glytch/fktry/src/screen/glitchStack.ts
type-two 18f6575660 [screen] regional moire, strain warps, 3-frame scram
growthMask() is the reusable spatial-artifact template: an fbm-ragged growth
front creeping outward from a deterministic seed. The raggedness is load-bearing
-- a clean circle reads as a spotlight, not as spreading crystal.

Moire separates area from intensity: intensity saturates early while the mask
keeps growing with tally, so a big shipment reads as "the maze has spread"
rather than "everything got slightly shimmery". Seeded from the tick the crystal
first landed.

Tremor is ~1/4 of the brownout's judder and fever is a smooth haze against
tremor's random jitter, so dread, fever and seizure stay distinguishable.

Also clamps dt at both ends: a negative dt (clock rewind) turned ease()'s
1-exp(-dt/tau) into a huge negative multiplier and threw eased values into orbit.
Unreachable from main.ts's monotonic clock, but not a landmine worth keeping.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 18:20:50 +10:00

382 lines
16 KiB
TypeScript

/**
* The GLYTCH shader stack, ported from the WIMVEE GLYTCH prototype (../index.html).
*
* The 8 original glitch params and their maths are TUNED — the prototype is the reference
* and the magic numbers are respected verbatim. Everything else here is additive:
* u_drift - slow sinusoidal pan of the clean feed (subtle motion to chew on)
* u_brownout - the factory's pain: freeze-frame + dropout bars + desync judder
* u_flash - one-frame full-white awakening on the first shipment ever
* u_block/u_ring/u_moire (round 2) - artifact classes the original 8 cannot express
* u_stamp + u_scram uniforms (r2) - transient overlays composited in screen space
*
* Raw WebGL, not three.js: this is one fullscreen triangle. Pulling three.js in for that
* would cost more than the whole effect is allowed to cost.
*/
import { BASE_H, BASE_W, type BaseFeed } from './baseTexture';
import type { Overlays } from './overlays';
import { PARAMS, type Param, type ParamSet } from './params';
const VS = `
attribute vec2 p;
varying vec2 vUv;
void main(){ vUv = p*0.5+0.5; vUv.y = 1.0-vUv.y; gl_Position = vec4(p,0.,1.); }`;
const FS = `
precision mediump float;
varying vec2 vUv;
uniform sampler2D tex;
uniform float t;
uniform float u_mosh, u_melt, u_chroma, u_tear, u_roll, u_burn, u_noise, u_freeze;
uniform float u_block, u_ring, u_moire;
uniform float u_drift, u_brownout, u_flash;
uniform float u_strain, u_fever;
uniform vec2 u_moireSeed;
uniform sampler2D u_stampTex, u_scramTex;
uniform float u_stampAmt, u_stampScale, u_scram, u_scramY;
float hash(vec2 p){ return fract(sin(dot(p, vec2(127.1,311.7)))*43758.5453); }
float vnoise(vec2 p){
vec2 i=floor(p), f=fract(p); f=f*f*(3.-2.*f);
return mix(mix(hash(i),hash(i+vec2(1,0)),f.x),
mix(hash(i+vec2(0,1)),hash(i+vec2(1,1)),f.x),f.y);
}
float fbm(vec2 p){ return 0.5*vnoise(p)+0.25*vnoise(p*2.3)+0.125*vnoise(p*5.1); }
float lu(vec3 c){ return dot(c, vec3(0.299,0.587,0.114)); }
// REUSABLE SPATIAL-ARTIFACT TEMPLATE (round 2 proposal, round 3 build).
// An irregular growth front creeping outward from the seed point. grow=0 is nothing, grow=1 has
// swallowed the frame. The fbm term makes the front ragged and organic instead of a
// tidy circle, so the artifact spreads like the codex's maze walls rather than a spotlight.
// Any future artifact that should GROW FROM A PLACE rather than fade in everywhere should
// multiply its amount by this.
float growthMask(vec2 p, vec2 seed, float grow){
vec2 d = p - seed;
d.x *= 1.78; // 16:9 correction: grow circles, not ellipses
float r = length(d);
float ragged = (fbm(d*3.2 + seed*7.0) - 0.5) * 0.38;
float front = grow * 1.35; // reach past the corners at grow=1
return smoothstep(front + 0.10, front - 0.10, r + ragged);
}
void main(){
// freeze quantizes the timebase everything else animates on.
// A brownout slams the whole timebase into a hard stutter regardless of freeze.
float fz = clamp(max(u_freeze, u_brownout*0.85)*1.4, 0., 1.);
float tt = mix(t, floor(t*2.5)/2.5, fz);
vec2 uv = vUv;
// slow drift of the clean feed: bounded sinusoid, so no wrap seam
uv += vec2(sin(t*0.07)*0.004, cos(t*0.05)*0.003) * u_drift;
// signal strain: the reserve is draining. A tremor, not a seizure — deliberately about a
// quarter of the brownout's amplitude, so dread reads as dread and the brownout still lands.
if(u_strain > 0.001){
float js = floor(tt*9.0);
uv.x += (hash(vec2(js, 17.0))-0.5) * u_strain * 0.017;
uv.y += (hash(vec2(js, 23.0))-0.5) * u_strain * 0.011;
}
// fever: the decoders are running hot. Slow heat-haze shimmer, no judder.
if(u_fever > 0.001){
uv.x += sin(uv.y*38.0 + tt*1.7) * u_fever * 0.0045;
uv.y += sin(uv.x*26.0 + tt*1.1) * u_fever * 0.0030;
}
// desync judder: the frame itself loses its footing during a brownout
if(u_brownout > 0.001){
float j = floor(tt*12.0);
uv.x += (hash(vec2(j, 3.0))-0.5) * u_brownout * 0.07;
uv.y += (hash(vec2(j, 8.0))-0.5) * u_brownout * 0.04;
}
// v-hold roll
uv.y = fract(uv.y + u_roll * tt * 0.35);
// scanline tears: bands shove sideways
float band = floor(uv.y * 36.0);
float tr = hash(vec2(band, floor(tt*7.0)));
if(tr > 1.0 - u_tear*0.85){
uv.x += (hash(vec2(band, floor(tt*7.0)+9.0)) - 0.5) * u_tear * 0.5;
}
// datamosh: macroblocks pick up stale offsets
vec2 blk = floor(uv * vec2(16.0, 12.0));
float mb = hash(blk + floor(tt*3.0));
if(mb > 1.0 - u_mosh*0.9){
vec2 off = vec2(hash(blk+1.7), hash(blk+4.2)) - 0.5;
uv += off * u_mosh * 0.35;
}
// melt: columns drip downward
float drip = pow(vnoise(vec2(uv.x*30.0, floor(tt*1.5))), 3.0);
uv.y -= u_melt * drip * uv.y * 0.9;
uv = fract(uv);
// chroma split
float ca = u_chroma * 0.03;
vec3 col;
col.r = texture2D(tex, uv + vec2( ca, 0.)).r;
col.g = texture2D(tex, uv).g;
col.b = texture2D(tex, uv - vec2( ca, ca*0.6)).b;
// ---- macroblock quantization: the quantizer's confession, 8x8 and LEGIBLE.
// The lattice is locked to screen space (vUv) so it stays a rigid grid while melt and
// mosh drag the picture underneath it — that rigidity is what makes it read as blocks.
if(u_block > 0.001){
vec2 g = vec2(80.0, 45.0); // 8x8 source pixels at 640x360
vec2 cell = (floor(vUv*g)+0.5)/g;
vec3 bcol = texture2D(tex, uv + (cell - vUv)).rgb; // one flat sample per cell
float levels = mix(24.0, 3.0, u_block); // flat areas starve as it bites
bcol = floor(bcol*levels + 0.5)/levels;
col = mix(col, bcol, u_block);
vec2 f = fract(vUv*g);
float seam = max(step(f.x, 0.07), step(f.y, 0.07));
col = mix(col, col*0.55, seam*u_block*0.85);
}
// ---- ringing halos: Gibbs oscillation ringing OUT from every contrast edge.
// Narrow differences only ever light up the 1px boundary, which reads as "slightly
// sharper" rather than as haloing — so the gradient is sampled WIDE (out to 7px) to give
// the halo room to ring, and the oscillation runs parallel to the edge it came from.
if(u_ring > 0.001){
vec2 px = vec2(1.0/640.0, 1.0/360.0);
vec3 blur = 0.25*(texture2D(tex, uv+vec2(1.6*px.x,0.)).rgb + texture2D(tex, uv-vec2(1.6*px.x,0.)).rgb
+ texture2D(tex, uv+vec2(0.,1.6*px.y)).rgb + texture2D(tex, uv-vec2(0.,1.6*px.y)).rgb);
float n1 = lu(texture2D(tex, uv+vec2(3.0*px.x,0.)).rgb) - lu(texture2D(tex, uv-vec2(3.0*px.x,0.)).rgb);
float n2 = lu(texture2D(tex, uv+vec2(0.,3.0*px.y)).rgb) - lu(texture2D(tex, uv-vec2(0.,3.0*px.y)).rgb);
float n3 = lu(texture2D(tex, uv+vec2(7.0*px.x,0.)).rgb) - lu(texture2D(tex, uv-vec2(7.0*px.x,0.)).rgb);
float n4 = lu(texture2D(tex, uv+vec2(0.,7.0*px.y)).rgb) - lu(texture2D(tex, uv-vec2(0.,7.0*px.y)).rgb);
vec2 grad = vec2(n1 + n3*0.75, n2 + n4*0.75);
float edge = clamp(length(grad)*2.2, 0., 1.);
vec2 dir = normalize(grad + vec2(1e-4));
float proj = dot(dir, vec2(vUv.x*640.0, vUv.y*360.0));
float rings = sin(proj*1.15 - tt*5.0); // ethereal, faintly vibrating
col += vec3(0.82,0.90,1.0) * rings * edge * u_ring * 0.85;
col += (col - blur) * u_ring * 1.5; // overshoot at the edge itself
}
// ---- moire: two near-identical lattices beating against the sensor grid.
// REGIONAL: the crystal GROWS from a seeded place and creeps outward with the tally, rather
// than fading in across the whole frame. Intensity saturates early while AREA keeps growing,
// so a big shipment reads as "the maze has spread", not "everything got slightly shimmery".
if(u_moire > 0.001){
float mo = clamp(u_moire*2.2, 0.0, 1.0) * growthMask(vUv, u_moireSeed, u_moire);
if(mo > 0.001){
float ang = 0.06 + 0.02*sin(tt*0.07);
vec2 r = vec2(vUv.x*cos(ang)-vUv.y*sin(ang), vUv.x*sin(ang)+vUv.y*cos(ang));
float a = sin(vUv.x*640.0*0.55 + vUv.y*3.0);
float b = sin(r.x*640.0*0.575 + r.y*2.0 + tt*0.25);
float m = a*b; // the beat: swirling maze lattice
vec3 sheen = 0.5+0.5*cos(6.2831*(vec3(0.0,0.33,0.67) + m*1.2 + tt*0.03));
col = mix(col, col*0.4 + sheen*0.7, mo*clamp(abs(m)*1.5, 0., 1.));
}
}
// static
float sn = hash(uv*vec2(431.0,917.0) + fract(tt)*13.0);
col = mix(col, vec3(sn), u_noise * 0.7);
// freeze dropout: grey flash lines
float dropo = step(0.985 - u_freeze*0.12, hash(vec2(floor(uv.y*90.0), floor(tt*5.0))));
col = mix(col, vec3(0.45), dropo * u_freeze);
// brownout dropout: heavy black tape-dropout bars with hot rims
if(u_brownout > 0.001){
float row = floor(vUv.y*70.0);
float d = hash(vec2(row, floor(tt*8.0)));
float bar = step(1.0 - u_brownout*0.38, d);
col = mix(col, vec3(0.03), bar*u_brownout);
float rim = step(1.0 - u_brownout*0.06, hash(vec2(row+31.0, floor(tt*8.0))));
col = mix(col, vec3(0.85,0.9,0.85), rim*u_brownout*0.8);
}
// film burn: fbm blotch eats the frame, hot rim then black
float b = fbm(uv*3.0 + vec2(0., -tt*0.4));
float edge = smoothstep(1.0 - u_burn*1.1, 1.0 - u_burn*1.1 + 0.12, b);
vec3 rim2 = vec3(1.0, 0.55, 0.15);
col = mix(col, rim2, edge * (1.0 - smoothstep(0.05, 0.35, edge)) * 2.0 * u_burn);
col = mix(col, vec3(0.02), smoothstep(0.3, 1.0, edge) * step(0.01, u_burn));
// fever runs warm: the picture itself develops a temperature
col = mix(col, col*vec3(1.12,0.98,0.88), u_fever*0.55);
// faint scanlines for vibe (constant, not scored)
col *= 0.92 + 0.08 * sin(vUv.y * 360.0 * 3.1415);
// ---- shipment stamp: screen space (vUv), so a melting feed never drags the placard
if(u_stampAmt > 0.001){
vec2 halfSize = vec2(0.30, 0.15)*u_stampScale;
vec2 suv = (vUv - vec2(0.5, 0.44))/(2.0*halfSize) + 0.5;
if(suv.x > 0.0 && suv.x < 1.0 && suv.y > 0.0 && suv.y < 1.0){
vec4 s = texture2D(u_stampTex, suv);
col = mix(col, s.rgb, s.a*u_stampAmt);
}
}
// ---- scram: the tape loses tracking for exactly one frame
if(u_scram > 0.5){
float halfH = 0.085;
float d = vUv.y - u_scramY;
if(abs(d) < halfH){
vec4 sb = texture2D(u_scramTex, vec2(vUv.x, (d + halfH)/(2.0*halfH)));
col = mix(col, sb.rgb, sb.a);
}
}
// the awakening: one frame of full white on the first shipment ever
col = mix(col, vec3(1.0), u_flash);
gl_FragColor = vec4(col, 1.0);
}`;
type UniformKey =
| Param | 't' | 'drift' | 'brownout' | 'flash' | 'strain' | 'fever' | 'moireSeed'
| 'stampTex' | 'scramTex' | 'stampAmt' | 'stampScale' | 'scram' | 'scramY';
export interface DrawState {
params: ParamSet;
timeSec: number;
/** 0..1 amount of slow sinusoidal pan applied to the clean feed */
drift: number;
/** 0..1 brownout severity */
brownout: number;
/** 0..1 one-frame white awakening */
flash: number;
/** nothing shipped yet — the clean feed still carries its chyron */
idle: boolean;
/** 0..1 tremor from the draining bandwidth reserve (weather, not climate) */
strain: number;
/** 0..1 feverish shimmer from aggregate machine heat */
fever: number;
/** where the moire crystal grows from, in screen uv */
moireSeed: [number, number];
/** 0..1 opacity of the shipment stamp */
stampAmt: number;
/** stamp size multiplier — bigger shipments stamp harder */
stampScale: number;
/** true for exactly one frame per scram event */
scram: boolean;
/** 0..1 vertical position of the scram bar */
scramY: number;
/** set when the stamp canvas has been repainted and needs re-upload */
stampDirty: boolean;
}
export interface GlitchStack {
draw(s: DrawState): void;
}
function compile(gl: WebGLRenderingContext, type: number, src: string): WebGLShader {
const s = gl.createShader(type)!;
gl.shaderSource(s, src);
gl.compileShader(s);
if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) {
throw new Error(`[screen] shader compile failed: ${gl.getShaderInfoLog(s)}`);
}
return s;
}
/** Returns null when WebGL is unavailable; caller degrades to a dead screen rather than crashing the game. */
export function createGlitchStack(
canvas: HTMLCanvasElement,
base: BaseFeed,
overlays: Overlays,
): GlitchStack | null {
const gl = canvas.getContext('webgl', { antialias: false, depth: false, alpha: false });
if (!gl) {
console.warn('[screen] no WebGL context — THE SCREEN stays dark');
return null;
}
const prog = gl.createProgram()!;
gl.attachShader(prog, compile(gl, gl.VERTEX_SHADER, VS));
gl.attachShader(prog, compile(gl, gl.FRAGMENT_SHADER, FS));
gl.linkProgram(prog);
if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
throw new Error(`[screen] program link failed: ${gl.getProgramInfoLog(prog)}`);
}
gl.useProgram(prog);
const 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);
const loc = gl.getAttribLocation(prog, 'p');
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0);
// All three sources are non-power-of-two: CLAMP_TO_EDGE + LINEAR + no mips is mandatory
// in WebGL1. Each texture keeps its own unit for the lifetime of the stack, so the hot
// path never rebinds — it only re-uploads on the frames where a canvas actually changed.
function makeTex(unit: number, src: TexImageSource): WebGLTexture {
const t = gl!.createTexture()!;
gl!.activeTexture(gl!.TEXTURE0 + unit);
gl!.bindTexture(gl!.TEXTURE_2D, t);
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!.texParameteri(gl!.TEXTURE_2D, gl!.TEXTURE_MIN_FILTER, gl!.LINEAR);
gl!.texParameteri(gl!.TEXTURE_2D, gl!.TEXTURE_MAG_FILTER, gl!.LINEAR);
gl!.texImage2D(gl!.TEXTURE_2D, 0, gl!.RGBA, gl!.RGBA, gl!.UNSIGNED_BYTE, src);
return t;
}
base.update(0, true);
overlays.paintStamp('', 0, '#000'); // allocate the stamp texture at full size up front
const baseTex = makeTex(0, base.canvas);
const stampTex = makeTex(1, overlays.stampCanvas);
makeTex(2, overlays.scramCanvas);
const uni = {} as Record<UniformKey, WebGLUniformLocation | null>;
uni.t = gl.getUniformLocation(prog, 't');
uni.drift = gl.getUniformLocation(prog, 'u_drift');
uni.brownout = gl.getUniformLocation(prog, 'u_brownout');
uni.flash = gl.getUniformLocation(prog, 'u_flash');
uni.strain = gl.getUniformLocation(prog, 'u_strain');
uni.fever = gl.getUniformLocation(prog, 'u_fever');
uni.moireSeed = gl.getUniformLocation(prog, 'u_moireSeed');
uni.stampAmt = gl.getUniformLocation(prog, 'u_stampAmt');
uni.stampScale = gl.getUniformLocation(prog, 'u_stampScale');
uni.scram = gl.getUniformLocation(prog, 'u_scram');
uni.scramY = gl.getUniformLocation(prog, 'u_scramY');
for (const p of PARAMS) uni[p] = gl.getUniformLocation(prog, `u_${p}`);
gl.uniform1i(gl.getUniformLocation(prog, 'tex'), 0);
gl.uniform1i(gl.getUniformLocation(prog, 'u_stampTex'), 1);
gl.uniform1i(gl.getUniformLocation(prog, 'u_scramTex'), 2);
gl.viewport(0, 0, canvas.width, canvas.height);
gl.uniform1f(uni.drift, 1);
return {
draw({ params, timeSec, drift, brownout, flash, idle, strain, fever, moireSeed,
stampAmt, stampScale, scram, scramY, stampDirty }) {
// Re-upload the clean feed only when it actually changed (timecode tick / chyron).
if (base.update(timeSec * 1000, idle)) {
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, baseTex);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, base.canvas);
}
if (stampDirty) {
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, stampTex);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, overlays.stampCanvas);
}
gl.uniform1f(uni.t, timeSec);
gl.uniform1f(uni.drift, drift);
gl.uniform1f(uni.brownout, brownout);
gl.uniform1f(uni.flash, flash);
gl.uniform1f(uni.strain, strain);
gl.uniform1f(uni.fever, fever);
gl.uniform2f(uni.moireSeed, moireSeed[0], moireSeed[1]);
gl.uniform1f(uni.stampAmt, stampAmt);
gl.uniform1f(uni.stampScale, stampScale);
gl.uniform1f(uni.scram, scram ? 1 : 0);
gl.uniform1f(uni.scramY, scramY);
for (const p of PARAMS) gl.uniform1f(uni[p], params[p]);
gl.drawArrays(gl.TRIANGLES, 0, 3);
},
};
}
export { BASE_W, BASE_H };