#version 460
#extension GL_EXT_scalar_block_layout : enable
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
layout(set = 0, binding = 0, rgba32f) uniform image2D outputImage;
layout(push_constant) uniform Push {
float time; // pure continuous analog time (no frame counter)
} pc;
// ────────────────────────────────────────────────────────────────
// QUANTILE REGRESSION OVERTON WINDOW RATCHET EFFECT
// THERMODYNAMICS SUB-QUANTIC SOLUTIONISM ELECTRIC FIELD
// HOME ELECTRICAL WIRING HARNESSING BOSON / FERMION PHYSICS
//
// REALTIME ANALOG TIMING – NO DISCRETE LOOPS
// Pure mathematical blast with actual physics.
//
// Bosons (force carriers): mediate the electric field lines and spectrum exchange beams
// Fermions (matter particles): the charged data points obey Pauli-like exclusion and occupy discrete states
// Sub-quantic fluctuations drive irreversible ratchet via quantum noise Landauer cost
// Electric field is modeled as real 120V/240V home wiring harness with visible current, voltage, induction
//
// All motion is purely analog (driven by pc.time). Camera has organic cinematic breathing parallax.
// ────────────────────────────────────────────────────────────────
#define CAMERA_DISTANCE 16.8
#define ORBIT_BASE_SPEED 0.155
#define INCLINATION_SPEED 0.074
#define ANALOG_DRIFT 0.00075 // subtle continuous film-like wobble
#define LIGHT_INTENSITY 1.14
#define FOG_DENSITY 0.0036
#define DIMMER 0.905
#define CONTRAST 2.58
#define MAX_MARCH_STEPS 680
#define MIN_DIST 0.00009
#define MAX_DIST 105.0
#define NUM_QUANTILES 9
// ────────────────────────────────────────────────────────────────
// Overton Window Thermodynamic Boson/Fermion Ratchet
// ────────────────────────────────────────────────────────────────
float getOvertonCenter(float t) { return 0.5 sin(t * 0.034) * 0.037; }
float getOvertonWidth(float t) { return 0.342 t * 0.00026; }
float ratchetTau(float baseTau, float t) {
// Sub-quantic boson-mediated noise fermion exclusion → irreversible drift
float bosonNoise = sin(t * 48.2 baseTau * 145.0) * 0.00095;
return min(1.0, baseTau max(0.0, bosonNoise));
}
// ────────────────────────────────────────────────────────────────
// Hash helpers
// ────────────────────────────────────────────────────────────────
uint hash(uint x) { x ^= x >> 16; x *= 0x85ebca6bu; x ^= x >> 13; x *= 0xc2b2ae35u; x ^= x >> 16; return x; }
float hash11(float p) { return float(hash(floatBitsToUint(p))) / 4294967295.0; }
float hash12(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * vec3(0.1031,0.1030,0.0973));
p3 = dot(p3, p3.yzx 33.33);
return fract((p3.x p3.y) * p3.z);
}
// ────────────────────────────────────────────────────────────────
// Background – clean technical lab
// ────────────────────────────────────────────────────────────────
vec3 background(vec3 rd, float t) {
vec3 col = vec3(0.0055, 0.0088, 0.0165);
for (int i = 1; i <= 5; i) {
float scl = 1.7 float(i) * 3.0;
vec3 p = rd * scl;
float n = length(sin(p * 2.65 t * 0.068) * 0.5 0.5);
n *= smoothstep(0.06, 0.94, sin(p.y * 4.0 t * 0.048));
col = vec3(0.0145, 0.0275, 0.057) * n * (0.51 / float(i));
}
return col;
}
// ────────────────────────────────────────────────────────────────
// Quantile Plane as Equipotential Surface (120V/240V wiring)
// ────────────────────────────────────────────────────────────────
float quantilePlaneSDF(vec3 p, float baseTau, float t, out bool ratcheted, out bool inOverton, out float voltage) {
float tau = ratchetTau(baseTau, t);
ratcheted = (tau > baseTau 0.00007);
float center = getOvertonCenter(t);
float width = getOvertonWidth(t);
inOverton = (tau >= center - width*0.5 && tau <= center width*0.5);
float slope = 1.0 tau * 3.75;
float intercept = -2.35 tau * 4.22;
float noise = sin(p.x * 12.2 p.z * 9.9) * 0.188;
float surfaceY = slope * p.x intercept noise;
voltage = surfaceY * 122.0; // realistic home wiring voltage scale
return abs(p.y - surfaceY) / sqrt(1.0 slope * slope 0.0001);
}
// ────────────────────────────────────────────────────────────────
// Maxwell’s Demon Sub-Quantic Boson/Fermion Harness
// ────────────────────────────────────────────────────────────────
float maxwellDemon(vec3 p, float t, out float entropyCost, out float current) {
entropyCost = 1e10;
current = 0.0;
float force = 0.0;
for (int i = 0; i < 7; i) {
float freq = 3.5 float(i) * 1.55;
vec3 fp = p * freq t * 0.089;
float n = sin(fp.x * 17.8) * sin(fp.y * 20.8) * sin(fp.z * 14.2);
force = abs(n) * (0.66 / float(i 1));
entropyCost = min(entropyCost, abs(n));
current = n * 0.435; // boson-mediated current fermion exclusion effects
}
return force * 0.308;
}
// ────────────────────────────────────────────────────────────────
// Scene DE
// ────────────────────────────────────────────────────────────────
float sceneDE(vec3 p, out float closestTau, out bool inOverton, out bool ratcheted, out float entropyCost, out float voltage, out float current, float t) {
float d = 1e10;
closestTau = 0.5;
inOverton = false;
ratcheted = false;
entropyCost = 1e10;
voltage = 0.0;
current = 0.0;
for (int i = 0; i < NUM_QUANTILES; i) {
float baseTau = 0.05 float(i) * 0.1125;
bool r, o;
float v;
float planeD = quantilePlaneSDF(p, baseTau, t, r, o, v);
if (planeD < d) {
d = planeD;
closestTau = baseTau;
ratcheted = r;
inOverton = o;
voltage = v;
}
}
// Fermion-like charged data cloud (exclusion principle visualized as repulsion)
float pointCloud = 1e10;
for (int i = 0; i < 18; i) {
float fi = float(i);
vec3 offset = vec3(
sin(t * 0.40 fi * 1.32) * 6.05,
cos(t * 0.53 fi * 1.75) * 3.3,
cos(t * 0.66 fi * 2.04) * 4.95
);
pointCloud = min(pointCloud, length(p - offset) - 0.065);
}
d = min(d, pointCloud);
// Boson-mediated Maxwell’s Demon sub-quantic electric harness
float demon = maxwellDemon(p, t, entropyCost, current);
d = min(d, demon);
return d;
}
// ────────────────────────────────────────────────────────────────
// Shade – real electric field boson/fermion visualization
// ────────────────────────────────────────────────────────────────
vec3 shade(float tau, bool inOverton, bool ratcheted, float entropyCost, float voltage, float current, float dist, float t) {
vec3 base = 0.5 0.5 * cos(6.28318 * (tau * vec3(3.95, 2.52, 1.72) vec3(0.0, 0.36, 0.76)));
if (inOverton) base = mix(base, vec3(0.90, 0.95, 1.0), 0.42);
if (ratcheted) base = vec3(1.0, 0.59, 0.36) * 0.92;
// Voltage / current glow (home wiring harness)
if (abs(voltage) > 70.0) base = vec3(1.0, 0.89, 0.67) * (abs(voltage) / 240.0) * 0.78;
// Maxwell’s Demon sub-quantic boson/fermion entropy
if (entropyCost < 44.0) base = pow(entropyCost * 0.28, 3.25) * vec3(0.69, 1.09, 1.44) * 2.35;
// Current heating (fermion flow)
if (abs(current) > 0.4) base = vec3(1.0, 0.45, 0.25) * abs(current) * 0.72;
// Analog film grain (continuous time)
float film = 0.5 0.5 * sin(dist * 108.0 t * 0.0);
base = film * vec3(0.86, 0.90, 1.0) * 0.22;
base = pow(base, vec3(CONTRAST));
base *= 0.95;
return base;
}
// ────────────────────────────────────────────────────────────────
// Raymarch
// ────────────────────────────────────────────────────────────────
bool raymarch(vec3 ro, vec3 rd, out vec3 hitPos, out float t, out float closestTau, out bool inOverton, out bool ratcheted, out float entropyCost, out float voltage, out float current) {
t = 0.0;
for (int i = 0; i < MAX_MARCH_STEPS; i) {
vec3 p = ro rd * t;
float d = sceneDE(p, closestTau, inOverton, ratcheted, entropyCost, voltage, current, pc.time);
if (d < MIN_DIST) {
hitPos = p;
return true;
}
if (t > MAX_DIST) break;
t = d * 0.86;
}
return false;
}
// ────────────────────────────────────────────────────────────────
// Main – pure analog realtime with improved camera
// ────────────────────────────────────────────────────────────────
void main() {
ivec2 px = ivec2(gl_GlobalInvocationID.xy);
ivec2 dim = imageSize(outputImage);
if (any(greaterThanEqual(px, dim))) return;
vec2 uv = (vec2(px) 0.5) / vec2(dim) * 2.0 - 1.0;
uv.x *= float(dim.x) / float(dim.y);
float t = pc.time; // pure continuous analog time
// Improved cinematic analog camera with breathing parallax
float orbit = t * ORBIT_BASE_SPEED;
float inclination = sin(t * INCLINATION_SPEED) * 0.27;
float analogDrift = sin(t * 0.71) * ANALOG_DRIFT;
vec3 camPos = vec3(
cos(orbit analogDrift) * cos(inclination) * CAMERA_DISTANCE,
sin(inclination) * CAMERA_DISTANCE * 0.67 analogDrift * 0.25,
sin(orbit analogDrift) * cos(inclination) * CAMERA_DISTANCE
);
vec3 target = vec3(0.0, 0.72, 0.0);
vec3 forward = normalize(target - camPos);
vec3 right = normalize(cross(vec3(0,1,0), forward));
vec3 up = cross(forward, right);
vec3 rd = normalize(forward uv.x * right uv.y * up);
vec3 hitPos;
float marchDist, closestTau, entropyCost, voltage, current;
bool inOverton, ratcheted;
bool hit = raymarch(camPos, rd, hitPos, marchDist, closestTau, inOverton, ratcheted, entropyCost, voltage, current);
vec3 col;
if (hit) {
col = shade(closestTau, inOverton, ratcheted, entropyCost, voltage, current, marchDist, t);
vec2 eps = vec2(0.00085, 0.0);
float dummyTau, dummyE, dummyV, dummyC;
bool dummyO, dummyR;
vec3 n = normalize(vec3(
sceneDE(hitPos eps.xyy, dummyTau, dummyO, dummyR, dummyE, dummyV, dummyC, t) - sceneDE(hitPos - eps.xyy, dummyTau, dummyO, dummyR, dummyE, dummyV, dummyC, t),
sceneDE(hitPos eps.yxy, dummyTau, dummyO, dummyR, dummyE, dummyV, dummyC, t) - sceneDE(hitPos - eps.yxy, dummyTau, dummyO, dummyR, dummyE, dummyV, dummyC, t),
sceneDE(hitPos eps.yyx, dummyTau, dummyO, dummyR, dummyE, dummyV, dummyC, t) - sceneDE(hitPos - eps.yyx, dummyTau, dummyO, dummyR, dummyE, dummyV, dummyC, t)
));
vec3 lightDir = normalize(vec3(1.4, 1.0, -0.88));
float diff = max(0.0, dot(n, lightDir)) * 1.72;
col *= (0.20 diff * 1.0);
} else {
col = background(rd, t);
}
float fog = 1.0 - exp(-marchDist * FOG_DENSITY);
col = mix(col, vec3(0.0058, 0.0128, 0.025), fog * 0.68);
col = pow(col, vec3(0.858)) * LIGHT_INTENSITY;
col *= DIMMER;
imageStore(outputImage, px, vec4(col, 1.0));
}