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<!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>