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<!doctype html>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1,maximum-scale=1,user-scalable=no">
<title>ANTTI'S BRAIN — DESCENT · infinite procedural key-hunt</title>
<style>
:root{
--void:#04060b; --ink:#c9d4e0; --amber:#e8b13a; --amber-dim:#8a6d2c;
--cyan:#54d2e2; --line:#1b2436; --dim:#67788d; --green:#4ec98f; --red:#e06060;
--gold:#ffd76a;
}
*{box-sizing:border-box}
html,body{margin:0;height:100%;background:var(--void);overflow:hidden;
font-family:ui-monospace,"SF Mono",Menlo,Consolas,monospace;color:var(--ink)}
#gl{position:fixed;inset:0;width:100%;height:100%;display:block;cursor:grab}
#gl.drag{cursor:grabbing}
.panel{position:fixed;background:rgba(6,9,16,.74);border:1px solid var(--line);
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#hud{top:14px;left:14px;padding:12px 14px;min-width:270px;font-size:11px;line-height:1.7}
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#hud .ttl b{color:var(--amber-dim);font-weight:400}
#hud .row{display:flex;justify-content:space-between;color:#8494a8;gap:14px}
#hud .row span{color:var(--ink)}
#hud .row .k{color:var(--dim)}
#hud .row .room{color:var(--cyan);letter-spacing:.08em}
#hud .row .lvl{color:var(--gold);letter-spacing:.12em}
#hud .row .keyok{color:var(--green)}
#hud .row .keyno{color:var(--gold)}
#resWrap{margin-top:6px}
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color:var(--dim);font-size:10px;line-height:1.6;max-width:300px}
#ctl{bottom:14px;left:14px;padding:12px 14px;width:288px;font-size:11px}
#ctl h2{margin:0 0 9px;font-size:10px;letter-spacing:.16em;text-transform:uppercase;
color:var(--cyan);font-weight:600}
.modes{display:flex;gap:6px;margin-bottom:11px}
.modes button{flex:1}
.field{margin:8px 0}
.field label{display:flex;justify-content:space-between;color:#8494a8;margin-bottom:4px}
.field label var{color:var(--ink);font-style:normal}
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#stat{margin-top:7px;font-size:10px;color:var(--dim);min-height:13px;word-break:break-all}
#help{bottom:14px;right:14px;padding:11px 13px;font-size:10.5px;line-height:1.85;
color:#73859a;text-align:right}
#help b{color:var(--amber)}
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opacity:0;transition:opacity .5s;z-index:8}
#banner .b1{font-size:22px;letter-spacing:.4em;color:var(--gold);text-transform:uppercase;
text-shadow:0 0 24px rgba(255,215,106,.55)}
#banner .b2{font-size:11px;color:var(--dim);margin-top:8px;letter-spacing:.14em}
#banner.show{opacity:1}
#boot{position:fixed;inset:0;display:flex;flex-direction:column;gap:10px;
align-items:center;justify-content:center;background:rgba(4,6,11,.92);z-index:9;
transition:opacity .8s;text-align:center;padding:20px}
#boot.gone{opacity:0;pointer-events:none}
#boot .big{font-size:15px;letter-spacing:.28em;color:var(--amber)}
#boot .sub{font-size:11px;color:var(--dim);line-height:1.9;max-width:520px}
#boot .sub em{color:var(--gold);font-style:normal}
#bootStat{font-size:11px;color:var(--cyan);letter-spacing:.12em;min-height:14px}
#boot.err .big{color:var(--red)}
#boot.err .sub{color:#c99;word-break:break-all;text-align:left}
</style>
<canvas id="gl"></canvas>
<div id="boot">
<div class="big">ANTTI'S BRAIN — DESCENT</div>
<div class="sub">an endless chain of chambers, hallucinated from one seed.<br>
each level is a run of rooms. somewhere in it, one crystal is not like the others:<br>
it pulses <em>gold</em>. touch it, and the red seal on the far gate dissolves.<br>
pass the gate: next level. rooms grow heavier, more twisted, stranger in shape.<br><br>
the <em>resonance</em> meter runs hot as you near the key. no enemies, no clocks —<br>
only geometry, depth, and the hash. nothing is stored; walk back and every<br>
room is re-dreamed identically. click / drag to enter · mouse look is inverted.<br><br>
<em>first launch:</em> the GPU driver compiles the shader once, then caches it.<br>
the world is now ONE branchless shape kernel — this should take seconds, not<br>
minutes. the counter below is honest elapsed time either way.</div>
<div id="bootStat">waking up…</div>
</div>
<div id="banner"><div class="b1" id="bn1"></div><div class="b2" id="bn2"></div></div>
<div id="hud" class="panel">
<div class="ttl">Brain — Descent <b id="fps">— fps</b></div>
<div class="row"><span class="k">level</span><span class="lvl" id="lvlV">1</span></div>
<div class="row"><span class="k">room in level</span><span id="progV"></span></div>
<div class="row"><span class="k">chamber</span><span class="room" id="roomV"></span></div>
<div class="row"><span class="k">index / shape</span><span id="roomI"></span></div>
<div class="row"><span class="k">mass · twist</span><span id="massV"></span></div>
<div class="row"><span class="k">key crystal</span><span id="keyV" class="keyno">not found</span></div>
<div id="resWrap"><label>resonance <span id="resT"></span></label>
<div id="resBar"><div id="resFill"></div></div></div>
<div class="row" style="margin-top:6px"><span class="k">mode</span><span id="modeV">Boundary</span></div>
<div class="row"><span class="k">boundary</span><span id="src"></span></div>
<div class="row"><span class="k">music</span><span id="musV"></span></div>
<div class="row"><span class="k">position</span><span id="pos"></span></div>
<div class="note" id="modeNote"></div>
</div>
<div id="ctl" class="panel">
<h2>The descent</h2>
<div class="modes">
<button id="m0" class="on">Boundary</button>
<button id="m1">Projection</button>
<button id="m2">Cascade</button>
<button id="m3">Glass</button>
</div>
<div class="field"><label>Mass gain <var id="m_l">1.0</var></label>
<input id="m" type="range" min="0.2" max="2.2" step="0.05" value="1.0"></div>
<div class="field"><label>Lensing <var id="g_l">1.0</var></label>
<input id="g" type="range" min="0" max="3" step="0.05" value="1.0"></div>
<div class="field"><label>Music volume <var id="v_l">0.5</var></label>
<input id="v" type="range" min="0" max="1" step="0.05" value="0.5"></div>
<div class="btns">
<button id="bSave">Save</button>
<button id="bLoad">Load</button>
<button id="bCode">Save code</button>
</div>
<div class="btns">
<button id="bMus" class="on">Music: on</button>
<button id="bSrc">Test pattern</button>
</div>
<div class="btns">
<button id="bSeed">New brain</button>
<button id="bIdle" class="on">Idle spin: on</button>
</div>
<div id="stat"></div>
</div>
<div id="help" class="panel">
<b>W A S D</b> move · <b>Q E</b> down/up<br>
drag to look (inverted) · <b>shift</b> boost<br>
gold pulse = the key · red membrane = the seal<br>
the amber thread lives in the gates
</div>
<video id="vid" style="display:none" playsinline muted></video>
<script>
'use strict';
/* Do not hype. Do not lie. Just show. */
const $=id=>document.getElementById(id);
const cvs=$('gl'), boot=$('boot');
/* any failure paints itself on the boot screen instead of dying silently */
function bootErr(t){
if(window.dreamTick){clearInterval(window.dreamTick);window.dreamTick=null;}
boot.classList.add('err');boot.classList.remove('gone');
boot.innerHTML='<div class="big">It broke — here is why</div><div class="sub">'
+String(t).replace(/[<>&]/g,c=>({'<':'&lt;','>':'&gt;','&':'&amp;'}[c])).slice(0,600)+'</div>';
}
window.onerror=(m,s,l,c,e)=>{bootErr((e&&e.stack)||m+' @ line '+l);};
window.addEventListener('unhandledrejection',e=>bootErr(e.reason));
let gl=cvs.getContext('webgl2',{antialias:false,powerPreference:'high-performance'});
if(!gl)gl=cvs.getContext('webgl2');
if(!gl){bootErr('No WebGL2 — this brain needs a WebGL2 browser.');throw new Error('no webgl2');}
const MAXW=15; /* up to 5 moons x 3 live rooms */
const VERT=`#version 300 es
void main(){vec2 p=vec2((gl_VertexID<<1)&2,gl_VertexID&2);gl_Position=vec4(p*2.0-1.0,0.0,1.0);}`;
const FRAG=`#version 300 es
precision highp float;
out vec4 O;
uniform vec2 iRes;
uniform float iTime;
uniform vec3 camP,camR,camU,camF;
uniform int nWell,mode,keyWell;
/* loop bounds as UNIFORMS: the D3D/ANGLE compiler cannot know their value,
so it cannot unroll the raymarch 180-wide (x26 for the glass chord) —
it must compile each loop body ONCE. This is the first-launch fix. */
uniform int marchN,glassN,escN;
uniform vec4 wells[${MAXW}]; /* xyz pos · w size */
uniform vec3 wellCol[${MAXW}];
uniform vec4 wellPar[${MAXW}]; /* x spin-xz · y spin-xy · z room index · w free */
uniform vec3 roomPos[3]; /* prev · current · next */
uniform vec4 roomPar[3]; /* x size · y p-xz · z p-vert · w squash */
uniform vec4 roomMod[3]; /* x twist · y breath amp · z breath freq · w mass */
uniform vec4 roomShp[3]; /* x ripple amp · y lobes · z ring blend · w free */
uniform vec3 roomTintU[3];
uniform vec4 seal; /* xyz pos · w radius (<0 = open) */
uniform float mGain,lensK;
uniform sampler2D camTex;
/* ---------- primitives ---------- */
vec2 rot2(vec2 v,float a){float c=cos(a),s=sin(a);return vec2(c*v.x-s*v.y,s*v.x+c*v.y);}
float sdSeg(vec3 p,vec3 a,vec3 b){vec3 pa=p-a,ba=b-a;
float h=clamp(dot(pa,ba)/dot(ba,ba),0.0,1.0);return length(pa-ba*h);}
/* ---------- THE ONE SHAPE — the Aeon Forge move applied to geometry.
Shape is a PARAMETER VECTOR drawn from the hash, not a branch:
px cross-section exponent (2 = circle -> 8 = square)
pv profile exponent (2 = ball -> 8 = prism)
hy squash ratio (height / size)
aa · an angular ripple amp · lobes (gears, stars)
tw torus blend (0 = solid -> 1 = ring)
One branchless formula: compiles in a blink, and rooms MORPH
continuously with depth instead of unlocking discrete shapes.
Conservative distance: p-norms with p>=2 are 1-Lipschitz, mix of
1-Lipschitz fields is 1-Lipschitz, ripple guarded by its own slope. */
float shapeSD(vec3 q,float s,float px,float pv,float hy,
float aa,float an,float tw){
float cx=pow(pow(abs(q.x)+1e-5,px)+pow(abs(q.z)+1e-5,px),1.0/px);
float lp=pow(pow(cx,pv)+pow(abs(q.y/hy)+1e-5,pv),1.0/pv);
float d=(lp-s)*min(hy,1.0);
if(tw>0.001){
float dR=length(vec2(length(q.xz)-s*0.72,q.y))-s*0.42;
d=mix(d,dR,tw);
}
if(aa>0.001){
float rr=length(q.xz);
float w=clamp(rr/(0.35*s),0.0,1.0); /* fade lobes near the axis:
kills the 1/r slope blow-up */
d-=s*aa*w*cos(an*atan(q.z,q.x+1e-6));
}
return d/(1.0+aa*(an+1.0)*2.9); /* true slope bound of the faded ripple */
}
float roomSD(vec3 p,int r){
vec3 q=p-roomPos[r];
float tw=roomMod[r].x;
if(abs(tw)>0.0005) q.xz=rot2(q.xz,q.y*tw);
float d=shapeSD(q,roomPar[r].x,roomPar[r].y,roomPar[r].z,roomPar[r].w,
roomShp[r].x,roomShp[r].y,roomShp[r].z);
float ra=roomMod[r].y;
if(ra>0.001) d+=ra*sin(q.x*roomMod[r].z)*sin(q.y*roomMod[r].z)*sin(q.z*roomMod[r].z);
return d/(1.0+abs(tw)*roomPar[r].x*0.6+ra*roomMod[r].z); /* Lipschitz guard */
}
float worldSD(vec3 p){
float d=min(roomSD(p,0),min(roomSD(p,1),roomSD(p,2)));
d=min(d,sdSeg(p,roomPos[0],roomPos[1])-1.7);
d=min(d,sdSeg(p,roomPos[1],roomPos[2])-1.7);
return d;}
int nearestRoom(vec3 p){
float d0=roomSD(p,0),d1=roomSD(p,1),d2=roomSD(p,2);
return d0<d1?(d0<d2?0:2):(d1<d2?1:2);}
vec3 wallNormal(vec3 p){ /* inward-facing */
const vec2 e=vec2(0.02,-0.02);
return -normalize(
e.xyy*worldSD(p+e.xyy)+e.yyx*worldSD(p+e.yyx)+
e.yxy*worldSD(p+e.yxy)+e.xxx*worldSD(p+e.xxx));}
/* ---------- moons wear their room's shape — the SAME kernel,
shrunk and rounded into optical glass. no tables, no branches. ---------- */
float moonSD(vec3 p,int k){
vec3 q=p-wells[k].xyz;
float s=wells[k].w;
float bs=length(q)-s*2.2;
if(bs>0.6) return bs;
q.xz=rot2(q.xz,wellPar[k].x);
q.xy=rot2(q.xy,wellPar[k].y);
int ri=int(wellPar[k].z+0.5);
return shapeSD(q,s*0.62,roomPar[ri].y,roomPar[ri].z,roomPar[ri].w,
roomShp[ri].x,roomShp[ri].y,roomShp[ri].z)-s*0.10;
}
vec3 moonNormal(vec3 p,int k){
const vec2 e=vec2(0.012,-0.012);
return normalize(
e.xyy*moonSD(p+e.xyy,k)+e.yyx*moonSD(p+e.yyx,k)+
e.yxy*moonSD(p+e.yxy,k)+e.xxx*moonSD(p+e.xxx,k));}
/* ---------- boundary images ---------- */
vec3 eqSample(vec3 n){
float u=0.5+atan(n.z,n.x)*0.159155;
float v=0.5-asin(clamp(n.y,-1.0,1.0))*0.318310;
return texture(camTex,vec2(1.0-u,v)).rgb;}
vec3 wallImg(vec3 p){
int r=nearestRoom(p);
return eqSample(normalize(p-roomPos[r]))*roomTintU[r];}
void main(){
vec2 uv0=(gl_FragCoord.xy-0.5*iRes)/iRes.y;
vec3 x=camP;
vec3 rd=normalize(uv0.x*camR+uv0.y*camU+1.5*camF);
vec3 glow=vec3(0.0), tint=vec3(1.0), accum=vec3(0.0), col=vec3(0.0);
float trav=0.0, stp=0.05;
int bnc=0; bool done=false;
const int MAXB=12;
/* the amber thread lives only in the corridors, not in the rooms */
vec3 gA0=mix(roomPos[0],roomPos[1],0.28), gB0=mix(roomPos[0],roomPos[1],0.72);
vec3 gA1=mix(roomPos[1],roomPos[2],0.28), gB1=mix(roomPos[1],roomPos[2],0.72);
for(int i=0;i<marchN;i++){
/* lensing: deflection per path length, dtheta ~ gradPhi * ds */
if(lensK>0.001){
vec3 pull=vec3(0.0);
for(int k=0;k<nWell;k++){
vec3 dv=wells[k].xyz-x; float r2=dot(dv,dv)+0.4;
pull+=dv*inversesqrt(r2)*(wells[k].w*mGain/r2); }
rd=normalize(rd+pull*stp*0.055*lensK);
}
float dm=1e9; int hb=-1;
for(int k=0;k<nWell;k++){
float sd=moonSD(x,k);
float r=length(x-wells[k].xyz);
float e=wells[k].w*mGain/(r+1.0);
glow+=wellCol[k]*e*e*0.03*stp;
if(k==keyWell) /* the key crystal breathes gold */
glow+=vec3(1.0,0.80,0.30)*e*e*(0.05+0.045*sin(iTime*4.0))*stp;
if(sd<dm){dm=sd;hb=k;} }
float dw=-worldSD(x);
{
float dg=min(sdSeg(x,gA0,gB0),sdSeg(x,gA1,gB1));
glow+=vec3(0.91,0.69,0.23)*(0.010*stp/(dg*dg+0.15))*smoothstep(4.0,1.0,dg);
}
float dsl=1e9;
if(seal.w>0.0){
dsl=length(x-seal.xyz)-seal.w;
glow+=vec3(0.95,0.22,0.18)*(0.012*stp/(dsl*dsl+0.22))*smoothstep(6.0,1.5,dsl);
if(dsl<0.04){ /* the red membrane: sealed exit */
float pl=0.5+0.5*sin(iTime*3.0+x.y*2.2+x.x*1.3);
col=(vec3(0.72,0.10,0.09)+vec3(0.35,0.06,0.05)*pl)*tint;
done=true; break;
}
}
if(dm<0.03 && hb>=0){
vec3 n=moonNormal(x,hb);
/* THE OPTICAL HACK: decouple shape from optics.
Flat faces have a constant n — eqSample(n) smears ONE webcam pixel
across the whole face, and refract(rd,n) acts like a window pane.
'radial' is the crystal-ball normal the shape WOULD have if it were
a sphere; texture wraps with it, and light bends through a blend of
the two, so a sharp cube refracts like a lens. The SDF march below
is untouched: silhouettes stay crisp, the ray still flies on. */
vec3 radial=normalize(x-wells[hb].xyz);
vec3 opticN=normalize(mix(n,radial,0.75));
if(dot(-rd,opticN)<=0.0) opticN=n; /* silhouette guard: never face away from the ray */
float F=0.04+0.96*pow(1.0-max(dot(-rd,opticN),0.0),5.0); /* Schlick, glass F0 */
if(mode==1){ /* PROJECTION: moons carry the image (opaque) */
float L=0.0; for(int k=0;k<nWell;k++){
L+=wells[k].w*mGain/(length(x-wells[k].xyz)+1.0);}
col=tint*eqSample(radial)*(0.55+0.7*min(L,1.4)); done=true; break;
}
if(mode==2){
/* CASCADE: the inspiration.html magic, verbatim in spirit.
The ray NEVER enters the crystal. It deposits a translucent
layer of the boundary image (hologram accumulation), then
bounces off the sphere-blended normal and keeps flying —
moon to wall to moon. Recursion is capped at 4 like the
original: it LOOKS endless because the lensing fisheye
compounds every bounce. Cheap, so it can never TDR. */
accum+=tint*eqSample(radial)*0.5;
rd=reflect(rd,opticN);
tint*=0.62; bnc++;
if(bnc>4){col=accum;done=true;break;}
for(int j=0;j<escN;j++){ if(moonSD(x,hb)>0.05)break; x+=n*0.05; }
x+=rd*0.04; trav+=0.08; stp=0.05; continue;
}
if(mode==0){
/* BOUNDARY: the rajapinta_box move — moons are curved mirrors.
gravity already bent the ray on the way in; the surface just
reflects the boundary. your face drags where the moon passes. */
rd=reflect(rd,opticN);
tint*=0.82; bnc++;
if(bnc>4){col=vec3(0.0);done=true;break;}
for(int j=0;j<escN;j++){ if(moonSD(x,hb)>0.05)break; x+=n*0.05; }
x+=rd*0.04; trav+=0.08; stp=0.05; continue;
}
/* GLASS (mode 3): heavy optical crystal — the one bulk-transport
mode, kept as the honest-physics exhibit. Snell in, marched
chord, Beer-Lambert tint, Snell out. Affordable ONLY because
Glass rays terminate at the first (image) wall; in the
mirror-wall modes this march is what caused the TDR. */
glow+=tint*eqSample(reflect(rd,opticN))*F*0.55; /* mirror glint, Fresnel-weighted */
bnc++; if(bnc>MAXB){col=vec3(0.0);done=true;break;}
const float IOR=1.45;
vec3 d=refract(rd,opticN,1.0/IOR);
if(dot(d,d)<1e-4) d=reflect(rd,opticN); /* entry-grazing guard */
x-=n*0.04; /* step inside the glass */
float chord=0.0;
for(int j=0;j<glassN;j++){
float sd=moonSD(x,hb);
if(sd>-0.006){ /* reached the far surface */
vec3 ne=moonNormal(x,hb);
/* same optical hack on the way out: the far side of a flat pane
must also curve like the back of a lens, or the compression
cancels and the world-in-a-world never forms */
vec3 radE=normalize(x-wells[hb].xyz);
vec3 opticNE=normalize(mix(ne,radE,0.75));
if(dot(d,opticNE)<=0.0) opticNE=ne; /* exit guard: normal must face along the ray */
vec3 ro=refract(d,-opticNE,IOR);
if(dot(ro,ro)<1e-4){ d=reflect(d,-opticNE); x+=d*0.03; chord+=0.03; continue; } /* TIR: bounce inside */
d=ro; break; /* refract out */
}
float st=max(-sd*0.8,0.025);
x+=d*st; chord+=st;
}
/* Beer-Lambert: the crystal's colour tints what passes through, by chord length */
tint*=exp(-(vec3(1.0)-wellCol[hb])*chord*0.35)*0.96;
rd=d;
vec3 ne2=moonNormal(x,hb);
for(int j=0;j<escN;j++){ if(moonSD(x,hb)>0.05)break; x+=ne2*0.05; }
x+=rd*0.04; trav+=chord+0.08; stp=0.05; continue;
}
if(dw<0.03){
if(mode==0||mode==3){ /* BOUNDARY & GLASS: walls are the image */
vec3 wc=wallImg(x);
float L=0.0; for(int k=0;k<nWell;k++){
L+=wells[k].w*mGain/(length(x-wells[k].xyz)+1.0);}
float fog=exp(-trav*0.010);
col=wc*tint*(0.30+1.1*min(L,1.6))*fog; done=true; break;
} else { /* PROJECTION / CASCADE: walls mirror */
vec3 n=wallNormal(x);
rd=reflect(rd,n); tint*=0.85; bnc++;
if(bnc>4){ col=(mode==2)?accum:vec3(0.0); done=true; break; } /* inspiration's maxBnc=4 */
for(int j=0;j<escN;j++){ if(-worldSD(x)>0.05)break; x+=n*0.05; }
x+=rd*0.04; stp=0.05; continue;
}
}
stp=clamp(min(min(dm,dw),dsl)*0.9,0.03,3.0);
x+=rd*stp; trav+=stp;
if(trav>260.0)break;
}
if(!done) col=(mode==2)?accum:vec3(0.0);
col+=glow;
col=col/(col+1.0);
col=pow(col,vec3(0.4545));
float vig=1.0-0.35*dot(uv0,uv0);
O=vec4(col*vig,1.0);
}`;
/* ---------------- boundary texture (webcam + fallback) ---------------- */
const vid=$('vid');
let camOK=false, useCam=true;
const camTex=gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D,camTex);
gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MAG_FILTER,gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.CLAMP_TO_EDGE);
if(navigator.mediaDevices&&navigator.mediaDevices.getUserMedia){
navigator.mediaDevices.getUserMedia({video:{width:640,height:480,facingMode:'user'}})
.then(st=>{vid.srcObject=st;vid.play();camOK=true;setSrcLabel();})
.catch(()=>{useCam=false;camOK=false;setSrcLabel();});
}else{useCam=false;setSrcLabel();}
const pat=document.createElement('canvas');pat.width=256;pat.height=256;
const pctx=pat.getContext('2d');
function drawPattern(t){
const g=pctx.createLinearGradient(0,0,0,256);
g.addColorStop(0,'#2a3550');g.addColorStop(1,'#6a4a70');
pctx.fillStyle=g;pctx.fillRect(0,0,256,256);
const cx=128+64*Math.cos(0.6*t),cy=128+48*Math.sin(0.9*t);
for(let s=0;s<24;s++){
pctx.fillStyle=s%2?'#d8c890':'#705838';
pctx.beginPath();pctx.arc(cx,cy,46-s*1.9,0,7);pctx.fill();
}
pctx.fillStyle='#101018';pctx.fillRect(176,56,40,40);
pctx.fillStyle='#c9d4e0';pctx.font='14px monospace';
pctx.fillText('no camera — pattern',56,240);
}
function setSrcLabel(){
$('src').textContent=useCam&&camOK?'webcam live':'test pattern';
$('bSrc').textContent=useCam?'Test pattern':'Use camera';
}
function uploadBoundary(t){
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D,camTex);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL,true);
if(useCam&&camOK&&vid.readyState>=2){
gl.texImage2D(gl.TEXTURE_2D,0,gl.RGBA,gl.RGBA,gl.UNSIGNED_BYTE,vid);
}else{
drawPattern(t);
gl.texImage2D(gl.TEXTURE_2D,0,gl.RGBA,gl.RGBA,gl.UNSIGNED_BYTE,pat);
}
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL,false);
}
/* =====================================================================
THE PROCEDURAL BRAIN — now with LEVELS
Every chamber is a pure function of (SEED, index). Nothing is stored.
Level L is a run of depth(L) rooms. One room hides the KEY CRYSTAL
(moon 0, gold, pulsing). The far gate of the level is SEALED until
the key is touched. Room mass, twist, ripple and the shape pool all
deepen with the level. Save = 6 numbers. Everything else is hash.
===================================================================== */
let SEED=(Math.random()*4294967296)>>>0;
function rng(i,salt){
let t=(SEED ^ Math.imul(i|0,2654435761) ^ Math.imul(salt|0,40503))>>>0;
t=Math.imul(t^(t>>>15),t|1);
t^=t+Math.imul(t^(t>>>7),t|61);
return ((t^(t>>>14))>>>0)/4294967296;
}
/* shape is continuous now — names are nearest archetypes, for the HUD */
function shapeName(d){
if(d.tw>0.30)return 'RING';
if(d.aa>0.05)return (d.an>=8?'GEAR-':'STAR-')+d.an;
const bx=d.px>4.5, pr=d.pv>4.5;
if(bx&&pr)return 'CUBE';
if(!bx&&pr)return 'CYLINDER';
if(bx&&!pr)return 'CUSHION';
if(d.hy<0.62)return 'DOME';
return 'ORB';
}
const SYL=['KA','RA','JA','PIN','TA','VUO','LU','MI','SA','TÄH','TI','KI','VI','HEL','ME','NU','SO','LO'];
/* ------- level geometry: depth(L) rooms per level, cumulative starts ------- */
function depthOf(L){return Math.min(3+L,10);} /* L1: 4 rooms … caps at 10 */
function levelStartOf(L){let s=0;for(let k=1;k<L;k++)s+=depthOf(k);return s;}
function levelOfRoom(i){
if(i<0)return 1; /* the ante-brain: level 1 rules */
let L=1,s=0;
while(s+depthOf(L)<=i){s+=depthOf(L);L++;}
return L;
}
function rngL(L,salt){return rng(0x5EED+Math.imul(L,131),7000+salt);}
function keyRoomOf(L){const d=depthOf(L);
return levelStartOf(L)+1+Math.floor(rngL(L,1)*(d-1));}
function exitRoomOf(L){return levelStartOf(L)+depthOf(L)-1;}
function nMoonsOf(L){return Math.min(3+((L-1)>>1),5);}
function roomDef(i){
const L=levelOfRoom(i);
/* the Aeon Forge move: depth widens the PARAMETER RANGES of one kernel —
rooms morph continuously with the descent instead of unlocking shapes */
const spread=Math.min(1.2+L*0.8,6.0);
const px=2.0+rng(i,1)*spread; /* 2 circle -> 8 square */
const pv=2.0+rng(i,4)*spread; /* 2 ball -> 8 prism */
const size=7.0+rng(i,2)*4.0+Math.min(L*0.15,3.0);
const height=4.5+rng(i,3)*2.5;
const hy=Math.min(Math.max(height/size,0.45),1.0);
const an=4+Math.floor(rng(i,13)*9); /* 4..12 lobes */
let aa=L>=2?rng(i,12)*rng(i,12)*Math.min(0.02+L*0.013,0.12):0.0; /* lobes amp */
aa=Math.min(aa,0.5/an); /* slope budget: aa*an <= 0.5 */
let tw=L>=4?Math.pow(rng(i,14),1.5)*Math.min((L-3)*0.10,0.55):0.0; /* ring blend */
const hue=rng(i,5);
const turn=(rng(i,6)-0.5)*2.4; /* gate heading vs. entry */
let twist=(rng(i,8)-0.5)*2.0*Math.min(0.015+L*0.011,0.13);
let ripA=Math.min(Math.max(L-2,0)*0.06,0.45)*rng(i,9);
const ripF=0.5+rng(i,10)*1.2;
/* GUARANTEE the room centre is deep interior (transition fires at -1.0).
Pure function of the drawn values, so still deterministic per (SEED,i).
Lobes are zero at the axis (faded), so they don't enter the formula. */
const cDepth=()=>((-(size*hy)*(1-tw)+size*0.30*tw)
/(1.0+aa*(an+1.0)*2.9)
/(1.0+Math.abs(twist)*size*0.6+ripA*ripF));
for(let g=0;g<10 && cDepth()>-1.3;g++){
tw*=0.7; aa*=0.7;
if(g>2){twist*=0.75; ripA*=0.75;}
}
const massK=Math.min(0.7+rng(i,11)*0.9+L*0.04,2.8);
let name='';const nc=2+Math.floor(rng(i,7)*2);
for(let k=0;k<nc;k++)name+=SYL[Math.floor(rng(i,20+k)*SYL.length)];
const tint=[0.86+0.14*Math.cos(6.283*hue),
0.86+0.14*Math.cos(6.283*(hue+0.33)),
0.86+0.14*Math.cos(6.283*(hue+0.66))];
return {px,pv,hy,aa,an,tw,size,height,hue,turn,name,tint,twist,ripA,ripF,massK,level:L};
}
function moonDef(i,m){ /* moon m of room i — re-dreamed identically every visit */
const s=100+m*13;
const mass=-Math.log(1e-6+rng(i,s+1));
return {mass,
fx:0.05+rng(i,s+2)*0.20, fy:0.05+rng(i,s+3)*0.20, fz:0.05+rng(i,s+4)*0.20,
px:rng(i,s+5)*6.283, py:rng(i,s+6)*6.283, pz:rng(i,s+7)*6.283,
ax:0.28+rng(i,s+8)*0.22, ay:0.25+rng(i,s+9)*0.22, az:0.28+rng(i,s+10)*0.22,
ra:(rng(i,s+11)-0.5)*1.2, rb:(rng(i,s+12)-0.5)*1.2,
pa:rng(i,s+13)*6.283, pb:rng(i,s+14)*6.283,
hue:rng(i,s+15)};
}
/* ------- game state ------- */
let LEVEL=1, keyFound=false, maxReached=1;
let CI=0, dirIn=[Math.sin(rng(0,99)*6.283),Math.cos(rng(0,99)*6.283)];
let R={}; /* the three live rooms: def, center, index */
function rotXZ(v,a){const c=Math.cos(a),s=Math.sin(a);return [c*v[0]-s*v[1],s*v[0]+c*v[1]];}
function computeDirIn(N){ /* dirIn is a pure function of SEED and N */
let d=[Math.sin(rng(0,99)*6.283),Math.cos(rng(0,99)*6.283)];
if(N>0){for(let j=0;j<N;j++)d=rotXZ(d,roomDef(j).turn);}
else if(N<0){for(let j=-1;j>=N;j--)d=rotXZ(d,-roomDef(j).turn);}
return d;
}
function rebuildChain(){
const dPrev=roomDef(CI-1), dCur=roomDef(CI), dNext=roomDef(CI+1);
const dirOut=rotXZ(dirIn,dCur.turn);
const Dn=dCur.size+dNext.size+12.0, Dp=dPrev.size+dCur.size+12.0;
R={
idx:[CI-1,CI,CI+1],
def:[dPrev,dCur,dNext],
pos:[[-dirIn[0]*Dp,0,-dirIn[1]*Dp],[0,0,0],[dirOut[0]*Dn,0,dirOut[1]*Dn]],
dirOut
};
$('roomV').textContent=dCur.name;
$('roomI').textContent='#'+CI+' · '+shapeName(dCur)
+' · p'+dCur.px.toFixed(1)+'/'+dCur.pv.toFixed(1)
+(dCur.tw>0.01?' · ring '+dCur.tw.toFixed(2):'');
$('massV').textContent=dCur.massK.toFixed(2)+' · '+(dCur.twist>=0?'+':'')+dCur.twist.toFixed(3);
updateLevelHud();
}
function banner(a,b){
$('bn1').textContent=a;$('bn2').textContent=b||'';
const el=$('banner');el.classList.add('show');
clearTimeout(banner.t);banner.t=setTimeout(()=>el.classList.remove('show'),2600);
}
function updateLevelHud(){
$('lvlV').textContent=LEVEL;
const rIn=CI-levelStartOf(LEVEL);
$('progV').textContent=(CI<0?'—':(rIn+1)+' / '+depthOf(LEVEL));
$('keyV').textContent=keyFound?'found — seal open':'not found';
$('keyV').className=keyFound?'keyok':'keyno';
}
function onRoomChanged(){
const newL=levelOfRoom(CI);
if(newL>LEVEL){
LEVEL=newL;
keyFound=(LEVEL+1<=maxReached); /* re-visiting a beaten level? seal stays open */
if(LEVEL>maxReached){maxReached=LEVEL;keyFound=false;
banner('LEVEL '+LEVEL,depthOf(LEVEL)+' rooms · find the gold crystal');
autoSave();}
}else if(newL<LEVEL){
LEVEL=newL;
keyFound=(LEVEL+1<=maxReached); /* walked back: that seal was already opened */
}
updateLevelHud();
}
function advance(){ /* stepped through the forward gate */
const shift=R.pos[2];
camP=[camP[0]-shift[0],camP[1]-shift[1],camP[2]-shift[2]];
dirIn=R.dirOut; CI++; rebuildChain(); onRoomChanged();
}
function retreat(){ /* stepped back — re-dream the past */
const shift=R.pos[0];
camP=[camP[0]-shift[0],camP[1]-shift[1],camP[2]-shift[2]];
const dPrev=roomDef(CI-1);
dirIn=rotXZ(dirIn,-dPrev.turn); CI--; rebuildChain(); onRoomChanged();
}
/* ---------------- JS twins of the SDFs (collision + transitions) ---------- */
/* corridor segment distance — the twin of GLSL sdSeg */
function sdSegJ(px,py,pz,a,b){
const bax=b[0]-a[0],bay=b[1]-a[1],baz=b[2]-a[2];
const pax=px-a[0],pay=py-a[1],paz=pz-a[2];
const h=Math.min(Math.max((pax*bax+pay*bay+paz*baz)/(bax*bax+bay*bay+baz*baz),0),1);
return Math.hypot(pax-bax*h,pay-bay*h,paz-baz*h);}
/* the SAME kernel, mirrored exactly for collision and gate transitions */
function shapeSDJ(x,y,z,d){
const s=d.size;
const cx=Math.pow(Math.pow(Math.abs(x)+1e-5,d.px)+Math.pow(Math.abs(z)+1e-5,d.px),1/d.px);
const lp=Math.pow(Math.pow(cx,d.pv)+Math.pow(Math.abs(y/d.hy)+1e-5,d.pv),1/d.pv);
let sd=(lp-s)*Math.min(d.hy,1.0);
if(d.tw>0.001){
const dR=Math.hypot(Math.hypot(x,z)-s*0.72,y)-s*0.42;
sd=sd+(dR-sd)*d.tw;
}
if(d.aa>0.001){
const rr=Math.hypot(x,z);
const w=Math.min(Math.max(rr/(0.35*s),0),1);
sd-=s*d.aa*w*Math.cos(d.an*Math.atan2(z,x+1e-6));
}
return sd/(1.0+d.aa*(d.an+1.0)*2.9);
}
function roomSDJ(px,py,pz,r){
const d=R.def[r],c=R.pos[r];
let x=px-c[0],y=py-c[1],z=pz-c[2];
if(Math.abs(d.twist)>0.0005){
const ca=Math.cos(y*d.twist),sa=Math.sin(y*d.twist);
const nx=ca*x-sa*z, nz=sa*x+ca*z; x=nx; z=nz;
}
let sd=shapeSDJ(x,y,z,d);
if(d.ripA>0.001)
sd+=d.ripA*Math.sin(x*d.ripF)*Math.sin(y*d.ripF)*Math.sin(z*d.ripF);
return sd/(1.0+Math.abs(d.twist)*d.size*0.6+d.ripA*d.ripF);
}
function worldSDJ(px,py,pz){
let d=Math.min(roomSDJ(px,py,pz,0),Math.min(roomSDJ(px,py,pz,1),roomSDJ(px,py,pz,2)));
d=Math.min(d,sdSegJ(px,py,pz,R.pos[0],R.pos[1])-1.7);
d=Math.min(d,sdSegJ(px,py,pz,R.pos[1],R.pos[2])-1.7);
return d;}
/* ---------------- moons + key + seal upload ---------------- */
let P={mGain:1.0,lensK:1.0},mode=0,idle=1;
const wellsF=new Float32Array(MAXW*4), colsF=new Float32Array(MAXW*3),
parF=new Float32Array(MAXW*4),
roomPosF=new Float32Array(9), roomParF=new Float32Array(12),
roomModF=new Float32Array(12), roomShpF=new Float32Array(12),
roomTintF=new Float32Array(9);
function moonCol(h){
return[0.55+0.45*Math.cos(6.283*h),0.55+0.45*Math.cos(6.283*(h+0.33)),0.55+0.45*Math.cos(6.283*(h+0.66))];}
let keyWell=-1, keyPos=null, keyR=0;
let sealV=[0,0,0,-1];
function packWorld(t){
let w=0; keyWell=-1; keyPos=null;
const nM=nMoonsOf(LEVEL), kRoom=keyRoomOf(LEVEL);
for(let r=0;r<3;r++){
const d=R.def[r],c=R.pos[r];
roomPosF[r*3]=c[0];roomPosF[r*3+1]=c[1];roomPosF[r*3+2]=c[2];
roomParF[r*4]=d.size;roomParF[r*4+1]=d.px;roomParF[r*4+2]=d.pv;roomParF[r*4+3]=d.hy;
roomModF[r*4]=d.twist;roomModF[r*4+1]=d.ripA;roomModF[r*4+2]=d.ripF;roomModF[r*4+3]=d.massK;
roomShpF[r*4]=d.aa;roomShpF[r*4+1]=d.an;roomShpF[r*4+2]=d.tw;roomShpF[r*4+3]=0;
roomTintF[r*3]=d.tint[0];roomTintF[r*3+1]=d.tint[1];roomTintF[r*3+2]=d.tint[2];
const A=d.size*0.62, Ay=d.height*0.55;
for(let m=0;m<nM && w<MAXW;m++,w++){
const md=moonDef(R.idx[r],m);
const isKey=(!keyFound && R.idx[r]===kRoom && m===0);
let size=(0.45+(md.mass/3.0)*0.75)*P.mGain*d.massK;
size=Math.min(size,1.6); if(isKey)size=Math.min(size*1.25,1.8);
/* the key swings wide, off the walking line — you must go to it */
const ax=isKey?Math.min(md.ax*1.6,0.55):md.ax,
ay=isKey?Math.min(md.ay*1.5,0.50):md.ay,
az=isKey?Math.min(md.az*1.6,0.55):md.az;
wellsF[w*4+0]=c[0]+A*ax*Math.sin(md.fx*t+md.px);
wellsF[w*4+1]=c[1]+Ay*ay*Math.sin(md.fy*t+md.py);
wellsF[w*4+2]=c[2]+A*az*Math.sin(md.fz*t+md.pz);
wellsF[w*4+3]=size;
const cc=isKey?[1.0,0.84,0.36]:moonCol(md.hue);
colsF[w*3]=cc[0];colsF[w*3+1]=cc[1];colsF[w*3+2]=cc[2];
parF[w*4]=md.ra*t+md.pa;parF[w*4+1]=md.rb*t+md.pb;parF[w*4+2]=r;parF[w*4+3]=0;
if(isKey){keyWell=w;keyPos=[wellsF[w*4],wellsF[w*4+1],wellsF[w*4+2]];keyR=size;}
}
}
/* the seal: a red membrane in the corridor after the level's last room */
const eRoom=exitRoomOf(LEVEL);
if(!keyFound && CI===eRoom){
sealV=[(R.pos[1][0]+R.pos[2][0])*0.5,(R.pos[1][1]+R.pos[2][1])*0.5,
(R.pos[1][2]+R.pos[2][2])*0.5,2.6];
}else sealV=[0,0,0,-1];
return w;
}
/* ---------------- camera & input (mouse INVERTED, as requested) ------------ */
let camP=[0,0,0], yaw=0, pitch=0;
function faceForwardGate(){yaw=Math.atan2(R.dirOut[0],R.dirOut[1]);pitch=0;}
rebuildChain();faceForwardGate();
const keys={};
addEventListener('keydown',e=>{keys[e.code]=1;
if(['KeyW','KeyA','KeyS','KeyD','KeyQ','KeyE'].includes(e.code))e.preventDefault();});
addEventListener('keyup',e=>{keys[e.code]=0;});
let dragging=false,lx=0,ly=0;
cvs.addEventListener('pointerdown',e=>{dragging=true;lx=e.clientX;ly=e.clientY;
cvs.classList.add('drag');cvs.setPointerCapture(e.pointerId);
boot.classList.add('gone');startMusic();});
cvs.addEventListener('pointerup',()=>{dragging=false;cvs.classList.remove('drag');});
cvs.addEventListener('pointermove',e=>{
if(!dragging)return;
yaw+=(e.clientX-lx)*0.0032;pitch-=(e.clientY-ly)*0.0032; /* horiz inverted · vert natural */
pitch=Math.max(-1.5,Math.min(1.5,pitch));
lx=e.clientX;ly=e.clientY;
});
boot.addEventListener('click',()=>{boot.classList.add('gone');startMusic();});
function insideVal(px,py,pz){
let v=-worldSDJ(px,py,pz);
if(sealV[3]>0)
v=Math.min(v,Math.hypot(px-sealV[0],py-sealV[1],pz-sealV[2])-sealV[3]);
return v;
}
function tryMove(nx,ny,nz){
if(insideVal(nx,ny,nz)>0.35){camP=[nx,ny,nz];return;}
if(insideVal(nx,camP[1],camP[2])>0.35)camP[0]=nx;
if(insideVal(camP[0],ny,camP[2])>0.35)camP[1]=ny;
if(insideVal(camP[0],camP[1],nz)>0.35)camP[2]=nz;
}
/* ---------------- music: game1..4.mp3 next to this file, endless ---------- */
const TRACKS=['game1.mp3','game2.mp3','game3.mp3','game4.mp3','game5.mp3',
'game6.mp3','game7.mp3','game8.mp3','game9.mp3','game10.mp3'];
let musicOn=true, musicStarted=false, mIdx=Math.floor(Math.random()*TRACKS.length), mFails=0;
const audio=(typeof Audio!=='undefined')?new Audio():null;
if(audio){
audio.preload='auto'; audio.volume=0.5;
audio.addEventListener('ended',()=>{mFails=0;playTrack(mIdx+1);});
audio.addEventListener('error',()=>{
if(++mFails<TRACKS.length)playTrack(mIdx+1);
else $('musV').textContent='no mp3s found';
});
audio.addEventListener('playing',()=>{mFails=0;$('musV').textContent=TRACKS[mIdx];});
}
function playTrack(i){
if(!audio||!musicOn)return;
mIdx=((i%TRACKS.length)+TRACKS.length)%TRACKS.length;
audio.src=TRACKS[mIdx];
audio.play().catch(()=>{/* autoplay policy: waits for a click */});
}
function startMusic(){
if(musicStarted||!musicOn||!audio)return;
musicStarted=true; playTrack(mIdx);
}
$('bMus').onclick=e=>{
musicOn=!musicOn;
e.target.classList.toggle('on',musicOn);
e.target.textContent='Music: '+(musicOn?'on':'off');
if(!audio)return;
if(musicOn){musicStarted=false;startMusic();}
else {audio.pause();$('musV').textContent='off';}
};
$('musV').textContent='starts on first click';
/* ---------------- save / load ----------------
the whole game is 6 numbers. everything else is the hash. */
function saveObj(){return {v:1,s:SEED,l:LEVEL,c:CI,k:keyFound?1:0,m:maxReached};}
function saveCode(){return btoa(JSON.stringify(saveObj()));}
function applySave(o){
if(!o||o.v!==1||typeof o.s!=='number')throw new Error('bad save');
SEED=o.s>>>0; LEVEL=Math.max(1,o.l|0); CI=o.c|0;
keyFound=!!o.k; maxReached=Math.max(LEVEL,o.m|0);
dirIn=computeDirIn(CI); camP=[0,0,0];
rebuildChain(); faceForwardGate(); updateLevelHud();
}
function autoSave(){
try{localStorage.setItem('brainDescentSave',saveCode());}catch(e){/* fine: file:// or sandbox */}
}
$('bSave').onclick=()=>{
autoSave();
$('stat').textContent='saved · level '+LEVEL+' room #'+CI+' (Save code gives a portable copy)';
};
$('bCode').onclick=()=>{
const c=saveCode();
$('stat').textContent='code: '+c;
if(navigator.clipboard)navigator.clipboard.writeText(c).catch(()=>{});
};
$('bLoad').onclick=()=>{
let code='';
try{code=localStorage.getItem('brainDescentSave')||'';}catch(e){}
const inp=prompt('Paste a save code (leave as-is to load the local save):',code);
if(inp===null)return;
try{applySave(JSON.parse(atob(inp.trim())));
$('stat').textContent='loaded · level '+LEVEL+' room #'+CI+' · seed '+SEED.toString(16);
banner('LEVEL '+LEVEL,'re-dreamed from the hash');
}catch(e){$('stat').textContent='could not read that save code';}
};
/* ---------------- controls ---------------- */
const MODES=[
{name:'Boundary', note:'the walls are your camera; the moons are curved mirrors that lens and reflect them — your face drags where a moon passes.'},
{name:'Projection', note:'the moons carry your face; every wall is a mirror. the image emanates from the bulk — the holographic swap.'},
{name:'Cascade', note:'every crystal wears your face and mirrors its neighbours — worlds inside worlds, moon to wall to moon, built entirely from you.'},
{name:'Glass', note:'heavy optics: the ray refracts through each crystal (Snell + Beer-Lambert) and keeps flying — the honest-physics exhibit.'},
];
function setMode(mi){
mode=mi;
['m0','m1','m2','m3'].forEach((id,i)=>$(id).classList.toggle('on',i===mi));
$('modeV').textContent=MODES[mi].name;
$('modeNote').textContent=MODES[mi].note;
}
setMode(0);
function bind(id,lab,fn){const el=$(id);el.addEventListener('input',()=>{fn(parseFloat(el.value));$(lab).textContent=el.value;});}
bind('m','m_l',v=>{P.mGain=v;});
bind('g','g_l',v=>{P.lensK=v;});
bind('v','v_l',v=>{if(audio)audio.volume=v;});
$('m0').onclick=()=>setMode(0);
$('m1').onclick=()=>setMode(1);
$('m2').onclick=()=>setMode(2);
$('m3').onclick=()=>setMode(3);
$('bSrc').onclick=()=>{useCam=!useCam;setSrcLabel();};
$('bSeed').onclick=()=>{ SEED=(Math.random()*4294967296)>>>0;
LEVEL=1;maxReached=1;keyFound=false;CI=0;
dirIn=[Math.sin(rng(0,99)*6.283),Math.cos(rng(0,99)*6.283)];
camP=[0,0,0]; rebuildChain(); faceForwardGate(); updateLevelHud();
banner('LEVEL 1','a new brain · seed '+SEED.toString(16));
$('stat').textContent='new brain · seed '+SEED.toString(16); };
$('bIdle').onclick=e=>{idle^=1;e.target.classList.toggle('on',!!idle);
e.target.textContent='Idle spin: '+(idle?'on':'off');};
if(matchMedia('(prefers-reduced-motion: reduce)').matches){
idle=0;$('bIdle').classList.remove('on');$('bIdle').textContent='Idle spin: off';
}
/* try to resume a local autosave silently */
try{const c=localStorage.getItem('brainDescentSave');
if(c){applySave(JSON.parse(atob(c)));
$('stat').textContent='resumed · level '+LEVEL+' room #'+CI;}
}catch(e){/* fresh brain */}
updateLevelHud();
/* ---------------- resize ---------------- */
function resize(){
const dpr=Math.min(devicePixelRatio||1,1.35);
cvs.width=Math.floor(innerWidth*dpr);
cvs.height=Math.floor(innerHeight*dpr);
gl.viewport(0,0,cvs.width,cvs.height);
}
addEventListener('resize',resize);resize();
/* ---------------- resonance: hot / cold toward the key ---------------- */
function updateResonance(){
if(keyFound){$('resT').textContent='key held';$('resFill').style.width='100%';return;}
const kRoom=keyRoomOf(LEVEL);
let res,txt;
if(keyPos){
const d=Math.hypot(camP[0]-keyPos[0],camP[1]-keyPos[1],camP[2]-keyPos[2]);
res=Math.max(0.35,Math.min(1,1-(d-2)/42));
txt='very close — '+d.toFixed(0)+' m';
}else{
const away=kRoom-CI;
res=Math.max(0.04,0.34/(1+Math.abs(away)));
txt=Math.abs(away)+' room'+(Math.abs(away)===1?'':'s')+(away>0?' ahead':' behind');
}
$('resT').textContent=txt;
$('resFill').style.width=(res*100).toFixed(0)+'%';
}
/* ---------------- shader compile: DEFERRED so the boot screen paints first,
PARALLEL where the driver allows it, and any failure shows its log -------- */
let prog=null,U={};
function sh(type,src){const s=gl.createShader(type);gl.shaderSource(s,src);
gl.compileShader(s);return s;}
function compileAndStart(){
const vs=sh(gl.VERTEX_SHADER,VERT), fs=sh(gl.FRAGMENT_SHADER,FRAG);
prog=gl.createProgram();
gl.attachShader(prog,vs);gl.attachShader(prog,fs);
gl.linkProgram(prog);
const ext=gl.getExtension('KHR_parallel_shader_compile');
function finish(){
if(window.dreamTick){clearInterval(window.dreamTick);window.dreamTick=null;}
if(!gl.getProgramParameter(prog,gl.LINK_STATUS)){
const log=(gl.getShaderInfoLog(fs)||'')+' '+(gl.getShaderInfoLog(vs)||'')
+' '+(gl.getProgramInfoLog(prog)||'');
bootErr('Shader failed: '+log.trim());
return;
}
gl.useProgram(prog);
['iRes','iTime','camP','camR','camU','camF','nWell','mode','keyWell','mGain','lensK','camTex',
'marchN','glassN','escN',
'wells','wellCol','wellPar','roomPos','roomPar','roomMod','roomShp','roomTintU','seal']
.forEach(k=>U[k]=gl.getUniformLocation(prog,k));
gl.uniform1i(U.camTex,0);
/* loop bounds — same values as the old constants, now opaque to the compiler */
gl.uniform1i(U.marchN,180);
gl.uniform1i(U.glassN,26);
gl.uniform1i(U.escN,10);
$('bootStat').textContent='ready — click to enter';
requestAnimationFrame(loop);
}
if(ext){
(function poll(){
if(gl.getProgramParameter(prog,ext.COMPLETION_STATUS_KHR))finish();
else requestAnimationFrame(poll);
})();
}else finish();
}
/* ---------------- loop ---------------- */
let t0=performance.now(),simT=0,frames=0,fpsT=t0;
function loop(now){
const dt=Math.min((now-t0)/1000,0.05);t0=now;
if(idle)simT+=dt; else simT+=dt*0.06;
const cp=Math.cos(pitch),sp=Math.sin(pitch),cy=Math.cos(yaw),sy=Math.sin(yaw);
const F=[sy*cp,sp,cy*cp], Rv=[cy,0,-sy], Uv=[-sy*sp,cp,-cy*sp];
const spd=(keys.ShiftLeft||keys.ShiftRight?14:6)*dt;
let mx=0,my=0,mz=0;
if(keys.KeyW){mx+=F[0]*spd;my+=F[1]*spd;mz+=F[2]*spd;}
if(keys.KeyS){mx-=F[0]*spd;my-=F[1]*spd;mz-=F[2]*spd;}
if(keys.KeyD){mx+=Rv[0]*spd;mz+=Rv[2]*spd;}
if(keys.KeyA){mx-=Rv[0]*spd;mz-=Rv[2]*spd;}
if(keys.KeyE)my+=spd;
if(keys.KeyQ)my-=spd;
if(mx||my||mz)tryMove(camP[0]+mx,camP[1]+my,camP[2]+mz);
/* room transition: deep inside next -> dream forward; inside prev -> re-dream back */
if(roomSDJ(camP[0],camP[1],camP[2],2)<-1.0)advance();
else if(roomSDJ(camP[0],camP[1],camP[2],0)<-1.0)retreat();
uploadBoundary(simT);
const nW=packWorld(simT);
/* key pickup: touch the gold crystal */
if(!keyFound && keyPos){
const d=Math.hypot(camP[0]-keyPos[0],camP[1]-keyPos[1],camP[2]-keyPos[2]);
if(d<keyR+1.0){
keyFound=true; keyWell=-1; sealV=[0,0,0,-1];
banner('KEY CRYSTAL','the seal dissolves — find the far gate');
updateLevelHud(); autoSave();
}
}
gl.useProgram(prog);
gl.uniform2f(U.iRes,cvs.width,cvs.height);
gl.uniform1f(U.iTime,simT);
gl.uniform3f(U.camP,camP[0],camP[1],camP[2]);
gl.uniform3f(U.camR,Rv[0],Rv[1],Rv[2]);
gl.uniform3f(U.camU,Uv[0],Uv[1],Uv[2]);
gl.uniform3f(U.camF,F[0],F[1],F[2]);
gl.uniform1i(U.nWell,nW);
gl.uniform1i(U.mode,mode);
gl.uniform1i(U.keyWell,keyWell);
gl.uniform1f(U.mGain,P.mGain);
gl.uniform1f(U.lensK,P.lensK);
gl.uniform4fv(U.wells,wellsF);
gl.uniform3fv(U.wellCol,colsF);
gl.uniform4fv(U.wellPar,parF);
gl.uniform3fv(U.roomPos,roomPosF);
gl.uniform4fv(U.roomPar,roomParF);
gl.uniform4fv(U.roomMod,roomModF);
gl.uniform4fv(U.roomShp,roomShpF);
gl.uniform3fv(U.roomTintU,roomTintF);
gl.uniform4f(U.seal,sealV[0],sealV[1],sealV[2],sealV[3]);
gl.drawArrays(gl.TRIANGLES,0,3);
frames++;
if(now-fpsT>400){
$('fps').textContent=Math.round(frames*1000/(now-fpsT))+' fps';
frames=0;fpsT=now;
$('pos').textContent=camP.map(v=>v.toFixed(1)).join(', ');
updateResonance();
}
requestAnimationFrame(loop);
}
/* let the boot screen paint before the driver chews on the shader.
the counter is honest elapsed time — compile progress isn't queryable */
const dreamT0=performance.now();
window.dreamTick=setInterval(()=>{
const s=((performance.now()-dreamT0)/1000)|0;
$('bootStat').textContent='dreaming the shader… '+s+'s (first launch only — cached after)';
},500);
$('bootStat').textContent='dreaming the shader… (first launch only — cached after)';
requestAnimationFrame(()=>{try{compileAndStart();}catch(e){bootErr(e&&e.stack||e);}});
</script>