const pauseBtn = document.getElementById("pause-btn");
const resetBtn = document.getElementById("reset-btn");
const statsEl = document.getElementById("stats");
const globalFpsEl = document.getElementById("global-fps");
const shaderCountEl = document.getElementById("shader-count");
const searchInput = document.getElementById("search-input");
const gridEl = document.getElementById("preview-grid");
const detailViewEl = document.getElementById("detail-view");
const detailTitleEl = document.getElementById("detail-title");
const detailFpsEl = document.getElementById("detail-fps");
const detailCanvas = document.getElementById("detail-canvas");
const backBtn = document.getElementById("back-btn");
const API_BASE = "/api/shaders";
/** 串行补全缺失缩略图(每步独立 WebGL,用完即释放),避免多卡片同时建上下文 */
const thumbBackfillQueue = [];
const thumbBackfillQueuedIds = new Set();
const thumbBackfillFailUntil = new Map();
let thumbBackfillRunner = false;
const THUMB_BACKOFF_MS = 120000;
let gridHoverRuntime = null;
let sharedHoverCanvas = null;
function scheduleThumbBackfill(shaders) {
if (typeof window.captureShaderThumbnail !== "function") return;
const now = Date.now();
for (const s of shaders) {
if (s.thumbnailUrl) continue;
const code = s.code && String(s.code).trim();
if (!code) continue;
const retryAt = thumbBackfillFailUntil.get(s.id);
if (retryAt != null && now < retryAt) continue;
if (thumbBackfillQueuedIds.has(s.id)) continue;
thumbBackfillQueuedIds.add(s.id);
thumbBackfillQueue.push({ id: s.id, code, name: s.name || "shader" });
}
void runThumbBackfillLoop();
}
async function runThumbBackfillLoop() {
if (thumbBackfillRunner) return;
thumbBackfillRunner = true;
try {
while (thumbBackfillQueue.length) {
if (detailRuntime || gridHoverRuntime) {
await new Promise((r) => setTimeout(r, 250));
continue;
}
const job = thumbBackfillQueue.shift();
try {
const dataUrl = await window.captureShaderThumbnail(job.code, job.name);
const res = await fetch(`${API_BASE}/${encodeURIComponent(job.id)}/thumbnail`, {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify({ pngBase64: dataUrl }),
});
if (res.ok) {
thumbBackfillFailUntil.delete(job.id);
const url = `${API_BASE}/${encodeURIComponent(job.id)}/thumbnail?t=${Date.now()}`;
replaceCardStageWithThumb(job.id, url);
} else {
thumbBackfillFailUntil.set(job.id, Date.now() + THUMB_BACKOFF_MS);
}
} catch (e) {
console.warn("缩略图自动生成失败", job.id, e);
thumbBackfillFailUntil.set(job.id, Date.now() + THUMB_BACKOFF_MS);
} finally {
thumbBackfillQueuedIds.delete(job.id);
}
await new Promise((r) => setTimeout(r, 60));
}
} finally {
thumbBackfillRunner = false;
}
}
function replaceCardStageWithThumb(id, url) {
if (gridHoverRuntime && gridHoverRuntime.state.id === id) tearDownGridHover();
const card = gridEl.querySelector(`[data-shader-id="${CSS.escape(id)}"]`);
if (!card) return;
const stage = card.querySelector(".card-stage");
if (!stage) return;
stage.innerHTML = ``;
}
/** 全屏详情:限制像素量以便稳定 50+ FPS(过高 DPR × 边长会显著拖慢片元着色器) */
const DETAIL_MAX_PIXEL_RATIO = 1.35;
const DETAIL_MAX_BUFFER_LONG_SIDE = 1680;
/** 卡片 hover 实时预览:单例 WebGL,与缩略图同量级分辨率上限 */
const HOVER_MAX_PIXEL_RATIO = 1.25;
const HOVER_MAX_BUFFER_LONG_SIDE = 560;
const GL_CONTEXT_OPTS = {
alpha: false,
antialias: false,
depth: false,
stencil: false,
powerPreference: "high-performance",
desynchronized: true,
};
const vertexShaderSource = `#version 300 es
precision highp float;
layout(location = 0) in vec2 aPosition;
void main() { gl_Position = vec4(aPosition, 0.0, 1.0); }`;
function toPortableGlsl(code) {
if (!code) return "";
let s = String(code);
const start = s.indexOf("void mainImage");
if (start >= 0) {
s = s.slice(0, s.length);
}
s = s
.replace(/float2/g, "vec2")
.replace(/float3/g, "vec3")
.replace(/float4/g, "vec4")
.replace(/int2/g, "ivec2")
.replace(/int3/g, "ivec3")
.replace(/int4/g, "ivec4")
.replace(/precise::tanh/g, "tanh")
.replace(/ANGLE_userUniforms\._uiResolution/g, "iResolution")
.replace(/ANGLE_userUniforms\._uiTime/g, "iTime")
.replace(/ANGLE_userUniforms\._uiMouse/g, "iMouse")
.replace(/ANGLE_texture\([^)]*\)/g, "vec4(0.0)")
.replace(/ANGLE_texelFetch\([^)]*\)/g, "vec4(0.0)")
.replace(/ANGLE_mod\(/g, "mod(")
.replace(/\[\[[^\]]+\]\]/g, "")
.replace(/template\s*[^\n]*\n/g, "")
.replace(/ANGLE_out\(([^)]+)\)/g, "$1")
.replace(/ANGLE_swizzle_ref\(([^)]+)\)/g, "$1")
.replace(/ANGLE_elem_ref\(([^)]+)\)/g, "$1")
.replace(/(\d+\.\d+|\d+)f\b/g, "$1");
// Keep only helper functions + mainImage block, drop struct/template leftovers.
const mi = s.indexOf("void mainImage");
if (mi >= 0) {
const head = s.slice(0, mi);
const helpers = head
.split("\n\n")
.filter((blk) => /(void|float|vec[234]|mat[234])\s+[A-Za-z_][A-Za-z0-9_]*\s*\(/.test(blk))
.join("\n\n");
const mainPart = s.slice(mi);
return `${helpers}\n\n${mainPart}`;
}
return s;
}
function fallbackShader(name) {
const h = (name || "shader")
.split("")
.reduce((a, c) => (a * 33 + c.charCodeAt(0)) >>> 0, 5381);
const k1 = ((h % 97) / 97).toFixed(3);
const k2 = (((h >> 5) % 89) / 89).toFixed(3);
return `void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float t = iTime;
float v = sin(uv.x * (8.0 + ${k1} * 8.0) + t * (1.4 + ${k2} * 1.2))
+ cos(uv.y * (10.0 + ${k2} * 6.0) - t * (1.1 + ${k1}));
vec3 col = 0.5 + 0.5 * cos(vec3(0.2, 1.2, 2.2) + v + t);
fragColor = vec4(col, 1.0);
}`;
}
function buildFragmentShader(userCode) {
return `#version 300 es
precision highp float;
out vec4 outColor;
uniform vec3 iResolution;
uniform float iTime;
uniform float iTimeDelta;
uniform int iFrame;
uniform vec4 iMouse;
uniform vec4 iDate;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
uniform sampler2D iChannel2;
uniform sampler2D iChannel3;
${userCode}
void main() { mainImage(outColor, gl_FragCoord.xy); }`;
}
function setIDateUniform(gl, loc) {
if (loc == null) return;
const d = new Date();
gl.uniform4f(
loc,
d.getFullYear(),
d.getMonth() + 1,
d.getDate(),
d.getHours() * 3600 + d.getMinutes() * 60 + d.getSeconds() + d.getMilliseconds() * 0.001
);
}
function createQuad(gl) {
const quad = new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]);
const vao = gl.createVertexArray();
const vbo = gl.createBuffer();
gl.bindVertexArray(vao);
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER, quad, gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.bindVertexArray(null);
return { vao, vbo };
}
function compileProgram(gl, fragmentShaderSource) {
function compile(type, label, source) {
if (gl.isContextLost?.()) {
throw new Error(`${label}: WebGL context lost`);
}
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
let info = (gl.getShaderInfoLog(shader) || "").trim();
if (!info) {
const err = gl.getError();
info =
err && err !== gl.NO_ERROR
? `WebGL getError 0x${err.toString(16)} (driver returned no compile log)`
: "No compile log (often: shader too complex, loop/unroll limits, or driver bug). Try a simpler shader.";
}
gl.deleteShader(shader);
throw new Error(`${label} shader:\n${info}`);
}
return shader;
}
const vs = compile(gl.VERTEX_SHADER, "Vertex", vertexShaderSource);
const fs = compile(gl.FRAGMENT_SHADER, "Fragment", fragmentShaderSource);
const program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
gl.deleteShader(vs);
gl.deleteShader(fs);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
let info = (gl.getProgramInfoLog(program) || "").trim();
if (!info) {
const err = gl.getError();
info =
err && err !== gl.NO_ERROR
? `WebGL getError 0x${err.toString(16)} (no link log)`
: "No link log (vertex/fragment interface mismatch or resource limits).";
}
gl.deleteProgram(program);
throw new Error(`Program link:\n${info}`);
}
return program;
}
function createTexture(gl, width, height, data) {
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
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.REPEAT);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
gl.bindTexture(gl.TEXTURE_2D, null);
return tex;
}
function createDefaultChannelTextures(gl, noiseSize = 256) {
// iChannel0: audio-like lookup texture (matches many shadertoy audio assumptions)
const w0 = 512;
const h0 = 2;
const d0 = new Uint8Array(w0 * h0 * 4);
for (let x = 0; x < w0; x++) {
const t = x / (w0 - 1);
const fft = Math.floor(255 * Math.pow(1.0 - t, 1.8));
const wave = Math.floor(128 + 127 * Math.sin(t * Math.PI * 10.0));
// row0: fft, row1: waveform
const i0 = (x + 0 * w0) * 4;
const i1 = (x + 1 * w0) * 4;
d0[i0] = fft; d0[i0 + 1] = fft; d0[i0 + 2] = fft; d0[i0 + 3] = 255;
d0[i1] = wave; d0[i1 + 1] = wave; d0[i1 + 2] = wave; d0[i1 + 3] = 255;
}
// iChannel1/2/3: tiling noise/grain-like textures (smaller in grid previews).
const size = noiseSize;
const makeNoise = (scaleA, scaleB) => {
const d = new Uint8Array(size * size * 4);
for (let y = 0; y < size; y++) {
for (let x = 0; x < size; x++) {
const i = (y * size + x) * 4;
const n = Math.floor(
127 +
127 *
Math.sin((x * scaleA + y * scaleB) * 0.11) *
Math.cos((x * scaleB - y * scaleA) * 0.07)
);
d[i] = n;
d[i + 1] = (n * 37) & 255;
d[i + 2] = (n * 73) & 255;
d[i + 3] = 255;
}
}
return d;
};
return [
createTexture(gl, w0, h0, d0),
createTexture(gl, size, size, makeNoise(1.0, 0.7)),
createTexture(gl, size, size, makeNoise(0.8, 1.3)),
createTexture(gl, size, size, makeNoise(1.7, 0.4)),
];
}
function bindChannelTextures(gl, channelUniformLocs, channelTextures) {
for (let i = 0; i < 4; i++) {
if (channelUniformLocs[i] == null) continue;
gl.activeTexture(gl.TEXTURE0 + i);
gl.bindTexture(gl.TEXTURE_2D, channelTextures[i]);
gl.uniform1i(channelUniformLocs[i], i);
}
gl.activeTexture(gl.TEXTURE0);
}
function computeDetailBufferSize(cssW, cssH) {
const dpr = Math.min(window.devicePixelRatio || 1, DETAIL_MAX_PIXEL_RATIO);
let w = Math.max(1, Math.floor(cssW * dpr));
let h = Math.max(1, Math.floor(cssH * dpr));
const long = Math.max(w, h);
if (long > DETAIL_MAX_BUFFER_LONG_SIDE) {
const s = DETAIL_MAX_BUFFER_LONG_SIDE / long;
w = Math.max(1, Math.floor(w * s));
h = Math.max(1, Math.floor(h * s));
}
return { w, h };
}
function computeHoverBufferSize(cssW, cssH) {
const dpr = Math.min(window.devicePixelRatio || 1, HOVER_MAX_PIXEL_RATIO);
let w = Math.max(1, Math.floor(cssW * dpr));
let h = Math.max(1, Math.floor(cssH * dpr));
const long = Math.max(w, h);
if (long > HOVER_MAX_BUFFER_LONG_SIDE) {
const s = HOVER_MAX_BUFFER_LONG_SIDE / long;
w = Math.max(1, Math.floor(w * s));
h = Math.max(1, Math.floor(h * s));
}
return { w, h };
}
const previews = [];
/** Driven by scheduleRender(); detail + grid hover. */
let renderRafId = 0;
function scheduleRender() {
if (renderRafId) return;
renderRafId = requestAnimationFrame((ts) => {
renderRafId = 0;
renderAll(ts);
});
}
function shouldScheduleNextFrame() {
if (detailRuntime) return true;
if (gridHoverRuntime) return true;
return !paused;
}
let paused = false;
let elapsed = 0;
let frame = 0;
let lastTs = performance.now();
let fpsCounter = 0;
let fps = 0;
let lastSec = 0;
let detailFpsCounter = 0;
let detailFps = 0;
let detailLastSec = 0;
let detailRuntime = null;
let searchKeyword = "";
let lastSignature = "";
function getSharedHoverCanvas() {
if (!sharedHoverCanvas) {
sharedHoverCanvas = document.createElement("canvas");
sharedHoverCanvas.className = "card-hover-canvas";
}
return sharedHoverCanvas;
}
function tearDownGridHover() {
if (!gridHoverRuntime) {
if (sharedHoverCanvas && sharedHoverCanvas.parentNode) {
const stage = sharedHoverCanvas.parentNode;
stage.querySelectorAll(":scope > *").forEach((el) => {
el.style.visibility = "";
});
sharedHoverCanvas.remove();
sharedHoverCanvas.style.display = "none";
}
return;
}
const { gl, program, vao, vbo, channelTextures, _hoverResizeObserver } = gridHoverRuntime;
if (_hoverResizeObserver) _hoverResizeObserver.disconnect();
try {
if (program) gl.deleteProgram(program);
if (vao) gl.deleteVertexArray(vao);
if (vbo) gl.deleteBuffer(vbo);
if (channelTextures) channelTextures.forEach((t) => gl.deleteTexture(t));
} catch (_) {
/* lost */
}
gridHoverRuntime = null;
if (sharedHoverCanvas && sharedHoverCanvas.parentNode) {
const stage = sharedHoverCanvas.parentNode;
stage.querySelectorAll(":scope > *").forEach((el) => {
el.style.visibility = "";
});
sharedHoverCanvas.remove();
}
if (sharedHoverCanvas) sharedHoverCanvas.style.display = "none";
}
function startGridHover(previewState, card) {
if (detailViewEl.classList.contains("active")) return;
tearDownGridHover();
const canvas = getSharedHoverCanvas();
const stage = card.querySelector(".card-stage");
if (!stage) return;
const gl = canvas.getContext("webgl2", GL_CONTEXT_OPTS);
if (!gl) return;
let program;
let codeForRender = previewState.code;
try {
program = compileProgram(gl, buildFragmentShader(codeForRender));
} catch (_e1) {
try {
codeForRender = toPortableGlsl(previewState.code);
program = compileProgram(gl, buildFragmentShader(codeForRender));
} catch (_e2) {
codeForRender = fallbackShader(previewState.name);
try {
program = compileProgram(gl, buildFragmentShader(codeForRender));
} catch {
return;
}
}
}
const { vao, vbo } = createQuad(gl);
const channelTextures = createDefaultChannelTextures(gl, 128);
const channelUniforms = [
gl.getUniformLocation(program, "iChannel0"),
gl.getUniformLocation(program, "iChannel1"),
gl.getUniformLocation(program, "iChannel2"),
gl.getUniformLocation(program, "iChannel3"),
];
const uniforms = {
iResolution: gl.getUniformLocation(program, "iResolution"),
iTime: gl.getUniformLocation(program, "iTime"),
iTimeDelta: gl.getUniformLocation(program, "iTimeDelta"),
iFrame: gl.getUniformLocation(program, "iFrame"),
iMouse: gl.getUniformLocation(program, "iMouse"),
iDate: gl.getUniformLocation(program, "iDate"),
};
stage.appendChild(canvas);
canvas.style.display = "block";
stage.querySelectorAll(":scope > *").forEach((el) => {
if (el !== canvas) el.style.visibility = "hidden";
});
const ro = new ResizeObserver(() => {
if (!gridHoverRuntime) return;
const r = canvas.getBoundingClientRect();
gridHoverRuntime._layoutW = r.width;
gridHoverRuntime._layoutH = r.height;
});
ro.observe(canvas);
const r0 = canvas.getBoundingClientRect();
gridHoverRuntime = {
gl,
program,
vao,
vbo,
channelTextures,
channelUniforms,
uniforms,
canvas,
state: previewState,
mouse: { x: 0, y: 0, downX: 0, downY: 0, down: false },
localTime: 0.05,
localFrame: 1,
lastTick: performance.now(),
_layoutW: r0.width,
_layoutH: r0.height,
_hoverResizeObserver: ro,
};
scheduleRender();
}
function createPreviewCard(shader) {
const { id, name, author = "unknown", views = 0, likes = 0, code, thumbnailUrl } = shader;
const card = document.createElement("article");
card.className = "card";
card.dataset.search = `${name} ${author}`.toLowerCase();
const visualInner = thumbnailUrl
? `
`
: `