx - (sx | 0); var ifx = 1 - fx; var a = gray[row0 + sx0i]; var b = gray[row0 + sx1i]; var c = gray[row1 + sx0i]; var d = gray[row1 + sx1i]; var v = (a * ifx + b * fx) * ify + (c * ifx + d * fx) * fy; // Selective dither: only the outer smooth region (v 180→240 ramps in). if (v > 180) { var mix = v >= 240 ? 1 : (v - 180) / 60; v += BAYER[(y & 3) * 4 + (x & 3)] * 1.6 * mix; } // Multiply by 4 to index into 1024-entry palette, then wrap. out32[idx++] = palette32[(((v * 4) | 0) - offsetHD) & 1023]; sx += dxs; } sy += dys; } ctx2d.putImageData(imgOut, 0, 0); requestAnimationFrame(frame); } requestAnimationFrame(frame); console.log('[fractal-gl] Canvas2D loop started; internal', canvas.width, 'x', canvas.height); }; img.src = '/routes/root/dist.png'; } if (document.readyState === 'loading') { document.addEventListener('DOMContentLoaded', function () { initFractal('fractal-canvas'); }); } else { initFractal('fractal-canvas'); }