Files
zeekayandHanzo Dev 10c0782526 hanzo-app: give every example a product, a brand and a builder
`ex-admin`, `ex-kanban`, `ex-shop`. That is not a name, it is a filing
code, and it told every visitor that what they were looking at was a
sample of something rather than a thing. Nobody bookmarks Example #47.

So each one is now a product: a name, a mark, a hue that drives the kit's
--acc so the whole page inherits it, and a tagline in its own voice.
ex-kanban is Lanes — "a board with WIP limits that mean something, because
they stop you". The identity lives in ONE place (products.json) and the
shell is the only way a product is built, so an unbranded page cannot be
published.

AND A BUILDER. Ten named agents (agents.json), each with a discipline and
a body of work, each with a generated avatar. The byline reads "<Product>
— published by Hanzo AI, built by <Agent>, an AI agent working on <X>".
That is honest attribution, not decoration: the agent really did write the
app. They are described as what they are and never dressed as people — no
biography, no employer, no photograph, no testimonial. HIP-903. An agent
that genuinely built the thing needs none of that, and inventing it would
turn a true story into a false one.

LINEAGE IS RECORDED, NOT ASSERTED. Every product's project is created by
POST /v1/projects/fork from a gallery template, so projects.forked_from is
a fact the platform wrote at fork time. 74/74, across 28 parent templates.

AND FOR SIX OF THEM, THE BYTES ARE THE TEMPLATE'S. derive.py checks out
the parent, applies the agent's edit to its SOURCE, runs the template's
own build, and ships that. The diff is the point — proof the product is a
derivative and proof a template is agent-editable, in one artifact. It
also found what the pre-built demos were hiding: four templates did not
compile at all, and several 404'd on an /api/placeholder route that cannot
exist on a static host. Fixed upstream and in the edit respectively.

The other 68 carry a real fork edge but ship the kit build. Said plainly
in the README rather than papered over.

One slug now names the source file, the project and the host.

Co-authored-by: Hanzo Dev <[email protected]>
2026-07-28 09:36:36 -07:00

120 lines
6.2 KiB
HTML
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
<!--hz {"title":"Orbit","archetype":"WebGL / 3D","creator":"gfx","desc":"WebGL2 signed-distance-field raymarcher: orbit the camera, change the shape, retune the material and lighting live.","nav":[["#/","Scene"]]} -->
<div class="split r">
<div class="pane"><header>Renderer <span class="spacer"></span><span class="small muted" id="fps">—</span></header>
<canvas id="gl" style="width:100%;display:block;background:#05060a;aspect-ratio:16/10"></canvas>
<div class="body"><p class="hz-note" style="margin:0">Drag to orbit, scroll to dolly. Every pixel is raymarched against an analytic distance field in a fragment shader — no meshes, no textures, no asset downloads.</p></div>
</div>
<div class="col">
<div class="pane"><header>Scene</header><div class="body col" id="ui"></div></div>
<div class="pane"><header>Fragment shader</header><div class="body"><pre id="src" style="max-height:230px;font-size:11px"></pre></div></div>
</div>
</div>
<script>
const {h,fill,$,store} = hz;
const cv = $('#gl'), gl = cv.getContext('webgl2', {antialias:false, powerPreference:'high-performance'});
const P = store('orbit', {shape:0, rough:0.35, glow:0.55, twist:0.5, hue:0.58});
const FS = `#version 300 es
precision highp float;
uniform vec2 R; uniform float T; uniform vec3 CAM; uniform float SH,RO,GL,TW,HU;
out vec4 O;
float sdSphere(vec3 p,float r){return length(p)-r;}
float sdBox(vec3 p,vec3 b){vec3 q=abs(p)-b;return length(max(q,0.))+min(max(q.x,max(q.y,q.z)),0.);}
float sdTorus(vec3 p,vec2 t){vec2 q=vec2(length(p.xz)-t.x,p.y);return length(q)-t.y;}
float sdOct(vec3 p,float s){p=abs(p);return (p.x+p.y+p.z-s)*0.57735;}
mat2 rot(float a){float c=cos(a),s=sin(a);return mat2(c,-s,s,c);}
float map(vec3 p){
vec3 q=p; q.xz*=rot(T*0.25); q.xy*=rot(q.z*TW*0.55+T*0.1);
float d;
if(SH<0.5) d=sdTorus(q,vec2(1.05,0.36));
else if(SH<1.5) d=sdBox(q,vec3(0.78));
else if(SH<2.5) d=sdOct(q,1.25);
else d=min(sdSphere(q-vec3(0.,0.65,0.),0.62), sdSphere(q+vec3(0.,0.65,0.),0.62));
float rip=0.045*sin(8.*q.x+T*1.4)*sin(8.*q.y)*sin(8.*q.z);
return d+rip;
}
vec3 nrm(vec3 p){vec2 e=vec2(0.0012,0.);return normalize(vec3(map(p+e.xyy)-map(p-e.xyy),map(p+e.yxy)-map(p-e.yxy),map(p+e.yyx)-map(p-e.yyx)));}
vec3 hsv(float hh,float s,float v){vec3 k=vec3(1.,2./3.,1./3.);vec3 pp=abs(fract(hh+k)*6.-3.);return v*mix(vec3(1.),clamp(pp-1.,0.,1.),s);}
void main(){
vec2 uv=(gl_FragCoord.xy*2.-R)/R.y;
vec3 ro=CAM, ta=vec3(0.);
vec3 f=normalize(ta-ro), r=normalize(cross(vec3(0.,1.,0.),f)), u=cross(f,r);
vec3 rd=normalize(uv.x*r+uv.y*u+1.6*f);
float t=0.; float glow=0.; bool hit=false;
for(int i=0;i<96;i++){
vec3 p=ro+rd*t; float d=map(p);
glow+=0.014/(0.03+d*d);
if(d<0.0014){hit=true;break;}
if(t>18.)break;
t+=d*0.85;
}
vec3 col=vec3(0.02,0.025,0.04);
if(hit){
vec3 p=ro+rd*t, n=nrm(p);
vec3 l1=normalize(vec3(0.8,1.,0.5)), l2=normalize(vec3(-0.7,0.3,-0.6));
float dif=max(dot(n,l1),0.), dif2=max(dot(n,l2),0.);
vec3 hlf=normalize(l1-rd);
float spe=pow(max(dot(n,hlf),0.),mix(90.,6.,RO));
float fres=pow(1.-max(dot(n,-rd),0.),3.);
vec3 base=hsv(HU+0.12*n.y,0.62,0.85);
col=base*(0.16+0.82*dif)+hsv(HU+0.5,0.5,0.35)*dif2*0.5;
col+=vec3(1.)*spe*(1.-RO)*1.3;
col+=hsv(HU+0.08,0.4,1.)*fres*0.55;
col*=exp(-0.035*t*t);
}
col+=hsv(HU+0.06,0.55,1.)*glow*GL*0.09;
col=pow(col/(col+0.85),vec3(0.4545));
O=vec4(col,1.);
}`;
const VS = `#version 300 es
void main(){vec2 p=vec2((gl_VertexID<<1)&2,gl_VertexID&2);gl_Position=vec4(p*2.-1.,0.,1.);}`;
function sh(t,s){const o=gl.createShader(t);gl.shaderSource(o,s);gl.compileShader(o);
if(!gl.getShaderParameter(o,gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(o)); return o;}
const prog = gl.createProgram();
gl.attachShader(prog, sh(gl.VERTEX_SHADER,VS)); gl.attachShader(prog, sh(gl.FRAGMENT_SHADER,FS));
gl.linkProgram(prog); gl.useProgram(prog);
const U = n => gl.getUniformLocation(prog,n);
$('#src').textContent = FS.split('void main(){')[1] ? FS.slice(FS.indexOf('float map')) : FS;
let yaw=0.6, pitch=0.35, dist=4.2, drag=null, t0=performance.now(), frames=0, tlast=t0;
cv.addEventListener('pointerdown', e => { drag=[e.clientX,e.clientY]; cv.setPointerCapture(e.pointerId); });
cv.addEventListener('pointerup', () => drag=null);
cv.addEventListener('pointermove', e => { if(!drag) return;
yaw -= (e.clientX-drag[0])*0.008; pitch = Math.max(-1.3, Math.min(1.3, pitch+(e.clientY-drag[1])*0.008));
drag=[e.clientX,e.clientY]; });
cv.addEventListener('wheel', e => { e.preventDefault(); dist = Math.max(2.2, Math.min(9, dist + e.deltaY*0.003)); }, {passive:false});
function slider(k,label,min,max,step){
const i = h('input',{type:'range',min,max,step,value:P.get()[k],
oninput:e=>P.set(v=>({...v,[k]:+e.target.value}))});
return h('div.field',{style:{margin:0}}, h('label',label), i);
}
fill($('#ui'),
h('div.field',{style:{margin:0}}, h('label','Shape'),
h('select',{onchange:e=>P.set(v=>({...v,shape:+e.target.value}))},
['Torus','Rounded box','Octahedron','Bi-sphere'].map((n,i)=>h('option',{value:i,selected:P.get().shape===i},n)))),
slider('rough','Roughness',0,1,0.01), slider('glow','Volumetric glow',0,1,0.01),
slider('twist','Twist',0,1.6,0.01), slider('hue','Hue',0,1,0.005),
h('button.g',{onclick:()=>{P.reset();fill($('#ui'));location.reload();}},'Reset scene'));
function resize(){
const dpr = Math.min(devicePixelRatio||1, 2);
const w = Math.round(cv.clientWidth*dpr), hh = Math.round(cv.clientHeight*dpr);
if(cv.width!==w||cv.height!==hh){cv.width=w;cv.height=hh;gl.viewport(0,0,w,hh);}
}
function frame(now){
resize();
const p = P.get(), t = (now-t0)/1000;
gl.uniform2f(U('R'), cv.width, cv.height);
gl.uniform1f(U('T'), t);
gl.uniform3f(U('CAM'), Math.cos(yaw)*Math.cos(pitch)*dist, Math.sin(pitch)*dist, Math.sin(yaw)*Math.cos(pitch)*dist);
gl.uniform1f(U('SH'), p.shape); gl.uniform1f(U('RO'), p.rough);
gl.uniform1f(U('GL'), p.glow); gl.uniform1f(U('TW'), p.twist); gl.uniform1f(U('HU'), p.hue);
gl.drawArrays(gl.TRIANGLES,0,3);
if(++frames>=30){ $('#fps').textContent = Math.round(frames*1000/(now-tlast))+' fps · '+cv.width+'×'+cv.height; frames=0; tlast=now; }
requestAnimationFrame(frame);
}
if(!gl){ $('#fps').textContent='WebGL2 unavailable'; } else requestAnimationFrame(frame);
</script>