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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)
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| .. | ||
| quine.py | ||
| universal_encoder.html | ||
| vertex_braid.wgsl | ||