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Delete src/sa2.py

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  1. src/sa2.py +0 -115
src/sa2.py DELETED
@@ -1,115 +0,0 @@
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- import streamlit as st
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- import streamlit.components.v1 as components
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-
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- st.title("Mobile-Friendly Shader Demo")
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-
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- # HTML + JS shader component
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- html_code = """
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- <canvas id="glcanvas"></canvas>
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- <script type="text/javascript">
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- // Setup canvas
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- const canvas = document.getElementById('glcanvas');
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- const gl = canvas.getContext('webgl');
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- if (!gl) { alert('WebGL not supported'); }
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-
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- // Resize canvas to fit screen
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- function resizeCanvas() {
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- canvas.width = window.innerWidth * window.devicePixelRatio;
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- canvas.height = window.innerHeight * 0.6 * window.devicePixelRatio; // ~60% height
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- }
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- window.addEventListener('resize', resizeCanvas);
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- resizeCanvas();
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-
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- // Vertex shader
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- const vertCode = `
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- attribute vec4 position;
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- void main() { gl_Position = position; }
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- `;
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-
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- // Fragment shader
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- const fragCode = `
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- precision mediump float;
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- uniform float iTime;
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- uniform vec2 iMouse;
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- uniform vec2 iResolution;
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- void main() {
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- vec2 uv = gl_FragCoord.xy / iResolution.xy;
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- vec3 color = vec3(
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- uv.x + iMouse.x*0.5 + 0.5*sin(iTime),
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- uv.y + iMouse.y*0.5 + 0.5*cos(iTime),
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- 0.5 + 0.5*sin(iTime)
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- );
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- gl_FragColor = vec4(color, 1.0);
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- }
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- `;
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-
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- // Shader compile helper
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- function compileShader(gl, source, type) {
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- const shader = gl.createShader(type);
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- gl.shaderSource(shader, source);
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- gl.compileShader(shader);
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- if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)){
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- console.error(gl.getShaderInfoLog(shader));
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- return null;
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- }
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- return shader;
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- }
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-
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- // Compile shaders
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- const vertShader = compileShader(gl, vertCode, gl.VERTEX_SHADER);
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- const fragShader = compileShader(gl, fragCode, gl.FRAGMENT_SHADER);
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-
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- // Link program
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- const program = gl.createProgram();
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- gl.attachShader(program, vertShader);
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- gl.attachShader(program, fragShader);
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- gl.linkProgram(program);
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- gl.useProgram(program);
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-
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- // Fullscreen quad
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- const vertices = new Float32Array([-1,-1, 1,-1, -1,1, -1,1, 1,-1, 1,1]);
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- const buffer = gl.createBuffer();
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- gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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- gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
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- const position = gl.getAttribLocation(program, "position");
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- gl.enableVertexAttribArray(position);
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- gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0);
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-
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- // Uniform locations
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- const iTime = gl.getUniformLocation(program, "iTime");
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- const iResolution = gl.getUniformLocation(program, "iResolution");
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- const iMouse = gl.getUniformLocation(program, "iMouse");
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-
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- // Initial mouse
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- let mouseX = 0.5;
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- let mouseY = 0.5;
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-
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- // Mouse / touch events
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- canvas.addEventListener('mousemove', e => {
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- const rect = canvas.getBoundingClientRect();
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- mouseX = (e.clientX - rect.left) / rect.width;
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- mouseY = 1.0 - (e.clientY - rect.top) / rect.height;
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- });
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- canvas.addEventListener('touchmove', e => {
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- e.preventDefault();
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- const rect = canvas.getBoundingClientRect();
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- const touch = e.touches[0];
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- mouseX = (touch.clientX - rect.left) / rect.width;
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- mouseY = 1.0 - (touch.clientY - rect.top) / rect.height;
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- }, {passive:false});
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-
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- // Animation loop
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- function render() {
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- gl.viewport(0, 0, canvas.width, canvas.height);
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- gl.uniform2f(iResolution, canvas.width, canvas.height);
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- gl.uniform2f(iMouse, mouseX, mouseY);
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- gl.uniform1f(iTime, performance.now() / 1000.0);
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- gl.drawArrays(gl.TRIANGLES, 0, 6);
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- requestAnimationFrame(render);
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- }
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- render();
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- </script>
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- """
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-
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- components.html(html_code, height=400)
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- st.markdown("**Instructions:** Move your mouse (desktop) or touch (mobile) the canvas to change colors in real time.")