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Chore: Remove leftover comments
1 parent 65f437e commit 9bb6499

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src/renderer/webgl/shaders/edge/edge.frag

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Original file line numberDiff line numberDiff line change
@@ -96,7 +96,6 @@ void main() {
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return;
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}
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// Edge SDF: type-based dispatch (always needed).
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float dist;
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if (vEdgeType == 0) {
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dist = sdSegment(vWorldPos, vStart, vEnd);

src/renderer/webgl/webgl-renderer.ts

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@@ -54,9 +54,6 @@ const DEFAULT_FONT_FAMILY = 'Roboto, sans-serif';
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const DEFAULT_FONT_COLOR = '#000000';
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const LABEL_LOD_MIN_SCREEN_PX = 6;
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const IMAGE_LOD_MIN_SCREEN_PX = 4;
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// Below this zoom, edges render with a simplified fragment path (no SDF, no fwidth, no
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// anti-aliasing) since AA shoulders aren't visible anyway. Big win at far-zoom views with
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// many overlapping edges, where the per-fragment SDF math dominates GPU time.
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const EDGE_SIMPLE_LOD_ZOOM = 0.2;
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const LABEL_DISTANCE_FROM_NODE = 0.2;
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const FLOATS_PER_LABEL = 8;

src/simulator/engine/shaders/force/force.frag

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@@ -67,7 +67,6 @@ void main() {
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vec2 pos = state.xy;
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vec2 vel = state.zw;
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// === ManyBody (Barnes-Hut repulsion) ===
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if (uHasManyBody > 0.5 && uTreeNodeCount > 0) {
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int stack[128];
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int top = 0;
@@ -79,7 +78,6 @@ void main() {
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float w = data.w;
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if (w < -0.5) {
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// Leaf node
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int bodyIdx = int(-w - 0.5);
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if (bodyIdx != nodeId) {
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vec2 delta = data.xy - pos;
@@ -97,7 +95,6 @@ void main() {
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}
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}
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} else {
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// Internal node - BH approximation check
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vec2 delta = data.xy - pos;
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float distSq = dot(delta, delta);
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@@ -118,11 +115,8 @@ void main() {
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}
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}
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// === Collision (separate tree traversal - always descends to nearby leaves) ===
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if (uHasCollision > 0.5 && uCollisionRadius > 0.0 && uTreeNodeCount > 0) {
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float collisionDiam = uCollisionRadius * 2.0;
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// Use input-state predicted position (not accumulated vel) for symmetry
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// with the quadtree, which stores positions from the same input state.
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vec2 predictedPos = state.xy + state.zw;
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int stack[64];
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int top = 0;
@@ -134,23 +128,19 @@ void main() {
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float w = data.w;
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if (w < -0.5) {
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// Leaf node - apply collision using predicted positions
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int bodyIdx = int(-w - 0.5);
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if (bodyIdx != nodeId && bodyIdx < uNodeCount) {
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vec2 delta = data.xy - predictedPos;
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float dist = length(delta);
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if (dist < collisionDiam && dist > 0.0) {
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// d3's forceCollide: push = overlap * strength, split equally (bias=0.5)
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float push = (collisionDiam - dist) * uCollisionStrength;
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vel -= (delta / dist) * push * 0.5;
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}
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}
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} else {
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// Internal node - prune using geometric AABB distance.
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vec4 geo = texelFetch(uTreeGeometry, texCoord(idx, uTreeTexWidth), 0);
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float cellSize = geo.z;
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// Compute distance from predicted pos to nearest point on the cell AABB
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vec2 nearest = clamp(predictedPos, geo.xy, geo.xy + cellSize);
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float distToCell = length(nearest - predictedPos);
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@@ -165,7 +155,6 @@ void main() {
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}
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}
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// === Link (spring) force ===
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if (uHasLinks > 0.5) {
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vec4 offData = texelFetch(uAdjOffsets, texCoord(nodeId, uAdjOffsetsTexWidth), 0);
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int start = int(offData.x + 0.5);
@@ -179,11 +168,6 @@ void main() {
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float dirBias = edgeData.w;
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vec4 targetState = texelFetch(uState, texCoord(targetId, uTexWidth), 0);
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// Use input-state predicted positions for BOTH sides to keep the link force
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// symmetric in parallel execution. Using (pos + vel) here would include
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// manyBody/collision forces already accumulated in vel for the current node
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// but not for the target (read from input texture), creating a systematic
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// inward bias that causes clumping at sustained alpha during drag.
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vec2 delta = (targetState.xy + targetState.zw) - (state.xy + state.zw);
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float d = length(delta);
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@@ -197,12 +181,10 @@ void main() {
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}
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}
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200-
// === Centering force ===
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if (uHasCentering > 0.5) {
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vel += (uCenter - pos) * uCenterStrength * uAlpha;
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}
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// === Positioning force ===
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if (uHasPositioning > 0.5) {
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vel.x += (uForceXTarget - pos.x) * uForceXStrength * uAlpha;
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vel.y += (uForceYTarget - pos.y) * uForceYStrength * uAlpha;

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