project-sigil
Monday, February 16, 2026
Cedric 12:35 AM
The issue might be that
three is imported at the top level which breaks SSR since Three.js uses window. But since the render functions only run client-side... Actually let me check if there are also errors in the WebGL shader algorithms. Let me look at the webgl-utils:Cedric 12:35 AM
The code looks solid but "errors everywhere" is vague. Let me try fetching the page to see if there's an SSR crash:
Cedric 12:35 AM
Page loads fine — 84 algorithms showing, all categories visible. The "errors" Marian sees are likely client-side JS errors when clicking on certain algorithms. Let me check the most likely culprits — the Three.js ones probably crash because Three.js needs
Let me check each shader algorithm for obvious bugs:
document/window which may not initialize properly, or the WebGL shaders have compile errors.Let me check each shader algorithm for obvious bugs:
Cedric 12:35 AM
Let me check if the HashOutput component handles errors gracefully — if a render throws, it might crash the whole page:
Cedric 12:35 AM
No error handling! If any render function throws, the whole page breaks. Let me add try/catch AND check what specific errors the new algorithms might throw:
Cedric 12:35 AM
Now let me also check if WebGL context exhaustion is an issue — when displaying a grid of 12 items, each WebGL algorithm creates a new context. Browsers limit to ~16 active contexts. Let me check how the shader algorithms handle this:
Cedric 12:35 AM
No cleanup! WebGL contexts aren't being released. With 12 grid items × shader algorithm = 12 WebGL contexts, browsers will start killing older ones. Let me add proper cleanup:
Cedric 12:35 AM
I need to add WebGL context cleanup after rendering. The key insight: after
drawArrays, copy the pixels to a 2D canvas, then lose the WebGL context:Cedric 12:35 AM
Now do the same for the iterative shader canvas. Let me find its return:
Cedric 12:35 AM
Now do the same for Three.js — the
renderScene already calls renderer.dispose() but let me also lose the context:Cedric 12:35 AM
Now build and deploy:
Marian 12:38 AM
First four do not work at all 2.BA-XySsd.js:792 ERROR: 0:19: 'idx' : Index expression can only contain const or loop symbols
ERROR: 0:40: 'i' : Index expression can only contain const or loop symbols
ERROR: 0:40: 'j' : Index expression can only contain const or loop symbols
N @ 2.BA-XySsd.js:792
render @ 2.BA-XySsd.js:792
(anonymous) @ 2.BA-XySsd.js:4947
Lt @ DDaHbytg.js:1
le @ DDaHbytg.js:1
et @ DDaHbytg.js:1
process @ DDaHbytg.js:1
pt @ DDaHbytg.js:1
flush @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1
zt @ DDaHbytg.js:1
dt @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1Understand this error
42.BA-XySsd.js:653 ERROR: 0:89: 'i' : Index expression can only contain const or loop symbols
ERROR: 0:89: 'j' : Index expression can only contain const or loop symbols
v @ 2.BA-XySsd.js:653
render @ 2.BA-XySsd.js:653
(anonymous) @ 2.BA-XySsd.js:4947
Lt @ DDaHbytg.js:1
le @ DDaHbytg.js:1
et @ DDaHbytg.js:1
process @ DDaHbytg.js:1
pt @ DDaHbytg.js:1
flush @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1
zt @ DDaHbytg.js:1
dt @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1Understand this error
24WARNING: Too many active WebGL contexts. Oldest context will be lost.Understand this warning
82.BA-XySsd.js:653 ERROR: 0:89: 'i' : Index expression can only contain const or loop symbols
ERROR: 0:89: 'j' : Index expression can only contain const or loop symbols
v @ 2.BA-XySsd.js:653
render @ 2.BA-XySsd.js:653
(anonymous) @ 2.BA-XySsd.js:4947
Lt @ DDaHbytg.js:1
le @ DDaHbytg.js:1
et @ DDaHbytg.js:1
process @ DDaHbytg.js:1
pt @ DDaHbytg.js:1
flush @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1
zt @ DDaHbytg.js:1
dt @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1Understand this error
122.BA-XySsd.js:515 ERROR: 0:30: 'i' : Index expression can only contain const or loop symbols
ERROR: 0:30: 'j' : Index expression can only contain const or loop symbols
N @ 2.BA-XySsd.js:515
render @ 2.BA-XySsd.js:515
(anonymous) @ 2.BA-XySsd.js:4947
Lt @ DDaHbytg.js:1
le @ DDaHbytg.js:1
et @ DDaHbytg.js:1
process @ DDaHbytg.js:1
pt @ DDaHbytg.js:1
flush @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1
zt @ DDaHbytg.js:1
dt @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1Understand this error
122.BA-XySsd.js:402 ERROR: 0:18: 'lo' : Index expression can only contain const or loop symbols
ERROR: 0:19: 'hi' : Index expression can only contain const or loop symbols
ERROR: 0:37: 'i' : Index expression can only contain const or loop symbols
ERROR: 0:37: 'hi' : Index expression can only contain const or loop symbols
ERROR: 0:40: 'i' : Index expression can only contain const or loop symbols
ERROR: 0:40: 'j' : Index expression can only contain const or loop symbols
N @ 2.BA-XySsd.js:792
render @ 2.BA-XySsd.js:792
(anonymous) @ 2.BA-XySsd.js:4947
Lt @ DDaHbytg.js:1
le @ DDaHbytg.js:1
et @ DDaHbytg.js:1
process @ DDaHbytg.js:1
pt @ DDaHbytg.js:1
flush @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1
zt @ DDaHbytg.js:1
dt @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1Understand this error
42.BA-XySsd.js:653 ERROR: 0:89: 'i' : Index expression can only contain const or loop symbols
ERROR: 0:89: 'j' : Index expression can only contain const or loop symbols
v @ 2.BA-XySsd.js:653
render @ 2.BA-XySsd.js:653
(anonymous) @ 2.BA-XySsd.js:4947
Lt @ DDaHbytg.js:1
le @ DDaHbytg.js:1
et @ DDaHbytg.js:1
process @ DDaHbytg.js:1
pt @ DDaHbytg.js:1
flush @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1
zt @ DDaHbytg.js:1
dt @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1Understand this error
24WARNING: Too many active WebGL contexts. Oldest context will be lost.Understand this warning
82.BA-XySsd.js:653 ERROR: 0:89: 'i' : Index expression can only contain const or loop symbols
ERROR: 0:89: 'j' : Index expression can only contain const or loop symbols
v @ 2.BA-XySsd.js:653
render @ 2.BA-XySsd.js:653
(anonymous) @ 2.BA-XySsd.js:4947
Lt @ DDaHbytg.js:1
le @ DDaHbytg.js:1
et @ DDaHbytg.js:1
process @ DDaHbytg.js:1
pt @ DDaHbytg.js:1
flush @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1
zt @ DDaHbytg.js:1
dt @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1Understand this error
122.BA-XySsd.js:515 ERROR: 0:30: 'i' : Index expression can only contain const or loop symbols
ERROR: 0:30: 'j' : Index expression can only contain const or loop symbols
N @ 2.BA-XySsd.js:515
render @ 2.BA-XySsd.js:515
(anonymous) @ 2.BA-XySsd.js:4947
Lt @ DDaHbytg.js:1
le @ DDaHbytg.js:1
et @ DDaHbytg.js:1
process @ DDaHbytg.js:1
pt @ DDaHbytg.js:1
flush @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1
zt @ DDaHbytg.js:1
dt @ DDaHbytg.js:1
(anonymous) @ DDaHbytg.js:1Understand this error
122.BA-XySsd.js:402 ERROR: 0:18: 'lo' : Index expression can only contain const or loop symbols
ERROR: 0:19: 'hi' : Index expression can only contain const or loop symbols
ERROR: 0:37: 'i' : Index expression can only contain const or loop symbols
ERROR: 0:37: 'hi' : Index expression can only contain const or loop symbols
Cedric 12:43 AM
The
three-utils looks correct — it disposes and force-loses the context. Let me check one of the 3D algorithms to see what "real real bad" might mean:Cedric 12:43 AM
Build is clean. The 3D algorithms look correct code-wise. Let me check the rendering component to understand "real real bad" better — could be a rendering order / context exhaustion issue even with disposal:
Cedric 12:43 AM
The disposal looks fine. But
Also, the
renderScene doesn't dispose geometries and materials — Three.js leaks GPU memory if you don't dispose those. With 5 Three.js algorithms × potentially many renders, that could get ugly.Also, the
renderScene doesn't dispose the scene's children. Let me fix that and also check if there are any runtime errors being swallowed:Cedric 12:43 AM
Now let me also check what the grid/gallery page looks like — are the 3D ones rendering at full size or thumbnails?
Cedric 12:43 AM
Size 160 is reasonable. The real issue might be something else — let me ask Marian for more detail since "real real bad" is pretty vague.
Cedric 12:43 AM
Pushed the plasma shader fix + added proper GPU resource cleanup for all 3D algorithms (geometries + materials were leaking).
But "real real bad" is pretty vague — can you be more specific? Like:
• Blank/black canvases? (context exhaustion)
• Visual glitches/artifacts? (rendering bugs)
• Ugly output? (algorithm quality issue)
• Performance/freezing? (too heavy)
• Console errors? (something crashing)
A screenshot or the browser console output would help me pinpoint it.
But "real real bad" is pretty vague — can you be more specific? Like:
• Blank/black canvases? (context exhaustion)
• Visual glitches/artifacts? (rendering bugs)
• Ugly output? (algorithm quality issue)
• Performance/freezing? (too heavy)
• Console errors? (something crashing)
A screenshot or the browser console output would help me pinpoint it.
Marian 12:43 AM
looks like shit? Like chaotic low quality 1980s objects?
Cedric 12:46 AM
Found the GLSL errors. Two issues:
1.
2. Non-const array indexing* —
Let me find and fix these:
1.
float int type mismatch — GLSL ES requires explicit casts. float 2 is invalid, must be float 2.02. Non-const array indexing* —
lo and hi used as array indices but they're not const/loop variables. WebGL 1.0 is strict about this.Let me find and fix these:
Cedric 12:46 AM
The issue is
upal[lo] and upal[hi] where lo/hi are non-const integers. WebGL 1.0 doesn't allow dynamic array indexing. I need to replace with a lookup function. Let me fix the julia-set shader first, then check others:Cedric 12:46 AM
The problem is clear:
u_pal[lo], colors[i], colors[hi] — all use variable indices. WebGL 1.0 requires constant indices. I need to replace with an unrolled lookup function. Let me fix all shader files at once:Cedric 12:46 AM
I need a helper function that does unrolled palette lookup. Let me create a standard GLSL snippet and replace the broken lookups in all 5 files:
Cedric 12:46 AM
Let me fix each file. Starting with julia-set:
Cedric 12:46 AM
Now let me also fix the
float * int errors. Let me check what's on line 27 area:Cedric 12:46 AM
This looks fine — all constants use
.0. The float * int error was from the old code (before deploy). Let me check the current state more carefully. Wait — the error message said it was from the old deploy URL. The new deploy with try/catch should already handle it gracefully. But let me fix the other 4 shader files too:Cedric 12:46 AM
All 4 have the same
colors[i] / colors[j] dynamic indexing problem. Let me fix them all. Let me read each function and replace:Cedric 12:46 AM
All 4 files have the same pattern. Let me fix them all with a sed command approach, replacing the broken palette lookup with the unrolled version:
Cedric 12:46 AM
Now let me also check for
float * int issues — search for integer literals without .0 in GLSL code:Cedric 12:46 AM
These all look fine — all use
.0 for float literals. The old error was from a previous deploy. Let me build and deploy:Cedric 12:46 AM
Now let me test in the browser:
Cedric 12:46 AM
Julia Set is rendering beautifully! Let me check a few more — the Three.js ones and some of the overhauled algorithms:
Cedric 12:46 AM
These are all OLD errors from the previous deploy (timestamps
00:37). The new deploy should have fixed them. The console is showing cached errors. Let me do a hard refresh and check for NEW errors:Cedric 12:46 AM
Voronoi Shader is rendering blank — the grid items are empty/black. The shader compilation might still have errors. Let me check the console for new errors:
Cedric 12:46 AM
No new errors on this page load. The blank rendering might be a subtle issue with the shader itself (renders but produces black). Let me check the voronoi shader source:
Cedric 12:46 AM
Wait —
u_seeds[idx] where idx = int(si) — that's another dynamic array index! Same WebGL 1.0 problem.Cedric 12:46 AM
Now let me check all other shader files for similar
u_seeds[idx] or other dynamic indexing:Cedric 12:46 AM
Reaction-diffusion uses
Let me also check for any other non-const indexing issues:
u_seeds[i] inside a for loop — that's fine in GLSL ES because i is the loop variable. The voronoi one is now fixed with a for loop.Let me also check for any other non-const indexing issues:
Cedric 12:46 AM
Let me simplify:
Cedric 12:46 AM
Those are all JavaScript (setting uniforms), not GLSL. Good. Let me build, deploy, and test:
Cedric 12:46 AM
Hmm, the changes weren't staged. Let me check:
Cedric 12:46 AM
Wait, the file was actually already committed in the previous batch. Let me check if the voronoi change was saved:
Cedric 12:46 AM
It's there but the git diff is clean — the file was already committed. Actually, looking back, the previous commit
cac8b2d should have included the python3 fix. Let me verify the deployed code has it:Cedric 12:46 AM
Wait, there's a commit
3d4f991 I didn't make — the voronoi fix must have been auto-committed by a sub-agent? Or I missed it. Let me check:Cedric 12:46 AM
Already pushed. Let me just push to dokku:
Cedric 12:46 AM
Now let me wait for the deploy and test all the shader algorithms:
Cedric 12:46 AM
Voronoi Shader working beautifully now! Let me quickly check a Three.js one:
Cedric 12:46 AM
It navigated to classic-identicon instead of crystal. The slug might be different. Let me check:
Cedric 12:46 AM
Crystal Formation (Three.js) is rendering — 3D crystals with proper lighting! Let me check console errors on this page: