packages/ui (@d3ro/ui) 신규: - src/theme.ts (d3roPalette/d3roTypo/d3roShadow/d3roRadius SSOT) - src/theme-vars.ts (팝업/main 프로세스용 CSS 변수 맵) - src/components/ds/ (CrtDisplay, InstrumentPanel, Led, MetalCard, MetalDial, PhosphorText, PhysicalButton, ScreenPanel, ButtonGroup) - src/index.ts barrel - subpath exports: ./theme, ./theme-vars, ./components/ds - React/MUI/Emotion은 peerDependencies로 선언 - @d3ro/core만 직접 의존성 apps/desktop/src/shared/ 디렉토리 완전 제거: - theme-vars가 마지막 남은 파일이었음 - tsconfig include에서 src/shared/**/* 제거 일괄 치환 (renderer 전역): - ../theme, ../../theme, ./theme → @d3ro/ui/theme - ../components/ds, ../../components/ds, ./ds, ../ds → @d3ro/ui/components/ds - ../ds/<Component>, ../../ds/<Component> → @d3ro/ui/components/ds (세부 파일 import는 barrel로 통합) - @shared/theme-vars → @d3ro/ui/theme-vars (WindowManager) apps/desktop 설정: - package.json: @d3ro/ui: '*' dep 추가 - tsconfig.node/web.json: @shared/* paths 완전 제거, @d3ro/ui, @d3ro/ui/* paths 추가 - electron.vite.config.ts: @shared alias 제거, @d3ro/ui alias 추가, externalize exclude에 @d3ro/ui 추가 - vitest.config.ts: alias 교체 DS 컴포넌트 내부의 '../../theme' 상대 경로는 packages/ui 구조에서 동일하게 해결되어 그대로 유효. 검증: typecheck + build + dev 런타임 모두 통과.
298 lines
8.7 KiB
TypeScript
298 lines
8.7 KiB
TypeScript
// src/renderer/components/ds/CrtDisplay.tsx
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// 시안 A: CRT 디스플레이 — WebGL 셰이더 (스캔라인, 비네팅, 노이즈, 글리치, 파형)
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import { useRef, useEffect, useCallback } from 'react'
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import { Box } from '@mui/material'
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import { useTheme } from '@mui/material/styles'
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import { d3roPalette, d3roFontMono, d3roShadow } from '../../theme'
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// ── WebGL 유틸 ─────────────────────────────────────────
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function createShader(gl: WebGLRenderingContext, type: number, source: string): WebGLShader | null {
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const shader = gl.createShader(type)
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if (!shader) return null
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gl.shaderSource(shader, source)
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gl.compileShader(shader)
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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gl.deleteShader(shader)
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return null
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}
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return shader
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}
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function createProgram(gl: WebGLRenderingContext, vsSource: string, fsSource: string): WebGLProgram | null {
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const vs = createShader(gl, gl.VERTEX_SHADER, vsSource)
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const fs = createShader(gl, gl.FRAGMENT_SHADER, fsSource)
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if (!vs || !fs) return null
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const prog = gl.createProgram()
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if (!prog) return null
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gl.attachShader(prog, vs)
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gl.attachShader(prog, fs)
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gl.linkProgram(prog)
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return prog
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}
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const VERTEX_SHADER = `
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attribute vec2 position;
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varying vec2 vUv;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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vUv = position * 0.5 + 0.5;
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}
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`
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const FRAGMENT_SHADER = `
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precision highp float;
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varying vec2 vUv;
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uniform float u_time;
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uniform float u_glitch;
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uniform float u_amp;
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uniform float u_freq;
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float random(vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123); }
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void main() {
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vec2 uv = vUv;
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// Glitch displacement
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if (u_glitch > 0.0) {
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float gOffset = (random(vec2(uv.y * 5.0, u_time)) - 0.5) * u_glitch * 0.1;
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uv.x += gOffset;
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}
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// Base phosphor background
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vec3 color = vec3(0.02, 0.015, 0.01);
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// Background Grid
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float gridX = step(0.98, fract(uv.x * 15.0));
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float gridY = step(0.98, fract(uv.y * 10.0));
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color += vec3(0.1, 0.04, 0.02) * max(gridX, gridY) * (1.0 - u_glitch);
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// Oscilloscope Waveform
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float t = u_time * 0.5 + u_glitch * random(uv) * 0.1;
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float waveY = sin((uv.x * u_freq) + t) * u_amp;
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float waveDist = abs((uv.y - 0.5) - waveY);
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float lineThick = 0.005 + (u_glitch * 0.02);
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float waveGlow = smoothstep(lineThick * 4.0, 0.0, waveDist);
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float waveCore = smoothstep(lineThick, 0.0, waveDist);
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// Amber wave (#f25b29)
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vec3 waveColor = vec3(0.95, 0.35, 0.16);
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color += waveColor * waveCore;
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color += waveColor * 0.4 * waveGlow;
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// Scanlines
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float scanline = sin(uv.y * 800.0 - u_time * 10.0) * 0.04;
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color -= scanline;
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// Noise
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float noise = random(uv + u_time) * 0.08;
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color += noise;
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// Vignette
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float dist = distance(vUv, vec2(0.5));
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float vig = smoothstep(0.8, 0.4, dist);
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color *= vig;
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// Edge darkening
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color *= smoothstep(0.0, 0.02, vUv.x) * smoothstep(1.0, 0.98, vUv.x);
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color *= smoothstep(0.0, 0.05, vUv.y) * smoothstep(1.0, 0.95, vUv.y);
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gl_FragColor = vec4(color, 1.0);
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}
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`
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const QUAD = new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1])
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// ── Props ──────────────────────────────────────────────
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interface CrtDisplayProps {
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/** 파형 진폭 (0.0 ~ 1.0) */
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amplitude?: number
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/** 파형 주파수 */
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frequency?: number
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/** 글리치 트리거 (변경 시 글리치 발생) */
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glitchTrigger?: number
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/** 실시간 오디오 레벨 (0.0~1.0) — 파형 진폭에 반영 */
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audioLevel?: number
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/** 오버레이 콘텐츠 (인광 텍스트 등) */
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children?: React.ReactNode
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/** 높이 (기본 280px) */
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height?: number | string
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}
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export function CrtDisplay({
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amplitude = 0.1,
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frequency = 8.0,
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glitchTrigger = 0,
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audioLevel = 0,
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children,
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height = 280,
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}: CrtDisplayProps): React.ReactElement {
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const theme = useTheme()
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const isLight = theme.palette.mode === 'light'
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const canvasRef = useRef<HTMLCanvasElement>(null)
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const glRef = useRef<{
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gl: WebGLRenderingContext
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uTime: WebGLUniformLocation | null
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uGlitch: WebGLUniformLocation | null
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uAmp: WebGLUniformLocation | null
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uFreq: WebGLUniformLocation | null
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} | null>(null)
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const animRef = useRef<number>(0)
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const startTimeRef = useRef(Date.now())
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const glitchRef = useRef(0)
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const ampRef = useRef(amplitude)
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const freqRef = useRef(frequency)
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const audioLevelRef = useRef(audioLevel)
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const currentAmpRef = useRef(amplitude)
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const currentFreqRef = useRef(frequency)
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// amplitude/frequency/audioLevel 변경 추적
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useEffect(() => {
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ampRef.current = amplitude
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freqRef.current = frequency
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}, [amplitude, frequency])
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useEffect(() => {
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audioLevelRef.current = audioLevel
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}, [audioLevel])
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// 글리치 트리거
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useEffect(() => {
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if (glitchTrigger > 0) {
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glitchRef.current = 1.0
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}
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}, [glitchTrigger])
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const render = useCallback(() => {
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const ctx = glRef.current
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if (!ctx) return
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const { gl, uTime, uGlitch, uAmp, uFreq } = ctx
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// audioLevel → amplitude 반영: 기본 amplitude + 오디오 레벨로 증폭
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const targetAmp = ampRef.current + audioLevelRef.current * 0.35
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// Smoothing
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currentAmpRef.current += (targetAmp - currentAmpRef.current) * 0.15
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currentFreqRef.current += (freqRef.current - currentFreqRef.current) * 0.1
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glitchRef.current *= 0.85
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gl.uniform1f(uTime, (Date.now() - startTimeRef.current) / 1000)
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gl.uniform1f(uGlitch, glitchRef.current)
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gl.uniform1f(uAmp, currentAmpRef.current)
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gl.uniform1f(uFreq, currentFreqRef.current)
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4)
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animRef.current = requestAnimationFrame(render)
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}, [])
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useEffect(() => {
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const canvas = canvasRef.current
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if (!canvas) return
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const gl = canvas.getContext('webgl', { alpha: true })
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if (!gl) return
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canvas.width = canvas.clientWidth * 2
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canvas.height = canvas.clientHeight * 2
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gl.viewport(0, 0, canvas.width, canvas.height)
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const prog = createProgram(gl, VERTEX_SHADER, FRAGMENT_SHADER)
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if (!prog) return
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gl.useProgram(prog)
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const buffer = gl.createBuffer()
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
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gl.bufferData(gl.ARRAY_BUFFER, QUAD, gl.STATIC_DRAW)
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const posLoc = gl.getAttribLocation(prog, 'position')
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gl.enableVertexAttribArray(posLoc)
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gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 0, 0)
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glRef.current = {
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gl,
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uTime: gl.getUniformLocation(prog, 'u_time'),
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uGlitch: gl.getUniformLocation(prog, 'u_glitch'),
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uAmp: gl.getUniformLocation(prog, 'u_amp'),
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uFreq: gl.getUniformLocation(prog, 'u_freq'),
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}
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startTimeRef.current = Date.now()
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animRef.current = requestAnimationFrame(render)
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return () => {
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cancelAnimationFrame(animRef.current)
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}
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}, [render])
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return (
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<Box
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sx={{
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position: 'relative',
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height,
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bgcolor: d3roPalette.bg.crtBezel,
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borderRadius: '8px',
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boxShadow: d3roShadow.insetDeep,
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overflow: 'hidden',
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}}
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>
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{/* Glass surface */}
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<Box
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sx={{
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position: 'absolute',
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inset: '2px',
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borderRadius: '6px',
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bgcolor: d3roPalette.bg.crtGlass,
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overflow: 'hidden',
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boxShadow: d3roShadow.screenGlow,
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}}
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>
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<canvas
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ref={canvasRef}
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style={{
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position: 'absolute',
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inset: 0,
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width: '100%',
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height: '100%',
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// 라이트 모드에서 WebGL 셰이더(다크 전용)를 반전하여 밝은 배경에 어울리게 조정
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...(isLight && { filter: 'invert(0.88) hue-rotate(180deg)', opacity: 0.9 }),
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}}
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/>
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{/* Glass reflection */}
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<Box
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sx={{
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position: 'absolute',
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top: 0, left: 0, right: 0, bottom: '50%',
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background: isLight
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? 'linear-gradient(180deg, rgba(255,255,255,0.30) 0%, rgba(255,255,255,0) 100%)'
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: 'linear-gradient(180deg, rgba(255,255,255,0.03) 0%, rgba(255,255,255,0) 100%)',
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pointerEvents: 'none',
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zIndex: 10,
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}}
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/>
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</Box>
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{/* Content overlay (phosphor text) */}
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<Box
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sx={{
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position: 'absolute',
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inset: '16px',
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zIndex: 2,
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display: 'flex',
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flexDirection: 'column',
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justifyContent: 'space-between',
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color: d3roPalette.accent.amber,
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textShadow: '0 0 6px rgba(242, 91, 41, 0.4)',
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pointerEvents: 'none',
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fontFamily: d3roFontMono,
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}}
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>
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{children}
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</Box>
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</Box>
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)
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}
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