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<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>WebGL Experiment | Vibes</title>
    <link rel="preconnect" href="https://fonts.googleapis.com">
    <link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
    <link href="https://fonts.googleapis.com/css2?family=VT323&family=Fredoka:wght@400;600&display=swap"
        rel="stylesheet">
    <script src="https://cdn.usefathom.com/script.js" data-site="YZVJPTBZ" defer></script>
    <style>
        body {
            margin: 0;
            padding: 0;
            overflow: hidden;
            background: linear-gradient(135deg, #7873f5, #ff6ec4);
            font-family: 'Fredoka', sans-serif;
            color: #fff;
        }

        canvas {
            display: block;
            width: 100vw;
            height: 100vh;
            position: fixed;
            top: 0;
            left: 0;
            z-index: -1;
        }

        .controls {
            position: absolute;
            bottom: 20px;
            left: 20px;
            background-color: rgba(255, 255, 255, 0.2);
            padding: 15px;
            border-radius: 15px;
            backdrop-filter: blur(5px);
            z-index: 10;
            display: flex;
            flex-direction: column;
            gap: 10px;
            border: 3px dashed #c1a5e8;
            box-shadow: 5px 5px 0px rgba(0, 0, 0, 0.2);
        }

        .control-group {
            display: flex;
            align-items: center;
            gap: 10px;
        }

        label {
            font-family: 'VT323', monospace;
            font-size: 1.2rem;
            min-width: 120px;
        }

        input[type="range"] {
            width: 150px;
            accent-color: #c1a5e8;
        }

        button {
            background: #c1a5e8;
            border: none;
            padding: 8px 15px;
            border-radius: 8px;
            font-family: 'VT323', monospace;
            font-size: 1.2rem;
            cursor: pointer;
            transition: all 0.2s ease;
            color: #5a3d5c;
            border: 2px solid #5a3d5c;
            margin-top: 10px;
        }

        button:hover {
            background: #d4c1f0;
            transform: translateY(-2px);
        }

        .info {
            position: absolute;
            top: 20px;
            right: 20px;
            background-color: rgba(255, 255, 255, 0.2);
            padding: 15px;
            border-radius: 15px;
            backdrop-filter: blur(5px);
            z-index: 10;
            border: 3px dashed #c1a5e8;
            box-shadow: 5px 5px 0px rgba(0, 0, 0, 0.2);
            font-family: 'VT323', monospace;
            font-size: 1.2rem;
            text-align: right;
        }

        .home-link {
            position: absolute;
            top: 20px;
            left: 20px;
            background-color: rgba(255, 255, 255, 0.2);
            padding: 10px 15px;
            border-radius: 15px;
            backdrop-filter: blur(5px);
            z-index: 10;
            border: 3px dashed #c1a5e8;
            box-shadow: 5px 5px 0px rgba(0, 0, 0, 0.2);
            font-family: 'VT323', monospace;
            font-size: 1.2rem;
            text-decoration: none;
            color: #fff;
            transition: all 0.2s ease;
        }

        .home-link:hover {
            background-color: rgba(255, 255, 255, 0.3);
            transform: translateY(-2px);
        }
    </style>
</head>

<body>
    <canvas id="webglCanvas"></canvas>

    <a href="../" class="home-link">← Back to Vibes</a>

    <script>
        function initTopoShader() {
            const canvas = document.getElementById("webglCanvas");
            if (!canvas) {
                console.error(
                    "TopoShader: Canvas element #webglCanvas not found!",
                );
                return;
            }

            // Request WebGL2 context directly
            const gl = canvas.getContext("webgl2");

            if (!gl) {
                console.error(
                    "TopoShader: WebGL2 not supported or context creation failed! This demo requires WebGL2.",
                );
                canvas.style.display = "none"; // Hide canvas if WebGL2 is not available
                const fallbackMessage = document.createElement("p");
                fallbackMessage.textContent =
                    "WebGL2 is required for this animation but is not supported by your browser or hardware.";
                fallbackMessage.style.color = "white";
                fallbackMessage.style.textAlign = "center";
                fallbackMessage.style.padding = "20px";
                // Insert before the canvas or at the top of body
                if (canvas.parentNode) {
                    canvas.parentNode.insertBefore(fallbackMessage, canvas);
                } else {
                    document.body.insertBefore(
                        fallbackMessage,
                        document.body.firstChild,
                    );
                }
                return;
            }
            console.log("TopoShader: Using WebGL2 context.");

            // --- Vertex Shader (WebGL2 syntax) ---
            const vsSource = `\
#version 300 es

in vec4 a_position;

void main() {
  gl_Position = a_position;
}
`;
            const fsSource = `\
#version 300 es
precision highp float;

out vec4 out_FragColor;

uniform vec2 u_resolution;
uniform float u_time;

// --- Simplex Noise (snoise) ---
// (Full snoise function code)
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 permute(vec4 x) { return mod289(((x*34.0)+10.0)*x); }
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
float snoise(vec3 v) { 
  const vec2  C = vec2(1.0/6.0, 1.0/3.0) ; const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);
  vec3 i  = floor(v + dot(v, C.yyy) ); vec3 x0 = v - i + dot(i, C.xxx);
  vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min( g.xyz, l.zxy ); vec3 i2 = max( g.xyz, l.zxy );
  vec3 x1 = x0 - i1 + C.xxx; vec3 x2 = x0 - i2 + C.yyy; vec3 x3 = x0 - D.yyy;
  i = mod289(i); 
  vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
  float n_ = 0.142857142857; vec3  ns = n_ * D.wyz - D.xzx;
  vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
  vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ );
  vec4 x = x_ *ns.x + ns.yyyy; vec4 y = y_ *ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y);
  vec4 b0 = vec4( x.xy, y.xy ); vec4 b1 = vec4( x.zw, y.zw );
  vec4 s0 = floor(b0)*2.0 + 1.0; vec4 s1 = floor(b1)*2.0 + 1.0; vec4 sh = -step(h, vec4(0.0));
  vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
  vec3 p0 = vec3(a0.xy,h.x); vec3 p1 = vec3(a0.zw,h.y); vec3 p2 = vec3(a1.xy,h.z); vec3 p3 = vec3(a1.zw,h.w);
  vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
  p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w;
  vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
  m = m * m;
  return 105.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) );
}

// --- Colormap Function ---
vec3 colormap_clean(float t) {
  t = clamp(t, 0.0, 1.0); // Ensure t is in [0,1]

  // Palette: ["#ffbe0b","#fb5607","#ff006e","#8338ec","#3a86ff"]
  vec3 color1 = vec3(1.000, 0.745, 0.043); // #ffbe0b (Yellow)
  vec3 color2 = vec3(0.984, 0.337, 0.027); // #fb5607 (Orange)
  vec3 color3 = vec3(1.000, 0.000, 0.431); // #ff006e (Pink/Magenta)
  vec3 color4 = vec3(0.514, 0.220, 0.925); // #8338ec (Purple)
  vec3 color5 = vec3(0.227, 0.525, 1.000); // #3a86ff (Blue)

  // We have 5 colors, so 4 segments for interpolation.
  // Each segment will take up 1.0 / 4.0 = 0.25 of the range.
  float segment_length = 0.25; //  1.0 / (number of colors - 1)

  if (t < segment_length) { // 0.0 to 0.25
    return mix(color1, color2, t / segment_length);
  } else if (t < segment_length * 2.0) { // 0.25 to 0.50
    return mix(color2, color3, (t - segment_length) / segment_length);
  } else if (t < segment_length * 3.0) { // 0.50 to 0.75
    return mix(color3, color4, (t - segment_length * 2.0) / segment_length);
  } else { // 0.75 to 1.0
    return mix(color4, color5, (t - segment_length * 3.0) / segment_length);
  }
}

void main() {
  vec2 fragCoord_scaled = gl_FragCoord.xy * (0.003 * 1.5); 
  float time_scaled = u_time * 0.025;
  
  vec3 noise_input = vec3(fragCoord_scaled, time_scaled);
  float noise_val = snoise(noise_input);
  noise_val = (noise_val + 1.0) / 2.0;

  float levels = 10.0; 
  float band_value_for_color = floor(noise_val * levels) / levels;
  float pos_in_band_segment = fract(noise_val * levels); // Value from 0.0 to 1.0 within the segment

  float line_width_target = 0.5; // The "solid" part of the line

  // ---- SIMPLER ANTI-ALIASING ----
  // Define a "feather" or "softness" amount. This is how much extra space on EACH side of the
  // line_width_target will be used for the smooth transition.
  // This value is also in the [0,1] space of pos_in_band_segment.
  // A smaller value = sharper edge. A larger value = softer, wider perceived line.
  float feather = 0.1; // Try values like 0.01, 0.02, 0.03, 0.05

  // Calculate the edges for smoothstep
  // Edge0: where the line starts to fade IN (inner edge of feathering)
  // Edge1: where the line is fully opaque (outer edge of feathering for fade-in, start of solid part)
  // Edge2: where the line starts to fade OUT (end of solid part, inner edge of feathering for fade-out)
  // Edge3: where the line is fully transparent (outer edge of feathering for fade-out)

  // The line effectively "exists" from 0 to line_width_target.
  // We want to smooth the transition around 0 and around line_width_target.

  float edge0 = 0.0 - feather;            // Start fading in before 0
  float edge1 = 0.0 + feather;            // Fully faded in after 0
  float edge2 = line_width_target - feather; // Start fading out before line_width_target
  float edge3 = line_width_target + feather; // Fully faded out after line_width_target

  // Alpha contribution from the "fade-in" part (from edge0 to edge1)
  float alpha_in = smoothstep(edge0, edge1, pos_in_band_segment);
  
  // Alpha contribution from the "fade-out" part (from edge2 to edge3)
  // This needs to be 1.0 when pos_in_band_segment < edge2, and ramp down to 0.0 at edge3.
  float alpha_out = 1.0 - smoothstep(edge2, edge3, pos_in_band_segment);

  // The final alpha is the minimum of these two, ensuring it forms a band.
  // This creates a plateau of 1.0 between edge1 and edge2.
  float line_alpha = min(alpha_in, alpha_out);
  
  line_alpha = clamp(line_alpha, 0.0, 1.0); // Just in case

  // Alternative: A simpler single smoothstep if line_width_target is the center
  // and feather is half the total width of the smoothed line. This is for a line
  // *centered* at line_width_target / 2.
  // Our current line starts at 0.
  // float line_center = line_width_target / 2.0;
  // float half_line_plus_feather = line_width_target / 2.0 + feather;
  // line_alpha = 1.0 - smoothstep(line_center - half_line_plus_feather,
  //                               line_center + half_line_plus_feather,
  //                               abs(pos_in_band_segment - line_center));
  // This alternative approach creates a line centered around line_center with a total
  // smoothed width of 2.0 * half_line_plus_feather.
  // For our current setup where the line starts at 0 and goes to line_width_target,
  // the min(alpha_in, alpha_out) is more direct.

  vec3 final_color_rgb = vec3(0.0);
  if (line_alpha > 0.001) {
      final_color_rgb = colormap_clean(band_value_for_color);
  }

  out_FragColor = vec4(final_color_rgb, line_alpha);
}
`;

            // --- Shader Program Setup ---
            function createShader(glInstance, type, source) {
                const shader = glInstance.createShader(type);
                glInstance.shaderSource(shader, source);
                glInstance.compileShader(shader);
                if (
                    !glInstance.getShaderParameter(
                        shader,
                        glInstance.COMPILE_STATUS,
                    )
                ) {
                    const shaderType =
                        type === glInstance.VERTEX_SHADER ? "Vertex" : "Fragment";
                    console.error(
                        `TopoShader: Error compiling ${shaderType} shader:\n${glInstance.getShaderInfoLog(shader)}`,
                    );
                    const sourceLines = source.split("\n");
                    let formattedSource = "";
                    for (let i = 0; i < sourceLines.length; i++) {
                        formattedSource += `${i + 1}: ${sourceLines[i]}\n`;
                    }
                    console.error("Shader Source:\n" + formattedSource);
                    glInstance.deleteShader(shader);
                    return null;
                }
                return shader;
            }

            const vertexShader = createShader(gl, gl.VERTEX_SHADER, vsSource);
            const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fsSource);

            if (!vertexShader || !fragmentShader) {
                console.error("TopoShader: Shader creation failed. Aborting.");
                return;
            }

            const program = gl.createProgram();
            gl.attachShader(program, vertexShader);
            gl.attachShader(program, fragmentShader);
            gl.linkProgram(program);

            if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
                console.error(
                    "TopoShader: Error linking program: " +
                    gl.getProgramInfoLog(program),
                );
                return;
            }

            // --- Data, Attributes, Uniforms ---
            const positionBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
            const positions = [-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1];
            gl.bufferData(
                gl.ARRAY_BUFFER,
                new Float32Array(positions),
                gl.STATIC_DRAW,
            );

            // Note: In WebGL2, you might query attribute locations before linking,
            // or use layout qualifiers in GLSL. getAttribLocation after linking is fine.
            const positionAttributeLocation = gl.getAttribLocation(
                program,
                "a_position",
            );
            const resolutionUniformLocation = gl.getUniformLocation(
                program,
                "u_resolution",
            );
            const timeUniformLocation = gl.getUniformLocation(program, "u_time");

            // --- Render Loop ---
            let animationFrameId = null;
            function render(time) {
                time *= 0.001;

                const displayWidth = canvas.clientWidth;
                const displayHeight = canvas.clientHeight;
                if (
                    canvas.width !== displayWidth ||
                    canvas.height !== displayHeight
                ) {
                    canvas.width = displayWidth;
                    canvas.height = displayHeight;
                    gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
                }

                gl.clearColor(0.0, 0.0, 0.0, 0.0);
                gl.clear(gl.COLOR_BUFFER_BIT);

                gl.enable(gl.BLEND);
                gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

                gl.useProgram(program);

                gl.enableVertexAttribArray(positionAttributeLocation);
                gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
                // For WebGL2, ensure vertexAttribPointer types match 'in' variable type in shader
                gl.vertexAttribPointer(
                    positionAttributeLocation,
                    2,
                    gl.FLOAT,
                    false,
                    0,
                    0,
                );

                gl.uniform2f(
                    resolutionUniformLocation,
                    gl.canvas.width,
                    gl.canvas.height,
                );
                gl.uniform1f(timeUniformLocation, time);

                gl.drawArrays(gl.TRIANGLES, 0, 6);

                animationFrameId = requestAnimationFrame(render);
            }
            animationFrameId = requestAnimationFrame(render);
        }

        if (document.readyState === "loading") {
            document.addEventListener("DOMContentLoaded", initTopoShader);
        } else {
            initTopoShader();
        }
    </script>
</body>

</html>