remove backups

This commit is contained in:
Emile Clark-Boman 2026-02-03 20:27:21 +10:00
parent d76ac04531
commit c21e84391c
4 changed files with 0 additions and 638 deletions

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@ -1,114 +0,0 @@
.centered {
position: absolute;
inset: 0 0 0 0;
margin: auto;
display: flex;
}
.heading {
font-family: monospace;
font-size: 2em;
font-weight: bold;
}
/* =========================================================== *
* Type Writer Effect *
/* =========================================================== */
#typing-wrapper {
margin: auto auto;
text-align: start;
border: 0.5ch solid var(--theme-tty-border); /* #ac4aed */
background-color: var(--theme-bg);
padding: 20px;
/* overflow: hidden; */
display: flex;
flex-direction: column;
justify-content: start;
align-content: center;
align-items: start;
/* animation: kfs-ending 2s 10s forwards; */
}
#typing-prompt {
color: var(--theme-tty-prompt);
/* width: 10ch; /* prompt + command length */ */
/* animation: kfs-typing 0.5s steps(4), kfs-cursor-blink 1.2s steps(1, start) 0.6s forwards; */
white-space: nowrap;
/* overflow: hidden; */
border-right: 1ch solid;
margin-bottom: 0.5ch;
}
#typing-result {
/* "4.8s" means the result is shown 1.8s after typing ends */
/* animation: unhide 1s 1.8s forwards; */
/* visibility: hidden; */
white-space: nowrap; /* preserve linebreaks */
}
#typing-prompt-segfault {
color: var(--theme-tty-prompt);
/* width: 47ch; /* prompt + command length */
/* animation: kfs-typing-segfault 3s steps(36) 2.6s, cursor-blink 0.6s steps(1, start) 3s infinite alternate; */
/* animation: kfs-typing-segfault 3s steps(36) 4s forwards, cursor-blink-segfault 0.6s steps(1, start) 7.1s infinite alternate; */
white-space: nowrap;
/* overflow: hidden; */
border-right: 1ch solid;
margin-bottom: 0.5ch;
/* visibility: hidden; */
}
#typing-result-segfault {
/* "4.8s" means the result is shown 1.8s after typing ends */
/* animation: unhide 1s 8.3s forwards; */
/* visibility: hidden; */
white-space: nowrap; /* preserve linebreaks */
}
/* @keyframes kfs-typing { */
/* from { */
/* width: 6ch; /* ignore prompt width */ */
/* } */
/* } */
/* @keyframes kfs-typing-segfault { */
/* from { */
/* width: 11ch; /* ignore prompt width */ */
/* visibility: visible; */
/* } */
/* 25% { */
/* width: 11ch; */
/* } */
/* to { */
/* visibility: visible; */
/* } */
/* } */
/* @keyframes kfs-cursor-blink { */
/* from { */
/* border-color: transparent; */
/* } */
/* 50% { */
/* border-color: currentColor; */
/* } */
/* to { */
/* border-color: transparent; */
/* } */
/* } */
/* @keyframes cursor-blink-segfault { */
/* 50% { */
/* border-color: transparent; */
/* } */
/* } */
/* @keyframes unhide { */
/* to { */
/* visibility: visible; */
/* } */
/* } */

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@ -1,133 +0,0 @@
import { Smc } from "./smc/lib.js"
main();
async function fetchShader(uri, delegate) {
const res = await fetch(uri);
if (res.ok)
return await res.text();
this.raiseError(
SmcErr.FETCH_SHADER,
`Failed to load shader source ${url}: ${res.status} ${res.json()}`);
return ""
}
function animDelta(anim) {
const timing = anim.effect.getComputedTiming();
return (timing.delay ?? 0) + (timing.duration ?? 0) + (timing.endDelay ?? 0);
}
function main() {
const cps = 12; // chars per second
const promptDelay = 0.5;
const commandDelay = 5;
const outputDelay = 5;
const blinkTime = 600; // x2 then x1000
// WARNING: delay does not account for runtime
// WARNING: it assumes all computations are down instantaneously
var delay = 0;
const boot = document.querySelector("#boot-ppty");
// WARNING: ensure boot != null
boot
.querySelectorAll(".ppty-block")
.forEach((block, index, blocks) => {
const prompt = block.querySelector(".ppty-prompt");
const command = block.querySelector(".ppty-command");
const output = block.querySelector(".ppty-output");
// WARNING: ensure prompt|command|output != null
const promptAnim = prompt.animate(
[{ visibility: "visible" }],
{
delay: delay + promptDelay * 1000,
fill: "forwards",
},
);
delay = animDelta(promptAnim);
const showCursor = () => { command.style.borderRightColor = cursorColor; return true; };
const hideCursor = () => { command.style.borderRightColor = "transparent"; return false; };
const startCursorBlink = () => setInterval(() => {
cursorVisible = cursorVisible ? hideCursor() : showCursor();
}, blinkTime);
const cursorColor = command.style.borderRightColor;
var cursorVisible = true;
var blinkId = null;
setTimeout(() => {
command.style.visibility = "visible";
blinkId = startCursorBlink();
}, delay);
// WARNING: ensure command.textContent != null
const commandLen = command.textContent.trim().length
const commandAnim = command.animate(
[
{
width: "0ch",
visibility: "visible",
},
{
width: `${commandLen}ch`,
visibility: "visible",
}
],
{
duration: commandLen / cps * 1000,
delay: delay + commandDelay * 1000,
easing: `steps(${commandLen}, end)`,
fill: "forwards",
}
);
// pause the cursor while typing
setTimeout(() => {
clearInterval(blinkId);
showCursor();
cursorVisible = true;
}, delay + commandDelay * 1000);
delay = animDelta(commandAnim);
setTimeout(() => {
blinkId = startCursorBlink();
}, delay);
setTimeout(() => {
clearInterval(blinkId);
hideCursor();
}, delay + outputDelay * 1000);
// unhide output
output.animate(
[{ visibility: "visible" }],
{
delay: delay + outputDelay * 1000,
fill: "forwards",
}
);
delay += outputDelay * 1000;
// hide the cursor after output displays
setTimeout(() => command.style.borderRightColor = "transparent", delay);
});
const canvas = document.querySelector("#bg-canvas");
canvas.setAttribute('width', window.innerWidth);
canvas.setAttribute('height', window.innerHeight);
fetchShader("../shaders/segfault.glsl")
.then(frag =>
new Smc(canvas)
.setMaxFps(30)
.setProgram(builder =>
builder
.addFragmentShader(frag))
.run()
);
}

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@ -1,23 +0,0 @@
precision mediump float;
// uniform float uTime;
uniform vec2 uResolution;
void main() {
vec2 uv = gl_FragCoord.xy / uResolution.xy;
// vec3 col = 0.5 + 0.5 * cos(uTime + uv.xyx + vec3(0, 2, 4));
// gl_FragColor = vec4(col, 1.0);
// gl_FragColor = vec4(216., 43., 72., 255.) / 255.;
// float maxfc = max(gl_FragCoord.x, gl_FragCoord.y);
// gl_FragColor = vec4(gl_FragCoord.xy, maxfc, maxfc) / maxfc;
float maxuv = max(uv.x, uv.y);
gl_FragColor = vec4(34., 43., 192.*maxuv, 255.) / 255.;
// vec3 col = 0.5 + 0.5*cos(uv.xyx+vec3(0,2,4));
// gl_FragColor = vec4(col, 1.);
}

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@ -1,368 +0,0 @@
// WARNING: NOTE: this works on https://glslsandbox.com/e
precision highp float;
uniform float time;
uniform vec2 resolution;
/* ==== Text Colouring ==== */
#define PHOSPHOR_COL vec4(1, 1., 1., 1.)
#define BG_COL vec4(0.2, 0.0, 0.2, 0.)
/* ======= Text Size ======= */
#define FONT_SIZE vec2(10.,20.)
#define ROWCOLS vec2(80., 24.)
/* === Text Bloom Effect === */
#define WIDTH 1.2
#define HEIGHT 0.7
#define SMOOTH 0.004
/* ====== Smoke Noise ====== */
const int noiseSwirlSteps = 0;
const float noiseSwirlValue = 1.;
const float noiseSwirlStepValue = noiseSwirlValue / float(noiseSwirlSteps);
const float noiseScale = 1.0;
const float noiseTimeScale = 0.1;
// ===================================================================
// Library Functions
//
float rand(vec2 co) {
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float quantise(float val, float n) {
return clamp(floor(val * n), 0.0, n) / n;
}
float roundSquare(vec2 p, vec2 b, float r) {
return length(max(abs(p)-b,0.0))-r;
}
// standard roundSquare
float stdRS(vec2 uv, float r) {
return roundSquare(uv - 0.5, vec2(WIDTH, HEIGHT) + r, 0.05);
}
// ===================================================================
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
float simplex(vec3 v) {
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy;
vec3 x3 = x0 - D.yyy;
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) );
}
// ===================================================================
// VT220 Font Rendering
// Author/Source : https://www.shadertoy.com/view/llSXDV
//
#define l(y,a,b) roundLine(p, vec2(float(a), float(y)), vec2(float(b), float(y)))
float roundLine(vec2 p, vec2 a, vec2 b) {
b -= a + vec2(1.0,0.);
p -= a;
float f = length(p-clamp(dot(p,b)/dot(b,b),0.0,1.0)*b);
if (resolution.y < 320.) // attempt to get rid of aliasing on small resolution
return smoothstep(1.0, 0.9, f);
else if (resolution.y < 720.)
return smoothstep(0.75, 0.5, f);
else
return smoothstep(1., 0., f);
}
float vt220Font(vec2 p, float c) {
if (c < 1.) return 0.;
if (p.y > 16.) {
if (c > 2.) return 0.0;
if (c > 1.) return l(17,1,9);
}
if (p.y > 14.) {
if (c > 16.) return l(15,3,8);
if (c > 15.) return l(15,1,8);
if (c > 14.) return l(15,1,3)+ l(15,7,9);
if (c > 13.) return l(15,2,8);
if (c > 12.) return l(15,1,9);
if (c > 11.) return l(15,2,8);
if (c > 10.) return l(15,1,3)+ l(15,6,8);
if (c > 9.) return l(15,4,6);
if (c > 8.) return l(15,2,4)+ l(15,5,7);
if (c > 7.) return l(15,2,8);
if (c > 6.) return l(15,2,8);
if (c > 5.) return l(15,2,8);
if (c > 4.) return l(15,2,9);
if (c > 3.) return l(15,1,8);
if (c > 2.) return l(15,2,9);
}
if (p.y > 12.) {
if (c > 16.) return l(13,2,4)+ l(13,7,9);
if (c > 15.) return l(13,2,4)+ l(13,7,9);
if (c > 14.) return l(13,1,3)+ l(13,7,9);
if (c > 13.) return l(13,1,3)+ l(13,7,9);
if (c > 12.) return l(13,1,3);
if (c > 11.) return l(13,4,6);
if (c > 10.) return l(13,2,4)+ l(13,5,9);
if (c > 9.) return l(13,2,8);
if (c > 8.) return l(13,2,4)+ l(13,5,7);
if (c > 7.) return l(13,1,3)+ l(13,7,9);
if (c > 6.) return l(13,1,3)+ l(13,7,9);
if (c > 5.) return l(13,1,3)+ l(13,7,9);
if (c > 4.) return l(13,1,3)+ l(15,2,9);
if (c > 3.) return l(13,1,4)+ l(13,7,9);
if (c > 2.) return l(13,1,3)+ l(13,6,9);
}
if (p.y > 10.) {
if (c > 16.) return l(11,1,3);
if (c > 15.) return l(11,2,4)+ l(11,7,9);
if (c > 14.) return l(11,1,9);
if (c > 13.) return l(11,7,9);
if (c > 12.) return l(11,2,5);
if (c > 11.) return l(11,4,6);
if (c > 10.) return l(11,3,5)+ l(11,6,8);
if (c > 9.) return l(11,4,6)+ l(11,7,9);
if (c > 8.) return l(11,1,8);
if (c > 7.) return l(11,1,3)+ l(11,7,9);
if (c > 6.) return l(11,1,3)+ l(11,7,9);
if (c > 5.) return l(11,1,3)+ l(11,7,9);
if (c > 4.) return l(11,1,3);
if (c > 3.) return l(11,1,3)+ l(11,7,9);
if (c > 2.) return l(11,2,9);
}
if (p.y > 8.) {
if (c > 16.) return l(9,1,3);
if (c > 15.) return l(9,2,8);
if (c > 14.) return l(9,1,3)+ l(9,7,9);
if (c > 13.) return l(9,4,8);
if (c > 12.) return l(9,4,8);
if (c > 11.) return l(9,4,6);
if (c > 10.) return l(9,4,6);
if (c > 9.) return l(9,2,8);
if (c > 8.) return l(9,2,4)+ l(9,5,7);
if (c > 7.) return l(9,1,3)+ l(9,7,9);
if (c > 6.) return l(9,1,3)+ l(9,7,9);
if (c > 5.) return l(9,1,3)+ l(9,7,9);
if (c > 4.) return l(9,1,3)+ l(9,7,9);
if (c > 3.) return l(9,1,4)+ l(9,7,9);
if (c > 2.) return l(9,7,9);
}
if (p.y > 6.) {
if (c > 16.) return l(7,1,3);
if (c > 15.) return l(7,2,4)+ l(7,7,9);
if (c > 14.) return l(7,2,4)+ l(7,6,8);
if (c > 13.) return l(7,5,7);
if (c > 12.) return l(7,7,9);
if (c > 11.) return l(7,2,6);
if (c > 10.) return l(7,2,4)+ l(7,5,7);
if (c > 9.) return l(7,1,3)+ l(7,4,6);
if (c > 8.) return l(7,1,8);
if (c > 7.) return l(7,2,8);
if (c > 6.) return l(7,2,8);
if (c > 5.) return l(7,2,8);
if (c > 4.) return l(7,2,8);
if (c > 3.) return l(7,1,8);
if (c > 2.) return l(7,2,8);
}
if (p.y > 4.) {
if (c > 16.) return l(5,2,4)+ l(5,7,9);
if (c > 15.) return l(5,2,4)+ l(5,7,9);
if (c > 14.) return l(5,3,7);
if (c > 13.) return l(5,6,8);
if (c > 12.) return l(5,1,3)+ l(5,7,9);
if (c > 11.) return l(5,3,6);
if (c > 10.) return l(5,1,5)+ l(5,6,8);
if (c > 9.) return l(5,2,8);
if (c > 8.) return l(5,2,4)+ l(5,5,7);
if (c > 7.) return 0.;
if (c > 6.) return 0.;
if (c > 5.) return 0.;
if (c > 4.) return 0.;
if (c > 3.) return l(5,1,3);
if (c > 2.) return 0.;
}
if (p.y > 2.) {
if (c > 16.) return l(3,3,8);
if (c > 15.) return l(3,1,8);
if (c > 14.) return l(3,4,6);
if (c > 13.) return l(3,1,9);
if (c > 12.) return l(3,2,8);
if (c > 11.) return l(3,4,6);
if (c > 10.) return l(3,2,4)+ l(3,7,9);
if (c > 9.) return l(3,4,6);
if (c > 8.) return l(3,2,4)+ l(3,5,7);
if (c > 7.) return l(3,2,4)+ l(3,6,8);
if (c > 6.) return l(3,1,3)+ l(3,4,7);
if (c > 5.) return l(3,2,4)+ l(3,6,8);
if (c > 4.) return 0.;
if (c > 3.) return l(3,1,3);
if (c > 2.) return 0.;
}
else {
if (c > 7.) return 0.;
if (c > 6.) return l(1,2,5)+ l(1,6,8);
}
return 0.0;
}
// ===================================================================
// Noise Generation Algorithms
// textLines(...) is for simulating the writing of random characters in line formats
// https://www.shadertoy.com/view/llSXDV (same author as VT220 font rendering)
//
// smokeNoise(...) is for the main noise generation algorithm (very tunable)
// https://www.shadertoy.com/view/MsdGWn
//
float textLines(vec2 uvG) {
float wt = 5. * (time + 0.5*sin(time*1.4) + 0.2*sin(time*2.9)); // wobbly time
vec2 uvGt = uvG + vec2(0., floor(wt));
float ll = rand(vec2(uvGt.y, - 1.)) * ROWCOLS.x; // line length
if (uvG.y > ROWCOLS.y - 2.){
if (ceil(uvG.x) == floor(min(ll, fract(wt)*ROWCOLS.x)))
return 2.;
if (ceil(uvG.x) > floor(min(ll, fract(wt)*ROWCOLS.x)))
return 0.;
}
if (uvGt.x > 5. && rand(uvGt) < .075)
return 0.;
if (max(5., uvGt.x) > ll)
return 0.;
return rand(uvGt)*15. + 2.;
}
float fbm3(vec3 v) {
float result = simplex(v);
result += simplex(v * 2.) / 2.;
result += simplex(v * 4.) / 4.;
result /= (1. + 1./2. + 1./4.);
return result;
}
float fbm5(vec3 v) {
float result = simplex(v);
result += simplex(v * 2.) / 2.;
result += simplex(v * 4.) / 4.;
result += simplex(v * 8.) / 8.;
result += simplex(v * 16.) / 16.;
result /= (1. + 1./2. + 1./4. + 1./8. + 1./16.);
return result;
}
float smokeNoise(vec3 v) {
// make it curl
for (int i=0; i<noiseSwirlSteps; i++) {
v.xy += vec2(fbm3(v), fbm3(vec3(v.xy, v.z + 1000.))) * noiseSwirlStepValue;
}
// normalize
return fbm5(v) / 2. + 0.5;
}
void main() {
vec2 uv = vec2(gl_FragCoord.x, resolution.y - gl_FragCoord.y);
vec2 uvT = ROWCOLS * FONT_SIZE * uv / resolution.xy;
vec2 uvG = floor(ROWCOLS * uv / resolution.xy);
vec2 uvC = gl_FragCoord.xy / resolution;
vec2 uvNoise = uvC;
uvNoise = ceil(uvNoise * ROWCOLS) / ROWCOLS;
float val;
if (time < 2.0)
val = textLines(uvG);
else if (time < 2.3)
val = rand(uvG * time) * 17.;
else {
float noise = smokeNoise(vec3(uvNoise * noiseScale, time * noiseTimeScale));
// Noise is fed through a sigmoid function, then quantised to integer range 0-17
val = (exp(noise) / 2.71828); // increase contrast (normalised 0.0 - 1.0)
val = 1.0 / val;
val *= 1.0 / (1.0 + exp(-val)) - 0.5; // subtraction value is tunable (range 0.0 - 0.5)
val *= quantise(val, 17.0); // quantise by 17 then normalise back to 0.0 - 1.0
val = pow(18.0, val) - 1.0; // TODO: try changing 18.0 to 200.0 and you'll notice some pretty changes :)
}
gl_FragColor = vt220Font(uvT - uvG * FONT_SIZE, val) * PHOSPHOR_COL + BG_COL;
}