feat: import fluid portfolio snapshot
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// 思维流体 GLSL —— Ashima simplex noise + 3 octave FBM + Fresnel
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const SIMPLEX = /* glsl */ `
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vec3 mod289(vec3 x){ return x - floor(x * (1.0/289.0)) * 289.0; }
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vec4 mod289(vec4 x){ return x - floor(x * (1.0/289.0)) * 289.0; }
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vec4 permute(vec4 x){ return mod289(((x*34.0)+1.0)*x); }
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vec4 taylorInvSqrt(vec4 r){ return 1.79284291400159 - 0.85373472095314 * r; }
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float snoise(vec3 v){
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const vec2 C = vec2(1.0/6.0, 1.0/3.0);
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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vec3 i = floor(v + dot(v, C.yyy));
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vec3 x0 = v - i + dot(i, C.xxx);
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min(g.xyz, l.zxy);
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vec3 i2 = max(g.xyz, l.zxy);
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vec3 x1 = x0 - i1 + C.xxx;
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vec3 x2 = x0 - i2 + C.yyy;
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vec3 x3 = x0 - D.yyy;
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i = mod289(i);
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vec4 p = permute(permute(permute(
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i.z + vec4(0.0, i1.z, i2.z, 1.0))
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0))
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0));
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float n_ = 0.142857142857;
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vec3 ns = n_ * D.wyz - D.xzx;
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vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
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vec4 x_ = floor(j * ns.z);
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vec4 y_ = floor(j - 7.0 * x_);
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vec4 x = x_ * ns.x + ns.yyyy;
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vec4 y = y_ * ns.x + ns.yyyy;
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4(x.xy, y.xy);
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vec4 b1 = vec4(x.zw, y.zw);
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vec4 s0 = floor(b0) * 2.0 + 1.0;
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vec4 s1 = floor(b1) * 2.0 + 1.0;
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vec4 sh = -step(h, vec4(0.0));
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vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
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vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
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vec3 p0 = vec3(a0.xy, h.x);
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vec3 p1 = vec3(a0.zw, h.y);
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vec3 p2 = vec3(a1.xy, h.z);
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vec3 p3 = vec3(a1.zw, h.w);
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vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2,p2), dot(p3,p3)));
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p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w;
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vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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m = m * m;
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return 42.0 * dot(m*m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));
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}
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float fbm(vec3 p){
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float sum = 0.0;
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float amp = 0.5;
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for (int i = 0; i < 3; i++) {
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sum += amp * snoise(p);
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p *= 2.1;
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amp *= 0.5;
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}
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return sum;
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}
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`;
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export const blobVertex = /* glsl */ `
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uniform float uTime;
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uniform float uFreq;
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uniform float uAmp;
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uniform float uSpeed;
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varying float vDisp;
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varying vec3 vNormal;
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varying vec3 vViewDir;
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${SIMPLEX}
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void main(){
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float t = uTime * uSpeed;
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float d = fbm(normal * uFreq + vec3(t, t * 0.7, -t * 0.4));
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vDisp = d;
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vec3 displaced = position + normal * d * uAmp;
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vec4 mvPosition = modelViewMatrix * vec4(displaced, 1.0);
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vNormal = normalize(normalMatrix * normal);
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vViewDir = normalize(-mvPosition.xyz);
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gl_Position = projectionMatrix * mvPosition;
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}
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`;
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export const blobFragment = /* glsl */ `
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uniform vec3 uColorA;
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uniform vec3 uColorB;
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uniform float uHeat;
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uniform float uOpacity;
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varying float vDisp;
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varying vec3 vNormal;
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varying vec3 vViewDir;
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void main(){
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float fresnel = pow(1.0 - max(dot(vNormal, vViewDir), 0.0), 2.4);
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vec3 base = mix(uColorA, uColorB, vDisp * 0.5 + 0.5);
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base = mix(base, vec3(1.0, 0.62, 0.38), uHeat * 0.4);
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vec3 color = base * (0.32 + fresnel * 1.6) + base * smoothstep(0.35, 0.9, vDisp) * 0.45;
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float alpha = (0.22 + fresnel * 0.85) * uOpacity;
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gl_FragColor = vec4(color, alpha);
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}
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`;
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export const particleVertex = /* glsl */ `
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uniform float uTime;
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uniform float uAttract; // 1 = 吸入核心 (thinking)
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uniform float uBurst; // 1 = 向外喷发 (answering)
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uniform float uDir; // 喷发的水平方向(指向内容区)
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uniform float uSize;
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uniform vec3 uMouse; // 指针在粒子局部空间的位置
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uniform float uMouseForce;
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uniform float uGrab; // 按压牵引强度(弹簧驱动,可为负 → 回弹散开)
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attribute vec3 aSeed; // 每粒子随机种子
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attribute float aRadius;
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attribute float aSpeed;
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varying float vFade;
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void main(){
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float t = uTime * aSpeed;
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// 进动轨道:两组相位叠加,避免规则圆轨
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float theta = aSeed.x * 6.2831 + t;
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float phi = aSeed.y * 3.1415 + sin(t * 0.6 + aSeed.z * 6.2831) * 0.7;
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float r = aRadius * mix(1.0, 0.3, uAttract);
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r += uBurst * (0.8 + aSeed.z * 2.6);
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vec3 pos = vec3(
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cos(theta) * sin(phi) * r,
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cos(phi) * r * 0.85,
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sin(theta) * sin(phi) * r
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);
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// 喷发时整体偏向内容区一侧
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pos.x += uBurst * uDir * (0.6 + aSeed.y * 1.8);
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// 鼠标牵引:靠近指针的粒子被吸过去,绕指针形成小漩涡
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float md = distance(pos, uMouse);
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float pull = smoothstep(2.8, 0.2, md) * uMouseForce * (0.35 + aSeed.z * 0.65);
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vec3 swirl = vec3(
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sin(t * 2.2 + aSeed.x * 6.2831),
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cos(t * 1.7 + aSeed.y * 6.2831),
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sin(t * 1.3 + aSeed.z * 6.2831)
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) * (0.12 + aSeed.y * 0.3);
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pos = mix(pos, uMouse + swirl, pull);
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// 按住鼠标:全体粒子被牵向按压点,逐粒错相往复脉动;
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// uGrab 为负(松开回弹)时 mix 外推 → 粒子向外散开再被拉回
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float osc = 0.55 + 0.45 * sin(uTime * (1.2 + aSeed.x * 1.6) + aSeed.y * 6.2831);
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float gpull = clamp(uGrab, -0.35, 1.25) * osc * (0.5 + aSeed.z * 0.5);
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gpull = clamp(gpull, -0.4, 0.96);
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vec3 gswirl = vec3(
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sin(t * 1.8 + aSeed.y * 6.2831),
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cos(t * 1.4 + aSeed.z * 6.2831),
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sin(t * 1.1 + aSeed.x * 6.2831)
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) * (0.18 + aSeed.x * 0.5);
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pos = mix(pos, uMouse + gswirl, gpull);
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vFade = 1.0 - uBurst * aSeed.z * 0.9;
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vFade = min(vFade + pull * 0.5 + max(gpull, 0.0) * 0.35, 1.2);
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vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
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gl_PointSize = uSize * (0.6 + aSeed.z) * (1.0 + pull * 0.5 + max(gpull, 0.0) * 0.3) * (3.4 / -mvPosition.z);
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gl_Position = projectionMatrix * mvPosition;
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}
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`;
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export const particleFragment = /* glsl */ `
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uniform vec3 uColorA;
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uniform vec3 uColorB;
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uniform float uHeat;
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uniform float uOpacity;
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varying float vFade;
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void main(){
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vec2 uv = gl_PointCoord - 0.5;
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float d = length(uv);
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float mask = smoothstep(0.5, 0.05, d);
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vec3 color = mix(uColorA, uColorB, vFade);
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color = mix(color, vec3(1.0, 0.62, 0.38), uHeat * 0.35);
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gl_FragColor = vec4(color, mask * vFade * 0.75 * uOpacity);
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}
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`;
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