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<!DOCTYPE html>
<html lang="en">

<head>
  <meta charset="utf-8" />
  <meta name="viewport" content="width=device-width,initial-scale=1,maximum-scale=1,viewport-fit=cover" />
  <title>Space-X Debris Explosion Shader</title>
  <style>
    :root {
      color-scheme: dark;
    }

    html,
    body {
      margin: 0;
      height: 100%;
      background: #000;
      overflow: hidden;
      font-family: system-ui, -apple-system, Segoe UI, Roboto, Ubuntu, Cantarell, "Helvetica Neue", Arial, "Noto Sans", "Apple Color Emoji", "Segoe UI Emoji";
    }

    #wrap {
      position: relative;
      width: 100vw;
      height: 100vh;
      background: radial-gradient(1200px 800px at 50% 60%, #04060a 0%, #020307 55%, #010205 75%, #000 100%);
    }

    canvas {
      position: absolute;
      inset: 0;
      width: 100%;
      height: 100%;
      display: block;
    }

    #overlay {
      position: absolute;
      top: 12px;
      left: 12px;
      right: 12px;
      display: flex;
      justify-content: space-between;
      align-items: center;
      gap: 12px;
      z-index: 10;
      pointer-events: none;
    }

    #title {
      font-size: clamp(12px, 2vw, 16px);
      letter-spacing: .08em;
      text-transform: uppercase;
      opacity: .8;
      color: #a9b7d1;
      pointer-events: auto;
    }

    #title a {
      color: #9ad4ff;
      text-decoration: none;
      border-bottom: 1px dashed rgba(154, 212, 255, .35);
    }

    #controls {
      pointer-events: auto;
      display: flex;
      gap: 8px;
    }

    button {
      background: rgba(255, 255, 255, .06);
      color: #d9e3ff;
      border: 1px solid rgba(255, 255, 255, .12);
      border-radius: 10px;
      padding: 8px 12px;
      font-size: 12px;
      cursor: pointer;
      backdrop-filter: blur(6px);
      transition: all .2s ease;
    }

    button:hover {
      background: rgba(255, 255, 255, .1);
      transform: translateY(-1px);
    }

    #hint {
      position: absolute;
      bottom: 12px;
      right: 12px;
      color: #b9c6e6;
      opacity: .65;
      font-size: 12px;
      padding: 6px 10px;
      border: 1px solid rgba(255, 255, 255, .08);
      border-radius: 8px;
      background: rgba(0, 0, 0, .25);
      backdrop-filter: blur(6px);
      pointer-events: none;
    }
  </style>
</head>

<body>
  <div id="wrap">
    <canvas id="gl"></canvas>
    <div id="overlay">
      <div id="title">
        Debris After a Space-X Rocket Explosion
        &nbsp;|&nbsp; Built with <a href="https://huggingface.co/spaces/akhaliq/anycoder" target="_blank"
          rel="noopener noreferrer">anycoder</a>
      </div>
      <div id="controls">
        <button id="btn-explode" title="Spawn a new explosion (E)">Explode</button>
        <button id="btn-toggle" title="Pause/Resume (Space)">Pause</button>
        <button id="btn-reset" title="Reset particles (R)">Reset</button>
      </div>
    </div>
    <div id="hint">Click or press E to explode • Space to pause • R to reset</div>
  </div>

  <script>
    (function(){
  const canvas = document.getElementById('gl');
  const gl = canvas.getContext('webgl', { antialias: false, alpha: false, preserveDrawingBuffer: false });
  if (!gl) {
    alert('WebGL not supported on this device/browser.');
    return;
  }

  // Globals
  const DPR = Math.min(2, window.devicePixelRatio || 1);
  let W = 0, H = 0;
  let time = 0, lastT = 0, paused = false;

  // Explosion and physics
  const G = 0.10;            // "gravity" in world units per second^2 (scaled)
  const DRAG = 0.995;        // velocity damping per frame
  const MAX_PARTICLES = 14000;
  const MIN_PARTICLES = 4000;
  let PARTICLE_COUNT = MAX_PARTICLES;

  // Explosion origin in world coordinates (will be recentered on resize)
  let origin = { x: 0, y: 0 };

  // Particles data
  let pLife, pPos, pVel, pSize, pSeed;

  // Stars
  let STAR_COUNT = 600;
  let starPos, starPhase, starSize;

  // Shockwave
  let shockActive = false;
  let shockStart = 0;
  let shockDuration = 6.0;
  let shockMaxRadius = 0.0;
  let shockThickness = 0.06;

  // Trail FBO
  let trailFbo = null;
  let trailTex = null;

  // Utility
  const rand = (a=0,b=1)=>a+Math.random()*(b-a);
  const clamp = (x, a, b)=>Math.max(a, Math.min(b, x));
  const mix = (a,b,t)=>a*(1-t)+b*t;

  // Shaders
  const particleVS = `
    attribute vec2 a_pos;
    attribute vec2 a_vel;
    attribute float a_size;
    attribute float a_seed;

    uniform vec2 u_origin;
    uniform vec2 u_scale;
    uniform float u_aspect;
    uniform float u_time;

    varying float v_speed;
    varying float v_seed;
    varying float v_size;

    void main() {
      vec2 dir = normalize(a_vel + vec2(1e-6));
      float speed = length(a_vel);
      v_speed = speed;
      v_seed = a_seed;
      v_size = a_size;

      vec2 world = a_pos;
      vec2 clip = (world - u_origin) * u_scale;
      gl_Position = vec4(clip, 0.0, 1.0);
      gl_PointSize = a_size;
    }
  `;

  const particleFS = `
    precision mediump float;

    uniform float u_time;

    varying float v_speed;
    varying float v_seed;
    varying float v_size;

    // 2D rotation
    mat2 rot(float a){ float c=cos(a), s=sin(a); return mat2(c,-s,s,c); }

    float hash21(vec2 p){
      p = fract(p*vec2(123.34, 345.45));
      p += dot(p, p+34.345);
      return fract(p.x*p.y);
    }

    void main() {
      // Point sprite coord
      vec2 uv = gl_PointCoord*2.0 - 1.0;

      // Flicker rotation for anisotropy
      float ang = v_seed*6.2831 + u_time*2.0;
      uv = rot(ang) * uv;

      // Elliptical falloff: elongated along x
      float e = 0.42;
      float d = dot(vec2(uv.x/e, uv.y), vec2(uv.x/e, uv.y));
      float alpha = smoothstep(1.0, 0.0, d);

      // Spark core
      float core = smoothstep(0.20, 0.0, d);
      alpha = max(alpha, core*0.75);

      // Color by speed: white->yellow->orange->red
      float t = clamp(v_speed*0.6, 0.0, 1.0);
      vec3 col = mix(vec3(1.0, 0.95, 0.90), vec3(1.0, 0.75, 0.25), smoothstep(0.0, 0.5, t));
      col = mix(col, vec3(1.0, 0.45, 0.10), smoothstep(0.5, 1.0, t));
      col = mix(col, vec3(0.9, 0.1, 0.05), smoothstep(0.9, 1.6, t));

      // Slight color jitter
      float n = hash21(vec2(v_seed*19.31, v_seed*91.7));
      col *= mix(0.9, 1.1, n);

      // Flicker
      float flick = 0.85 + 0.25*sin(u_time*40.0 + v_seed*123.4);
      alpha *= flick;

      gl_FragColor = vec4(col, alpha);
      // Premultiplied-like glow via additive blend
    }
  `;

  const compositeVS = `
    attribute vec2 a_pos;
    varying vec2 v_uv;
    void main(){
      v_uv = a_pos*0.5 + 0.5;
      gl_Position = vec4(a_pos, 0.0, 1.0);
    }
  `;

  const compositeFS = `
    precision mediump float;
    varying vec2 v_uv;

    uniform sampler2D u_prevTrail;
    uniform sampler2D u_curr;
    uniform float u_decay;

    uniform vec2 u_resolution;
    uniform float u_time;
    uniform float u_shockStart;
    uniform float u_shockDuration;

    uniform int u_starCount;
    uniform vec2 u_starPos[1200];
    uniform float u_starPhase[1200];
    uniform float u_starSize[1200];

    // Starfield function
    float hash(float x){ return fract(sin(x)*43758.5453123); }
    vec3 starfield(vec2 uv, float aspect){
      // Tile to reduce cost
      vec2 grid = uv*vec2(aspect, 1.0)*400.0;
      vec2 id = floor(grid);
      vec2 gv = fract(grid) - 0.5;

      float n = hash(id.x + id.y*57.0);
      vec3 col = vec3(0.0);

      // Sparse stars
      if (n > 0.997) {
        float tw = 0.6 + 0.4*sin(u_time*2.0 + n*123.0);
        float size = mix(0.5, 1.5, hash(n*13.7));
        float d = length(gv);
        float s = smoothstep(size, 0.0, d);
        col += vec3(1.0, 1.0, 1.0) * s * tw;
      }
      return col;
    }

    // Shockwave ring
    float ring(vec2 uv, vec2 center, float radius, float thickness){
      float d = length(uv - center);
      float inner = smoothstep(radius - thickness, radius, d);
      float outer = 1.0 - smoothstep(radius, radius + thickness, d);
      float ringv = inner * outer;
      // fade ends
      return ringv;
    }

    // Background nebula (cheap multi-noise)
    float noise(vec2 p){
      vec2 i = floor(p);
      vec2 f = fract(p);
      float a = hash(i.x + i.y*57.0);
      float b = hash(i.x+1.0 + i.y*57.0);
      float c = hash(i.x + (i.y+1.0)*57.0);
      float d = hash(i.x+1.0 + (i.y+1.0)*57.0);
      vec2 u = f*f*(3.0-2.0*f);
      return mix(mix(a,b,u.x), mix(c,d,u.x), u.y);
    }
    vec3 nebula(vec2 uv, float t){
      uv *= 2.5;
      float n = 0.0;
      n += noise(uv + vec2(t*0.03, t*0.01));
      n += 0.5*noise(uv*2.0 - vec2(t*0.02, -t*0.015));
      n += 0.25*noise(uv*4.0 + vec2(t*0.01, t*0.02));
      n = pow(n, 1.2);
      vec3 c = mix(vec3(0.05, 0.07, 0.10), vec3(0.10, 0.05, 0.15), n);
      c += vec3(0.03, 0.02, 0.06)*n*n;
      return c;
    }

    void main(){
      // UV to NDC space (0..1)
      vec2 uv = v_uv;
      vec2 ndc = uv*2.0 - 1.0;

      // Background base
      vec3 col = nebula(ndc, u_time);

      // Stars (procedural sparse)
      float aspect = u_resolution.x / u_resolution.y;
      vec3 stars = starfield(uv, aspect);
      col += stars * 0.7;

      // Shockwave ring
      if (u_time < u_shockDuration) {
        float radius = (u_time - u_shockStart) * 0.9; // world units to NDC
        // convert center
        vec2 c = vec2(0.0); // origin in NDC
        float ringv = ring(ndc, c, radius, 0.06);
        vec3 ringCol = mix(vec3(0.5,0.8,1.0), vec3(1.0,0.9,0.6), smoothstep(0.0, 1.0, radius));
        col += ringCol * ringv * 1.2;
      }

      // Trails: fade previous, add current
      vec3 prev = texture2D(u_prevTrail, uv).rgb;
      vec3 curr = texture2D(u_curr, uv).rgb;

      vec3 combined = prev * u_decay + curr;

      // Vignette
      float vign = smoothstep(1.3, 0.2, length(ndc));
      col *= vign;

      // Mix trails over background
      col += combined;

      // Tone map and gamma
      col = col / (1.0 + col); // simple Reinhard
      col = pow(col, vec3(1.0/2.2));

      gl_FragColor = vec4(col, 1.0);
    }
  `;

  // GL helpers
  function createShader(type, src){
    const sh = gl.createShader(type);
    gl.shaderSource(sh, src);
    gl.compileShader(sh);
    if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS)) {
      console.error(gl.getShaderInfoLog(sh));
      throw new Error('Shader compile error');
    }
    return sh;
  }
  function createProgram(vsSrc, fsSrc){
    const vs = createShader(gl.VERTEX_SHADER, vsSrc);
    const fs = createShader(gl.FRAGMENT_SHADER, fsSrc);
    const pr = gl.createProgram();
    gl.attachShader(pr, vs);
    gl.attachShader(pr, fs);
    gl.linkProgram(pr);
    if (!gl.getProgramParameter(pr, gl.LINK_STATUS)) {
      console.error(gl.getProgramInfoLog(pr));
      throw new Error('Program link error');
    }
    return pr;
  }

  // Programs
  const particleProg = createProgram(particleVS, particleFS);
  const particleLoc = {
    a_pos: gl.getAttribLocation(particleProg, 'a_pos'),
    a_vel: gl.getAttribLocation(particleProg, 'a_vel'),
    a_size: gl.getAttribLocation(particleProg, 'a_size'),
    a_seed: gl.getAttribLocation(particleProg, 'a_seed'),
    u_origin: gl.getUniformLocation(particleProg, 'u_origin'),
    u_scale: gl.getUniformLocation(particleProg, 'u_scale'),
    u_aspect: gl.getUniformLocation(particleProg, 'u_aspect'),
    u_time: gl.getUniformLocation(particleProg, 'u_time'),
  };

  const compositeProg = createProgram(compositeVS, compositeFS);
  const compositeLoc = {
    a_pos: gl.getAttribLocation(compositeProg, 'a_pos'),
    u_prevTrail: gl.getUniformLocation(compositeProg, 'u_prevTrail'),
    u_curr: gl.getUniformLocation(compositeProg, 'u_curr'),
    u_decay: gl.getUniformLocation(compositeProg, 'u_decay'),
    u_resolution: gl.getUniformLocation(compositeProg, 'u_resolution'),
    u_time: gl.getUniformLocation(compositeProg, 'u_time'),
    u_shockStart: gl.getUniformLocation(compositeProg, 'u_shockStart'),
    u_shockDuration: gl.getUniformLocation(compositeProg, 'u_shockDuration'),
    u_starCount: gl.getUniformLocation(compositeProg, 'u_starCount'),
    u_starPos: gl.getUniformLocation(compositeProg, 'u_starPos'),
    u_starPhase: gl.getUniformLocation(compositeProg, 'u_starPhase'),
    u_starSize: gl.getUniformLocation(compositeProg, 'u_starSize'),
  };

  // Buffers
  const fsQuad = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, fsQuad);
  // Full-screen triangle
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
    -1, -1,
     3, -1,
    -1,  3
  ]), gl.STATIC_DRAW);

  // Particle buffers
  const bufPos = gl.createBuffer();
  const bufVel = gl.createBuffer();
  const bufSize = gl.createBuffer();
  const bufSeed = gl.createBuffer();

  // Trail target
  function createTrailTarget(w, h){
    const tex = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, tex);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);

    const fbo = gl.createFramebuffer();
    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);

    const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
    if (status !== gl.FRAMEBUFFER_COMPLETE) {
      console.error('FBO incomplete', status.toString(16));
    }
    gl.bindFramebuffer(gl.FRAMEBUFFER, null);

    return { fbo, tex };
  }

  function resize(){
    const cssW = canvas.clientWidth || window.innerWidth;
    const cssH = canvas.clientHeight || window.innerHeight;
    const w = Math.floor(cssW * DPR);
    const h = Math.floor(cssH * DPR);
    if (w === W && h === H) return;

    W = w; H = h;
    canvas.width = W;
    canvas.height = H;
    gl.viewport(0, 0, W, H);

    // Recreate trail target
    if (trailTex) {
      gl.deleteTexture(trailTex);
      gl.deleteFramebuffer(trailFbo);
    }
    const t = createTrailTarget(W, H);
    trailFbo = t.fbo;
    trailTex = t.tex;

    // Center explosion
    origin.x = 0;
    origin.y = 0;

    // Recompute scale (world -> NDC)
    worldScale.x = 1.0 / (WORLD_RADIUS);
    worldScale.y = 1.0 / (WORLD_RADIUS);
  }

  // World settings
  const WORLD_RADIUS = 2.2;  // world half-extent in NDC
  const worldScale = { x: 1/WORLD_RADIUS, y: 1/WORLD_RADIUS };

  // Particles init
  function allocParticles(count){
    PARTICLE_COUNT = clamp(count|0, MIN_PARTICLES, MAX_PARTICLES);
    pLife = new Float32Array(PARTICLE_COUNT);
    pPos = new Float32Array(PARTICLE_COUNT * 2);
    pVel = new Float32Array(PARTICLE_COUNT * 2);
    pSize = new Float32Array(PARTICLE_COUNT);
    pSeed = new Float32Array(PARTICLE_COUNT);
  }

  function randomInCircle(radius){
    const t = Math.random()*Math.PI*2;
    const r = Math.sqrt(Math.random())*radius;
    return { x: Math.cos(t)*r, y: Math.sin(t)*r };
  }

  function hslToRgb(h, s, l) {
    let r, g, b;
    if (s === 0) {
      r = g = b = l; // achromatic
    } else {
      const hue2rgb = function hue2rgb(p, q, t){
        if (t < 0) t += 1;
        if (t > 1) t -= 1;
        if (t < 1/6) return p + (q - p) * 6 * t;
        if (t < 1/2) return q;
        if (t < 2/3) return p + (q - p) * (2/3 - t) * 6;
        return p;
      };
      const q = l < 0.5 ? l * (1 + s) : l + s - l * s;
      const p = 2 * l - q;
      r = hue2rgb(p, q, h + 1/3);
      g = hue2rgb(p, q, h);
      b = hue2rgb(p, q, h - 1/3);
    }
    return [r, g, b];
  }

  function resetParticles(count){
    allocParticles(count);
    for (let i = 0; i < PARTICLE_COUNT; i++) {
      pSeed[i] = Math.random();
      const r = randomInCircle(0.15 + Math.random()*0.25);
      pPos[i*2+0] = origin.x + r.x;
      pPos[i*2+1] = origin.y + r.y;

      // Velocity: radial burst
      const angle = Math.atan2(r.y, r.x);
      const speed = 0.7 + Math.random()*2.6; // world units per second
      pVel[i*2+0] = Math.cos(angle) * speed;
      pVel[i*2+1] = Math.sin(angle) * speed;

      // Size in pixels (scaled with DPR)
      pSize[i] = (1.0 + Math.random()*3.5) * DPR * 1.2;

      // Life in seconds
      pLife[i] = 1.5 + Math.random()*5.0;
    }

    // Upload static buffers
    gl.bindBuffer(gl.ARRAY_BUFFER, bufSeed);
    gl.bufferData(gl.ARRAY_BUFFER, pSeed, gl.STATIC_DRAW);
    gl.bindBuffer(gl.ARRAY_BUFFER, bufSize);
    gl.bufferData(gl.ARRAY_BUFFER, pSize, gl.DYNAMIC_DRAW);

    // Initial positions
    gl.bindBuffer(gl.ARRAY_BUFFER, bufPos);
    gl.bufferData(gl.ARRAY_BUFFER, pPos, gl.DYNAMIC_DRAW);
    gl.bindBuffer(gl.ARRAY_BUFFER, bufVel);
    gl.bufferData(gl.ARRAY_BUFFER, pVel, gl.DYNAMIC_DRAW);
  }

  function respawn(i){
    pSeed[i] = Math.random();
    const r = randomInCircle(0.05 + Math.random()*0.18);
    pPos[i*2+0] = origin.x + r.x;
    pPos[i*2+1] = origin.y + r.y;

    const angle = Math.atan2(r.y, r.x);
    const speed = 0.9 + Math.random()*2.8;
    pVel[i*2+0] = Math.cos(angle) * speed;
    pVel[i*2+1] = Math.sin(angle) * speed;

    pSize[i] = (1.0 + Math.random()*3.5) * DPR * 1.2;
    pLife[i] = 1.8 + Math.random()*6.0;
  }

  function initStars(count){
    STAR_COUNT = Math.min(1200, count|0);
    starPos = new Float32Array(STAR_COUNT*2);
    starPhase = new Float32Array(STAR_COUNT);
    starSize = new Float32Array(STAR_COUNT);
    for (let i = 0; i < STAR_COUNT; i++){
      // Distribute roughly uniformly in NDC
      starPos[i*2+0] = rand(-1, 1);
      starPos[i*2+1] = rand(-1, 1);
      starPhase[i] = rand(0, Math.PI*2);
      starSize[i] = rand(0.5, 1.5);
    }
  }

  function explode(){
    // Shockwave start
    shockActive = true;
    shockStart = time;
    // Reset velocities with a powerful burst and add some turbulence
    for (let i = 0; i < PARTICLE_COUNT; i++){
      const angle = Math.random()*Math.PI*2;
      const speed = 1.2 + Math.random()*3.2; // stronger impulse
      pVel[i*2+0] = Math.cos(angle) * speed;
      pVel[i*2+1] = Math.sin(angle) * speed;
      // Add slight size jitter for flair
      pSize[i] = (1.2 + Math.random()*4.2) * DPR * 1.2;
      pLife[i] = 2.0 + Math.random()*6.0;
    }
  }

  // Init
  resetParticles(MAX_PARTICLES);
  initStars(STAR_COUNT);

  // GL State
  gl.disable(gl.DEPTH_TEST);
  gl.enable(gl.BLEND);
  gl.blendFunc(gl.ONE, gl.ONE); // additive
  gl.clearColor(0,0,0,1);

  // Controls
  const btnExplode = document.getElementById('btn-explode');
  const btnToggle = document.getElementById('btn-toggle');
  const btnReset = document.getElementById('btn-reset');
  btnExplode.addEventListener('click', explode);
  btnToggle.addEventListener('click', ()=>{
    paused = !paused;
    btnToggle.textContent = paused ? 'Resume' : 'Pause';
  });
  btnReset.addEventListener('click', ()=>resetParticles(PARTICLE_COUNT));

  window.addEventListener('keydown', (e)=>{
    if (e.code === 'Space') { paused = !paused; btnToggle.textContent = paused ? 'Resume' : 'Pause'; }
    if (e.key.toLowerCase() === 'e') explode();
    if (e.key.toLowerCase() === 'r') resetParticles(PARTICLE_COUNT);
  });
  window.addEventListener('resize', resize);
  window.addEventListener('pointerdown', explode);
  resize();

  // Animation
  function update(dt){
    // Update particles on CPU
    const decay = Math.pow(DRAG, dt*60);
    for (let i = 0; i < PARTICLE_COUNT; i++){
      // Life
      pLife[i] -= dt;
      if (pLife[i] <= 0) {
        respawn(i);
        continue;
      }
      // Velocity
      pVel[i*2+0] *= decay;
      pVel[i*2+1] = pVel[i*2+1]*decay - G*dt;

      // Position
      pPos[i*2+0] += pVel[i*2+0] * dt;
      pPos[i*2+1] += pVel[i*2+1] * dt;

      // If out of bounds (with margin), respawn
      const x = pPos[i*2+0], y = pPos[i*2+1];
      if (Math.abs(x) > WORLD_RADIUS*1.8 || Math.abs(y) > WORLD_RADIUS*1.8) {
        respawn(i);
      }
    }
  }

  function drawParticlesToFBO(){
    // Render current particles into trailTex FBO
    gl.bindFramebuffer(gl.FRAMEBUFFER, trailFbo);
    gl.viewport(0, 0, W, H);
    gl.clearColor(0,0,0,0);
    gl.clear(gl.COLOR_BUFFER_BIT);

    gl.useProgram(particleProg);

    // Attributes
    gl.bindBuffer(gl.ARRAY_BUFFER, bufPos);
    gl.enableVertexAttribArray(particleLoc.a_pos);
    gl.vertexAttribPointer(particleLoc.a_pos, 2, gl.FLOAT, false, 0, 0);

    gl.bindBuffer(gl.ARRAY_BUFFER, bufVel);
    gl.enableVertexAttribArray(particleLoc.a_vel);
    gl.vertexAttribPointer(particleLoc.a_vel, 2, gl.FLOAT, false, 0, 0);

    gl.bindBuffer(gl.ARRAY_BUFFER, bufSize);
    gl.enableVertexAttribArray(particleLoc.a_size);
    gl.vertexAttribPointer(particleLoc.a_size, 1, gl.FLOAT, false, 0, 0);

    gl.bindBuffer(gl.ARRAY_BUFFER, bufSeed);
    gl.enableVertexAttribArray(particleLoc.a_seed);
    gl.vertexAttribPointer(particleLoc.a_seed, 1, gl.FLOAT, false, 0, 0);

    // Uniforms
    gl.uniform2f(particleLoc.u_origin, origin.x, origin.y);
    gl.uniform2f(particleLoc.u_scale, worldScale.x, worldScale.y);
    gl.uniform1f(particleLoc.u_aspect, W / H);
    gl.uniform1f(particleLoc.u_time, time);

    // Update dynamic buffers
    gl.bindBuffer(gl.ARRAY_BUFFER, bufPos);
    gl.bufferSubData(gl.ARRAY_BUFFER, 0, pPos);
    gl.bindBuffer(gl.ARRAY_BUFFER, bufVel);
    gl.bufferSubData(gl.ARRAY_BUFFER, 0, pVel);

    gl.drawArrays(gl.POINTS, 0, PARTICLE_COUNT);

    // Cleanup
    gl.bindBuffer(gl.ARRAY_BUFFER, null);
    gl.useProgram(null);
    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  }

  function compositeToScreen(){
    gl.useProgram(compositeProg);

    gl.bindBuffer(gl.ARRAY_BUFFER, fsQuad);
    gl.enableVertexAttribArray(compositeLoc.a_pos);
    gl.vertexAttribPointer(compositeLoc.a_pos, 2, gl.FLOAT, false, 0, 0);

    gl.activeTexture(gl.TEXTURE0);
    gl.bindTexture(gl.TEXTURE_2D, trailTex);
    gl.uniform1i(compositeLoc.u_prevTrail, 0);

    gl.activeTexture(gl.TEXTURE1);
    gl.bindTexture(gl.TEXTURE_2D, trailTex); // same target this frame
    gl.uniform1i(compositeLoc.u_curr, 1);

    gl.uniform1f(compositeLoc.u_decay, 0.965); // trail persistence
    gl.uniform2f(compositeLoc.u_resolution, W, H);
    gl.uniform1f(compositeLoc.u_time, time);
    gl.uniform1f(compositeLoc.u_shockStart, shockStart);
    gl.uniform1f(compositeLoc.u_shockDuration, shockDuration);

    gl.uniform1i(compositeLoc.u_starCount, STAR_COUNT);
    gl.uniform2fv(compositeLoc.u_starPos, starPos);
    gl.uniform1fv(compositeLoc.u_starPhase, starPhase);
    gl.uniform1fv(compositeLoc.u_starSize, starSize);

    gl.drawArrays(gl.TRIANGLES, 0, 3);

    gl.bindBuffer(gl.ARRAY_BUFFER, null);
    gl.useProgram(null);
  }

  function frame(t){
    const now = t * 0.001;
    const dt = Math.min(0.033, now - lastT || 0.016);
    lastT = now;
    if (!paused) {
      time += dt;
      update(dt);
    }

    // Draw particles to trail buffer
    drawParticlesToFBO();

    // Composite to screen
    gl.viewport(0, 0, W, H);
    gl.clearColor(0,0,0,1);
    gl.clear(gl.COLOR_BUFFER_BIT);
    compositeToScreen();

    requestAnimationFrame(frame);
  }
  requestAnimationFrame(frame);

  // Auto explode after a moment for dramatic entrance
  setTimeout(()=>explode(), 900);
})();
  </script>
</body>

</html>