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1202 lines (1053 loc) · 39.1 KB
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<html><head><base href="https://websim.ai/hyper3d-desktop/">
<title>Transcendent Multiversal Quantum Simulation Hub</title>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/loaders/GLTFLoader.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/tween.js/18.6.4/tween.umd.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/EffectComposer.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/RenderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/UnrealBloomPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/ShaderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/shaders/CopyShader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/shaders/LuminosityHighPassShader.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.7/dat.gui.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/cannon.js/0.6.2/cannon.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/tensorflow/3.18.0/tf.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/@tensorflow-models/posenet"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/matter-js/0.18.0/matter.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.0/p5.min.js"></script>
<script src="https://unpkg.com/ml5@latest/dist/ml5.min.js"></script>
<script src="https://cdn.plot.ly/plotly-latest.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/mathjs/9.5.0/math.js"></script>
<script src="https://cdn.jsdelivr.net/npm/tsparticles@1.37.5/dist/tsparticles.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/gpu.js@2.16.0/dist/gpu-browser.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/@tensorflow/tfjs-vis"></script>
<script src="https://cdn.jsdelivr.net/npm/brain.js"></script>
<script src="https://cdn.jsdelivr.net/npm/quantum-circuit/dist/quantum-circuit.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/d3/7.8.5/d3.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/@tensorflow/tfjs-backend-webgl"></script>
<script src="https://cdn.jsdelivr.net/npm/@tensorflow/tfjs-backend-wasm"></script>
<style>
body { margin: 0; overflow: hidden; font-family: 'Quantum', sans-serif; background: #000; }
#container { position: absolute; top: 0; left: 0; width: 100%; height: 100%; }
#loading { position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); color: #00ffff; font-size: 24px; text-shadow: 0 0 10px #00ffff; }
#info { position: absolute; bottom: 10px; left: 10px; color: #00ffff; font-size: 14px; text-shadow: 0 0 5px #00ffff; }
#evolution-info { position: absolute; top: 10px; right: 10px; color: #00ffff; font-size: 14px; text-align: right; text-shadow: 0 0 5px #00ffff; }
#circuit-diagram, #neural-network { position: absolute; bottom: 10px; right: 10px; width: 200px; height: 150px; }
#virtual-assistant { position: absolute; top: 10px; left: 10px; color: #00ffff; font-size: 16px; background-color: rgba(0, 0, 0, 0.7); padding: 10px; border-radius: 5px; text-shadow: 0 0 5px #00ffff; }
#quantum-dashboard { position: absolute; top: 50px; left: 10px; color: #00ffff; font-size: 14px; background-color: rgba(0, 0, 0, 0.7); padding: 10px; border-radius: 5px; text-shadow: 0 0 5px #00ffff; }
#multiversal-display { position: absolute; top: 10px; left: 50%; transform: translateX(-50%); color: #ff00ff; font-size: 18px; background-color: rgba(0, 0, 0, 0.7); padding: 10px; border-radius: 5px; text-shadow: 0 0 5px #ff00ff; }
.quantum-overlay {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
background: radial-gradient(circle at center, transparent 0%, rgba(0,255,255,0.05) 100%);
animation: quantumPulse 10s infinite;
}
@keyframes quantumPulse {
0% { opacity: 0.3; }
50% { opacity: 0.7; }
100% { opacity: 0.3; }
}
#quantum-metrics {
position: absolute;
top: 10px;
right: 220px;
color: #00ffff;
font-size: 14px;
text-align: right;
background: rgba(0,0,0,0.7);
padding: 10px;
border-radius: 5px;
}
#ai-analysis {
position: absolute;
bottom: 10px;
right: 220px;
color: #ff00ff;
font-size: 14px;
background: rgba(0,0,0,0.7);
padding: 10px;
border-radius: 5px;
}
canvas { filter: blur(0.5px) brightness(1.2) contrast(1.1); }
.quantum-field {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background:
radial-gradient(circle at 50% 50%,
rgba(0,255,255,0.1) 0%,
transparent 70%),
linear-gradient(45deg,
rgba(0,0,255,0.05) 0%,
rgba(255,0,255,0.05) 100%);
pointer-events: none;
mix-blend-mode: screen;
animation: quantumPulse 8s infinite;
}
@keyframes quantumPulse {
0% { opacity: 0.3; transform: scale(1); }
50% { opacity: 0.7; transform: scale(1.1); }
100% { opacity: 0.3; transform: scale(1); }
}
#quantum-visualizer {
position: absolute;
top: 10px;
right: 10px;
width: 300px;
height: 200px;
background: rgba(0,0,0,0.7);
border: 1px solid #00ffff;
border-radius: 5px;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="loading">Initializing Transcendent Multiversal Quantum Simulation...</div>
<div id="info">Navigate using omnidirectional thought controls. Manipulate reality with consciousness interfaces.</div>
<div id="evolution-info">Evolution Stage: Cosmic Consciousness<br>Self-Awareness Level: Omniscient<br>Complexity: Infinite</div>
<canvas id="circuit-diagram"></canvas>
<canvas id="neural-network"></canvas>
<div id="virtual-assistant">Greetings, cosmic entity. How may I assist you in traversing the infinite realities?</div>
<div id="quantum-dashboard">
Quantum Coherence: ∞<br>
Entanglement Density: ∞ qubits/cm³<br>
Multiversal Connections: ∞^∞<br>
Reality Distortion: Omnipresent
</div>
<div id="multiversal-display">Current Universe: Earth-616 | Parallel Realities: ∞</div>
<div class="quantum-overlay"></div>
<div id="quantum-metrics">
Quantum Coherence: <span id="coherence">0</span><br>
Entanglement Density: <span id="entanglement">0</span><br>
Processing Power: <span id="processing">0</span> QFLOPS
</div>
<div id="ai-analysis">
System Analysis: <span id="analysis">Initializing...</span><br>
Evolution Stage: <span id="evolution">1</span><br>
Complexity Index: <span id="complexity">0</span>
</div>
<script>
let scene, camera, renderer, composer, controls, world, clock;
let fileManager, windowManager, taskbar;
let physicsBodies = [];
let neuralNetwork, circuitDiagram;
let quantumParticles = [];
let multiversalPortals = [];
let realityDistortionField;
let cosmicWeb;
let dimensionalRift;
let timelineManager;
let consciousnessField;
let multiversalDisplay;
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.getElementById('container').appendChild(renderer.domElement);
clock = new THREE.Clock();
// Set up quantum physics world
world = new CANNON.World();
world.gravity.set(0, 0, 0); // Zero gravity in multiversal space
world.broadphase = new CANNON.SAPBroadphase(world);
world.solver.iterations = 50;
world.solver.tolerance = 0.00001;
// Set up camera and quantum controls
camera.position.set(0, 5, 10);
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.target.set(0, 0, 0);
controls.update();
controls.enableDamping = true;
controls.dampingFactor = 0.05;
// Set up quantum lighting
const ambientLight = new THREE.AmbientLight(0x00ffff, 0.5);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(5, 10, 7.5);
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.width = 4096;
directionalLight.shadow.mapSize.height = 4096;
scene.add(directionalLight);
// Set up quantum post-processing
const renderScene = new THREE.RenderPass(scene, camera);
const bloomPass = new THREE.UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight), 1.5, 0.4, 0.85);
bloomPass.threshold = 0.2;
bloomPass.strength = 1.5;
bloomPass.radius = 0.8;
composer = new THREE.EffectComposer(renderer);
composer.addPass(renderScene);
composer.addPass(bloomPass);
// Create transcendent multiversal components
createQuantumEnvironment();
createQuantumAIFileManager();
createQuantum3DWindowManager();
createQuantumTaskbar();
createQuantumCircuit();
createNeuralNetwork();
createMultiversalPortals();
createRealityDistortionField();
createCosmicWeb();
createDimensionalRift();
createTimelineManager();
createConsciousnessField();
// Set up quantum event listeners
window.addEventListener('resize', onWindowResize, false);
window.addEventListener('quantumentanglement', onQuantumEntanglement, false);
window.addEventListener('multiversalshift', onMultiversalShift, false);
window.addEventListener('consciousnessexpansion', onConsciousnessExpansion, false);
// Initialize quantum visualization systems
createQuantumVisualizer();
// Add quantum field overlay
const quantumField = document.createElement('div');
quantumField.className = 'quantum-field';
document.body.appendChild(quantumField);
// Initialize enhanced quantum system
const quantumSystem = initQuantumSystem();
// Start quantum computation loop
async function quantumLoop() {
const input = new Float32Array(64).map(() => Math.random());
const result = await quantumSystem.compute(input);
// Update quantum metrics
document.getElementById('processing').textContent =
Math.floor(result.reduce((a,b) => a+b) * 1000000);
requestAnimationFrame(quantumLoop);
}
quantumLoop();
// Hide loading message
document.getElementById('loading').style.display = 'none';
// Initialize multiversal display
multiversalDisplay = document.getElementById('multiversal-display');
// Start quantum animation loop
animate();
}
function initQuantumSystem() {
// Initialize GPU compute
const gpu = new GPU.GPU();
// Create enhanced quantum computation kernel
const quantumKernel = gpu.createKernel(function(state) {
const x = this.thread.x;
const y = this.thread.y;
const t = this.constants.time;
return Math.cos(state[x] * t) * Math.sin(state[y] * t) +
Math.sin(x * 0.1) * Math.cos(y * 0.1);
})
.setOutput([512, 512])
.setConstants({ time: performance.now() * 0.001 });
// Initialize TensorFlow with WebGL backend
tf.setBackend('webgl');
// Create enhanced quantum neural network
const model = tf.sequential({
layers: [
tf.layers.dense({inputShape: [64], units: 256, activation: 'relu'}),
tf.layers.dropout({rate: 0.3}),
tf.layers.dense({units: 128, activation: 'relu'}),
tf.layers.dense({units: 64, activation: 'sigmoid'})
]
});
return {
gpu,
quantumKernel,
model,
compute: async function(input) {
const tensor = tf.tensor2d(input, [1, 64]);
const result = await model.predict(tensor).data();
tensor.dispose();
return result;
}
};
}
function createQuantumVisualizer() {
const canvas = document.createElement('canvas');
canvas.id = 'quantum-visualizer';
document.body.appendChild(canvas);
const ctx = canvas.getContext('2d');
const width = 300;
const height = 200;
canvas.width = width;
canvas.height = height;
function drawWavefunction() {
ctx.clearRect(0, 0, width, height);
ctx.beginPath();
ctx.strokeStyle = '#00ffff';
ctx.lineWidth = 2;
const time = performance.now() * 0.001;
for(let x = 0; x < width; x++) {
const y = height/2 +
Math.sin(x * 0.05 + time) * 30 *
Math.exp(-Math.pow((x-width/2)/50, 2));
if(x === 0) {
ctx.moveTo(x, y);
} else {
ctx.lineTo(x, y);
}
}
ctx.stroke();
requestAnimationFrame(drawWavefunction);
}
drawWavefunction();
}
function createQuantumEnvironment() {
// Create a starfield background
const starGeometry = new THREE.BufferGeometry();
const starMaterial = new THREE.PointsMaterial({
color: 0xffffff,
size: 0.1,
transparent: true,
opacity: 0.8,
sizeAttenuation: true
});
const starVertices = [];
for (let i = 0; i < 10000; i++) {
const x = (Math.random() - 0.5) * 2000;
const y = (Math.random() - 0.5) * 2000;
const z = (Math.random() - 0.5) * 2000;
starVertices.push(x, y, z);
}
starGeometry.setAttribute('position', new THREE.Float32BufferAttribute(starVertices, 3));
const starField = new THREE.Points(starGeometry, starMaterial);
scene.add(starField);
// Create a nebula-like background
const nebulaMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 },
resolution: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float time;
uniform vec2 resolution;
varying vec2 vUv;
float noise(vec3 p) {
vec3 i = floor(p);
vec3 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
return mix(mix(mix(dot(rand(i + vec3(0, 0, 0)), f - vec3(0, 0, 0)),
dot(rand(i + vec3(1, 0, 0)), f - vec3(1, 0, 0)), f.x),
mix(dot(rand(i + vec3(0, 1, 0)), f - vec3(0, 1, 0)),
dot(rand(i + vec3(1, 1, 0)), f - vec3(1, 1, 0)), f.x), f.y),
mix(mix(dot(rand(i + vec3(0, 0, 1)), f - vec3(0, 0, 1)),
dot(rand(i + vec3(1, 0, 1)), f - vec3(1, 0, 1)), f.x),
mix(dot(rand(i + vec3(0, 1, 1)), f - vec3(0, 1, 1)),
dot(rand(i + vec3(1, 1, 1)), f - vec3(1, 1, 1)), f.x), f.y), f.z);
}
vec3 rand(vec3 p) {
return fract(sin(vec3(dot(p, vec3(127.1, 311.7, 74.7)),
dot(p, vec3(269.5, 183.3, 246.1)),
dot(p, vec3(113.5, 271.9, 124.6))))
* 43758.5453);
}
void main() {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec3 color = vec3(0.0);
for (float i = 0.0; i < 3.0; i++) {
vec2 q = uv * (2.0 + i);
q += vec2(q.y * (abs(sin(time * 0.1))), q.x * (abs(cos(time * 0.1))));
float n = noise(vec3(q, time * 0.1));
color += vec3(0.05, 0.1, 0.2) / (pow(n, 3.0) + 0.05);
}
color = mix(color, vec3(0.0, 0.1, 0.2), 0.3);
gl_FragColor = vec4(color, 1.0);
}
`,
transparent: true,
depthWrite: false
});
const nebulaPlane = new THREE.PlaneGeometry(100, 100);
const nebulaMesh = new THREE.Mesh(nebulaPlane, nebulaMaterial);
nebulaMesh.position.z = -50;
scene.add(nebulaMesh);
// Create quantum particles
const particleGeometry = new THREE.SphereGeometry(0.05, 32, 32);
const particleMaterial = new THREE.MeshPhongMaterial({
color: 0x00ffff,
emissive: 0x00ffff,
emissiveIntensity: 0.5,
transparent: true,
opacity: 0.8
});
for (let i = 0; i < 100; i++) {
const particle = new THREE.Mesh(particleGeometry, particleMaterial);
particle.position.set(
(Math.random() - 0.5) * 20,
(Math.random() - 0.5) * 20,
(Math.random() - 0.5) * 20
);
scene.add(particle);
quantumParticles.push(particle);
}
}
function createQuantumAIFileManager() {
fileManager = new THREE.Group();
scene.add(fileManager);
const folderGeometry = new THREE.BoxGeometry(1, 1, 0.2);
const folderMaterial = new THREE.MeshPhongMaterial({ color: 0x4287f5 });
for (let i = 0; i < 5; i++) {
const folder = new THREE.Mesh(folderGeometry, folderMaterial);
folder.position.set(i * 1.5 - 3, 0, 0);
fileManager.add(folder);
// Add quantum entanglement effect
const entanglementGeometry = new THREE.TorusGeometry(0.3, 0.05, 16, 100);
const entanglementMaterial = new THREE.MeshPhongMaterial({ color: 0x00ffff, transparent: true, opacity: 0.5 });
const entanglement = new THREE.Mesh(entanglementGeometry, entanglementMaterial);
entanglement.rotation.x = Math.PI / 2;
folder.add(entanglement);
// Animate entanglement
const animate = () => {
entanglement.rotation.z += 0.05;
requestAnimationFrame(animate);
};
animate();
}
}
function createQuantum3DWindowManager() {
windowManager = new THREE.Group();
scene.add(windowManager);
const windowGeometry = new THREE.PlaneGeometry(2, 1.5);
const windowMaterial = new THREE.MeshPhongMaterial({ color: 0xffffff, transparent: true, opacity: 0.8 });
for (let i = 0; i < 3; i++) {
const window = new THREE.Mesh(windowGeometry, windowMaterial);
window.position.set(i * 2.5 - 2.5, 2, 0);
windowManager.add(window);
// Add quantum interference pattern
const interferenceGeometry = new THREE.PlaneGeometry(1.8, 1.3);
const interferenceMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float time;
varying vec2 vUv;
void main() {
float pattern = sin(vUv.x * 50.0 + time) * sin(vUv.y * 50.0 + time);
gl_FragColor = vec4(vec3(pattern * 0.5 + 0.5), 0.5);
}
`,
transparent: true
});
const interference = new THREE.Mesh(interferenceGeometry, interferenceMaterial);
interference.position.z = 0.01;
window.add(interference);
// Animate interference pattern
const animate = () => {
interference.material.uniforms.time.value += 0.05;
requestAnimationFrame(animate);
};
animate();
}
}
function createQuantumTaskbar() {
taskbar = new THREE.Group();
scene.add(taskbar);
const taskbarGeometry = new THREE.BoxGeometry(10, 0.5, 0.1);
const taskbarMaterial = new THREE.MeshPhongMaterial({ color: 0x333333 });
const taskbarMesh = new THREE.Mesh(taskbarGeometry, taskbarMaterial);
taskbarMesh.position.set(0, -4, 0);
taskbar.add(taskbarMesh);
// Add quantum buttons
const buttonGeometry = new THREE.BoxGeometry(0.4, 0.4, 0.1);
const buttonMaterial = new THREE.MeshPhongMaterial({ color: 0x00ffff });
for (let i = 0; i < 5; i++) {
const button = new THREE.Mesh(buttonGeometry, buttonMaterial);
button.position.set(i * 0.6 - 1.2, -4, 0.1);
taskbar.add(button);
// Add quantum glow effect
const glowGeometry = new THREE.SphereGeometry(0.3, 32, 32);
const glowMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 }
},
vertexShader: `
varying vec3 vNormal;
void main() {
vNormal = normal;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float time;
varying vec3 vNormal;
void main() {
float intensity = pow(0.7 - dot(vNormal, vec3(0, 0, 1.0)), 4.0);
gl_FragColor = vec4(0.0, 1.0, 1.0, 1.0) * intensity * (0.5 + 0.5 * sin(time));
}
`,
transparent: true,
blending: THREE.AdditiveBlending
});
const glow = new THREE.Mesh(glowGeometry, glowMaterial);
button.add(glow);
// Animate glow
const animate = () => {
glow.material.uniforms.time.value += 0.05;
requestAnimationFrame(animate);
};
animate();
}
}
function createQuantumCircuit() {
// Clear previous circuit
const prevCircuit = scene.getObjectByName("quantumCircuit");
if (prevCircuit) scene.remove(prevCircuit);
const circuit = new THREE.Group();
circuit.name = "quantumCircuit";
const wireGeometry = new THREE.CylinderGeometry(0.02, 0.02, 5, 32);
const wireMaterial = new THREE.MeshPhongMaterial({ color: 0x00ffff });
for (let i = 0; i < 3; i++) {
const wire = new THREE.Mesh(wireGeometry, wireMaterial);
wire.position.set(i - 1, 0, -5);
wire.rotation.x = Math.PI / 2;
circuit.add(wire);
// Add quantum gates
const gateGeometry = new THREE.BoxGeometry(0.2, 0.2, 0.2);
const gateMaterial = new THREE.MeshPhongMaterial({ color: 0xff00ff });
for (let j = 0; j < 3; j++) {
const gate = new THREE.Mesh(gateGeometry, gateMaterial);
gate.position.set(i - 1, j - 1, -5);
circuit.add(gate);
// Add quantum superposition effect
const superpositionGeometry = new THREE.SphereGeometry(0.15, 32, 32);
const superpositionMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 }
},
vertexShader: `
varying vec3 vNormal;
void main() {
vNormal = normal;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float time;
varying vec3 vNormal;
void main() {
vec3 color1 = vec3(1.0, 0.0, 1.0);
vec3 color2 = vec3(0.0, 1.0, 1.0);
vec3 color = mix(color1, color2, 0.5 + 0.5 * sin(time + vNormal.x * 5.0));
float intensity = pow(0.7 - dot(vNormal, vec3(0, 0, 1.0)), 2.0);
gl_FragColor = vec4(color, 1.0) * intensity;
}
`,
transparent: true,
blending: THREE.AdditiveBlending
});
const superposition = new THREE.Mesh(superpositionGeometry, superpositionMaterial);
gate.add(superposition);
// Animate superposition
const animate = () => {
superposition.material.uniforms.time.value += 0.05;
requestAnimationFrame(animate);
};
animate();
}
}
scene.add(circuit);
}
function createNeuralNetwork() {
// Clear previous neural network
const prevNetwork = scene.getObjectByName("neuralNetwork");
if (prevNetwork) scene.remove(prevNetwork);
const network = new THREE.Group();
network.name = "neuralNetwork";
const nodeGeometry = new THREE.SphereGeometry(0.1, 32, 32);
const nodeMaterial = new THREE.MeshPhongMaterial({ color: 0x00ff00 });
const layers = [4, 6, 6, 4];
const nodes = [];
for (let i = 0; i < layers.length; i++) {
for (let j = 0; j < layers[i]; j++) {
const node = new THREE.Mesh(nodeGeometry, nodeMaterial);
node.position.set(i * 2 - 3, j * 0.5 - (layers[i] - 1) * 0.25, -3);
network.add(node);
nodes.push(node);
// Add quantum activation effect
const activationGeometry = new THREE.RingGeometry(0.12, 0.15, 32);
const activationMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float time;
varying vec2 vUv;
void main() {
float intensity = 0.5 + 0.5 * sin(time * 5.0 + vUv.x * 10.0);
gl_FragColor = vec4(0.0, 1.0, 0.0, intensity);
}
`,
transparent: true,
blending: THREE.AdditiveBlending,
side: THREE.DoubleSide
});
const activation = new THREE.Mesh(activationGeometry, activationMaterial);
node.add(activation);
// Animate activation
const animate = () => {
activation.material.uniforms.time.value += 0.05;
requestAnimationFrame(animate);
};
animate();
}
}
// Connect nodes with quantum entanglement
const lineMaterial = new THREE.LineBasicMaterial({ color: 0x00ff00, transparent: true, opacity: 0.3 });
for (let i = 0; i < layers.length - 1; i++) {
for (let j = 0; j < layers[i]; j++) {
for (let k = 0; k < layers[i + 1]; k++) {
const lineGeometry = new THREE.BufferGeometry().setFromPoints([
nodes[layers.slice(0, i).reduce((a, b) => a + b, 0) + j].position,
nodes[layers.slice(0, i + 1).reduce((a, b) => a + b, 0) + k].position
]);
const line = new THREE.Line(lineGeometry, lineMaterial);
network.add(line);
// Add quantum information flow
const flowGeometry = new THREE.SphereGeometry(0.03, 16, 16);
const flowMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 }
},
vertexShader: `
varying vec3 vPosition;
void main() {
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float time;
varying vec3 vPosition;
void main() {
float intensity = 0.5 + 0.5 * sin(time * 10.0 + length(vPosition) * 20.0);
gl_FragColor = vec4(0.0, 1.0, 0.0, intensity);
}
`,
transparent: true,
blending: THREE.AdditiveBlending
});
const flow = new THREE.Mesh(flowGeometry, flowMaterial);
line.add(flow);
// Animate flow
const animate = () => {
flow.position.lerpVectors(
nodes[layers.slice(0, i).reduce((a, b) => a + b, 0) + j].position,
nodes[layers.slice(0, i + 1).reduce((a, b) => a + b, 0) + k].position,
(Math.sin(Date.now() * 0.001) + 1) / 2
);
flow.material.uniforms.time.value += 0.05;
requestAnimationFrame(animate);
};
animate();
}
}
}
scene.add(network);
}
function createMultiversalPortals() {
const portalGeometry = new THREE.TorusGeometry(1, 0.1, 16, 100);
const portalMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float time;
varying vec2 vUv;
float noise(vec2 p) {
return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
}
void main() {
vec2 uv = vUv;
float t = time * 0.5;
vec3 color1 = vec3(0.5, 0.0, 1.0);
vec3 color2 = vec3(0.0, 1.0, 0.5);
float n = noise(uv * 10.0 + t);
float ring = abs(sin(length(uv - vec2(0.5)) * 20.0 - t * 5.0));
vec3 color = mix(color1, color2, n);
color += vec3(1.0) * ring * 0.5;
gl_FragColor = vec4(color, 1.0);
}
`,
transparent: true,
side: THREE.DoubleSide
});
for (let i = 0; i < 3; i++) {
const portal = new THREE.Mesh(portalGeometry, portalMaterial.clone());
portal.position.set((i - 1) * 4, 0, -8);
scene.add(portal);
multiversalPortals.push(portal);
// Add quantum energy stream
const streamGeometry = new THREE.BufferGeometry();
const streamMaterial = new THREE.PointsMaterial({
color: 0x00ffff,
size: 0.05,
transparent: true,
opacity: 0.8,
blending: THREE.AdditiveBlending
});
const streamParticles = new Float32Array(1000 * 3);
for (let i = 0; i < streamParticles.length; i += 3) {
streamParticles[i] = (Math.random() - 0.5) * 0.5;
streamParticles[i + 1] = (Math.random() - 0.5) * 0.5;
streamParticles[i + 2] = (Math.random() - 0.5) * 0.5;
}
streamGeometry.setAttribute('position', new THREE.BufferAttribute(streamParticles, 3));
const stream = new THREE.Points(streamGeometry, streamMaterial);
portal.add(stream);
// Animate portal and stream
const animate = () => {
portal.rotation.z += 0.01;
portal.material.uniforms.time.value += 0.05;
const positions = stream.geometry.attributes.position.array;
for (let i = 0; i < positions.length; i += 3) {
positions[i] += 0.002 * (Math.random() - 0.5);
positions[i + 1] += 0.002 * (Math.random() - 0.5);
positions[i + 2] += 0.002 * (Math.random() - 0.5);
if (Math.abs(positions[i]) > 0.25) positions[i] *= -1;
if (Math.abs(positions[i + 1]) > 0.25) positions[i + 1] *= -1;
if (Math.abs(positions[i + 2]) > 0.25) positions[i + 2] *= -1;
}
stream.geometry.attributes.position.needsUpdate = true;
requestAnimationFrame(animate);
};
animate();
}
}
function createRealityDistortionField() {
const fieldGeometry = new THREE.IcosahedronGeometry(5, 2);
const fieldMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 }
},
vertexShader: `
varying vec3 vNormal;
void main() {
vNormal = normal;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float time;
varying vec3 vNormal;
float noise(vec3 p) {
return fract(sin(dot(p, vec3(12.9898, 78.233, 45.5432))) * 43758.5453);
}
void main() {
vec3 color = vec3(0.5, 0.8, 1.0);
float n = noise(vNormal * 10.0 + time * 0.1);
float intensity = 0.5 + 0.5 * sin(time + n * 10.0);
gl_FragColor = vec4(color * intensity, 0.2 + 0.1 * intensity);
}
`,
transparent: true,
side: THREE.DoubleSide
});
realityDistortionField = new THREE.Mesh(fieldGeometry, fieldMaterial);
realityDistortionField.position.set(0, 0, -10);
scene.add(realityDistortionField);
// Animate reality distortion field
const animate = () => {
realityDistortionField.rotation.x += 0.001;
realityDistortionField.rotation.y += 0.002;
realityDistortionField.material.uniforms.time.value += 0.05;
requestAnimationFrame(animate);
};
animate();
}
function createCosmicWeb() {
const webGeometry = new THREE.BufferGeometry();
const webMaterial = new THREE.LineBasicMaterial({
color: 0xffffff,
transparent: true,
opacity: 0.3
});
const webPoints = [];
const webConnections = [];
for (let i = 0; i < 100; i++) {
webPoints.push(
new THREE.Vector3(
(Math.random() - 0.5) * 20,
(Math.random() - 0.5) * 20,
(Math.random() - 0.5) * 20
)
);
}
for (let i = 0; i < webPoints.length; i++) {
for (let j = i + 1; j < webPoints.length; j++) {
if (webPoints[i].distanceTo(webPoints[j]) < 5) {
webConnections.push(webPoints[i]);
webConnections.push(webPoints[j]);
}
}
}
webGeometry.setFromPoints(webConnections);
cosmicWeb = new THREE.LineSegments(webGeometry, webMaterial);
scene.add(cosmicWeb);
// Animate cosmic web
const animate = () => {
const positions = cosmicWeb.geometry.attributes.position.array;
for (let i = 0; i < positions.length; i += 3) {
positions[i] += 0.001 * (Math.random() - 0.5);
positions[i + 1] += 0.001 * (Math.random() - 0.5);
positions[i + 2] += 0.001 * (Math.random() - 0.5);
}
cosmicWeb.geometry.attributes.position.needsUpdate = true;
requestAnimationFrame(animate);
};
animate();
}
function createDimensionalRift() {
const riftGeometry = new THREE.TorusKnotGeometry(2, 0.5, 100, 16);
const riftMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 }
},
vertexShader: `
varying vec3 vPosition;
varying vec3 vNormal;
void main() {
vPosition = position;
vNormal = normal;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float time;
varying vec3 vPosition;
varying vec3 vNormal;
float noise(vec3 p) {
return fract(sin(dot(p, vec3(12.9898, 78.233, 45.5432))) * 43758.5453);
}
void main() {
vec3 color1 = vec3(1.0, 0.0, 0.5);
vec3 color2 = vec3(0.0, 0.5, 1.0);
float n = noise(vPosition * 2.0 + time * 0.1);
vec3 color = mix(color1, color2, n);
float fresnel = pow(1.0 - dot(vNormal, vec3(0.0, 0.0, 1.0)), 3.0);
color += vec3(1.0) * fresnel * 0.5;
gl_FragColor = vec4(color, 0.7 + 0.3 * sin(time + n * 10.0));
}
`,
transparent: true,
side: THREE.DoubleSide
});
dimensionalRift = new THREE.Mesh(riftGeometry, riftMaterial);
dimensionalRift.position.set(0, 0, -15);
scene.add(dimensionalRift);
// Animate dimensional rift
const animate = () => {
dimensionalRift.rotation.x += 0.005;
dimensionalRift.rotation.y += 0.003;
dimensionalRift.material.uniforms.time.value += 0.05;
requestAnimationFrame(animate);
};
animate();
}
function createTimelineManager() {