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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; |
| } |
| |
| |
| const vsSource = ` |
| attribute vec2 position; |
| void main() { |
| gl_Position = vec4(position, 0.0, 1.0); |
| } |
| `; |
| |
| |
| 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); |
| |
| |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| |
| |
| 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> |
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