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Update main.js
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main.js
CHANGED
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@@ -1,3 +1,7 @@
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const canvas = document.getElementById("gl");
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const gl = canvas.getContext("webgl");
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const log = document.getElementById("log");
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@@ -5,87 +9,110 @@ const input = document.getElementById("input");
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function print(m){ log.innerHTML += m+"<br/>"; log.scrollTop=log.scrollHeight; }
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canvas.width = window.innerWidth -
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canvas.height = window.innerHeight;
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//
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let camPos = [0,
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let yaw
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const keys = {};
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window.addEventListener("
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canvas.addEventListener("mousemove", e=>{
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if(e.buttons===1){
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yaw += e.movementX
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pitch += e.movementY
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}
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});
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function camRot(){
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const cy=Math.cos(yaw), sy=Math.sin(yaw);
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const cp=Math.cos(pitch), sp=Math.sin(pitch);
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return [
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cy,
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sy*sp,
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sy*cp,
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];
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}
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//
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async function loadShader(){
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// Ω
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}
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const prog=gl.createProgram();
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gl.attachShader(prog,compile(gl.VERTEX_SHADER,vert));
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gl.attachShader(prog,compile(gl.FRAGMENT_SHADER,frag));
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gl.linkProgram(prog);
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gl.useProgram(prog);
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const buf=gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER,buf);
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gl.bufferData(gl.ARRAY_BUFFER,new Float32Array([-1,-1,1,-1,-1,1,1,1]),gl.STATIC_DRAW);
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const loc=gl.getAttribLocation(prog,"p");
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gl.enableVertexAttribArray(loc);
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gl.vertexAttribPointer(loc,2,gl.FLOAT,false,0,0);
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const uRes=gl.getUniformLocation(prog,"u_res");
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const uTime=gl.getUniformLocation(prog,"u_time");
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const uPow=gl.getUniformLocation(prog,"u_power");
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const uEng=gl.getUniformLocation(prog,"u_energy");
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const uCam=gl.getUniformLocation(prog,"u_camPos");
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const uRot=gl.getUniformLocation(prog,"u_camRot");
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function loop(
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if(keys["w"]) camPos[2]+=0.05;
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if(keys["s"]) camPos[2]-=0.05;
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if(keys["a"]) camPos[0]-=0.05;
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if(keys["d"]) camPos[0]+=0.05;
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gl.uniform2f(uRes,canvas.width,canvas.height);
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gl.uniform1f(uTime,t*0.001);
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gl.uniform1f(uPow,power);
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gl.uniform1f(uEng,energy);
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gl.uniform3fv(uCam,camPos);
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@@ -93,41 +120,32 @@ let currentBranch = "root";
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gl.drawArrays(gl.TRIANGLE_STRIP,0,4);
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requestAnimationFrame(loop);
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}
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loop(
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})();
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//
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function handle(cmd){
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const p=cmd.split(" ");
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switch(p[0]){
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case "help":
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print("inject <v> | superposition <v>");
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print("
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print("
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break;
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case "inject":
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energy=parseFloat(p[1])||energy;
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print("Ψ="+energy);
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break;
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case "superposition":
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power=parseFloat(p[1])||power;
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print("σ="+power);
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break;
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case "
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({power,energy}=branches[p[1]]);
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camPos=[...branches[p[1]].cam];
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currentBranch=p[1];
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print("Ω switched");
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}
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break;
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case "move":
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camPos=[+p[1],+p[2],+p[3]];
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break;
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}
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}
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@@ -139,5 +157,5 @@ input.addEventListener("keydown",e=>{
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}
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});
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print("CodexReality3D
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print("Type `help`");
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// ================================
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// CodexReality3D v7 — Living World
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// ================================
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const canvas = document.getElementById("gl");
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const gl = canvas.getContext("webgl");
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const log = document.getElementById("log");
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function print(m){ log.innerHTML += m+"<br/>"; log.scrollTop=log.scrollHeight; }
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canvas.width = window.innerWidth - 440;
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canvas.height = window.innerHeight;
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// ---------- Camera ----------
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let camPos = [0,0,-4];
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let yaw=0, pitch=0;
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const keys = {};
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window.addEventListener("keydown",e=>keys[e.key]=true);
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window.addEventListener("keyup",e=>keys[e.key]=false);
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canvas.addEventListener("mousemove",e=>{
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if(e.buttons===1){
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yaw += e.movementX*0.002;
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pitch += e.movementY*0.002;
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}
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});
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function camRot(){
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const cy=Math.cos(yaw), sy=Math.sin(yaw);
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const cp=Math.cos(pitch), sp=Math.sin(pitch);
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return [
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cy,0,-sy,
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sy*sp,cp,cy*sp,
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sy*cp,-sp,cy*cp
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];
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}
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// ---------- GPU Init ----------
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async function loadShader(){ return await (await fetch("shader.glsl")).text(); }
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let power=8.0, energy=1.0;
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// ---------- World Systems ----------
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const agents = [];
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const economy = { gold:1000, price:1.0 };
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const ledger = []; // Ω command log
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class Agent {
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constructor(id){
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this.id=id;
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this.pos=[Math.random()*2-1,0,Math.random()*2-1];
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this.vel=[0,0,0];
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this.energy=1.0;
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}
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step(){
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// simple policy: wander + trade
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this.vel[0]+= (Math.random()-0.5)*0.01;
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this.vel[2]+= (Math.random()-0.5)*0.01;
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this.pos[0]+=this.vel[0];
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this.pos[2]+=this.vel[2];
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this.energy -= 0.001;
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if(this.energy<0.5 && economy.gold>1){
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economy.gold-=1;
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this.energy+=0.5;
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}
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}
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}
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// ---------- Persistence ----------
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function saveWorld(){
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localStorage.setItem("codex_v7", JSON.stringify({
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power, energy, camPos, economy, agents
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}));
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print("Ω world saved");
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}
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function loadWorld(){
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const d=JSON.parse(localStorage.getItem("codex_v7"));
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if(!d) return;
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power=d.power; energy=d.energy; camPos=d.camPos;
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economy.gold=d.economy.gold; economy.price=d.economy.price;
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agents.length=0; d.agents.forEach(a=>agents.push(Object.assign(new Agent(a.id),a)));
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print("Ω world restored");
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}
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// ---------- Render Loop ----------
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(async()=>{
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const frag=await loadShader();
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const vert=`attribute vec2 p;void main(){gl_Position=vec4(p,0,1);}`;
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function compile(t,s){const sh=gl.createShader(t);gl.shaderSource(sh,s);gl.compileShader(sh);return sh;}
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const prog=gl.createProgram();
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gl.attachShader(prog,compile(gl.VERTEX_SHADER,vert));
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gl.attachShader(prog,compile(gl.FRAGMENT_SHADER,frag));
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gl.linkProgram(prog); gl.useProgram(prog);
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const buf=gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER,buf);
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gl.bufferData(gl.ARRAY_BUFFER,new Float32Array([-1,-1,1,-1,-1,1,1,1]),gl.STATIC_DRAW);
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const loc=gl.getAttribLocation(prog,"p");
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gl.enableVertexAttribArray(loc);
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gl.vertexAttribPointer(loc,2,gl.FLOAT,false,0,0);
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const uRes=gl.getUniformLocation(prog,"u_res");
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const uPow=gl.getUniformLocation(prog,"u_power");
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const uEng=gl.getUniformLocation(prog,"u_energy");
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const uCam=gl.getUniformLocation(prog,"u_camPos");
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const uRot=gl.getUniformLocation(prog,"u_camRot");
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function loop(){
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if(keys["w"]) camPos[2]+=0.05;
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if(keys["s"]) camPos[2]-=0.05;
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if(keys["a"]) camPos[0]-=0.05;
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if(keys["d"]) camPos[0]+=0.05;
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agents.forEach(a=>a.step());
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gl.uniform2f(uRes,canvas.width,canvas.height);
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gl.uniform1f(uPow,power);
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gl.uniform1f(uEng,energy);
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gl.uniform3fv(uCam,camPos);
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gl.drawArrays(gl.TRIANGLE_STRIP,0,4);
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requestAnimationFrame(loop);
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}
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loop();
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})();
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// ---------- CLI (CCL-v2) ----------
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function handle(cmd){
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ledger.push(cmd);
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const p=cmd.split(" ");
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switch(p[0]){
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case "help":
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print("inject <v> | superposition <v>");
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print("spawn_agent | save | load");
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print("economy");
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break;
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case "inject":
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energy=parseFloat(p[1])||energy;
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print("Ψ="+energy); break;
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case "superposition":
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power=parseFloat(p[1])||power;
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print("σ="+power); break;
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case "spawn_agent":
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agents.push(new Agent(agents.length));
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print("Agent spawned"); break;
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case "economy":
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print("Gold="+economy.gold); break;
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case "save": saveWorld(); break;
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case "load": loadWorld(); break;
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}
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}
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}
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});
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print("CodexReality3D v7 — Living World Engine");
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print("Type `help`");
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