IMP: viz performances

This commit is contained in:
Julien Maille 2026-02-21 11:33:08 +01:00
parent 2bd42fc202
commit baec739b01

View file

@ -89,6 +89,18 @@ export class UnknownPleasuresWebGL {
}
}
_createBuffers() {
this.quadBuffer = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.quadBuffer);
this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]), this.gl.STATIC_DRAW);
this.lineBuffer = this.gl.createBuffer();
// Pre-allocate vertex buffer (max possible size: historySize * dataPoints * 6 vertices * 3 floats)
const maxVertices = this.historySize * this.dataPoints * 6; // 6 vertices per segment
this.vertexBuffer = new Float32Array(maxVertices * 3); // 3 floats per vertex (x,y,edge)
}
_initGL(gl, width, height) {
if (this.lineProgram) return;
this.gl = gl;
@ -275,15 +287,7 @@ export class UnknownPleasuresWebGL {
this.composite_u_isDarkTheme = gl.getUniformLocation(this.compositeProgram, 'u_isDarkTheme');
this.composite_u_time = gl.getUniformLocation(this.compositeProgram, 'u_time');
// === FULLSCREEN QUAD BUFFER ===
this.quadBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.quadBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]), gl.STATIC_DRAW);
// === LINE GEOMETRY BUFFER (dynamic) ===
this.lineBuffer = gl.createBuffer();
// === FRAMEBUFFER FOR POST-PROCESSING ===
this._createBuffers(); // Use helper
this._createFramebuffer(gl, width, height);
gl.enable(gl.BLEND);
@ -321,7 +325,7 @@ export class UnknownPleasuresWebGL {
}
_createFramebuffer(gl, width, height) {
// Framebuffer 1: Scene (lines)
// Framebuffer 1: Scene (lines) - FULL RESOLUTION
this.framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
@ -335,27 +339,31 @@ export class UnknownPleasuresWebGL {
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.sceneTexture, 0);
// Framebuffer 2: Blur intermediate (for horizontal pass)
// Blur Resolution (Half size for performance)
const blurW = Math.max(1, width >> 1);
const blurH = Math.max(1, height >> 1);
// Framebuffer 2: Blur intermediate
this.blurFramebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.blurFramebuffer);
this.blurTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.blurTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); // LINEAR!
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, blurW, blurH, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.blurTexture, 0);
// Framebuffer 3: Blur final (for vertical pass result)
// Framebuffer 3: Blur final
this.blurFinalFramebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.blurFinalFramebuffer);
this.blurFinalTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.blurFinalTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, blurW, blurH, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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.CLAMP_TO_EDGE);
@ -363,21 +371,21 @@ export class UnknownPleasuresWebGL {
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.blurFinalTexture, 0);
const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if (status !== gl.FRAMEBUFFER_COMPLETE) {
console.error('Framebuffer incomplete:', status);
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
_resizeFramebuffer(gl, width, height) {
const blurW = Math.max(1, width >> 1);
const blurH = Math.max(1, height >> 1);
gl.bindTexture(gl.TEXTURE_2D, this.sceneTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.bindTexture(gl.TEXTURE_2D, this.blurTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, blurW, blurH, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.bindTexture(gl.TEXTURE_2D, this.blurFinalTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, blurW, blurH, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
}
_buildPalette(color) {
@ -406,74 +414,99 @@ export class UnknownPleasuresWebGL {
this._paletteColor = color;
}
/**
* Generate quad vertices for a thick line with proper miter joints.
* Precomputes averaged normals at shared vertices so segments connect seamlessly.
*/
_generateLineQuads(points, thickness, width, height) {
if (points.length < 2) return new Float32Array(0);
_generateLineQuads(points, thickness, width, height, outBuffer, offset) {
if (points.length < 2) return 0;
const vertices = [];
const toClip = (x, y) => [(x / width) * 2 - 1, 1 - (y / height) * 2];
const n = points.length;
let ptr = offset;
// Precompute per-segment normals
const segNx = new Float32Array(n - 1);
const segNy = new Float32Array(n - 1);
for (let i = 0; i < n - 1; i++) {
const dx = points[i + 1].x - points[i].x;
const dy = points[i + 1].y - points[i].y;
const len = Math.sqrt(dx * dx + dy * dy);
if (len < 0.001) {
segNx[i] = 0;
segNy[i] = -1;
} else {
segNx[i] = -dy / len;
segNy[i] = dx / len;
}
}
// Precompute normals (reuse internal arrays if possible, but for now stack var is fine)
// Optimization: Single pass miter calculation
// Helper to clip X,Y
const wInv = 2 / width;
const hInv = 2 / height;
// Compute miter normals at each point (average of adjacent segment normals)
const miterNx = new Float32Array(n);
const miterNy = new Float32Array(n);
// First point: use first segment normal
miterNx[0] = segNx[0];
miterNy[0] = segNy[0];
// Last point: use last segment normal
miterNx[n - 1] = segNx[n - 2];
miterNy[n - 1] = segNy[n - 2];
// Interior points: average
for (let i = 1; i < n - 1; i++) {
let mx = segNx[i - 1] + segNx[i];
let my = segNy[i - 1] + segNy[i];
const ml = Math.sqrt(mx * mx + my * my);
if (ml < 0.001) {
mx = segNx[i];
my = segNy[i];
} else {
mx /= ml;
my /= ml;
}
miterNx[i] = mx;
miterNy[i] = my;
}
// Build quads using miter normals
for (let i = 0; i < n - 1; i++) {
const p1 = points[i];
const p2 = points[i + 1];
const [x1a, y1a] = toClip(p1.x - miterNx[i] * thickness, p1.y - miterNy[i] * thickness);
const [x1b, y1b] = toClip(p1.x + miterNx[i] * thickness, p1.y + miterNy[i] * thickness);
const [x2a, y2a] = toClip(p2.x - miterNx[i + 1] * thickness, p2.y - miterNy[i + 1] * thickness);
const [x2b, y2b] = toClip(p2.x + miterNx[i + 1] * thickness, p2.y + miterNy[i + 1] * thickness);
// Calculate segment normal
let dx = p2.x - p1.x;
let dy = p2.y - p1.y;
let len = Math.sqrt(dx * dx + dy * dy);
let nx, ny;
if (len < 0.001) { nx = 0; ny = -1; }
else { nx = -dy / len; ny = dx / len; }
// Each vertex: [x, y, edge] where edge = -1 (bottom) or +1 (top)
vertices.push(x1a, y1a, -1.0, x1b, y1b, 1.0, x2a, y2a, -1.0);
vertices.push(x1b, y1b, 1.0, x2b, y2b, 1.0, x2a, y2a, -1.0);
// Previous normal (for miter)
let prevNx = nx, prevNy = ny;
if (i > 0) {
const p0 = points[i - 1];
const dx0 = p1.x - p0.x;
const dy0 = p1.y - p0.y;
const len0 = Math.sqrt(dx0 * dx0 + dy0 * dy0);
if (len0 >= 0.001) {
prevNx = -dy0 / len0;
prevNy = dx0 / len0;
}
}
// Miter at P1
let m1x = nx + prevNx;
let m1y = ny + prevNy;
let m1l = Math.sqrt(m1x * m1x + m1y * m1y);
if (m1l > 0.001) { m1x /= m1l; m1y /= m1l; }
// Next normal (for P2 miter)
let nextNx = nx, nextNy = ny;
if (i < n - 2) {
const p3 = points[i + 2];
const dx2 = p3.x - p2.x;
const dy2 = p3.y - p2.y;
const len2 = Math.sqrt(dx2 * dx2 + dy2 * dy2);
if (len2 >= 0.001) {
nextNx = -dy2 / len2;
nextNy = dx2 / len2;
}
}
// Miter at P2
let m2x = nx + nextNx;
let m2y = ny + nextNy;
let m2l = Math.sqrt(m2x * m2x + m2y * m2y);
if (m2l > 0.001) { m2x /= m2l; m2y /= m2l; }
// Generate vertices
// P1 Top
const x1a = (p1.x - m1x * thickness) * wInv - 1;
const y1a = 1 - (p1.y - m1y * thickness) * hInv;
// P1 Bottom
const x1b = (p1.x + m1x * thickness) * wInv - 1;
const y1b = 1 - (p1.y + m1y * thickness) * hInv;
// P2 Top
const x2a = (p2.x - m2x * thickness) * wInv - 1;
const y2a = 1 - (p2.y - m2y * thickness) * hInv;
// P2 Bottom
const x2b = (p2.x + m2x * thickness) * wInv - 1;
const y2b = 1 - (p2.y + m2y * thickness) * hInv;
// Triangle 1
outBuffer[ptr++] = x1a; outBuffer[ptr++] = y1a; outBuffer[ptr++] = -1.0;
outBuffer[ptr++] = x1b; outBuffer[ptr++] = y1b; outBuffer[ptr++] = 1.0;
outBuffer[ptr++] = x2a; outBuffer[ptr++] = y2a; outBuffer[ptr++] = -1.0;
// Triangle 2
outBuffer[ptr++] = x1b; outBuffer[ptr++] = y1b; outBuffer[ptr++] = 1.0;
outBuffer[ptr++] = x2b; outBuffer[ptr++] = y2b; outBuffer[ptr++] = 1.0;
outBuffer[ptr++] = x2a; outBuffer[ptr++] = y2a; outBuffer[ptr++] = -1.0;
}
return new Float32Array(vertices);
return ptr - offset;
}
draw(ctx, canvas, analyser, dataArray, params) {
@ -481,84 +514,75 @@ export class UnknownPleasuresWebGL {
const { width, height } = canvas;
const isDark = document.documentElement.getAttribute('data-theme') !== 'white';
// FORCE Normal blending as requested - no more screen blend tricks
canvas.style.mixBlendMode = 'normal';
// Initialize WebGL on first draw
if (!this.lineProgram) {
this._initGL(gl, width, height);
if (!this.lineProgram) {
console.error('WebGL init failed');
return;
}
}
// Reset if needed
if (this.history.length === 0) {
this.reset();
}
// Update history with propagation speed control
// Higher PROPAGATION_SPEED = faster wave propagation
this._propagationAccum += UnknownPleasuresWebGL.PROPAGATION_SPEED;
const pts = this.dataPoints;
if (!params.paused) {
this._propagationAccum += UnknownPleasuresWebGL.PROPAGATION_SPEED;
const pts = this.dataPoints;
if (this._propagationAccum >= 1.0) {
this._propagationAccum -= 1.0;
if (this._propagationAccum >= 1.0) {
this._propagationAccum -= 1.0;
const sampleRate = analyser.context.sampleRate;
const nyquist = sampleRate / 2;
const targetFreq = 22000; // Visualizing up to 22kHz
const scale = Math.min(1.0, targetFreq / nyquist);
const len = Math.floor(dataArray.length * scale);
const sampleRate = analyser.context.sampleRate;
const nyquist = sampleRate / 2;
const targetFreq = 22000;
const scale = Math.min(1.0, targetFreq / nyquist);
const len = Math.floor(dataArray.length * scale);
const line = this.history[this.writeIndex];
if (line) {
for (let i = 0; i < pts; i++) {
line[i] = (dataArray[(this.xLookup[i] * len) | 0] / 255) * this.pLookup[i];
const line = this.history[this.writeIndex];
if (line) {
for (let i = 0; i < pts; i++) {
line[i] = (dataArray[(this.xLookup[i] * len) | 0] / 255) * this.pLookup[i];
}
}
this.writeIndex = (this.writeIndex + 1) % this.historySize;
}
this.writeIndex = (this.writeIndex + 1) % this.historySize;
}
// Update palette if color changed
if (this._paletteColor !== params.primaryColor) {
this._buildPalette(params.primaryColor);
}
// Compute size for rotated bounding box
const rotatedW = Math.abs(width * this._cos) + Math.abs(height * this._sin);
const rotatedH = Math.abs(width * this._sin) + Math.abs(height * this._cos);
const size = Math.max(rotatedW, rotatedH) * 1.15;
// === PASS 1: Scene ===
// We render lines to a transparent texture so we can composite them properly later
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
gl.viewport(0, 0, width, height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
// Perspective constants - extended for better corner coverage
const horizonY = size * 0.05; // Further back (was 0.1)
const frontY = size * 0.9; // Closer to edge (was 0.8)
// Constants
const size = Math.max(Math.abs(width * this._cos) + Math.abs(height * this._sin), Math.abs(width * this._sin) + Math.abs(height * this._cos)) * 1.15;
const horizonY = size * 0.05;
const frontY = size * 0.9;
const depth = 2.0;
const totalH = frontY - horizonY;
const B = totalH / (1 - 1 / (1 + depth));
const A = frontY - B;
// Lines output premultiplied alpha (color * aa, aa).
gl.enable(gl.BLEND);
if (isDark) {
// Additive premultiplied
gl.blendFunc(gl.ONE, gl.ONE);
} else {
// Standard premultiplied
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
}
// --- BATCH GEOMETRY GENERATION ---
// Fill the vertex buffer with ALL lines for this frame
let bufferOffset = 0;
// Store draw commands to execute later: { start, count, colorIndex }
const drawCommands = [];
// Reuse temporary points array
if (!this._tempPoints) this._tempPoints = [];
const points = this._tempPoints;
const pts = this.dataPoints;
const cx = width / 2;
const cy = height / 2;
const cosR = this._cos;
const sinR = this._sin;
const offsetX = -size / 2;
const offsetY = -size / 2;
gl.useProgram(this.lineProgram);
// Draw each line (back to front)
for (let i = this.historySize - 1; i >= 0; i--) {
const idx = (this.writeIndex + i) % this.historySize;
const historyLine = this.history[idx];
@ -573,63 +597,66 @@ export class UnknownPleasuresWebGL {
const amp = 200 * scale;
const lineWidth = Math.max(1, 8 * scale + params.kick * 3);
// Generate line points (in rotated space, then transform to screen)
const points = [];
const cx = width / 2;
const cy = height / 2;
const cosR = this._cos;
const sinR = this._sin;
const offsetX = -size / 2;
const offsetY = -size / 2;
// Generate points
points.length = 0;
for (let j = 0; j < pts; j++) {
// Position in rotated coordinate system
const rx = margin + this.xLookup[j] * lw;
const ry = y - historyLine[j] * amp;
// Apply rotation and translate to screen
const dx = rx + offsetX;
const dy = ry + offsetY;
const screenX = dx * cosR - dy * sinR + cx;
const screenY = dx * sinR + dy * cosR + cy;
points.push({ x: screenX, y: screenY });
points.push({ x: dx * cosR - dy * sinR + cx, y: dx * sinR + dy * cosR + cy });
}
// Generate quad geometry for thick line
const vertices = this._generateLineQuads(points, lineWidth / 2, width, height);
if (vertices.length === 0) continue;
// Upload vertices
gl.bindBuffer(gl.ARRAY_BUFFER, this.lineBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.DYNAMIC_DRAW);
gl.enableVertexAttribArray(this.line_a_posEdge);
gl.vertexAttribPointer(this.line_a_posEdge, 3, gl.FLOAT, false, 0, 0);
// Set raw palette color
const color = this._paletteRGB[i] || [1, 1, 1];
gl.uniform3f(this.line_u_color, color[0], color[1], color[2]);
// Draw (vertices.length / 3 because each vertex is [x, y, edge])
gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 3);
// Write to buffer
const vertexCount = this._generateLineQuads(points, lineWidth / 2, width, height, this.vertexBuffer, bufferOffset);
if (vertexCount > 0) {
drawCommands.push({
start: bufferOffset / 3, // Start vertex index
count: vertexCount / 3, // Number of vertices
colorIndex: i
});
bufferOffset += vertexCount; // Advance by number of floats
}
}
// --- UPLOAD ONCE ---
gl.bindBuffer(gl.ARRAY_BUFFER, this.lineBuffer);
// Upload only the used portion of the pre-allocated buffer
gl.bufferData(gl.ARRAY_BUFFER, this.vertexBuffer.subarray(0, bufferOffset), gl.DYNAMIC_DRAW);
gl.enableVertexAttribArray(this.line_a_posEdge);
gl.vertexAttribPointer(this.line_a_posEdge, 3, gl.FLOAT, false, 0, 0);
// --- DRAW BATCH ---
gl.useProgram(this.lineProgram);
gl.enable(gl.BLEND);
if (isDark) {
gl.blendFunc(gl.ONE, gl.ONE);
} else {
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
}
for (const cmd of drawCommands) {
const color = this._paletteRGB[cmd.colorIndex] || [1, 1, 1];
gl.uniform3f(this.line_u_color, color[0], color[1], color[2]);
gl.drawArrays(gl.TRIANGLES, cmd.start, cmd.count);
}
// MUST DISABLE BLEND for post-processing passes so we strictly overwrite FBO contents!
gl.disable(gl.BLEND);
// === PASS 2: Bloom ===
// === PASS 2: Bloom (Half Res) ===
const blurW = Math.max(1, width >> 1);
const blurH = Math.max(1, height >> 1);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.blurFramebuffer);
gl.viewport(0, 0, width, height);
gl.viewport(0, 0, blurW, blurH);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(this.brightnessProgram);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.sceneTexture);
gl.uniform1i(this.brightness_u_texture, 0);
// NO THRESHOLD - EVERYTHING GLOWS (Thread Ripper Style)
gl.uniform1f(this.brightness_u_threshold, 0.0);
gl.uniform1f(this.brightness_u_isDarkTheme, isDark ? 1.0 : 0.0);
@ -640,89 +667,58 @@ export class UnknownPleasuresWebGL {
// === PASS 3: Gaussian Blur (Ping Pong) ===
gl.useProgram(this.blurProgram);
// More iterations for wider, smoother glow (Thread Ripper uses 8 * 2 passes)
// We have 2 framebuffers: blurFramebuffer (holds brightness extract), blurFinalFramebuffer (temp)
// thread_ripper uses ping-pong. Let's adapt.
// We start with 'blurFramebuffer' having the bright pixels.
// We want to ping-pong between blurFramebuffer and blurFinalFramebuffer.
const iterations = 8;
const iterations = 4;
let horizontal = true;
for (let i = 0; i < iterations * 2; i++) {
// Thread Ripper ping-pong: horizontal toggles each iteration
const destFBO = horizontal ? this.blurFinalFramebuffer : this.blurFramebuffer;
const srcTex = horizontal ? this.blurTexture : this.blurFinalTexture;
// Thread Ripper spread: grows linearly with i (not i/2)
// Increased by 50% from 0.375 to 0.5625 for wider glow
const spread = 1.0 + i * 0.5625;
const spread = 1.0 + i * 0.75;
gl.bindFramebuffer(gl.FRAMEBUFFER, destFBO);
gl.viewport(0, 0, width, height);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, srcTex);
gl.uniform1i(this.blur_u_texture, 0);
gl.uniform2f(this.blur_u_resolution, width, height);
gl.uniform2f(this.blur_u_resolution, blurW, blurH);
gl.uniform2f(this.blur_u_direction, horizontal ? 1.0 : 0.0, horizontal ? 0.0 : 1.0);
gl.uniform1f(this.blur_u_spread, spread);
gl.bindBuffer(gl.ARRAY_BUFFER, this.quadBuffer);
gl.enableVertexAttribArray(this.blur_a_position);
gl.vertexAttribPointer(this.blur_a_position, 2, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
horizontal = !horizontal;
}
// Final result is in the LAST written framebuffer.
// iter 0 -> writes Final
// iter 1 -> writes Blur
// ...
// iter 15 -> writes Blur
// So 'blurTexture' holds the final blurred result.
// === PASS 4: Composite ===
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, width, height);
// Clear color for MAIN canvas
if (params.mode !== 'blended') {
const bg = isDark ? [0.02, 0.02, 0.02, 1] : [0.9, 0.9, 0.9, 1];
gl.clearColor(bg[0], bg[1], bg[2], bg[3]);
} else if (isDark) {
gl.clearColor(0, 0, 0, 0.4); // Dark blended
gl.clearColor(0, 0, 0, 0.4);
} else {
gl.clearColor(0.95, 0.95, 0.95, 0.4); // Light frosted
gl.clearColor(0.95, 0.95, 0.95, 0.4);
}
gl.clear(gl.COLOR_BUFFER_BIT);
// Classic normal blending for the final composite quad over the canvas background!
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.useProgram(this.compositeProgram);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.sceneTexture);
gl.uniform1i(this.composite_u_scene, 0);
gl.activeTexture(gl.TEXTURE1);
// Use last output: horizontal toggles, so pick the right texture (Thread Ripper pattern)
gl.bindTexture(gl.TEXTURE_2D, horizontal ? this.blurTexture : this.blurFinalTexture);
gl.uniform1i(this.composite_u_blur, 1);
// Glow strength - EXACT Thread Ripper formula
const glowBoost = 1.0 + params.kick; // Pulse with kick
const glowStrength = UnknownPleasuresWebGL.GLOW_INTENSITY * glowBoost;
gl.uniform1f(this.composite_u_glowStrength, glowStrength);
const glowBoost = 1.0 + params.kick;
gl.uniform1f(this.composite_u_glowStrength, UnknownPleasuresWebGL.GLOW_INTENSITY * glowBoost);
gl.uniform1f(this.composite_u_noiseStrength, UnknownPleasuresWebGL.NOISE_STRENGTH);
gl.uniform1f(this.composite_u_isDarkTheme, isDark ? 1.0 : 0.0);
gl.uniform1f(this.composite_u_time, performance.now() / 1000.0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.quadBuffer);
gl.enableVertexAttribArray(this.composite_a_position);