Commit graph

1 commit

Author SHA1 Message Date
Allaun Silverfox
d046b94f24 feat(wgsl): Vertex shader bundle — spherical coords → triangles → pixels
This is NOT a pixel encoder. This is a geometry solver on GPU.

vertex_braid.wgsl: 4 shader stages
  1. vs_main: spectral coeffs → spherical → cartesian → triangle vertices
     - Each instance = one QUBO variable → one triangle
     - Spectral deformation per-instance (chaos game rotation)
     - Icosphere subdivision for smooth geometry

  2. fs_main: Hachimoji color + Lambertian lighting + energy glow
     - Octant → 8 Hachimoji states
     - Brightness modulated by QUBO energy

  3. spectral_update: FSDU compute (co-evolution step)
     - Baker-analogue damping: high-l modes decay
     - Scar noise injection

  4. Helper functions:
     - spectral_to_embedding: |l,m⟩ → S^7 → R^3
     - point_to_hachimoji: octant → base index
     - icosahedron_vertex: platonic solid mesh
     - midpoint_normalize: sphere subdivision

Key difference from pixel encoder:
  Pixel encoder: CPU computes → GPU displays (brute force)
  Vertex shader: GPU computes via spherical geodesics (geometry solver)

The GPU walks Fisher-Rao geodesics by rotating spectral coefficients.
Each triangle instance follows a different geodesic path. The fragment
shader tells you which basin (Hachimoji state) the path converged to.

Refs: S7_SPECTRAL_BASIS.md (spectral decomposition),
COEVOLUTION_MODEL.md (FSDU scar update),
FBTTY_UNIVERSAL_ENCODER.md (accessibility layer)
2026-06-23 01:43:21 -05:00