docs: spec WebGL2 Mix visualizer renderer (Phase 10)

Replaces the 1-2 FPS Canvas 2D visualizer with a WebGL2 fragment-shader
renderer. Four-control row, morphing navy/moss field, in-shader glass.
Full spec in product-notes; PLAN.md Phase 10 points at it.
This commit is contained in:
daniel-c-harvey
2026-06-15 11:36:46 -04:00
parent 09f6dc88f7
commit ea8b97e47b
2 changed files with 443 additions and 0 deletions
@@ -0,0 +1,429 @@
# Mix Visualizer — WebGL2 Fragment-Shader Renderer (Design Spec)
Status: **design-complete, implementation-ready.** Author: product-designer. Date: 2026-06-15
(interview answers captured 2026-06-15). **No code has been written by this doc.**
This is the successor to the landed Canvas 2D Mix visualizer (8.K, `COMPLETED.md`). It replaces the
renderer wholesale; it is not a new feature bolted on. A future implementation wave can be dispatched
straight from this spec.
Cross-references:
- `product-notes/phase-9-mix-visualizer-redesign.md` — the 8.K spec the Canvas 2D renderer was built
from. **The motion model (§A), zoom/Guitar-Hero coupling (§B), read-only contract (§D), and the
datum-resolution analysis (§F, the 333ms-quarter-note-at-180BPM framework) all carry forward
unchanged.** This spec does not re-derive them — it references them and builds the new renderer on
top.
- `DeepDrftPublic/Interop/visualizer/MixVisualizer.ts` — the Canvas 2D module being replaced.
- `DeepDrftPublic.Client/Controls/MixWaveformVisualizer.razor[.cs/.css]` — the Blazor bridge, **largely
preserved** (see §2).
- `DeepDrftPublic.Client/Services/MixVisualizerZoomState.cs` — the session-scoped persistence pattern
the new controls mirror (see §3).
- `DeepDrftPublic.Client/Controls/MixZoomMapping.cs` — the log-space slider↔seconds mapping, reused as-is.
- `DeepDrftShared.Client/Common/DeepDrftPalettes.cs` — the source of truth for the navy/moss theme
tokens (see §4c).
---
## Why a renderer swap, not an iteration
A staff-engineer analysis concluded the Canvas 2D approach **cannot afford the planned effects**. The
current renderer already strains at 12 FPS; the three per-frame killers are full-viewport `shadowBlur`,
the CSS `backdrop-filter: blur()` layer, and per-frame `getBoundingClientRect()`. More decisively: the
effects Daniel wants — bulge, detach, a morphing 2D color field, glass — are **all-dynamic, per-pixel,
per-frame** effects. That is precisely the workload Canvas 2D is worst at and a fragment shader is best
at: in a shader the effects become GLSL evaluated across every pixel in parallel on the GPU, and they
get *cheaper relative to Canvas* as they get fancier.
**Decision (Daniel, explicit): rebuild as a WebGL2 fragment-shader renderer. No Canvas 2D stopgap.**
"WebGL as step 1, no pussyfooting." This supersedes the 8.K spec's §E recommendation (which defaulted to
Canvas 2D and reserved WebGL only as a fallback) — that recommendation has been overtaken by the effect
roadmap. The 8.K spec's §E "no tricks, well-commented, industry-standard" *intent* still holds; it now
means **textbook WebGL2 with a well-commented shader**, not Canvas.
---
## 1. Goal and scope boundary
**Goal.** Replace the Canvas 2D Mix visualizer with a WebGL2 fragment-shader renderer that holds a
smooth **60 FPS** while carrying four live, per-pixel visual effects — bulge/bubble shaping, lava-lamp
detachment, a morphing navy↔moss 2D color field, and an in-shader glass treatment — driven by four
persistent continuous-slider controls. The visualizer remains a **read-only, playback-coupled,
windowed, bottom-to-top scrolling** background element on the Mix detail page.
**In scope.**
- A new WebGL2 fragment-shader rendering module replacing `MixVisualizer.ts` (the rAF loop, scroll/zoom
math, and theme handling move into / alongside the GL pipeline).
- A new **controls row** above the mix details: four continuous sliders (resolution, bubblyness, detach,
color-shift speed), all persistent across page visits.
- The four visual effects, in-shader.
- Preserving the existing Blazor↔JS bridge contract as far as the new inputs allow (§2).
**Out of scope / unchanged.**
- **No playback-control changes.** The visualizer stays strictly read-only (8.K §D). One-way
`PlaybackPosition` input; no seek, no scrub, no write-back. The dropped `OnSeek` seam stays dropped.
- **No datum format change.** The duration-derived ~333 samples/sec capture (8.K §F, Wave 1, landed)
already feeds the renderer correctly and is the right resolution for the max-zoom anchor. The new
renderer consumes the *same* `WaveformProfileDto` (base64 loudness bytes + duration-from-player). The
only change is that the datum now lands in the GPU as a **texture** rather than a JS array walked on
the CPU (§4b).
- **No change to where the visualizer sits** (full-page background behind `.mix-detail-foreground`),
except that the new controls row sits *above the mix details, below the back button* (§3).
- **Control-range guards** (resolution × bubblyness combinations that look unpleasant) — deferred per
Daniel; he tunes bad ranges by hand once it is on screen.
- **Motion-speed coupling to bubblyness** — deferred. Bubblyness controls *shape/amount only* for now;
scroll speed remains a pure function of zoom (8.K §B), independent of the bubble controls.
---
## 2. Renderer architecture (spec level)
The implementation choices below the seam are staff-engineer's. This section fixes the *contract* and
the *data-flow shape*, not the GLSL.
### 2a. Pipeline shape
A single full-window WebGL2 quad (two triangles covering the canvas), rasterized once per frame, with
**all the visual work in the fragment shader**. Each fragment (pixel) computes: which mix-time it maps
to (from its screen Y, the scroll offset, and the zoom), samples the loudness datum, decides whether it
is inside the ribbon / a bubble / a detached blob, and shades itself with the morphing gradient + glass.
The vertex shader is trivial (pass-through quad); the art is entirely fragment-side. This is the
textbook "shadertoy-style" full-screen-fragment pattern — well-trodden, well-documented, no exotic
tricks. Comment the shader so Daniel can follow it (8.K §E discipline carries forward).
**This is a deliberate inversion of the Canvas model.** Canvas walked screen rows on the CPU and built a
path; the shader instead asks, per pixel in parallel on the GPU, "am I inside the shape, and what color
am I?" The scroll/zoom math from `MixVisualizer.ts` (time-at-screen-Y, sample-at-time) moves essentially
intact into GLSL — the same equations, evaluated per-fragment instead of per-row. Preserve the
well-commented derivation; it is the part Daniel reads to follow the thing.
### 2b. How the waveform datum feeds in
**As a 1-D texture (or a 2-D texture one row tall), not a uniform array.** The datum is up to ~1.8 MB
(~1.8M samples for a 90-min mix at 333/s); uniform arrays are far too small and the wrong tool. A
texture is the standard vehicle: upload the normalized loudness samples once when the datum arrives (the
`setDatum` bridge call), and let the fragment shader sample it with the GPU's built-in linear filtering —
which gives the **smooth, no-stair-stepping interpolation at every zoom** the 8.K spec wanted, for free,
in hardware. Texture coordinate = `mixTime / durationSeconds`; the GPU interpolates between samples.
Upload happens once per datum (off the animation path), exactly mirroring today's once-per-datum decode.
The per-frame path touches no large buffer — it only updates small uniforms (§2c). This preserves the
existing optimization where a per-tick playback push never re-decodes the datum.
### 2c. Uniforms — what changes per frame vs. per change
The fragment shader is parameterized entirely by uniforms. Group them by update cadence:
- **Per-frame (updated in the rAF loop):**
- `playheadSeconds` — current playback position (drives the scroll).
- `timeSeconds` — a monotonic clock for the always-shifting color field and bubble animation (so the
field morphs and blobs drift even when scroll is slow). This is the one input that makes the field
"never static."
- **Per control change (updated when a slider moves):**
- `visibleSeconds` — the zoom (8.K §B), drives window time-span and apparent scroll speed.
- `bubblyness` — bulge amount (§5b).
- `detach` — lava-lamp detachment amount (§5c).
- `colorShiftSpeed` — gradient morph rate (§5d). (Multiplies `timeSeconds` inside the shader.)
- **Per theme change:** `colorNavy`, `colorMoss` (and any derived stops) — the gradient endpoints, read
from the live palette on a dark-mode toggle (§4c).
- **Per resize:** canvas resolution / aspect.
- **Once per datum:** the datum texture + `durationSeconds` + `samplesPerSecond`.
### 2d. The Blazor bridge — preserved
The existing `MixWaveformVisualizer.razor.cs` bridge is **largely reusable** and should be preserved.
What stays:
- Self-fetch of the datum from `ReleaseId` via `IReleaseDataService.GetMixWaveform` (unchanged).
- The cascaded-player coupling: `IStreamingPlayerService.StateChanged` subscription, `IsActivePlayer`
gating on `TrackId`, `CurrentPositionSeconds` / `IsPlaying` / `PlayerDurationSeconds` derivation
(unchanged — this is the playback signal, renderer-agnostic).
- The idempotent `PushDatumAsync` guard (don't re-upload the datum every tick) — even more important now
that the datum is a GPU texture upload.
- The `refreshTheme` push on dark-mode toggle.
- `IAsyncDisposable` teardown of the module handle.
- The module-handle shape (`create(canvas)` → handle with `setDatum` / `setPlayback` / `setZoom` /
`refreshTheme` / `dispose`). **Extend** it with `setBubblyness`, `setDetach`, `setColorShiftSpeed`;
do not redesign it.
What changes: `create` initializes a WebGL2 context (`canvas.getContext('webgl2')`) instead of `'2d'`,
compiles the shader program, and uploads the datum as a texture. The no-context fallback (return a no-op
handle so the component still renders a plain backdrop) carries forward — now guarding against *no WebGL2*
rather than *no 2D context*.
### 2e. Animation lives in the rAF/shader loop — NOT in Blazor re-renders
**Load-bearing constraint.** Today `OnPlayerStateChanged` calls `StateHasChanged()` on every player tick
(~10×/sec) to keep the slider/visibility in sync. That re-render cadence must **not** become the
animation driver — 10 Blazor re-renders/sec is both far below 60 FPS and the wrong layer for animation.
The animation is entirely the GPU rAF loop's job: the shader's `timeSeconds` uniform advances every frame
and the field morphs / blobs drift continuously between player ticks. Blazor pushes *playhead position*
on its tick (cheap uniform write); the *smooth motion between ticks* is the shader interpolating on its
own clock. The rAF loop stays gated on `isPlaying` (cool when paused — 8.K §E), with the same one-shot
redraw-while-idle behavior for zoom/theme/datum/resize changes.
---
## 3. The controls row
A new horizontal controls section for the visualizer, placed **above the rest of the mix details and
below the "back" button** on the Mix detail page. It holds the four controls in a row. All are
**continuous sliders** (MudSlider, `Step` fine enough to feel continuous — the existing zoom slider uses
`Step="0.001"`, follow that), and all are **persistent across page visits** within a listening session.
### 3a. The four controls, ranges and defaults
Daniel asked for sensible default ranges with the explicit note that he will tune them on screen.
Recommendations:
| # | Control | What it does | Slider range (normalized) | Default | Notes |
|---|---------|--------------|---------------------------|---------|-------|
| 1 | **Resolution** | Visible time-span / zoom (the existing 8.K control, relocated into this row) | 0 → 1, log-mapped to 30 s → 0.333 s | ~10 s window | Reuse `MixZoomMapping` and `MixVisualizerZoomState` exactly as-is. Just move the slider's home into the new row. |
| 2 | **Bubblyness** | Bulge amount of each bar (§5b) | 0 → 1 | ~0.35 | 0 = straight rectangular scrolling bars; 1 = fully rounded liquid silhouettes that bulge from the zero-line outward. Bars stay **attached** at max. |
| 3 | **Detach** ("unleash the lava lamp") | How much bubbles detach from the bar and rise independently (§5c) | 0 → 1 | 0 | 0 = fully attached (whatever bubblyness produced); 1 = blobs separate and float upward freely. Separate axis from bubblyness. |
| 4 | **Color-shift speed** | How fast the gradient field morph cycles (§5d) | 0 → 1, mapped to a slow→quick cycle-rate range | ~0.3 | Map normalized 0→1 onto a cycle period of roughly **60 s (very slow drift) → 4 s (pretty quick)**. Default ~0.3 lands around a ~20 s cycle — alive but not busy. Never fully zero (the field is "always shifting, never static" — §4b); the slow end is "barely perceptible drift," not "frozen." |
These are starting numbers for feel. The max-zoom 0.333 s anchor for control 1 is fixed (8.K §B); the
other three ranges are Daniel's to tune.
### 3b. Continuous-slider UX
All four are bare continuous sliders (no tick marks, no snap), `Size.Small`, `Color.Primary`, each with
an `aria-label`. Lay them in a row with compact labels (icon or short text caption). On mobile the row
may wrap or scroll horizontally — a layout call for staff-engineer, but the controls must remain
present (they are the one thing that affects the visualizer, and none of them is a seek surface — 8.K
§D holds).
### 3c. Persistence — mirror MixVisualizerZoomState
The existing `MixVisualizerZoomState` is a DI-**scoped** holder: it survives SPA navigation within one
WASM app instance (open a second mix, the slider keeps its place) and resets to default on a fresh page
load (F5). That is the "persist within session, reset on fresh load" model from 8.K §B, and it is the
pattern to mirror for **all four** controls.
**Recommendation:** extend the single state object rather than spawning four. Rename/widen
`MixVisualizerZoomState` into a `MixVisualizerControlState` (scoped) holding `VisibleSeconds`,
`Bubblyness`, `Detach`, `ColorShiftSpeed`, each with a `const` default mirrored to the TS tuning anchors.
One injected dependency, one persistence story, four properties. (If Daniel later wants cross-session
persistence — "this mix should remember my lava-lamp settings" — that is a cookie/localStorage upgrade on
this one object, deferred and out of scope now, same as the 8.K note.)
Keep the C#-side defaults and the TS-side tuning anchors in sync, as the existing
`MixVisualizerZoomState.DefaultVisibleSeconds` / `DEFAULT_VISIBLE_SECONDS` pair already does (comment the
contract on both sides).
---
## 4. The four visual effects
Described as **intended look + shader-side approach in conceptual terms**. The exact GLSL is
staff-engineer's. Each effect is a continuous function of its control value, so the whole range from
"off" to "maxed" is reachable by dragging one slider.
### 4a. Waveform geometry (the substrate all effects sit on)
Traditional **1..+1 amplitude with 0 at the center line**; peaks extend symmetrically above and below
the zero-line. The waveform **scrolls bottom-to-top** (new audio enters at the bottom, played audio exits
the top — 8.K §A, unchanged). Per-fragment: map screen Y → mix-time (via playhead + zoom), sample the
datum texture for loudness at that time, and the loudness defines the half-width of the symmetric ribbon
about the horizontal center. The "now" line sits at a fixed screen Y (center by default — 8.K §A). This
is the same geometry the Canvas renderer drew; in the shader it becomes a signed-distance test ("is this
pixel inside the ribbon silhouette?").
### 4b. The 2D morphing navy↔moss gradient field (the headline visual)
**Replace the boring grey with a living color field built from the two theme colors — navy blue and moss
green.** Two coupled dimensions:
1. **Per-bar / along-the-bar (the vertical / amplitude axis).** Color varies along each bar's height —
the zero-line and the peak differ. This gives each bar internal structure: a gradient from center-line
out to the peak.
2. **Along the scroll/time axis (the second dimension).** The mix between navy and moss **shifts along
time** — more green at some moments, more blue at others — and **always shifts, never static**, driven
by the `timeSeconds` clock × `colorShiftSpeed` (§3a control 4). This is what makes it a *field* and not
a fixed gradient.
**The tension to capture (Daniel's words):** it should read as **a continuous 2D color field** — coherent
across the whole window, neighbors related — *yet each bar should "feel like its own living thing."**
Shader approach to hold both at once:
- A smooth, low-frequency base field (navy↔moss) over (time-axis, amplitude-axis) gives the **field-like
coherence** — sampled with a flowing noise or layered sinusoids in the time dimension so it morphs
continuously. This is the "2D color field" layer.
- A higher-frequency per-bar modulation — keyed off each bar's own index/phase and its instantaneous
loudness — perturbs the field locally so adjacent bars are *related but not identical*, and a loud bar
reads brighter/more-saturated than its quiet neighbor. This is the "own living thing" layer.
- The two compose: coherent field + per-bar liveness = the intended tension.
Pull the **exact endpoints from the theme tokens** (§4c) so a dark-mode toggle re-themes the field live.
### 4c. Theme tokens — the concrete colors
The bespoke palettes live in `DeepDrftShared.Client/Common/DeepDrftPalettes.cs` (the "Charleston in the
Day" / "Lowcountry Summer Nights" identities map onto these). The navy/moss pair:
- **Navy:** `#17283f` (Primary, light) / `#0D1B2A` (the dark ground) / `#162437` (Surface, dark, elevated).
- **Moss / green:** `#3D7A68` (Secondary light / Primary dark — the interactive green) / `#429d6a`
(Tertiary light, green-interactive) / `#2A5C4F` (PrimaryDarken dark).
As in the Canvas renderer, the shader cannot resolve `var(--mud-palette-*)` directly — read the computed
CSS custom properties off the canvas element on theme refresh and pass them as `vec3` color uniforms.
**Recommended endpoints:** navy = `--mud-palette-primary` in light / the dark ground in dark; moss =
`--mud-palette-secondary` (light) / `--mud-palette-primary` (dark, where green *is* primary). Staff-
engineer picks the precise var bindings that give the richest navy↔moss spread per palette; the design
intent is "the two theme signature colors, navy and moss, as the two poles of the field." Re-read on
`refreshTheme` so the toggle re-themes live (preserve the existing mechanism).
### 4d. Bulge / bubble shaping — "bubblyness" (control 2)
**Intent.** At **minimum**: straight rectangular bars that only scroll bottom-to-top — a clean,
hard-edged waveform. As bubblyness rises: bars **gain space and bulge into rounded, liquid silhouettes
that swell from the center zero-line outward toward the peak** — like a lava-lamp bubble growing. At
**maximum**: fully rounded liquid blobs, but still **attached** to the bar (detachment is a separate
axis — §4e). Bubblyness controls **bulge shape/amount only**, not motion speed (deferred).
**Shader-side approach.** This is a signed-distance / metaball move. Each bar contributes a field
contribution; `bubblyness` interpolates the per-bar silhouette from a **box SDF** (sharp rectangle, bulge
= 0) toward a **rounded capsule / metaball SDF** (bulge = 1) that swells outward from the zero-line. As
bubblyness rises, increase the rounding radius and let neighboring bars' fields blend (metaball
union with a smooth-min) so the silhouette reads as continuous liquid rather than discrete bars. The
"swell from the center outward" is the SDF growing its radius along the amplitude axis with loudness. The
GPU evaluates the SDF per-pixel — this is exactly the per-pixel work that was unaffordable on Canvas and
is cheap in a shader.
### 4e. Detach — "unleash the lava lamp" (control 3)
**Intent.** A **separate** control from bubblyness. At 0, bubbles stay attached (whatever shape
bubblyness produced). As detach rises, the bulging bubbles **separate from the bar and rise independently**
— blobs pinch off and float upward on their own, the true lava-lamp experience. At max, freely floating
detached blobs drifting up through the window.
**Shader-side approach.** Building on the metaball field from §4d: as `detach` rises, displace a fraction
of each bar's bubble mass **upward** by an amount that grows over the bubble's life (the `timeSeconds`
clock gives the rise animation), and **weaken the smooth-min link** between the detaching blob and its
parent bar so the metaball connection thins and pinches off (classic metaball separation — two metaballs
pulling apart show the liquid "neck" thinning then breaking). Detached blobs become independent metaball
centers with their own upward velocity and slight horizontal drift, fading as they near the top. Keep the
count and motion bounded so it stays a hypnotic drift, not a particle storm — detach amount scales *how
much* detaches and *how far it rises*, not an unbounded spawn rate.
This effect is the clearest argument for the WebGL move: independent floating metaballs with smooth-min
merging, evaluated per-pixel every frame, is the canonical fragment-shader lava-lamp and is essentially
free on the GPU while being impossible at 60 FPS on Canvas 2D.
### 4f. Glass treatment (delegated to design judgment, in-shader)
Daniel named refraction/distortion of what's behind, specular highlights/sheen on the bars, frosted
translucency, and a wet glossy surface — and explicitly delegated the aesthetic: "use your terrific
claude design judgment for maximum style." **Hard constraint: achieve glass entirely in the shader. Do
NOT reintroduce a per-frame CPU `backdrop-filter: blur()`** — that was a confirmed perf killer in the
Canvas renderer and is exactly the cost the GPU move exists to eliminate.
**Recommended concrete, shippable glass treatment (all fragment-shader, all 60-FPS-affordable):**
1. **Refraction of what's behind.** The visualizer is a full-page background behind the mix-detail
content. True refraction of arbitrary DOM behind a WebGL canvas isn't directly available, so achieve
the *read* of refraction cheaply: (a) where a blob/ribbon's surface curves (high SDF gradient), warp
the gradient-field sampling coordinates by the surface normal — so the color field appears bent
through the glass at the edges, the hallmark of looking through a curved lens; and (b) keep the page
background showing through via translucency (below). This gives "refraction" as an internal distortion
of the field, which reads correctly without needing the actual DOM pixels.
2. **Specular highlights / sheen.** Treat each blob's surface as lit by a fixed virtual light: compute a
surface normal from the SDF gradient and add a sharp specular hotspot (Blinn-Phong-style highlight)
plus a soft broad sheen along the upper edge of each bulge. Highlights drift as blobs move — this is
what sells "wet glossy surface." Cheap: a couple of dot products per fragment.
3. **Frosted translucency.** The ribbon/blobs render at partial alpha over the page (carry forward the
RIBBON_OPACITY-style backdrop intent — it stays a backdrop, not a chart) with a subtle internal
softening (a small in-shader blur of the field, or a frosted noise modulation of alpha) so edges read
soft and lit rather than hard. This is the "frosted glass" read, done in-shader with no CSS filter.
4. **Fresnel edge glow.** Add a Fresnel term (brighter at grazing angles / silhouette edges) so the rims
of blobs catch light — the single most effective "this is glass / lit volume" cue, and one cheap
`pow(1 - dot(n, viewDir), k)` per fragment.
Net look: **lit, wet, frosted glass blobs of navy-and-moss light drifting upward** — hypnotic, ambient,
unmistakably "lava lamp made of theme-colored glass." The glass is layered *on top of* the color field
and geometry, so all four effects compose into one coherent surface.
---
## 5. Acceptance criteria (observable)
1. **Frame rate.** The visualizer holds **a smooth 60 FPS** on a mid-range desktop while playing, with
bubblyness, detach, and color-shift-speed all at non-trivial values simultaneously. (The whole point
of the swap — measure it, don't assume it.) Graceful degrade on weaker/mobile devices: drop internal
resolution or effect cost before dropping frames (8.K §E carries forward).
2. **Renderer.** Rendering is WebGL2 fragment-shader; there is no Canvas 2D path and no CSS
`backdrop-filter` on the visualizer. (The old per-frame killers — `shadowBlur`, `backdrop-filter`,
per-frame `getBoundingClientRect`-driven layout — are gone.)
3. **Motion.** A windowed slice scrolls bottom-to-top, coupled to playback; scroll holds when paused; no
scroll when nothing is playing; scrolls in-from-empty at the start and out-to-empty at the end (8.K §A
preserved). The rAF loop is gated on `isPlaying` and burns no frames while paused.
4. **Animation independence.** The color field visibly morphs and detached blobs visibly drift **between**
Blazor player ticks — i.e. motion is smooth at 60 FPS, not stepping at the ~10 Hz `StateHasChanged`
cadence. Animation is driven by the shader clock, not Blazor re-renders.
5. **Controls.** Four continuous sliders sit in a row above the mix details / below the back button. Each
visibly and continuously affects its target as it is dragged: resolution changes the visible
time-span and apparent scroll speed; bubblyness sweeps straight bars → attached liquid bulges; detach
sweeps attached → free-floating rising blobs; color-shift-speed sweeps barely-drifting → briskly
morphing field.
6. **Persistence.** All four control positions survive SPA navigation to another mix within a session and
reset to defaults on a fresh page load (mirrors `MixVisualizerZoomState`).
7. **Gradient.** Bars are filled with a navy↔moss gradient that (a) varies along each bar's height and
(b) shifts along the time axis and never sits fully static; the field reads as coherent across the
window while individual bars read as distinct/alive. Toggling dark mode re-themes the field live with
no reload.
8. **Geometry.** Amplitude is symmetric about a center zero-line (1..+1), peaks extending both ways.
9. **Glass.** Blobs/ribbon read as lit, frosted, glossy glass — visible specular highlights, soft frosted
edges, edge/Fresnel glow, field distortion at curved surfaces — with no CPU backdrop-filter.
10. **Read-only.** No seek, no scrub, no write-back; the only inputs that affect the visualizer are
playback position (one-way) and the four sliders. No control is a seek surface.
11. **Bridge intact.** The component still self-fetches its datum from `ReleaseId`, couples to the
cascaded player via `TrackId` gating, and tears down its GL resources on dispose without leaking.
---
## 6. Suggested phasing / waves
The work decomposes naturally into a **parity swap first, effects second** sequence. This de-risks the
hardest architectural step (getting WebGL2 on screen at all, holding 60 FPS, bridge intact) before any
art is layered on, and gives Daniel a working renderer to tune effects against.
### Wave 1 — Renderer swap at parity (the load-bearing step)
Stand up the WebGL2 pipeline reproducing **today's visual** (the scrolling navy/moss-ish ribbon) but on
the GPU: full-window quad, datum-as-texture, scroll/zoom math ported into the fragment shader, rAF loop
gated on `isPlaying`, bridge contract preserved (`setDatum`/`setPlayback`/`setZoom`/`refreshTheme`/
`dispose`), no-WebGL2 fallback to a plain backdrop. **Acceptance:** §5 criteria 1 (at parity workload),
2, 3, 4, 10, 11 — a 60-FPS GPU renderer at visual parity with the Canvas version. No new effects yet.
This is where the architecture is proven; everything after is shading.
### Wave 2 — Controls row + state
Add the four-control row above the mix details, widen `MixVisualizerZoomState`
`MixVisualizerControlState` (the three new properties + persistence), wire the three new
uniforms (`bubblyness`, `detach`, `colorShiftSpeed`) through the bridge as no-op-until-shader-uses-them
inputs. Resolution relocates here and keeps working. **Acceptance:** §5 criterion 6 and the slider half
of 5 (sliders present, persistent, wired) — even before the shader consumes them visibly.
(Wave 2 can begin once Wave 1's bridge is stable; the controls are inert visually until Wave 3 but the
plumbing is independent.)
### Wave 3 — The four effects in the shader
Layer the effects onto the proven pipeline, in increasing order of risk:
1. **Gradient field** (§4b) — replace the parity fill with the morphing 2D navy↔moss field. (§5.7)
2. **Bubblyness** (§4d) — box→metaball SDF interpolation. (§5.5 bubblyness)
3. **Detach** (§4e) — metaball pinch-off + rising blobs. (§5.5 detach)
4. **Glass** (§4f) — specular + Fresnel + frosted + field distortion, composed on top. (§5.9)
**Acceptance:** §5 criteria 5 (visual half), 7, 8, 9 — all four effects live and slider-driven at 60 FPS.
**Dependency shape:** `Wave 1 → (Wave 2 ‖ Wave 3 plumbing) → Wave 3 art`. Wave 1 is the prerequisite for
everything. Wave 2 (controls/state) and Wave 3 (effects) both depend on Wave 1's bridge but the four
effects within Wave 3 are independently shippable and independently tunable — land and tune one slider's
effect at a time. Color-range and bubblyness-range guards stay deferred throughout (Daniel tunes by
hand).
---
## Open items (tuning knobs, none block starting)
All have recommended defaults inline; Daniel tunes on screen:
- Exact slider ranges for bubblyness / detach / color-shift-speed (§3a).
- The precise palette-var bindings for the navy/moss field endpoints per light/dark (§4c).
- Glass intensity / specular sharpness / Fresnel falloff (§4f) — pure aesthetic tuning.
- Whether the controls row wraps or horizontally scrolls on mobile (§3b) — layout call.
- Whether control state should later persist cross-session (cookie/localStorage) — deferred upgrade to
the one state object (§3c).