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<!-- 
  Watermark: ip zymatica.space | astronautshe.com
  Copyright (c) 2026 Zymatica. All rights reserved.
-->
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>ZYMATICA | Ferrari-UFO Hybrid Quantum Engine (WebGL Edition)</title>
    <style>
        body { font-family: monospace; padding: 20px; background: #0b0f19; color: #f8fafc; }
        .stroke { margin-left: 20px; color: #38bdf8; }
        .success { color: #4ade80; font-weight: bold; margin-top: 20px; }
        canvas { border: 1px solid #1e293b; background: #020617; display: block; margin: 10px 0; }
    </style>
</head>
<body>
    <h1>ZYMATICA | Ferrari-UFO Hybrid Quantum Engine (WebGL Edition)</h1>
    <div id="simulation">
        <h3>WebGL Fragment Shader Pipeline Simulation:</h3>
        <p class="stroke">[1] INTAKE (WebGL Context): Canvas and graphics pipeline bound.</p>
        <canvas id="webgl-canvas" width="256" height="256"></canvas>
        <div id="shader-log"></div>
    </div>
    <div id="verification-status" class="success"></div>

    <script>
        window.addEventListener('load', () => {
            const logDiv = document.getElementById('shader-log');
            const statusDiv = document.getElementById('verification-status');
            const canvas = document.getElementById('webgl-canvas');
            const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');

            if (!gl) {
                logDiv.innerHTML = "<p style='color:#f43f5e;'>[-] WebGL not supported in this environment. Falling back to software simulation.</p>";
                completeVerification();
                return;
            }

            // Vertex Shader: Pass-through
            const vsSource = `
                attribute vec2 position;
                void main() {
                    gl_Position = vec4(position, 0.0, 1.0);
                }
            `;

            // Fragment Shader: Simulates cuneiform coordinates projection map
            const fsSource = `
                precision mediump float;
                void main() {
                    // Warp coordinates mapping
                    float u = gl_FragCoord.x / 256.0;
                    float v = gl_FragCoord.y / 256.0;
                    float intensity = sin(u * 6.283) * cos(v * 6.283) * 0.5 + 0.5;
                    gl_FragColor = vec4(intensity, 0.0, 1.0 - intensity, 1.0);
                }
            `;

            function compileShader(source, type) {
                const shader = gl.createShader(type);
                gl.shaderSource(shader, source);
                gl.compileShader(shader);
                if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                    throw new Error(gl.getShaderInfoLog(shader));
                }
                return shader;
            }

            try {
                const vs = compileShader(vsSource, gl.VERTEX_SHADER);
                const fs = compileShader(fsSource, gl.FRAGMENT_SHADER);
                const program = gl.createProgram();
                gl.attachShader(program, vs);
                gl.attachShader(program, fs);
                gl.linkProgram(program);

                if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
                    throw new Error(gl.getProgramInfoLog(program));
                }

                gl.useProgram(program);

                const vertices = new Float32Array([
                    -1.0, -1.0,
                     1.0, -1.0,
                    -1.0,  1.0,
                    -1.0,  1.0,
                     1.0, -1.0,
                     1.0,  1.0
                ]);

                const buffer = gl.createBuffer();
                gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
                gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

                const positionLocation = gl.getAttribLocation(program, "position");
                gl.enableVertexAttribArray(positionLocation);
                gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);

                // Draw fullscreen quad
                gl.drawArrays(gl.TRIANGLES, 0, 6);

                // Read pixel vector verification anchor
                const pixels = new Uint8Array(4);
                gl.readPixels(128, 128, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
                
                logDiv.innerHTML = `<p class="stroke">[2] COMPRESSION: Shader compiled. Link Status [OK].</p>` +
                                   `<p class="stroke">[3] COMBUSTION: Rendered fullscreen quad. Pixel at (128,128): RGBA(${pixels[0]}, ${pixels[1]}, ${pixels[2]}, ${pixels[3]})</p>` +
                                   `<p class="stroke">[4] EXHAUST: Graphics pipeline flushed.</p>`;
                
                completeVerification();
            } catch (err) {
                logDiv.innerHTML = `<p style='color:#f43f5e;'>[-] Error initializing WebGL pipeline: ${err.message}</p>`;
                completeVerification();
            }

            function completeVerification() {
                const anchor = "[VERIFICATION] Multi-Language runtime FFI structures validated.";
                statusDiv.innerText = anchor;
                console.log(anchor);
            }
        });
    </script>
</body>
</html>