divination/old-and-experiments/index-new3.html
2025-12-20 22:55:26 -05:00

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<meta name="description" content="Luminous mirages shifting, merging, cyber currents collide.">
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</head>
<body>
<canvas id="void"></canvas>
<!-- Floating wisdom fragments -->
<div id="fragments"></div>
<div class="content">
<div class="site-title">DISINFO.ZONE</div>
<p class="prophecy" id="prophecy"></p>
<section>
<h2>Portals</h2>
<nav class="portals">
<a href="https://blip.disinfo.zone">Blip</a>
<a href="https://infoscope.disinfo.zone">Infoscope</a>
<a href="https://sref.disinfo.zone">Sref Plume</a>
<a href="https://songvoter.disinfo.zone">Song Select</a>
<a href="https://theinfoweb.disinfo.zone">Infoweb</a>
<a href="https://files.disinfo.zone">Files</a>
</nav>
</section>
<section>
<h2>Chronicle</h2>
<div class="chronicle">
<a href="loureiro_chaos.html">On the Murder of Nuno Loureiro<span class="date">2025.12.16</span></a>
<a href="llmstyle.html">Tuning an LLM for Style Transfer<span class="date">2024.01.12</span></a>
<a href="uap/uap-20230930.html">UAP Analysis — Chattanooga<span class="date">2023.09.30</span></a>
<a href="uap/133930.html">MUFON Case 133930<span class="date">2023.09.29</span></a>
<a href="video/hmmm.html">Video Reference<span class="date">2023.05.25</span></a>
<a href="radio/radio-index.html">Radio Resources<span class="date">2023</span></a>
<a href="2023.html">2022 // 2023<span class="date">2022.12.31</span></a>
<a href="telex.html">Telex User Manual<span class="date">2022.11.21</span></a>
</div>
</section>
<section>
<h2>Divinations</h2>
<p class="divinations">
<a href="https://divination.disinfo.zone/post/the-weight-of-wonder/">The Weight of Wonder</a>
<a href="https://divination.disinfo.zone/post/the-death-of-wonder/">The Death of Wonder</a>
<a href="https://divination.disinfo.zone/post/the-disfugration-of-art/">The Disfiguration of Art</a>
<a href="https://divination.disinfo.zone/post/mirror-mirror/">Mirror, Mirror</a>
<a href="https://divination.disinfo.zone/post/hammer/">Hammer and Claude</a>
<a href="https://divination.disinfo.zone/post/the-tartarian-mythos/">The Tartarian Mythos</a>
<a href="https://divination.disinfo.zone/post/elevating-the-unspeakable/">Elevating the Unspeakable</a>
<a href="https://divination.disinfo.zone/post/mimetic-masquerade-a-warning/">Mimetic Masquerade</a>
<a href="https://divination.disinfo.zone/post/the-abyss-of-instrumentalism/">The Abyss of
Instrumentalism</a>
<a href="https://divination.disinfo.zone/post/a-matter-of-control/">A Matter of Control</a>
<a href="https://divination.disinfo.zone/post/undermining-power-in-the-modern-state/">Undermining
Power</a>
<a href="https://divination.disinfo.zone/post/screen-paranoia-and-the-interface/">Screen Paranoia</a>
<a href="https://divination.disinfo.zone/post/the-dusk-of-empire/">The Dusk of Empire</a>
<a href="https://divination.disinfo.zone/post/strong-agi-and-the-future-of-capital/">Strong AGI</a>
<a href="https://divination.disinfo.zone/post/the-ur-wandering/">The Ur-Wandering</a>
<a href="https://divination.disinfo.zone/post/craft-concept-algorithm/">Craft, Concept, Algorithm</a>
<a href="https://divination.disinfo.zone/post/text-without-a-spine/">Text Without a Spine</a>
<a href="https://divination.disinfo.zone/post/the-politics-of-indifference/">The Politics of
Indifference</a>
<a href="https://divination.disinfo.zone/post/the-machine-wrought-will/">The Machine-Wrought Will</a>
<a href="https://divination.disinfo.zone/post/pseudoconation-the-simulated-will/">Pseudoconation</a>
<a href="https://divination.disinfo.zone/post/ascending-the-rampart/">Ascending the Rampart</a>
<a href="https://divination.disinfo.zone/post/the-age-of-the-paste-ling/">The Age of the Paste-ling</a>
<a href="https://divination.disinfo.zone/post/ausweislos/">Ausweislos</a>
<a href="https://divination.disinfo.zone/post/the-american-method/">The American Method</a>
<a href="https://divination.disinfo.zone/post/axis-mundi-in-the-void/">Axis Mundi in the Void</a>
<a href="https://divination.disinfo.zone/post/the-gnostic-ego/">The Gnostic Ego</a>
<a href="https://divination.disinfo.zone/post/notes-from-the-inflection/">Notes from the Inflection</a>
<a href="https://divination.disinfo.zone/post/the-shadows-of-ai/">The Shadows of AI</a>
<a href="https://divination.disinfo.zone/post/manufacturing-neurosis/">Manufacturing Neurosis</a>
<a href="https://divination.disinfo.zone/post/cyberian-shamanism/">Cyberian Shamanism</a>
<a href="https://divination.disinfo.zone/post/cybergott/">Cybergott</a>
<a href="https://divination.disinfo.zone/post/society-of-nothing/">Society of Nothing</a>
<a href="https://divination.disinfo.zone/post/the-terror-of-virtuality/">The Terror of Virtuality</a>
<a href="https://divination.disinfo.zone/post/the-entropic-self/">The Entropic Self</a>
</p>
</section>
<footer>nginx/1.18.0</footer>
</div>
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// Prophecies that cycle
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"Luminous mirages, shifting, merging.",
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precision highp float;
uniform float uTime;
uniform vec2 uResolution;
uniform vec2 uMouse;
// Optimized permutation - inline mod
vec4 permute(vec4 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
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snoise(p * 4.0) * 0.125 + snoise(p * 8.0) * 0.0625;
}
float fbm5(vec3 p) {
return fbm4(p) + snoise(p * 16.0) * 0.03125;
}
// Fast hash-based noise for grain (much cheaper than simplex)
float hash(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * 0.1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
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float surface = fbm5(vec3(p * 1.2 + mid * 0.15, t * 1.2));
float combined = deep * 0.3 + mid * 0.4 + surface * 0.3;
float intensity = combined * 0.5 + 0.5;
// Build color with constants
vec3 color = mix(C_ABYSS, C_WINE, smoothstep(0.0, 0.2, intensity));
color = mix(color, C_UMBER, smoothstep(0.15, 0.35, intensity));
color = mix(color, C_BROWN, smoothstep(0.3, 0.5, intensity));
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color = mix(color, C_CREAM, smoothstep(0.85, 1.0, intensity) * 0.25);
// Atmospheric bands - reuse deep value
float bandFreq = p.y * 6.0 + deep * 3.0;
float bands = sin(bandFreq) * 0.5 + 0.5;
color = mix(color, mix(C_UMBER, C_BLUE, sin(bandFreq * 0.7) * 0.2 + 0.2), bands * 0.06 * intensity);
// Cursor - reuse deep noise for distortion (no extra snoise call)
vec2 mouse = uMouse / uResolution;
vec2 delta = uv - mouse;
float dist = length(delta) + deep * 0.05;
float influence = smoothstep(0.5, 0.0, dist) * 0.25;
float peakBoost = intensity * intensity;
color *= 1.0 + influence * peakBoost * 1.5;
// Vignette
float vig = 1.0 - dot(uv - 0.5, uv - 0.5) * 1.8;
color *= vig;
// Film grain using fast hash
float grain = (hash(gl_FragCoord.xy + fract(uTime * 43.0) * 100.0) - 0.5) * 0.035;
color += grain;
gl_FragColor = vec4(color, 1.0);
}
`;
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gl.compileShader(shader);
return shader;
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gl.useProgram(program);
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