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1const F=.4,K=2,J="/2026-autumn/pages/top/kv/hologram-texture.webp",Z=` 2attribute vec2 a_pos; 3void main() { gl_Position = vec4(a_pos, 0.0, 1.0); } 4`,ee=` 5precision highp float; 6uniform vec2 u_res; 7uniform float u_time; 8uniform float u_wobble; 9uniform sampler2D u_tex; 10 11const float S = 2.569; 12const vec2 T01 = vec2(-1.1858, -1.1858); 13const vec2 T02 = vec2(-0.3814, -0.8320); 14 15float hash(vec2 p) { 16 return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123); 17} 18 19float noise(vec2 p) { 20 vec2 i = floor(p); 21 vec2 f = fract(p); 22 vec2 u = f * f * (3.0 - 2.0 * f); 23 return mix( 24 mix(hash(i), hash(i + vec2(1.0, 0.0)), u.x), 25 mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), u.x), 26 u.y 27 ); 28} 29 30float fbm(vec2 p) { 31 float v = 0.0; 32 float a = 0.55; 33 for (int i = 0; i < 3; i++) { 34 v += a * noise(p); 35 p = p * 1.9 + vec2(11.7, 5.3); 36 a *= 0.45; 37 } 38 return v; 39} 40 41void main() { 42 vec2 uv = gl_FragCoord.xy / u_res; 43 vec2 pw = vec2(uv.x, uv.y * (u_res.y / u_res.x)); 44 float cycleT = mod(u_time, 10.0); 45 float k = cycleT < 4.0 ? cycleT / 4.0 : 1.0 - (cycleT - 4.0) / 6.0; 46 float w1 = sin(pw.y * 12.0 + u_time * 0.6) + 0.6 * sin(pw.y * 5.0 - u_time * 0.37); 47 float w2 = sin(pw.x * 9.0 - u_time * 0.5) + 0.6 * sin(pw.x * 3.7 + u_time * 0.31); 48 vec2 nz = vec2( 49 fbm(pw * 3.2 + u_time * vec2(0.05, 0.04)), 50 fbm(pw * 3.2 + vec2(5.1, 8.7) - u_time * vec2(0.04, 0.05)) 51 ) - 0.5; 52 vec2 warp = (vec2(w1, w2) * 0.5 + nz * 1.4) * 0.09 * u_wobble; 53 vec2 pWarped = pw + warp; 54 vec2 T = mix(T01, T02, k); 55 vec2 c = T + vec2(S * 0.5); 56 vec2 d = pWarped - c; 57 float A = 3.14159265 * k; 58 float ca = cos(A), sa = sin(A); 59 vec2 dl = vec2(ca * d.x - sa * d.y, sa * d.x + ca * d.y); 60 vec2 st = dl / S + 0.5; 61 vec3 col = texture2D(u_tex, st).rgb; 62 float sheen = (w1 + w2) * 0.25 + nz.x * 0.8; 63 col += sheen * 0.055 * u_wobble; 64 gl_FragColor = vec4(col, 1.0); 65} 66`,g=document.querySelector("[data-kv-holo]"),R=g?.closest(".kv-holo");if(g&&R){const t=window.matchMedia("(prefers-reduced-motion: reduce)");let r=null,a=null,c=null,d=0,u=performance.now(),s=null,f=0,n=!1,o=!1,i=!1,w=null;const p=()=>n&&!t.matches&&!document.hidden&&!o&&!i&&s===null,h=()=>{c!==null&&cancelAnimationFrame(c),c=null},E=l=>{n=!1,w=l,h(),R.dataset.webglStatus="fallback"},b=l=>{c=null,!(!p()||!r)&&(r((l-u)/1e3*F),c=requestAnimationFrame(b))},_=()=>{p()&&c===null&&(c=requestAnimationFrame(b))},M=(l,e,m)=>{const v=l.createShader(e);if(!v)throw new Error("shader-create");if(l.shaderSource(v,m),l.compileShader(v),!l.getShaderParameter(v,l.COMPILE_STATUS))throw new Error(l.getShaderInfoLog(v)??"shader-compile");return v},X=1e4,z=l=>new Promise((e,m)=>{const v=new Image,y=window.setTimeout(()=>{v.onload=null,v.onerror=null,m(new Error("texture-timeout"))},X);v.onload=()=>{window.clearTimeout(y),v.onerror=null,e(v)},v.onerror=()=>{window.clearTimeout(y),v.onload=null,m(new Error("texture-load"))},v.src=l}),U=async()=>{const l=++d;h(),a?.disconnect(),a=null,n=!1,i=!1,w=null,R.dataset.webglStatus="loading";try{const e=g.getContext("webgl",{antialias:!1,alpha:!1});if(!e)throw new Error("webgl-unavailable");const m=e.createProgram();if(!m)throw new Error("program-create");if(e.attachShader(m,M(e,e.VERTEX_SHADER,Z)),e.attachShader(m,M(e,e.FRAGMENT_SHADER,ee)),e.linkProgram(m),!e.getProgramParameter(m,e.LINK_STATUS))throw new Error(e.getProgramInfoLog(m)??"program-link");e.useProgram(m);const v=e.createBuffer();e.bindBuffer(e.ARRAY_BUFFER,v),e.bufferData(e.ARRAY_BUFFER,new Float32Array([-1,-1,3,-1,-1,3]),e.STATIC_DRAW);const y=e.getAttribLocation(m,"a_pos");e.enableVertexAttribArray(y),e.vertexAttribPointer(y,2,e.FLOAT,!1,0,0);const W=e.getUniformLocation(m,"u_res"),G=e.getUniformLocation(m,"u_time"),H=e.getUniformLocation(m,"u_wobble"),V=e.getUniformLocation(m,"u_tex"),I=e.createTexture();e.activeTexture(e.TEXTURE0),e.bindTexture(e.TEXTURE_2D,I),e.texImage2D(e.TEXTURE_2D,0,e.RGB,1,1,0,e.RGB,e.UNSIGNED_BYTE,new Uint8Array([234,229,248])),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.MIRRORED_REPEAT),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.MIRRORED_REPEAT),e.uniform1i(V,0);const q=()=>{const A=Math.min(window.devicePixelRatio||1,1.5),L=Math.max(1,Math.round(g.clientWidth*A)),k=Math.max(1,Math.round(g.clientHeight*A));(g.width!==L||g.height!==k)&&(g.width=L,g.height=k,e.viewport(0,0,L,k))};r=A=>{e.uniform2f(W,g.width,g.height),e.uniform1f(G,A),e.uniform1f(H,K),e.drawArrays(e.TRIANGLES,0,3),f+=1},a=new ResizeObserver(()=>{q(),n&&r&&r(s??(performance.now()-u)/1e3*F)}),a.observe(g),q();const D=await z(J);
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Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.