fp64 Burning Ship
버닝 십 프랙탈입니다. 제곱하기 전에 |Re z|, |Im z|로 접고, 바늘처럼 뾰족한 부분을 확대합니다.
// ═══ typeshade example — fp64 Burning Ship ═══//// The Burning Ship (z ← (|Re z| + i·|Im z|)² + c) is the fp64 family's// showcase for `abs` ON THE f64 TYPE: the fold happens inside the// extended-precision iteration, not after a narrowing — df64 abs is exact// (negate both planes), so the fold costs no precision. The camera sits on// the set's spike at c = −1.748 on the real axis (the axis itself never// escapes — same real dynamics as the Mandelbrot needle), where the CPU// check keeps 40–110 distinct escape bands per 48² window from a 1e-5 span// all the way down to 1e-12. The plain-f32 left half collapses flat once the// span drops under one ulp of 1.748 (~1e-7).//// The `_fp64` guard uniform is auto-injected by the lowering; the render// harnesses bind it to 1.0f by probing the program for the Fp64Guard block.
import { fn, module, vec3, vec4, f32, f64, abs, pow, log2, max, mix, step, toF32, toF64, f32T, vec2fT, vec2f64T, If, Loop, Break, Var, Let, u32, uniformStruct,} from '../src/index.js';import { VsOut, vs } from './_fullscreen.js';import type { ShaderExample } from './_shared.js';
// A spike point with escape structure at every depth (CPU-verified); y = 0// keeps the never-escaping real axis mid-frame at every zoom.const CENTER_X = -1.748;const CENTER_Y = 0;const ITER = 128;
const U = uniformStruct( 'Uniforms', { group: 0, binding: 0, as: 'u' }, { center: vec2f64T, // one DF64Vec2 slot — host packs [hi.x, hi.y, lo.x, lo.y] resolution: vec2fT, zoom_exp: f32T, // view span = 10^-zoom_exp complex units fp64: f32T, // toggle: 1 = split-screen f32 | f64 (canonical), 0 = all-f32 },);
const fsShip = fn( 'fs_ship', { vo: VsOut }, (p) => { const span = Let(pow(f32(10.0), U.field.zoom_exp.neg())); const half = Let(p.vo.uv.x.mul(2.0)); const sx = Let(half.sub(p.vo.uv.x.lt(0.5).select(0.0, 1.0))); const dx = Let(sx.sub(0.5).mul(span)); const dy = Let( p.vo.uv.y.sub(0.5).mul(span).mul(U.field.resolution.y.div(U.field.resolution.x).mul(2.0)), );
const it = Var(f32(0)); const m2 = Var(f32(0)); // |z|² of the last z the loop reached: the escape test and the colouring's input If(p.vo.uv.x.lt(0.5).or(U.field.fp64.lt(0.5)), () => { // f32 twin — SAME fold-and-square, center narrowed. const cx = Let(toF32(U.field.center.x).add(dx)); const cy = Let(toF32(U.field.center.y).add(dy)); // The escape loop is written as fp64-julia.ts's (which records why and what it saves): // |z|² is carried in m2 beside z, the squares beside it so none is computed twice a // trip, and the loop leaves at the first escaped z. z₀ = 0, so all three start at 0. const zx = Var(f32(0)); const zy = Var(f32(0)); const x2 = Var(f32(0)); const y2 = Var(f32(0)); Loop( u32(0), (j) => j.lt(u32(ITER)), () => { If(m2.gt(16.0), () => { Break(); }); const nzx = Let(x2.sub(y2).add(cx)); zy.assign(abs(zx.mul(zy)).mul(2.0).add(cy)); zx.assign(nzx); it.assign(it.add(1.0)); x2.assign(zx.mul(zx)); y2.assign(zy.mul(zy)); m2.assign(x2.add(y2)); }, ); }).else(() => { // f64 — |Re|, |Im| fold in extended precision (2|zx·zy| ≡ the |Im| fold // of the squared form: (|zx|+i|zy|)² has Im = 2|zx||zy| = 2|zx·zy|). const cx = Let(U.field.center.x.add(toF64(dx))); const cy = Let(U.field.center.y.add(toF64(dy))); // The escape test reads an f32 |z|² squared from the narrowed words, as in // fp64-julia.ts: 48 bits move |z|² across 16 only from within an f32 rounding of it. const zx = Var(f64(0)); const zy = Var(f64(0)); Loop( u32(0), (j) => j.lt(u32(ITER)), () => { If(m2.gt(16.0), () => { Break(); }); const nzx = Let(zx.mul(zx).sub(zy.mul(zy)).add(cx)); zy.assign(abs(zx.mul(zy)).mul(2.0).add(cy)); zx.assign(nzx); it.assign(it.add(1.0)); const hx = Let(toF32(zx)); const hy = Let(toF32(zy)); m2.assign(hx.mul(hx).add(hy.mul(hy))); }, ); });
// Smooth escape time through an ember palette (dark hull → orange flame → // pale smoke); interior stays black. Same log₂ log₂ smoothing as // fp64-mandelbrot.ts. const sn = Let(it.sub(log2(max(log2(max(m2, 1.0001)), 0.0001))).add(1.0)); const inside = Let(step(f32(ITER).sub(0.5), it)); const s = Let(sn.div(ITER)); const ease = Let(s.mul(s).mul(f32(3).sub(s.mul(2)))); // s²(3−2s) ember ramp const rgb = mix( mix(vec3(0.06, 0.02, 0.05), vec3(0.95, 0.45, 0.08), ease), vec3(1.0, 0.93, 0.75), s.mul(s), ).mul(f32(1).sub(inside)); return vec4(rgb, f32(1)); }, { stage: 'fragment', retAttr: '@location(0)' },);
// `_fp64` guard lands at (group 0, binding 1) automatically.const fp64BurningShipModule = module({ funcs: [vs, fsShip], uses: [U, VsOut],});
export const fp64BurningShip: ShaderExample = { id: 'fp64-burning-ship', title: 'fp64 Burning Ship', blurb: 'The Burning Ship fractal (fold |Re z|, |Im z| before squaring) zoomed onto its needle spike — the fold runs as df64 abs INSIDE the extended-precision iteration, exact by construction. The plain-f32 left half collapses flat past a ~1e-7 span; the emulated-double right half keeps the flame filaments down to the df64 floor. Drag to pan, wheel to zoom, flip the fp64 toggle to collapse the right half in place.', category: 'generic', file: 'fp64-burning-ship.ts', module: fp64BurningShipModule, renderable: true, splitLabels: ['f32', 'f64 (emulated)'], controls: { center: { kind: 'pan2d', value: [CENTER_X, CENTER_Y], zoomExpField: 'zoom_exp', unitsPerWidth: 2, }, resolution: { kind: 'resolution' }, zoom_exp: { kind: 'slider', label: 'Zoom 10^-x', min: 0, max: 16, step: 0.05, value: 4, wheel: true, }, fp64: { kind: 'toggle', label: 'fp64 emulation', value: true }, },};struct Uniforms { @align(16) center: DF64Vec2, resolution: vec2<f32>, zoom_exp: f32, fp64: f32,}
struct VsOut { @builtin(position) pos: vec4<f32>, @location(0) uv: vec2<f32>,}
struct DF64Vec2 { hi: vec2<f32>, lo: vec2<f32>,}
@group(0) @binding(0) var<uniform> u: Uniforms;@group(0) @binding(1) var _fp64: texture_2d<f32>;
@vertexfn vs(@builtin(vertex_index) vi: u32) -> VsOut { let _cse0 = ((f32((vi & 1u)) * 4.0) - 1.0); let _cse1 = ((f32((vi >> 1u)) * 4.0) - 1.0); return VsOut(vec4<f32>(_cse0, _cse1, 0.0, 1.0), vec2<f32>(((_cse0 * 0.5) + 0.5), ((_cse1 * 0.5) + 0.5)));}
@fragmentfn fs_ship(vo: VsOut) -> @location(0) vec4<f32> { let _fp64_g = textureLoad(_fp64, vec2<i32>(0, 0), 0).x; let _v0 = pow(10.0, (-u.zoom_exp)); let _v1 = (vo.uv.x * 2.0); let _cse0 = (vo.uv.x < 0.5); let _v2 = (_v1 - select(1.0, 0.0, _cse0)); let _v3 = ((_v2 - 0.5) * _v0); let _v4 = (((vo.uv.y - 0.5) * _v0) * ((u.resolution.y / u.resolution.x) * 2.0)); var _v5: f32 = 0.0; var _v6: f32 = 0.0; let _cse1 = vec2<f32>(u.center.hi.x, u.center.lo.x); let _cse2 = vec2<f32>(u.center.hi.y, u.center.lo.y); if ((_cse0 || (u.fp64 < 0.5))) { let _v7 = (df64_narrow(_cse1) + _v3); let _v8 = (df64_narrow(_cse2) + _v4); var _v9: f32 = 0.0; var _v10: f32 = 0.0; var _v11: f32 = 0.0; var _v12: f32 = 0.0; for (var _v13: u32 = 0u; (_v13 < 128u); _v13 = (_v13 + 1u)) { if ((_v6 > 16.0)) { break; } let _v14 = ((_v11 - _v12) + _v7); _v10 = ((abs((_v9 * _v10)) * 2.0) + _v8); _v9 = _v14; _v5 = (_v5 + 1.0); _v11 = (_v9 * _v9); _v12 = (_v10 * _v10); _v6 = (_v11 + _v12); } } else { let _v15 = df64_add(_cse1, vec2<f32>(_v3, 0.0), _fp64_g); let _v16 = df64_add(_cse2, vec2<f32>(_v4, 0.0), _fp64_g); let _cse3 = vec2<f32>(0.0, 0.0); var _v17: vec2<f32> = _cse3; var _v18: vec2<f32> = _cse3; for (var _v19: u32 = 0u; (_v19 < 128u); _v19 = (_v19 + 1u)) { if ((_v6 > 16.0)) { break; } let _v20 = df64_add(df64_sub(df64_sqr(_v17, _fp64_g), df64_sqr(_v18, _fp64_g), _fp64_g), _v15, _fp64_g); _v18 = df64_add((df64_abs(df64_mul(_v17, _v18, _fp64_g)) * 2.0), _v16, _fp64_g); _v17 = _v20; _v5 = (_v5 + 1.0); let _v21 = df64_narrow(_v17); let _v22 = df64_narrow(_v18); _v6 = ((_v21 * _v21) + (_v22 * _v22)); } } let _v23 = ((_v5 - log2(max(log2(max(_v6, 1.0001)), 0.0001))) + 1.0); let _v24 = step(127.5, _v5); let _v25 = (_v23 * 0.0078125); let _gv0 = (_v25 * _v25); let _v26 = (_gv0 * (3.0 - (_v25 * 2.0))); return vec4<f32>((mix(mix(vec3<f32>(0.06, 0.02, 0.05), vec3<f32>(0.95, 0.45, 0.08), _v26), vec3<f32>(1.0, 0.93, 0.75), _gv0) * (1.0 - _v24)), 1.0);}
fn df64_twoSum(a: f32, b: f32, _fp64_g: f32) -> vec2<f32> { let _v0 = (a + b); let _v1 = (((_v0 * _fp64_g) - a) * _fp64_g); let _v2 = (((a - ((_v0 - _v1) * _fp64_g)) * _fp64_g) + (b - _v1)); return vec2<f32>(_v0, _v2);}
fn df64_quickTwoSum(a: f32, b: f32, _fp64_g: f32) -> vec2<f32> { let _v0 = ((a + b) * _fp64_g); let _v1 = (b - ((_v0 - a) * _fp64_g)); return vec2<f32>(_v0, _v1);}
fn df64_split(a: f32, _fp64_g: f32) -> vec2<f32> { let _v0 = (a * (_fp64_g * 4097.0)); let _v1 = ((_v0 * _fp64_g) - (_v0 - a)); let _v2 = ((a * _fp64_g) - _v1); return vec2<f32>(_v1, _v2);}
fn df64_twoProd(a: f32, b: f32, _fp64_g: f32) -> vec2<f32> { let _v0 = (a * b); let _v1 = df64_split(a, _fp64_g); let _v2 = df64_split(b, _fp64_g); let _v3 = (((((_v1.x * _v2.x) - _v0) + (_v1.x * _v2.y)) + (_v1.y * _v2.x)) + (_v1.y * _v2.y)); return vec2<f32>(_v0, _v3);}
fn df64_twoSqr(a: f32, _fp64_g: f32) -> vec2<f32> { let _v0 = (a * a); let _v1 = df64_split(a, _fp64_g); let _v2 = (((((_v1.x * _v1.x) - _v0) * _fp64_g) + (((_v1.x * _v1.y) * 2.0) * _fp64_g)) + ((_v1.y * _v1.y) * _fp64_g)); return vec2<f32>(_v0, _v2);}
fn df64_add(a: vec2<f32>, b: vec2<f32>, _fp64_g: f32) -> vec2<f32> { var _v0: vec2<f32> = df64_twoSum(a.x, b.x, _fp64_g); let _v1 = df64_twoSum(a.y, b.y, _fp64_g); _v0.y = (_v0.y + _v1.x); _v0 = df64_quickTwoSum(_v0.x, _v0.y, _fp64_g); _v0.y = (_v0.y + _v1.y); _v0 = df64_quickTwoSum(_v0.x, _v0.y, _fp64_g); return _v0;}
fn df64_sub(a: vec2<f32>, b: vec2<f32>, _fp64_g: f32) -> vec2<f32> { return df64_add(a, (-b), _fp64_g);}
fn df64_mul(a: vec2<f32>, b: vec2<f32>, _fp64_g: f32) -> vec2<f32> { var _v0: vec2<f32> = df64_twoProd(a.x, b.x, _fp64_g); _v0.y = (_v0.y + (a.x * b.y)); _v0 = df64_quickTwoSum(_v0.x, _v0.y, _fp64_g); _v0.y = (_v0.y + (a.y * b.x)); return df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);}
fn df64_sqr(a: vec2<f32>, _fp64_g: f32) -> vec2<f32> { var _v0: vec2<f32> = df64_twoSqr(a.x, _fp64_g); _v0.y = (_v0.y + ((a.x * a.y) * 2.0)); return df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);}
fn df64_abs(a: vec2<f32>) -> vec2<f32> { return select(a, (-a), (a.x < 0.0));}
fn df64_narrow(a: vec2<f32>) -> f32 { return (a.x + a.y);}#version 300 esprecision highp float;precision highp int;
out vec2 uv;
void main() { uint vi = uint(gl_VertexID); float _cse0 = ((float((vi & 1u)) * 4.0) - 1.0); float _cse1 = ((float((vi >> 1u)) * 4.0) - 1.0); gl_Position = vec4(_cse0, _cse1, 0.0, 1.0); uv = vec2(((_cse0 * 0.5) + 0.5), ((_cse1 * 0.5) + 0.5));}#version 300 esprecision highp float;precision highp int;
struct DF64Vec2 { vec2 hi; vec2 lo;};layout(std140) uniform Uniforms { DF64Vec2 center; vec2 resolution; float zoom_exp; float fp64;} u;
uniform highp sampler2D _fp64;vec2 df64_twoSum(float a, float b, float _fp64_g) { float _v0 = (a + b); float _v1 = (((_v0 * _fp64_g) - a) * _fp64_g); float _v2 = (((a - ((_v0 - _v1) * _fp64_g)) * _fp64_g) + (b - _v1)); return vec2(_v0, _v2);}
vec2 df64_quickTwoSum(float a, float b, float _fp64_g) { float _v0 = ((a + b) * _fp64_g); float _v1 = (b - ((_v0 - a) * _fp64_g)); return vec2(_v0, _v1);}
vec2 df64_split(float a, float _fp64_g) { float _v0 = (a * (_fp64_g * 4097.0)); float _v1 = ((_v0 * _fp64_g) - (_v0 - a)); float _v2 = ((a * _fp64_g) - _v1); return vec2(_v1, _v2);}
vec2 df64_twoProd(float a, float b, float _fp64_g) { float _v0 = (a * b); vec2 _v1 = df64_split(a, _fp64_g); vec2 _v2 = df64_split(b, _fp64_g); float _v3 = (((((_v1.x * _v2.x) - _v0) + (_v1.x * _v2.y)) + (_v1.y * _v2.x)) + (_v1.y * _v2.y)); return vec2(_v0, _v3);}
vec2 df64_twoSqr(float a, float _fp64_g) { float _v0 = (a * a); vec2 _v1 = df64_split(a, _fp64_g); float _v2 = (((((_v1.x * _v1.x) - _v0) * _fp64_g) + (((_v1.x * _v1.y) * 2.0) * _fp64_g)) + ((_v1.y * _v1.y) * _fp64_g)); return vec2(_v0, _v2);}
vec2 df64_add(vec2 a, vec2 b, float _fp64_g) { vec2 _v0 = df64_twoSum(a.x, b.x, _fp64_g); vec2 _v1 = df64_twoSum(a.y, b.y, _fp64_g); _v0.y = (_v0.y + _v1.x); _v0 = df64_quickTwoSum(_v0.x, _v0.y, _fp64_g); _v0.y = (_v0.y + _v1.y); _v0 = df64_quickTwoSum(_v0.x, _v0.y, _fp64_g); return _v0;}
vec2 df64_sub(vec2 a, vec2 b, float _fp64_g) { return df64_add(a, (-b), _fp64_g);}
vec2 df64_mul(vec2 a, vec2 b, float _fp64_g) { vec2 _v0 = df64_twoProd(a.x, b.x, _fp64_g); _v0.y = (_v0.y + (a.x * b.y)); _v0 = df64_quickTwoSum(_v0.x, _v0.y, _fp64_g); _v0.y = (_v0.y + (a.y * b.x)); return df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);}
vec2 df64_sqr(vec2 a, float _fp64_g) { vec2 _v0 = df64_twoSqr(a.x, _fp64_g); _v0.y = (_v0.y + ((a.x * a.y) * 2.0)); return df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);}
vec2 df64_abs(vec2 a) { return ((a.x < 0.0) ? (-a) : a);}
float df64_narrow(vec2 a) { return (a.x + a.y);}in vec2 uv;layout(location = 0) out vec4 _ret;
void main() { float _fp64_g = texelFetch(_fp64, ivec2(0, 0), 0).x; float _v0 = pow(10.0, (-u.zoom_exp)); float _v1 = (uv.x * 2.0); bool _cse0 = (uv.x < 0.5); float _v2 = (_v1 - (_cse0 ? 0.0 : 1.0)); float _v3 = ((_v2 - 0.5) * _v0); float _v4 = (((uv.y - 0.5) * _v0) * ((u.resolution.y / u.resolution.x) * 2.0)); float _v5 = 0.0; float _v6 = 0.0; vec2 _cse1 = vec2(u.center.hi.x, u.center.lo.x); vec2 _cse2 = vec2(u.center.hi.y, u.center.lo.y); if ((_cse0 || (u.fp64 < 0.5))) { float _v7 = (df64_narrow(_cse1) + _v3); float _v8 = (df64_narrow(_cse2) + _v4); float _v9 = 0.0; float _v10 = 0.0; float _v11 = 0.0; float _v12 = 0.0; for (uint _v13 = 0u; (_v13 < 128u); _v13 = (_v13 + 1u)) { if ((_v6 > 16.0)) { break; } float _v14 = ((_v11 - _v12) + _v7); _v10 = ((abs((_v9 * _v10)) * 2.0) + _v8); _v9 = _v14; _v5 = (_v5 + 1.0); _v11 = (_v9 * _v9); _v12 = (_v10 * _v10); _v6 = (_v11 + _v12); } } else { vec2 _v15 = df64_add(_cse1, vec2(_v3, 0.0), _fp64_g); vec2 _v16 = df64_add(_cse2, vec2(_v4, 0.0), _fp64_g); vec2 _cse3 = vec2(0.0, 0.0); vec2 _v17 = _cse3; vec2 _v18 = _cse3; for (uint _v19 = 0u; (_v19 < 128u); _v19 = (_v19 + 1u)) { if ((_v6 > 16.0)) { break; } vec2 _v20 = df64_add(df64_sub(df64_sqr(_v17, _fp64_g), df64_sqr(_v18, _fp64_g), _fp64_g), _v15, _fp64_g); _v18 = df64_add((df64_abs(df64_mul(_v17, _v18, _fp64_g)) * 2.0), _v16, _fp64_g); _v17 = _v20; _v5 = (_v5 + 1.0); float _v21 = df64_narrow(_v17); float _v22 = df64_narrow(_v18); _v6 = ((_v21 * _v21) + (_v22 * _v22)); } } float _v23 = ((_v5 - log2(max(log2(max(_v6, 1.0001)), 0.0001))) + 1.0); float _v24 = step(127.5, _v5); float _v25 = (_v23 * 0.0078125); float _gv0 = (_v25 * _v25); float _v26 = (_gv0 * (3.0 - (_v25 * 2.0))); _ret = vec4((mix(mix(vec3(0.06, 0.02, 0.05), vec3(0.95, 0.45, 0.08), _v26), vec3(1.0, 0.93, 0.75), _gv0) * (1.0 - _v24)), 1.0);}이 예제를 움직이는 컨트롤에 페이지가 넣을 값이 없어서, 이 페이지에는 그림이 없습니다.
WGSL과 GLSL 탭은 커밋 c66579bf의 컴파일러가 직접 낸 출력입니다. 컴파일러의 출력 검사가 구워 둔 골든 파일에서 그대로 읽어 왔습니다(emit-goldens.test.ts).
이 예제는 fn() 빌더 API로 작성해서 Playground의 편집기가 받지 않습니다.