SCRIPT 1: import sys, time import numpy as np from OpenGL.GL import * from OpenGL.GLUT import * from OpenGL.GL.shaders import compileProgram, compileShader # ---------- Shader Sources ---------- VERTEX_SRC = """ #version 330 layout(location = 0) in vec2 pos; out vec2 texCoord; void main(){ texCoord = (pos + 1.0)*0.5; gl_Position = vec4(pos,0,1); } """ FRAGMENT_SRC = """ #version 330 in vec2 texCoord; out vec4 fragColor; uniform float cycle; uniform float omegaTime; uniform float r_dim; uniform vec4 D_slots[8]; // 8 vec4 = 32 slots void main(){ float r = length(texCoord - 0.5) * 2.0; float val = 0.0; for(int i=0;i<8;i++){ vec4 slot = D_slots[i]; float Omega = 0.5 + 0.5*sin(omegaTime + float(i)*0.1); val += (slot.x + slot.y + slot.z + slot.w) * Omega * r_dim; } float phase = sin(cycle*0.01 + val); fragColor = vec4(val, phase, r, 1.0); } """ # ---------- Globals ---------- window = None shader = None vao = None cycle = 0.0 omega_time = 0.0 r_dim = 0.5 # radial superposition weight # Precompute lookup tables phi = 1.6180339887 fib_table = np.array([((phi**n - (-1/phi)**n)/np.sqrt(5)) for n in range(128)], dtype=np.float32) prime_table = np.array([2,3,5,7,11,13,17,19,23,29,31,37,41,43,47,53, 59,61,67,71,73,79,83,89,97,101,103,107,109,113,127], dtype=np.float32) # Compute D_slots[32] for 8 instances x 4 slots D_slots = np.zeros(32, dtype=np.float32) for n in range(32): F_n = fib_table[n % 128] P_n = prime_table[n % len(prime_table)] dyadic = 2 ** (n % 16) D_slots[n] = np.sqrt(phi * F_n * dyadic * P_n) D_vec4s = D_slots.reshape(8,4) # ---------- OpenGL Init ---------- def init_gl(): global shader, vao shader = compileProgram(compileShader(VERTEX_SRC, GL_VERTEX_SHADER), compileShader(FRAGMENT_SRC, GL_FRAGMENT_SHADER)) # Fullscreen quad verts = np.array([-1,-1,1,-1,-1,1,1,-1,1,1,-1,1], dtype=np.float32) vao = glGenVertexArrays(1) glBindVertexArray(vao) vbo = glGenBuffers(1) glBindBuffer(GL_ARRAY_BUFFER, vbo) glBufferData(GL_ARRAY_BUFFER, verts.nbytes, verts, GL_STATIC_DRAW) glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,0,None) glEnableVertexAttribArray(0) glUseProgram(shader) loc = glGetUniformLocation(shader, "D_slots") glUniform4fv(loc, 8, D_vec4s.flatten()) glUniform1f(glGetUniformLocation(shader, "r_dim"), r_dim) # ---------- Display ---------- def display(): global cycle, omega_time glClear(GL_COLOR_BUFFER_BIT) glUseProgram(shader) glUniform1f(glGetUniformLocation(shader,"cycle"), cycle) glUniform1f(glGetUniformLocation(shader,"omegaTime"), omega_time) glBindVertexArray(vao) glDrawArrays(GL_TRIANGLES,0,6) glutSwapBuffers() cycle += 1.0 omega_time += 0.05 # ---------- Idle ---------- def idle(): glutPostRedisplay() # ---------- Main ---------- def main(): glutInit(sys.argv) glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE) glutInitWindowSize(1280,720) glutCreateWindow(b"HDGL Prismatic Superposition (Single-Pass)") init_gl() glutDisplayFunc(display) glutIdleFunc(idle) glutMainLoop() if __name__=="__main__": main() SCRIPT 2: import sys, time import numpy as np from OpenGL.GL import * from OpenGL.GLUT import * from OpenGL.GL.shaders import compileProgram, compileShader # ---------- Shaders ---------- VERTEX_SRC = """ #version 330 layout(location = 0) in vec2 pos; out vec2 texCoord; void main(){ texCoord = (pos + 1.0)*0.5; gl_Position = vec4(pos,0,1); } """ FRAGMENT_SRC = """ #version 330 in vec2 texCoord; out vec4 fragColor; // Seed uniforms (small, recursive) uniform float cycle; uniform float omegaTime; uniform float phi; uniform float phiInv; uniform int instanceID; // Preloaded lookup tables uniform float fibTable[128]; uniform float primeTable[128]; float prismatic_recursion(int id, float r){ // Golden ratio scaling float phi_harm = pow(phi, mod(id, 16)); // Fibonacci harmonic float fib_harm = fibTable[id % 128]; // Dyadic (binary granularity) float dyadic = float(1 << (id % 16)); // Prime entropy injection float prime_harm = primeTable[id % 128]; // Field tension Ω ~ sinusoidal sweep float Omega = 0.5 + 0.5*sin(omegaTime + float(id)*0.01); // Radial exponent (analog dimension) float r_dim = pow(r, (id % 7)+1); // Continuous superposition return sqrt(phi_harm * fib_harm * dyadic * prime_harm * Omega) * r_dim; } void main(){ // Map fragment coord → analog radius float r = length(texCoord - 0.5) * 2.0; // Compute recursive analog slot for this instance float val = prismatic_recursion(instanceID, r); // Phase coloring (analog brain-channeling) float phase = sin(cycle*0.01 + val); fragColor = vec4(val, phase, r, 1.0); } """ # ---------- Globals ---------- window = None shader = None vao = None cycle = 0.0 omega_time = 0.0 num_instances = 207_000_000 # FLOPs-limited ceiling # Precompute lookup tables fib_table = np.array([((1.6180339887**n - (1-1.6180339887)**n)/np.sqrt(5)) for n in range(128)], dtype=np.float32) prime_table = np.array([2,3,5,7,11,13,17,19,23,29,31,37,41,43,47,53,59,61,67,71,73,79,83,89,97,101,103,107,109,113,127,131, 137,139,149,151,157,163,167,173,179,181,191,193,197,199,211,223,227,229,233,239,241,251,257,263, 269,271,277,281,283,293,307,311,313,317,331,337,347,349,353,359,367,373,379,383,389,397,401,409, 419,421,431,433,439,443,449,457,461,463,467,479,487,491,499,503,509,521,523,541,547,557,563,569, 571,577,587,593,599,601,607,613,617,619,631,641,643,647,653,659,661,673,677,683,691], dtype=np.float32) # ---------- OpenGL Init ---------- def init_gl(): global shader, vao shader = compileProgram(compileShader(VERTEX_SRC, GL_VERTEX_SHADER), compileShader(FRAGMENT_SRC, GL_FRAGMENT_SHADER)) verts = np.array([-1,-1,1,-1,-1,1,1,-1,1,1,-1,1], dtype=np.float32) vao = glGenVertexArrays(1) glBindVertexArray(vao) vbo = glGenBuffers(1) glBindBuffer(GL_ARRAY_BUFFER, vbo) glBufferData(GL_ARRAY_BUFFER, verts.nbytes, verts, GL_STATIC_DRAW) glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,0,None) glEnableVertexAttribArray(0) glUseProgram(shader) glUniform1f(glGetUniformLocation(shader,"phi"), 1.6180339887) glUniform1f(glGetUniformLocation(shader,"phiInv"), 0.6180339887) glUniform1fv(glGetUniformLocation(shader,"fibTable"),128,fib_table) glUniform1fv(glGetUniformLocation(shader,"primeTable"),128,prime_table) # ---------- Display ---------- def display(): global cycle, omega_time glClear(GL_COLOR_BUFFER_BIT) glUseProgram(shader) glUniform1f(glGetUniformLocation(shader,"cycle"), cycle) glUniform1f(glGetUniformLocation(shader,"omegaTime"), omega_time) glUniform1i(glGetUniformLocation(shader,"instanceID"), int(cycle) % num_instances) glBindVertexArray(vao) glDrawArrays(GL_TRIANGLES,0,6) glutSwapBuffers() cycle += 1.0 omega_time += 0.05 # ---------- Idle ---------- def idle(): glutPostRedisplay() # ---------- Main ---------- def main(): glutInit(sys.argv) glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE) glutInitWindowSize(1280,720) glutCreateWindow(b"HDGL Prismatic Recursion (FLOPs Saturation)") init_gl() glutDisplayFunc(display) glutIdleFunc(idle) glutMainLoop() if __name__=="__main__": main() SCRIPT 3: import sys, time, ctypes import numpy as np from OpenGL.GL import * from OpenGL.GLUT import * from OpenGL.GL.shaders import compileProgram, compileShader # ---------------- Globals ---------------- window = None shaderProgram = None NUM_SUPER = 65536 NUM_INSTANCES = 4096 MAX_SLICE = 8 VIRT_WIDTH = 4096 VIRT_HEIGHT = 4096 t0 = time.time() # Precompute Fibonacci & primes for prismatic recursion fibTable = np.array([1,1,2,3,5,8,13,21,34,55,89,144,233,377,610,987]*8,dtype=np.float32) primeTable = np.array([2,3,5,7,11,13,17,19,23,29,31,37,41,43,47,53]*8,dtype=np.float32) phi = 1.6180339887 # ---------------- Shaders ---------------- VERTEX_SHADER = """ #version 330 layout(location=0) in vec2 position; void main(){ gl_Position = vec4(position,0.0,1.0); } """ FRAGMENT_SHADER = f""" #version 330 out vec4 fragColor; uniform float t; uniform int NUM_SUPER; uniform int NUM_INSTANCES; uniform int MAX_SLICE; uniform float phi; uniform float fibTable[128]; uniform float primeTable[128]; float prismatic_recursion(int id, float r){{ float phi_harm = pow(phi,float(mod(id,16))); float fib_harm = fibTable[id % 128]; float dyadic = float(1 << int(mod(float(id),16.0))); float prime_harm = primeTable[id % 128]; float Omega = 0.5 + 0.5*sin(t + float(id)*0.01); float r_dim = pow(r, float(mod(id,7)+1)); return sqrt(phi_harm*fib_harm*dyadic*prime_harm*Omega)*r_dim; }} void main(){{ vec2 uv = gl_FragCoord.xy / vec2({VIRT_WIDTH},{VIRT_HEIGHT}); float r = length(uv-0.5)*2.0; float val = 0.0; for(int s=0;s HDGL — GPU Superglyph Engine
Script 5: HDGL Superglyphs — Infinite Prismatic Engine
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FPS: 0
MORE: https://zchg.org/t/mafia8-analog-prismatic-engine-scripts-hdgl/858