Migrate Vite SPA to Hugo (hugo-coder, dark) with WebGPU background

- Hugo static site at root: config, content (home/about/resume/blog + 5 projects),
  data/resume.yaml, custom layouts (gpu background, resume renderer, projects list),
  dark theme with canvas behind content
- gpu-bg/: extracted WebGPU/WebGL2 spiral engine as a Vite sub-package; slim bootstrap
  drops router/overlay/text renderer; fixed uniforms (scene0/dim0); self-contained engine.js
- archive/: retired Vite SPA preserved (router, overlay, data, engine/text orphaned)
- 3-stage Dockerfile (node -> hugo extended/dart-sass -> nginx), static nginx config
- DEPLOYMENT.md handover + README rewrite; pre-hugo rollback tag
This commit is contained in:
2026-08-21 03:39:42 +02:00
parent 3ad5cf55e3
commit 9ea85db5ce
74 changed files with 3170 additions and 75 deletions

7
gpu-bg/index.html Normal file
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<!doctype html>
<html lang="en">
<head><meta charset="UTF-8" /><meta name="viewport" content="width=device-width, initial-scale=1.0" /><title>gpu-bg dev</title>
<style>html,body{margin:0;height:100%;background:#000}canvas{display:block;position:fixed;inset:0;width:100vw;height:100vh}</style>
</head>
<body><canvas id="gpu"></canvas><script type="module" src="/src/main.ts"></script></body>
</html>

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gpu-bg/package-lock.json generated Normal file

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{
"name": "gpu-bg",
"private": true,
"type": "module",
"version": "0.0.0",
"scripts": {
"dev": "vite",
"build": "tsc --noEmit && vite build",
"typecheck": "tsc --noEmit",
"test": "tsc --noEmit"
},
"devDependencies": {
"@webgpu/types": "^0.1.40",
"typescript": "^5.4.5",
"vite": "^5.2.11"
}
}

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import glslSource from './shaders/fullscreen.glsl?raw'
import type { UiState } from './renderer'
import type { RendererLike } from './types'
const UNIFORM_FLOATS = 48
const UNIFORM_BYTES = UNIFORM_FLOATS * 4
function compileShader(gl: WebGL2RenderingContext, type: number, source: string): WebGLShader | null {
const shader = gl.createShader(type)
if (!shader) return null
gl.shaderSource(shader, source)
gl.compileShader(shader)
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error('GL shader compile error:', gl.getShaderInfoLog(shader))
gl.deleteShader(shader)
return null
}
return shader
}
function linkProgram(gl: WebGL2RenderingContext, vs: WebGLShader, fs: WebGLShader): WebGLProgram | null {
const program = gl.createProgram()
if (!program) return null
gl.attachShader(program, vs)
gl.attachShader(program, fs)
gl.linkProgram(program)
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error('GL program link error:', gl.getProgramInfoLog(program))
gl.deleteProgram(program)
return null
}
return program
}
function splitShaderSource(source: string): { vs: string; fs: string } {
const parts = source.split('//---FRAGMENT---')
if (parts.length !== 2) throw new Error('GLSL source must contain //---VERTEX--- and //---FRAGMENT--- markers')
const vs = parts[0].replace('//---VERTEX---', '').trim()
const fs = parts[1].trim()
return { vs, fs }
}
export class GlRenderer implements RendererLike {
private gl: WebGL2RenderingContext | null = null
private program: WebGLProgram | null = null
private ubo: WebGLBuffer | null = null
private uniformData = new Float32Array(UNIFORM_FLOATS)
private _ready = false
get ready(): boolean {
return this._ready
}
async init(canvas: HTMLCanvasElement): Promise<boolean> {
const gl = canvas.getContext('webgl2', {
alpha: false,
antialias: false,
depth: false,
stencil: false,
preserveDrawingBuffer: false,
})
if (!gl) return false
this.gl = gl
const { vs: vsSrc, fs: fsSrc } = splitShaderSource(glslSource)
const vs = compileShader(gl, gl.VERTEX_SHADER, vsSrc)
if (!vs) return false
const fs = compileShader(gl, gl.FRAGMENT_SHADER, fsSrc)
if (!fs) {
gl.deleteShader(vs)
return false
}
const program = linkProgram(gl, vs, fs)
gl.deleteShader(vs)
gl.deleteShader(fs)
if (!program) return false
this.program = program
const ubo = gl.createBuffer()
if (!ubo) return false
gl.bindBuffer(gl.UNIFORM_BUFFER, ubo)
gl.bufferData(gl.UNIFORM_BUFFER, UNIFORM_BYTES, gl.DYNAMIC_DRAW)
const blockIndex = gl.getUniformBlockIndex(program, 'Uniforms')
if (blockIndex === gl.INVALID_INDEX) {
console.error('Uniform block "Uniforms" not found in GLSL program')
return false
}
gl.uniformBlockBinding(program, blockIndex, 0)
gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, ubo)
this.ubo = ubo
this._ready = true
return true
}
resize(): void {
if (!this.gl) return
this.gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height)
}
render(state: UiState): void {
const gl = this.gl
if (!gl || !this.ubo || !this._ready) return
const d = this.uniformData
d[0] = state.resolution[0]
d[1] = state.resolution[1]
d[2] = state.time
d[3] = state.scene
d[4] = state.mouse[0]
d[5] = state.mouse[1]
d[8] = state.dim
d.set(state.stemMultipliers, 16)
gl.bindBuffer(gl.UNIFORM_BUFFER, this.ubo)
gl.bufferSubData(gl.UNIFORM_BUFFER, 0, this.uniformData)
gl.useProgram(this.program)
gl.drawArrays(gl.TRIANGLES, 0, 3)
}
}

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// Window-level pointer position capture. Discrete clicks and hover are
// handled by the DOM overlay elements directly; this class only feeds the
// continuous pointer position that the background shader consumes.
export class Input {
x = 0
y = 0
constructor() {
window.addEventListener('pointermove', (e) => {
this.x = e.clientX
this.y = e.clientY
})
}
}

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import { Renderer, UiState } from './renderer'
import { GlRenderer } from './gl-renderer'
import type { RendererLike } from './types'
import { Input } from './input'
const DPR_CAP = 2
const canvas = document.getElementById('gpu') as HTMLCanvasElement | null
if (canvas) void boot(canvas)
async function boot(canvas: HTMLCanvasElement): Promise<void> {
const input = new Input()
const dpr = 1
const res = new Float32Array(2)
const mouse = new Float32Array(2)
const stemMultipliers = new Float32Array(32)
let renderer: RendererLike = new Renderer()
let ok = await renderer.init(canvas)
if (!ok) {
renderer = new GlRenderer()
ok = await renderer.init(canvas)
}
if (!ok) {
canvas.style.display = 'none'
return
}
const startTime = performance.now()
const resize = (): void => {
const d = Math.min(window.devicePixelRatio || 1, DPR_CAP)
const w = Math.floor(window.innerWidth * d)
const h = Math.floor(window.innerHeight * d)
if (canvas.width !== w || canvas.height !== h) {
canvas.width = w
canvas.height = h
res[0] = w
res[1] = h
if (renderer.ready) renderer.resize()
}
}
resize()
const loop = (): void => {
requestAnimationFrame(loop)
const time = (performance.now() - startTime) / 1000
resize()
mouse[0] = input.x * Math.min(window.devicePixelRatio || 1, DPR_CAP)
mouse[1] = res[1] - input.y * Math.min(window.devicePixelRatio || 1, DPR_CAP)
const state: UiState = {
resolution: res,
time,
scene: 0,
mouse,
dim: 0.0,
stemMultipliers,
}
renderer.render(state)
}
loop()
}

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import shaderSource from './shaders/fullscreen.wgsl?raw'
const UNIFORM_FLOATS = 48 // res(2), time, scene, mouse(2), pad(2), date(4), sampleRate(4), stemMultipliers(32)
const UNIFORM_BYTES = UNIFORM_FLOATS * 4
export interface UiState {
resolution: Float32Array
time: number
scene: number
mouse: Float32Array
dim: number
stemMultipliers: Float32Array
}
export class Renderer {
private device!: GPUDevice
private context!: GPUCanvasContext
private format!: GPUTextureFormat
private pipeline!: GPURenderPipeline
private uniformBuffer!: GPUBuffer
private bindGroup!: GPUBindGroup
private uniformData = new Float32Array(UNIFORM_FLOATS)
private configured = false
get ready(): boolean {
return this.configured
}
async init(canvas: HTMLCanvasElement): Promise<boolean> {
if (!navigator.gpu) return false
const adapter = await navigator.gpu.requestAdapter()
if (!adapter) return false
this.device = await adapter.requestDevice()
this.context = canvas.getContext('webgpu') as GPUCanvasContext
this.format = navigator.gpu.getPreferredCanvasFormat()
this.configure()
const module = this.device.createShaderModule({ code: shaderSource })
this.pipeline = this.device.createRenderPipeline({
layout: 'auto',
vertex: { module, entryPoint: 'vs' },
fragment: { module, entryPoint: 'fs', targets: [{ format: this.format }] },
primitive: { topology: 'triangle-list' }
})
this.uniformBuffer = this.device.createBuffer({
size: UNIFORM_BYTES,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
})
this.bindGroup = this.device.createBindGroup({
layout: this.pipeline.getBindGroupLayout(0),
entries: [{ binding: 0, resource: { buffer: this.uniformBuffer } }]
})
this.device.lost.then((info) => { console.error('WebGPU device lost:', info); this.configured = false })
this.device.onuncapturederror = (ev: GPUUncapturedErrorEvent) => {
console.error('WebGPU uncaptured error:', ev.error)
}
this.configured = true
return true
}
configure(): void {
this.context.configure({
device: this.device,
format: this.format,
alphaMode: 'opaque'
})
}
resize(): void {
this.configure()
}
render(state: UiState): void {
if (!this.configured) return
const d = this.uniformData
d[0] = state.resolution[0]
d[1] = state.resolution[1]
d[2] = state.time
d[3] = state.scene
d[4] = state.mouse[0]
d[5] = state.mouse[1]
// d[6], d[7]: padding — left as zero
d[8] = state.dim // u.date.x — dim factor for non-home scenes
// d[12]-d[15]: sampleRate — left as zero
d.set(state.stemMultipliers, 16)
this.device.queue.writeBuffer(this.uniformBuffer, 0, this.uniformData)
const encoder = this.device.createCommandEncoder()
const view = this.context.getCurrentTexture().createView()
const bgPass = encoder.beginRenderPass({
colorAttachments: [
{ view, clearValue: { r: 0, g: 0, b: 0, a: 1 }, loadOp: 'clear', storeOp: 'store' }
]
})
bgPass.setPipeline(this.pipeline)
bgPass.setBindGroup(0, this.bindGroup)
bgPass.draw(3)
bgPass.end()
this.device.queue.submit([encoder.finish()])
}
}

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//---VERTEX---
#version 300 es
const vec2 POSITIONS[3] = vec2[](
vec2(-1.0, -1.0),
vec2(-1.0, 3.0),
vec2( 3.0, -1.0)
);
out vec2 vUv;
void main() {
vec2 pos = POSITIONS[gl_VertexID];
gl_Position = vec4(pos, 0.0, 1.0);
vUv = pos;
}
//---FRAGMENT---
#version 300 es
precision highp float;
layout(std140) uniform Uniforms {
vec2 resolution;
float time;
float scene;
vec2 mouse;
vec4 date;
vec4 sampleRate;
vec4 stemMultipliers[8];
};
in vec2 vUv;
out vec4 outColor;
void main() {
vec2 fragCoord = (vUv * 0.5 + 0.5) * resolution;
vec2 uv = (fragCoord - 0.5 * resolution) / resolution.y;
float slowTime = time * 0.2;
vec3 bgGrey = vec3(0.11, 0.11, 0.12);
vec3 cardGrey = vec3(0.30, 0.32, 0.36);
vec3 coreWhite = vec3(0.90, 0.95, 0.90);
vec3 scene0 = vec3(0.20, 0.75, 0.20);
vec3 scene1 = vec3(0.85, 0.55, 0.20);
vec3 scene2 = vec3(0.25, 0.60, 0.95);
vec3 scene3 = vec3(0.90, 0.35, 0.55);
int sFloor = int(clamp(floor(scene), 0.0, 3.0));
int sCeil = int(clamp(ceil(scene), 0.0, 3.0));
vec3 c0;
if (sFloor == 0) c0 = scene0;
else if (sFloor == 1) c0 = scene1;
else if (sFloor == 2) c0 = scene2;
else c0 = scene3;
vec3 c1;
if (sCeil == 0) c1 = scene0;
else if (sCeil == 1) c1 = scene1;
else if (sCeil == 2) c1 = scene2;
else c1 = scene3;
float tBlend = scene - floor(scene);
float smoothT = tBlend * tBlend * (3.0 - 2.0 * tBlend);
vec3 sceneAccent = mix(c0, c1, smoothT);
vec2 mousePos = (mouse - 0.5 * resolution) / resolution.y;
float distMouse = length(uv - mousePos);
float influence = exp(-distMouse * 7.0);
uv += (mousePos - uv) * influence * 0.12;
float angle = atan(uv.y, uv.x);
float radius = length(uv);
float baseSpiral = angle + (radius * 8.0) - slowTime;
float ripple = sin(radius * 15.0 - (time * 0.5)) * 0.08;
float distortedSpiral = baseSpiral + ripple;
float armCount = 2.0;
float rChannel = smoothstep(0.05, 0.55, abs(sin((distortedSpiral + 0.04) * armCount)));
float gChannel = smoothstep(0.05, 0.55, abs(sin(distortedSpiral * armCount)));
float bChannel = smoothstep(0.05, 0.55, abs(sin((distortedSpiral - 0.04) * armCount)));
vec3 patternChannels = vec3(rChannel, gChannel, bChannel);
vec3 coreNeon = vec3(0.02 / (patternChannels + 0.025));
vec3 spiralColor = mix(cardGrey, sceneAccent, patternChannels.g);
vec3 primarySpiral = coreNeon * spiralColor;
float ringWave = sin(radius * 12.0 - (time * 1.5));
float sharpRing = smoothstep(0.85, 0.95, ringWave);
float ringMask = sharpRing * smoothstep(0.7, 0.1, radius);
vec3 secondaryRings = cardGrey * ringMask * 0.4;
float vignette = smoothstep(0.95, 0.4, radius);
vec3 finalColor = bgGrey + secondaryRings;
finalColor = mix(finalColor, primarySpiral, 0.85);
float centerLight = 0.015 / (radius + 0.02);
finalColor += centerLight * coreWhite;
finalColor += exp(-distMouse * 4.0) * 0.03 * sceneAccent;
float dim = date.x;
finalColor = mix(finalColor, vec3(0.0), dim);
outColor = vec4(finalColor * vignette, 1.0);
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struct Uniforms {
resolution: vec2<f32>,
time: f32,
scene: f32,
mouse: vec2<f32>,
date: vec4<f32>,
sampleRate: vec4<f32>,
stemMultipliers: array<vec4<f32>, 8>,
};
@group(0) @binding(0) var<uniform> u: Uniforms;
struct VsOut {
@builtin(position) pos: vec4<f32>,
@location(0) uv: vec2<f32>,
};
@vertex
fn vs(@builtin(vertex_index) i: u32) -> VsOut {
let p = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -3.0),
vec2<f32>(-1.0, 1.0),
vec2<f32>(3.0, 1.0),
);
let clip = p[i];
var out: VsOut;
out.pos = vec4<f32>(clip, 0.0, 1.0);
out.uv = clip;
return out;
}
@fragment
fn fs(in: VsOut) -> @location(0) vec4<f32> {
let res = u.resolution;
let fragCoord = (in.uv * vec2<f32>(0.5) + vec2<f32>(0.5)) * res;
var uv = (fragCoord - 0.5 * res) / res.y;
let slowTime = u.time * 0.2;
let bgGrey = vec3<f32>(0.11, 0.11, 0.12);
let cardGrey = vec3<f32>(0.30, 0.32, 0.36);
let coreWhite = vec3<f32>(0.90, 0.95, 0.90);
// ---------- palette keyed by scene ----------
let scene0 = vec3<f32>(0.20, 0.75, 0.20); // HERO – emerald
let scene1 = vec3<f32>(0.85, 0.55, 0.20); // ABOUT – amber
let scene2 = vec3<f32>(0.25, 0.60, 0.95); // PROJECTS – cobalt
let scene3 = vec3<f32>(0.90, 0.35, 0.55); // CONTACT – rose
let sFloor = i32(clamp(floor(u.scene), 0.0, 3.0));
let sCeil = i32(clamp(ceil(u.scene), 0.0, 3.0));
var c0 = scene0;
c0 = select(c0, scene1, sFloor == 1);
c0 = select(c0, scene2, sFloor == 2);
c0 = select(c0, scene3, sFloor == 3);
var c1 = scene0;
c1 = select(c1, scene1, sCeil == 1);
c1 = select(c1, scene2, sCeil == 2);
c1 = select(c1, scene3, sCeil == 3);
let tBlend = u.scene - floor(u.scene);
let sceneAccent = mix(c0, c1, tBlend * tBlend * (3.0 - 2.0 * tBlend));
// ---------- mouse-reactive distortion ----------
let mousePos = (u.mouse - 0.5 * res) / res.y;
let distMouse = length(uv - mousePos);
let influence = exp(-distMouse * 7.0);
uv += (mousePos - uv) * influence * 0.12;
let angle = atan2(uv.y, uv.x);
let radius = length(uv);
let baseSpiral = angle + (radius * 8.0) - slowTime;
let ripple = sin(radius * 15.0 - (u.time * 0.5)) * 0.08;
let distortedSpiral = baseSpiral + ripple;
let armCount = 2.0;
let rChannel = smoothstep(0.05, 0.55, abs(sin((distortedSpiral + 0.04) * armCount)));
let gChannel = smoothstep(0.05, 0.55, abs(sin(distortedSpiral * armCount)));
let bChannel = smoothstep(0.05, 0.55, abs(sin((distortedSpiral - 0.04) * armCount)));
let patternChannels = vec3<f32>(rChannel, gChannel, bChannel);
let coreNeon = vec3<f32>(0.02 / (patternChannels + 0.025));
let spiralColor = mix(cardGrey, sceneAccent, patternChannels.g);
let primarySpiral = coreNeon * spiralColor;
let ringWave = sin(radius * 12.0 - (u.time * 1.5));
let sharpRing = smoothstep(0.85, 0.95, ringWave);
let ringMask = sharpRing * smoothstep(0.7, 0.1, radius);
let secondaryRings = cardGrey * ringMask * 0.4;
let vignette = smoothstep(0.95, 0.4, radius);
var finalColor = bgGrey + secondaryRings;
finalColor = mix(finalColor, primarySpiral, 0.85);
let centerLight = 0.015 / (radius + 0.02);
finalColor += centerLight * coreWhite;
// soft cursor glow
finalColor += exp(-distMouse * 4.0) * 0.03 * sceneAccent;
// ---------- dim when not on the home page (u.date.x controls it) ----------
let dim = u.date.x;
finalColor = mix(finalColor, vec3<f32>(0.0), dim);
return vec4<f32>(finalColor * vignette, 1.0);
}

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import type { UiState } from './renderer'
export interface RendererLike {
readonly ready: boolean
init(canvas: HTMLCanvasElement): Promise<boolean>
render(state: UiState): void
resize(): void
}

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declare module '*?raw' {
const src: string
export default src
}

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{
"compilerOptions": {
"target": "ES2022",
"useDefineForClassFields": true,
"module": "ESNext",
"lib": ["ES2022", "DOM", "DOM.Iterable"],
"skipLibCheck": true,
"moduleResolution": "bundler",
"allowImportingTsExtensions": true,
"resolveJsonModule": true,
"isolatedModules": true,
"noEmit": true,
"strict": true,
"types": ["@webgpu/types"]
},
"include": ["src"]
}

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import { defineConfig } from "vite";
export default defineConfig({
server: { open: true },
build: {
target: "esnext",
outDir: "dist",
assetsInlineLimit: 100000000,
rollupOptions: {
output: {
entryFileNames: "engine.js",
assetFileNames: "engine_[name].[hash][extname]"
}
}
},
assetsInclude: ["**/*.glsl", "**/*.wgsl"]
});