feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
var Cc = Object . defineProperty ; var Pc = ( i , t , e ) => t in i ? Cc ( i , t , { enumerable : ! 0 , configurable : ! 0 , writable : ! 0 , value : e } ) : i [ t ] = e ; var zt = ( i , t , e ) => Pc ( i , typeof t != "symbol" ? t + "" : t , e ) ; import "../chunks/Bzak7iHL.js" ; import { o as Ll , a as Ul } from "../chunks/DWVWfZUn.js" ; import { p as fs , I as Dc , a as ps , e as At , d as Dt , O as Lc , r as bt , t as on , g as V , u as ei , f as Il , s as De , h as te , c as Uc } from "../chunks/VE8Jor13.js" ; import { s as me , d as Nl , a as Ge } from "../chunks/DHnEMX8z.js" ; import { i as Zn } from "../chunks/JkhlGLjU.js" ; import { e as cr , i as sa } from "../chunks/ByItJEsC.js" ; import { a as we , f as Ue , c as Ic } from "../chunks/7UNxJI5L.js" ; import { s as Pe , r as Fl } from "../chunks/Cu3VmnGp.js" ; import { s as Er } from "../chunks/BR2EHpd7.js" ; import { s as $a } from "../chunks/ussr1V5_.js" ; import { b as Ol } from "../chunks/BRHZEveZ.js" ; import { b as Bl } from "../chunks/B5Pq2mnD.js" ; import { s as Nc , a as Fc } from "../chunks/AcZBvMXu.js" ; import { b as Oc } from "../chunks/FMdNDkar.js" ; import { b as Bc } from "../chunks/DHakDdar.js" ; import { p as cs } from "../chunks/ykT2B6d3.js" ; import { N as zl } from "../chunks/BNytumrp.js" ; import "../chunks/CrlWs-6R.js" ; import { i as zc } from "../chunks/jyeIy8pa.js" ; import { a as Zi } from "../chunks/DcQGRi49.js" ; import { e as kc } from "../chunks/XIUN5r_Y.js" ; / * *
2026-03-01 21:24:10 -06:00
* @ license
* Copyright 2010 - 2024 Three . js Authors
* SPDX - License - Identifier : MIT
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
* / c o n s t J a = " 1 7 2 " , L i = { R O T A T E : 0 , D O L L Y : 1 , P A N : 2 } , C i = { R O T A T E : 0 , P A N : 1 , D O L L Y _ P A N : 2 , D O L L Y _ R O T A T E : 3 } , H c = 0 , g o = 1 , V c = 2 , k l = 1 , G c = 2 , E n = 3 , k n = 0 , W e = 1 , d n = 2 , T n = 0 , U i = 1 , B e = 2 , _ o = 3 , v o = 4 , W c = 5 , $ n = 1 0 0 , X c = 1 0 1 , Y c = 1 0 2 , q c = 1 0 3 , j c = 1 0 4 , Z c = 2 0 0 , K c = 2 0 1 , $ c = 2 0 2 , J c = 2 0 3 , r a = 2 0 4 , a a = 2 0 5 , Q c = 2 0 6 , t h = 2 0 7 , e h = 2 0 8 , n h = 2 0 9 , i h = 2 1 0 , s h = 2 1 1 , r h = 2 1 2 , a h = 2 1 3 , o h = 2 1 4 , o a = 0 , l a = 1 , c a = 2 , O i = 3 , h a = 4 , u a = 5 , d a = 6 , f a = 7 , H l = 0 , l h = 1 , c h = 2 , B n = 0 , h h = 1 , u h = 2 , d h = 3 , V l = 4 , f h = 5 , p h = 6 , m h = 7 , G l = 3 0 0 , B i = 3 0 1 , z i = 3 0 2 , p a = 3 0 3 , m a = 3 0 4 , v r = 3 0 6 , g a = 1 e 3 , Q n = 1 0 0 1 , _ a = 1 0 0 2 , Z e = 1 0 0 3 , g h = 1 0 0 4 , E s = 1 0 0 5 , p n = 1 0 0 6 , b r = 1 0 0 7 , t i = 1 0 0 8 , R n = 1 0 0 9 , W l = 1 0 1 0 , X l = 1 0 1 1 , u s = 1 0 1 2 , Q a = 1 0 1 3 , i i = 1 0 1 4 , m n = 1 0 1 5 , w n = 1 0 1 6 , t o = 1 0 1 7 , e o = 1 0 1 8 , k i = 1 0 2 0 , Y l = 3 5 9 0 2 , q l = 1 0 2 1 , j l = 1 0 2 2 , l n = 1 0 2 3 , Z l = 1 0 2 4 , K l = 1 0 2 5 , I i = 1 0 2 6 , H i = 1 0 2 7 , n o = 1 0 2 8 , i o = 1 0 2 9 , $ l = 1 0 3 0 , s o = 1 0 3 1 , r o = 1 0 3 3 , t r = 3 3 7 7 6 , e r = 3 3 7 7 7 , n r = 3 3 7 7 8 , i r = 3 3 7 7 9 , v a = 3 5 8 4 0 , x a = 3 5 8 4 1 , M a = 3 5 8 4 2 , S a = 3 5 8 4 3 , y a = 3 6 1 9 6 , E a = 3 7 4 9 2 , b a = 3 7 4 9 6 , T a = 3 7 8 0 8 , w a = 3 7 8 0 9 , A a = 3 7 8 1 0 , R a = 3 7 8 1 1 , C a = 3 7 8 1 2 , P a = 3 7 8 1 3 , D a = 3 7 8 1 4 , L a = 3 7 8 1 5 , U a = 3 7 8 1 6 , I a = 3 7 8 1 7 , N a = 3 7 8 1 8 , F a = 3 7 8 1 9 , O a = 3 7 8 2 0 , B a = 3 7 8 2 1 , s r = 3 6 4 9 2 , z a = 3 6 4 9 4 , k a = 3 6 4 9 5 , J l = 3 6 2 8 3 , H a = 3 6 2 8 4 , V a = 3 6 2 8 5 , G a = 3 6 2 8 6 , _ h = 3 2 0 0 , v h = 3 2 0 1 , Q l = 0 , x h = 1 , O n = " " , Q e = " s r g b " , V i = " s r g b - l i n e a r " , h r = " l i n e a r " , r e = " s r g b " , c i = 7 6 8 0 , x o = 5 1 9 , M h = 5 1 2 , S h = 5 1 3 , y h = 5 1 4 , t c = 5 1 5 , E h = 5 1 6 , b h = 5 1 7 , T h = 5 1 8 , w h = 5 1 9 , W a = 3 5 0 4 4 , M o = " 3 0 0 e s " , b n = 2 e 3 , u r = 2 0 0 1 ; c l a s s r i { a d d E v e n t L i s t e n e r ( t , e ) { t h i s . _ l i s t e n e r s = = = v o i d 0 & & ( t h i s . _ l i s t e n e r s = { } ) ; c o n s t n = t h i s . _ l i s t e n e r s ; n [ t ] = = = v o i d 0 & & ( n [ t ] = [ ] ) , n [ t ] . i n d e x O f ( e ) = = = - 1 & & n [ t ] . p u s h ( e ) } h a s E v e n t L i s t e n e r ( t , e ) { i f ( t h i s . _ l i s t e n e r s = = = v o i d 0 ) r e t u r n ! 1 ; c o n s t n = t h i s . _ l i s t e n e r s ; r e t u r n n [ t ] ! = = v o i d 0 & & n [ t ] . i n d e x O f ( e ) ! = = - 1 } r e m o v e E v e n t L i s t e n e r ( t , e ) { i f ( t h i s . _ l i s t e n e r s = = = v o i d 0 ) r e t u r n ; c o n s t s = t h i s . _ l i s t e n e r s [ t ] ; i f ( s ! = = v o i d 0 ) { c o n s t r = s . i n d e x O f ( e ) ; r ! = = - 1 & & s . s p l i c e ( r , 1 ) } } d i s p a t c h E v e n t ( t ) { i f ( t h i s . _ l i s t e n e r s = = = v o i d 0 ) r e t u r n ; c o n s t n = t h i s . _ l i s t e n e r s [ t . t y p e ] ; i f ( n ! = = v o i d 0 ) { t . t a r g e t = t h i s ; c o n s t s = n . s l i c e ( 0 ) ; f o r ( l e t r = 0 , a = s . l e n g t h ; r < a ; r + + ) s [ r ] . c a l l ( t h i s , t ) ; t . t a r g e t = n u l l } } } c o n s t R e = [ " 0 0 " , " 0 1 " , " 0 2 " , " 0 3 " , " 0 4 " , " 0 5 " , " 0 6 " , " 0 7 " , " 0 8 " , " 0 9 " , " 0 a " , " 0 b " , " 0 c " , " 0 d " , " 0 e " , " 0 f " , " 1 0 " , " 1 1 " , " 1 2 " , " 1 3 " , " 1 4 " , " 1 5 " , " 1 6 " , " 1 7 " , " 1 8 " , " 1 9 " , " 1 a " , " 1 b " , " 1 c " , " 1 d " , " 1 e " , " 1 f " , " 2 0 " , " 2 1 " , " 2 2 " , " 2 3 " , " 2 4 " , " 2 5 " , " 2 6 " , " 2 7 " , " 2 8 " , " 2 9 " , " 2 a " , " 2 b " , " 2 c " , " 2 d " , " 2 e " , " 2 f " , " 3 0 " , " 3 1 " , " 3 2 " , " 3 3 " , " 3 4 " , " 3 5 " , " 3 6 " , " 3 7 " , " 3 8 " , " 3 9 " , " 3 a " , " 3 b " , " 3 c " , " 3 d " , " 3 e " , " 3 f " , " 4 0 " , " 4 1 " , " 4 2 " , " 4 3 " , " 4 4 " , " 4 5 " , " 4 6 " , " 4 7 " , " 4 8 " , " 4 9 " , " 4 a " , " 4 b " , " 4 c " , " 4 d " , " 4 e " , " 4 f " , " 5 0 " , " 5 1 " , " 5 2 " , " 5 3 " , " 5 4 " , " 5 5 " , " 5 6 " , " 5 7 " , " 5 8 " , " 5 9 " , " 5 a " , " 5 b " , " 5 c " , " 5 d " , " 5 e " , " 5 f " , " 6 0 " , " 6 1 " , " 6 2 " , " 6 3 " , " 6 4 " , " 6 5 " , " 6 6 " , " 6 7 " , " 6 8 " , " 6 9 " , " 6 a " , " 6 b " , " 6 c " , " 6 d " , " 6 e " , " 6 f " , " 7 0 " , " 7 1 " , " 7 2 " , " 7 3 " , " 7 4 " , " 7 5 " , " 7 6 " , " 7 7 " , " 7 8 " , " 7 9 " , " 7 a " , " 7 b " , " 7 c " , " 7 d " , " 7 e " , " 7 f " , " 8 0 " , " 8 1 " , " 8 2 " , " 8 3 " , " 8 4 " , " 8 5 " , " 8 6 " , " 8 7 " , " 8 8 " , " 8 9 " , " 8 a " , " 8 b " , " 8 c " , " 8 d " , " 8 e " , " 8 f " , " 9 0 " , " 9 1 " , " 9 2 " , " 9 3 " , " 9 4 " , " 9 5 " , " 9 6 " , " 9 7 " , " 9 8 " , " 9 9 " , " 9 a " , " 9 b " , " 9 c " , " 9 d " , " 9 e " , " 9 f " , " a 0 " , " a 1 " , " a 2 " , " a 3 " , " a 4 " , " a 5 " , " a 6 " , " a 7 " , " a 8 " , " a 9 " , " a a " , " a b " , " a c " , " a d " , " a e " , " a f " , " b 0 " , " b 1 " , " b 2 " , " b 3 " , " b 4 " , " b 5 " , " b 6 " , " b 7 " , " b 8 " , " b 9 " , " b a " , " b b " , " b c " , " b d " , " b e " , " b f " , " c 0 " , " c 1 " , " c 2 " , " c 3 " , " c 4 " , " c 5 " , " c 6 " , " c 7 " , " c 8 " , " c 9 " , " c a " , " c b " , " c c " , " c d " , " c e " , " c f " , " d 0 " , " d 1 " , " d 2 " , " d 3 " , " d 4 " , " d 5 " , " d 6 " , " d 7 " , " d 8 " , " d 9 " , " d a " , " d b " , " d c " , " d d " , " d e " , " d f " , " e 0 " , " e 1 " , " e 2 " , " e 3 " , " e 4 " , " e 5 " , " e 6 " , " e 7 " , " e 8 " , " e 9 " , " e a " , " e b " , " e c " , " e d " , " e e " , " e f " , " f 0 " , " f 1 " , " f 2 " , " f 3 " , " f 4 " , " f 5 " , " f 6 " , " f 7 " , " f 8 " , " f 9 " , " f a " , " f b " , " f c " , " f d " , " f e " , " f f " ] , r r = M a t h . P I / 1 8 0 , X a = 1 8 0 / M a t h . P I ; f u n c t i o n z n ( ) { c o n s t i = M a t h . r a n d o m ( ) * 4 2 9 4 9 6 7 2 9 5 | 0 , t = M a t h . r a n d o m ( ) * 4 2 9 4 9 6 7 2 9 5 | 0 , e = M a t h . r a n d o m ( ) * 4 2 9 4 9 6 7 2 9 5 | 0 , n = M a t h . r a n d o m ( ) * 4 2 9 4 9 6 7 2 9 5 | 0 ; r e t u r n ( R e [ i & 2 5 5 ] + R e [ i > > 8 & 2 5 5 ] + R e [ i > > 1 6 & 2 5 5 ] + R e [ i > > 2 4 & 2 5 5 ] + " - " + R e [ t & 2 5 5 ] + R e [ t > > 8 & 2 5 5 ] + " - " + R e [ t > > 1 6 & 1 5 | 6 4 ] + R e [ t > > 2 4 & 2 5 5 ] + " - " + R e [ e & 6 3 | 1 2 8 ] + R e [ e > > 8 & 2 5 5 ] + " - " + R e [ e > > 1 6 & 2 5 5 ] + R e [ e > > 2 4 & 2 5 5 ] + R e [ n & 2 5 5 ] + R e [ n > > 8 & 2 5 5 ] + R e [ n > > 1 6 & 2 5 5 ] + R e [ n > > 2 4 & 2 5 5 ] ) . t o L o w e r C a s e ( ) } f u n c t i o n X t ( i , t , e ) { r e t u r n M a t h . m a x ( t , M a t h . m i n ( e , i ) ) } f u n c t i o n A h ( i , t ) { r e t u r n ( i % t + t ) % t } f u n c t i o n T r ( i , t , e ) { r e t u r n ( 1 - e ) * i + e * t } f u n c t i o n f n ( i , t ) { s w i t c h ( t . c o n s t r u c t o r ) { c a s e F l o a t 3 2 A r r a y : r e t u r n i ; c a s e U i n t 3 2 A r r a y : r e t u r n i / 4 2 9 4 9 6 7 2 9 5 ; c a s e U i n t 1 6 A r r a y : r e t u r n i / 6 5 5 3 5 ; c a s e U i n t 8 A r r a y : r e t u r n i / 2 5 5 ; c a s e I n t 3 2 A r r a y : r e t u r n M a t h . m a x ( i / 2 1 4 7 4 8 3 6 4 7 , - 1 ) ; c a s e I n t 1 6 A r r a y : r e t u r n M a t h . m a x ( i / 3 2 7 6 7 , - 1 ) ; c a s e I n t 8 A r r a y : r e t u r n M a t h . m a x ( i / 1 2 7 , - 1 ) ; d e f a u l t : t h r o w n e w E r r o r ( " I n v a l i d c o m p o n e n t t y p e . " ) } } f u n c t i o n a e ( i , t ) { s w i t c h ( t . c o n s t r u c t o r ) { c a s e F l o a t 3 2 A r r a y : r e t u r n i ; c a s e U i n t 3 2 A r r a y : r e t u r n M a t h . r o u n d ( i *
2026-03-01 21:24:10 -06:00
gl _Position = projectionMatrix * modelViewMatrix * vec4 ( position , 1.0 ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` , $ h= ` void main ( ) {
2026-03-01 21:24:10 -06:00
gl _FragColor = vec4 ( 1.0 , 0.0 , 0.0 , 1.0 ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ;class ze extends Hn{constructor(t){super(),this.isShaderMaterial=!0,this.type="ShaderMaterial",this.defines={},this.uniforms={},this.uniformsGroups=[],this.vertexShader=Kh,this.fragmentShader= $ h,this.linewidth=1,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.lights=!1,this.clipping=!1,this.forceSinglePass=!0,this.extensions={clipCullDistance:!1,multiDraw:!1},this.defaultAttributeValues={color:[1,1,1],uv:[0,0],uv1:[0,0]},this.index0AttributeName=void 0,this.uniformsNeedUpdate=!1,this.glslVersion=null,t!==void 0&&this.setValues(t)}copy(t){return super.copy(t),this.fragmentShader=t.fragmentShader,this.vertexShader=t.vertexShader,this.uniforms=Gi(t.uniforms),this.uniformsGroups=Zh(t.uniformsGroups),this.defines=Object.assign({},t.defines),this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.fog=t.fog,this.lights=t.lights,this.clipping=t.clipping,this.extensions=Object.assign({},t.extensions),this.glslVersion=t.glslVersion,this}toJSON(t){const e=super.toJSON(t);e.glslVersion=this.glslVersion,e.uniforms={};for(const s in this.uniforms){const a=this.uniforms[s].value;a&&a.isTexture?e.uniforms[s]={type:"t",value:a.toJSON(t).uuid}:a&&a.isColor?e.uniforms[s]={type:"c",value:a.getHex()}:a&&a.isVector2?e.uniforms[s]={type:"v2",value:a.toArray()}:a&&a.isVector3?e.uniforms[s]={type:"v3",value:a.toArray()}:a&&a.isVector4?e.uniforms[s]={type:"v4",value:a.toArray()}:a&&a.isMatrix3?e.uniforms[s]={type:"m3",value:a.toArray()}:a&&a.isMatrix4?e.uniforms[s]={type:"m4",value:a.toArray()}:e.uniforms[s]={value:a}}Object.keys(this.defines).length>0&&(e.defines=this.defines),e.vertexShader=this.vertexShader,e.fragmentShader=this.fragmentShader,e.lights=this.lights,e.clipping=this.clipping;const n={};for(const s in this.extensions)this.extensions[s]===!0&&(n[s]=!0);return Object.keys(n).length>0&&(e.extensions=n),e}}class lc extends Ae{constructor(){super(),this.isCamera=!0,this.type="Camera",this.matrixWorldInverse=new ie,this.projectionMatrix=new ie,this.projectionMatrixInverse=new ie,this.coordinateSystem=bn}copy(t,e){return super.copy(t,e),this.matrixWorldInverse.copy(t.matrixWorldInverse),this.projectionMatrix.copy(t.projectionMatrix),this.projectionMatrixInverse.copy(t.projectionMatrixInverse),this.coordinateSystem=t.coordinateSystem,this}getWorldDirection(t){return super.getWorldDirection(t).negate()}updateMatrixWorld(t){super.updateMatrixWorld(t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(t,e){super.updateWorldMatrix(t,e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return new this.constructor().copy(this)}}const In=new C,Fo=new Mt,Oo=new Mt;class je extends lc{constructor(t=50,e=1,n=.1,s=2e3){super(),this.isPerspectiveCamera=!0,this.type="PerspectiveCamera",this.fov=t,this.zoom=1,this.near=n,this.far=s,this.focus=10,this.aspect=e,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}copy(t,e){return super.copy(t,e),this.fov=t.fov,this.zoom=t.zoom,this.near=t.near,this.far=t.far,this.focus=t.focus,this.aspect=t.aspect,this.view=t.view===null?null:Object.assign({},t.view),this.filmGauge=t.filmGauge,this.filmOffset=t.filmOffset,this}setFocalLength(t){const e=.5*this.getFilmHeight()/t;this.fov=Xa*2*Math.atan(e),this.updateProjectionMatrix()}getFocalLength(){const t=Math.tan(rr*.5*this.fov);return .5*this.getFilmHeight()/t}getEffectiveFOV(){return Xa*2*Math.atan(Math.tan(rr*.5*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}getViewBounds(t,e,n){In.set(-1,-1,.5).applyMatrix4(this.projectionMatrixInverse),e.set(In.x,In.y).multiplyScalar(-t/In.z),In.set(1,1,.5).applyMatrix4(this.projectionMatrixInverse),n.set(In.x,In.y).multiplyScalar(-t/In.z)}getViewSize(t,e){return this.getViewBounds(t,Fo,Oo),e.subVectors(Oo,Fo)}setViewOffset(t,e,n,s,r,a){this.aspect=t/e,this.view===null&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.of
2026-03-01 21:24:10 -06:00
varying vec3 vWorldDirection ;
vec3 transformDirection ( in vec3 dir , in mat4 matrix ) {
return normalize ( ( matrix * vec4 ( dir , 0.0 ) ) . xyz ) ;
}
void main ( ) {
vWorldDirection = transformDirection ( position , modelMatrix ) ;
# include < begin _vertex >
# include < project _vertex >
}
` ,fragmentShader: `
uniform sampler2D tEquirect ;
varying vec3 vWorldDirection ;
# include < common >
void main ( ) {
vec3 direction = normalize ( vWorldDirection ) ;
vec2 sampleUV = equirectUv ( direction ) ;
gl _FragColor = texture2D ( tEquirect , sampleUV ) ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
` },s=new gs(5,5,5),r=new ze({name:"CubemapFromEquirect",uniforms:Gi(n.uniforms),vertexShader:n.vertexShader,fragmentShader:n.fragmentShader,side:We,blending:Tn});r.uniforms.tEquirect.value=e;const a=new Me(s,r),o=e.minFilter;return e.minFilter===ti&&(e.minFilter=pn),new Jh(1,10,this).update(t,a),e.minFilter=o,a.geometry.dispose(),a.material.dispose(),this}clear(t,e,n,s){const r=t.getRenderTarget();for(let a=0;a<6;a++)t.setRenderTarget(this,a),t.clear(e,n,s);t.setRenderTarget(r)}}class xr{constructor(t,e=25e-5){this.isFogExp2=!0,this.name="",this.color=new rt(t),this.density=e}clone(){return new xr(this.color,this.density)}toJSON(){return{type:"FogExp2",name:this.name,color:this.color.getHex(),density:this.density}}}class tu extends Ae{constructor(){super(),this.isScene=!0,this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.backgroundBlurriness=0,this.backgroundIntensity=1,this.backgroundRotation=new gn,this.environmentIntensity=1,this.environmentRotation=new gn,this.overrideMaterial=null,typeof __THREE_DEVTOOLS__<"u"&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}copy(t,e){return super.copy(t,e),t.background!==null&&(this.background=t.background.clone()),t.environment!==null&&(this.environment=t.environment.clone()),t.fog!==null&&(this.fog=t.fog.clone()),this.backgroundBlurriness=t.backgroundBlurriness,this.backgroundIntensity=t.backgroundIntensity,this.backgroundRotation.copy(t.backgroundRotation),this.environmentIntensity=t.environmentIntensity,this.environmentRotation.copy(t.environmentRotation),t.overrideMaterial!==null&&(this.overrideMaterial=t.overrideMaterial.clone()),this.matrixAutoUpdate=t.matrixAutoUpdate,this}toJSON(t){const e=super.toJSON(t);return this.fog!==null&&(e.object.fog=this.fog.toJSON()),this.backgroundBlurriness>0&&(e.object.backgroundBlurriness=this.backgroundBlurriness),this.backgroundIntensity!==1&&(e.object.backgroundIntensity=this.backgroundIntensity),e.object.backgroundRotation=this.backgroundRotation.toArray(),this.environmentIntensity!==1&&(e.object.environmentIntensity=this.environmentIntensity),e.object.environmentRotation=this.environmentRotation.toArray(),e}}class eu{constructor(t,e){this.isInterleavedBuffer=!0,this.array=t,this.stride=e,this.count=t!==void 0?t.length/e:0,this.usage=Wa,this.updateRanges=[],this.version=0,this.uuid=zn()}onUploadCallback(){}set needsUpdate(t){t===!0&&this.version++}setUsage(t){return this.usage=t,this}addUpdateRange(t,e){this.updateRanges.push({start:t,count:e})}clearUpdateRanges(){this.updateRanges.length=0}copy(t){return this.array=new t.array.constructor(t.array),this.count=t.count,this.stride=t.stride,this.usage=t.usage,this}copyAt(t,e,n){t*=this.stride,n*=e.stride;for(let s=0,r=this.stride;s<r;s++)this.array[t+s]=e.array[n+s];return this}set(t,e=0){return this.array.set(t,e),this}clone(t){t.arrayBuffers===void 0&&(t.arrayBuffers={}),this.array.buffer._uuid===void 0&&(this.array.buffer._uuid=zn()),t.arrayBuffers[this.array.buffer._uuid]===void 0&&(t.arrayBuffers[this.array.buffer._uuid]=this.array.slice(0).buffer);const e=new this.array.constructor(t.arrayBuffers[this.array.buffer._uuid]),n=new this.constructor(e,this.stride);return n.setUsage(this.usage),n}onUpload(t){return this.onUploadCallback=t,this}toJSON(t){return t.arrayBuffers===void 0&&(t.arrayBuffers={}),this.array.buffer._uuid===void 0&&(this.array.buffer._uuid=zn()),t.arrayBuffers[this.array.buffer._uuid]===void 0&&(t.arrayBuffers[this.array.buffer._uuid]=Array.from(new Uint32Array(this.array.buffer))),{uuid:this.uuid,buffer:this.array.buffer._uuid,type:this.array.constructor.name,stride:this.stride}}}const Fe=new C;class pr{constructor(t,e,n,s=!1){this.isInterleavedBufferAttribute=!0,this.name="",this.data=t,this.itemSize=e,this.offset=n,this.normalized=s}get count(){return this.data.count}get array(){return this.data.array}set needsUpdate(t){this.data.needsUpdate=t}applyMatrix4(t){for(let e=0,n=this.data.count;e<n;e++)Fe.fromBufferAttribute(this,e),Fe.applyMatrix4(t),this.setXYZ(e,Fe.x,Fe.y,Fe.z);return this}applyNormalMatrix(
2026-03-01 21:24:10 -06:00
* @ license
* Copyright 2010 - 2024 Three . js Authors
* SPDX - License - Identifier : MIT
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
* / f u n c t i o n m c ( ) { l e t i = n u l l , t = ! 1 , e = n u l l , n = n u l l ; f u n c t i o n s ( r , a ) { e ( r , a ) , n = i . r e q u e s t A n i m a t i o n F r a m e ( s ) } r e t u r n { s t a r t : f u n c t i o n ( ) { t ! = = ! 0 & & e ! = = n u l l & & ( n = i . r e q u e s t A n i m a t i o n F r a m e ( s ) , t = ! 0 ) } , s t o p : f u n c t i o n ( ) { i . c a n c e l A n i m a t i o n F r a m e ( n ) , t = ! 1 } , s e t A n i m a t i o n L o o p : f u n c t i o n ( r ) { e = r } , s e t C o n t e x t : f u n c t i o n ( r ) { i = r } } } f u n c t i o n v u ( i ) { c o n s t t = n e w W e a k M a p ; f u n c t i o n e ( o , l ) { c o n s t c = o . a r r a y , h = o . u s a g e , f = c . b y t e L e n g t h , p = i . c r e a t e B u f f e r ( ) ; i . b i n d B u f f e r ( l , p ) , i . b u f f e r D a t a ( l , c , h ) , o . o n U p l o a d C a l l b a c k ( ) ; l e t u ; i f ( c i n s t a n c e o f F l o a t 3 2 A r r a y ) u = i . F L O A T ; e l s e i f ( c i n s t a n c e o f U i n t 1 6 A r r a y ) o . i s F l o a t 1 6 B u f f e r A t t r i b u t e ? u = i . H A L F _ F L O A T : u = i . U N S I G N E D _ S H O R T ; e l s e i f ( c i n s t a n c e o f I n t 1 6 A r r a y ) u = i . S H O R T ; e l s e i f ( c i n s t a n c e o f U i n t 3 2 A r r a y ) u = i . U N S I G N E D _ I N T ; e l s e i f ( c i n s t a n c e o f I n t 3 2 A r r a y ) u = i . I N T ; e l s e i f ( c i n s t a n c e o f I n t 8 A r r a y ) u = i . B Y T E ; e l s e i f ( c i n s t a n c e o f U i n t 8 A r r a y ) u = i . U N S I G N E D _ B Y T E ; e l s e i f ( c i n s t a n c e o f U i n t 8 C l a m p e d A r r a y ) u = i . U N S I G N E D _ B Y T E ; e l s e t h r o w n e w E r r o r ( " T H R E E . W e b G L A t t r i b u t e s : U n s u p p o r t e d b u f f e r d a t a f o r m a t : " + c ) ; r e t u r n { b u f f e r : p , t y p e : u , b y t e s P e r E l e m e n t : c . B Y T E S _ P E R _ E L E M E N T , v e r s i o n : o . v e r s i o n , s i z e : f } } f u n c t i o n n ( o , l , c ) { c o n s t h = l . a r r a y , f = l . u p d a t e R a n g e s ; i f ( i . b i n d B u f f e r ( c , o ) , f . l e n g t h = = = 0 ) i . b u f f e r S u b D a t a ( c , 0 , h ) ; e l s e { f . s o r t ( ( u , g ) = > u . s t a r t - g . s t a r t ) ; l e t p = 0 ; f o r ( l e t u = 1 ; u < f . l e n g t h ; u + + ) { c o n s t g = f [ p ] , v = f [ u ] ; v . s t a r t < = g . s t a r t + g . c o u n t + 1 ? g . c o u n t = M a t h . m a x ( g . c o u n t , v . s t a r t + v . c o u n t - g . s t a r t ) : ( + + p , f [ p ] = v ) } f . l e n g t h = p + 1 ; f o r ( l e t u = 0 , g = f . l e n g t h ; u < g ; u + + ) { c o n s t v = f [ u ] ; i . b u f f e r S u b D a t a ( c , v . s t a r t * h . B Y T E S _ P E R _ E L E M E N T , h , v . s t a r t , v . c o u n t ) } l . c l e a r U p d a t e R a n g e s ( ) } l . o n U p l o a d C a l l b a c k ( ) } f u n c t i o n s ( o ) { r e t u r n o . i s I n t e r l e a v e d B u f f e r A t t r i b u t e & & ( o = o . d a t a ) , t . g e t ( o ) } f u n c t i o n r ( o ) { o . i s I n t e r l e a v e d B u f f e r A t t r i b u t e & & ( o = o . d a t a ) ; c o n s t l = t . g e t ( o ) ; l & & ( i . d e l e t e B u f f e r ( l . b u f f e r ) , t . d e l e t e ( o ) ) } f u n c t i o n a ( o , l ) { i f ( o . i s I n t e r l e a v e d B u f f e r A t t r i b u t e & & ( o = o . d a t a ) , o . i s G L B u f f e r A t t r i b u t e ) { c o n s t h = t . g e t ( o ) ; ( ! h | | h . v e r s i o n < o . v e r s i o n ) & & t . s e t ( o , { b u f f e r : o . b u f f e r , t y p e : o . t y p e , b y t e s P e r E l e m e n t : o . e l e m e n t S i z e , v e r s i o n : o . v e r s i o n } ) ; r e t u r n } c o n s t c = t . g e t ( o ) ; i f ( c = = = v o i d 0 ) t . s e t ( o , e ( o , l ) ) ; e l s e i f ( c . v e r s i o n < o . v e r s i o n ) { i f ( c . s i z e ! = = o . a r r a y . b y t e L e n g t h ) t h r o w n e w E r r o r ( " T H R E E . W e b G L A t t r i b u t e s : T h e s i z e o f t h e b u f f e r a t t r i b u t e ' s a r r a y b u f f e r d o e s n o t m a t c h t h e o r i g i n a l s i z e . R e s i z i n g b u f f e r a t t r i b u t e s i s n o t s u p p o r t e d . " ) ; n ( c . b u f f e r , o , l ) , c . v e r s i o n = o . v e r s i o n } } r e t u r n { g e t : s , r e m o v e : r , u p d a t e : a } } v a r x u = ` # i f d e f U S E _ A L P H A H A S H
2026-03-01 21:24:10 -06:00
if ( diffuseColor . a < getAlphaHashThreshold ( vPosition ) ) discard ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Mu= ` # ifdef USE _ALPHAHASH
2026-03-01 21:24:10 -06:00
const float ALPHA _HASH _SCALE = 0.05 ;
float hash2D ( vec2 value ) {
return fract ( 1.0 e4 * sin ( 17.0 * value . x + 0.1 * value . y ) * ( 0.1 + abs ( sin ( 13.0 * value . y + value . x ) ) ) ) ;
}
float hash3D ( vec3 value ) {
return hash2D ( vec2 ( hash2D ( value . xy ) , value . z ) ) ;
}
float getAlphaHashThreshold ( vec3 position ) {
float maxDeriv = max (
length ( dFdx ( position . xyz ) ) ,
length ( dFdy ( position . xyz ) )
) ;
float pixScale = 1.0 / ( ALPHA _HASH _SCALE * maxDeriv ) ;
vec2 pixScales = vec2 (
exp2 ( floor ( log2 ( pixScale ) ) ) ,
exp2 ( ceil ( log2 ( pixScale ) ) )
) ;
vec2 alpha = vec2 (
hash3D ( floor ( pixScales . x * position . xyz ) ) ,
hash3D ( floor ( pixScales . y * position . xyz ) )
) ;
float lerpFactor = fract ( log2 ( pixScale ) ) ;
float x = ( 1.0 - lerpFactor ) * alpha . x + lerpFactor * alpha . y ;
float a = min ( lerpFactor , 1.0 - lerpFactor ) ;
vec3 cases = vec3 (
x * x / ( 2.0 * a * ( 1.0 - a ) ) ,
( x - 0.5 * a ) / ( 1.0 - a ) ,
1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )
) ;
float threshold = ( x < ( 1.0 - a ) )
? ( ( x < a ) ? cases . x : cases . y )
: cases . z ;
return clamp ( threshold , 1.0 e - 6 , 1.0 ) ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Su= ` # ifdef USE _ALPHAMAP
feat(v2.0.5): Intentional Amnesia — active forgetting via top-down inhibitory control
First AI memory system to model forgetting as a neuroscience-grounded
PROCESS rather than passive decay. Adds the `suppress` MCP tool (#24),
Rac1 cascade worker, migration V10, and dashboard forgetting indicators.
Based on:
- Anderson, Hanslmayr & Quaegebeur (2025), Nat Rev Neurosci — right
lateral PFC as the domain-general inhibitory controller; SIF
compounds with each stopping attempt.
- Cervantes-Sandoval et al. (2020), Front Cell Neurosci PMC7477079 —
Rac1 GTPase as the active synaptic destabilization mechanism.
What's new:
* `suppress` MCP tool — each call compounds `suppression_count` and
subtracts a `0.15 × count` penalty (saturating at 80%) from
retrieval scores during hybrid search. Distinct from delete
(removes) and demote (one-shot).
* Rac1 cascade worker — background sweep piggybacks the 6h
consolidation loop, walks `memory_connections` edges from
recently-suppressed seeds, applies attenuated FSRS decay to
co-activated neighbors. You don't just forget Jake — you fade
the café, the roommate, the birthday.
* 24h labile window — reversible via `suppress({id, reverse: true})`
within 24 hours. Matches Nader reconsolidation semantics.
* Migration V10 — additive-only (`suppression_count`, `suppressed_at`
+ partial indices). All v2.0.x DBs upgrade seamlessly on first launch.
* Dashboard: `ForgettingIndicator.svelte` pulses when suppressions
are active. 3D graph nodes dim to 20% opacity when suppressed.
New WebSocket events: `MemorySuppressed`, `MemoryUnsuppressed`,
`Rac1CascadeSwept`. Heartbeat carries `suppressed_count`.
* Search pipeline: SIF penalty inserted into the accessibility stage
so it stacks on top of passive FSRS decay.
* Tool count bumped 23 → 24. Cognitive modules 29 → 30.
Memories persist — they are INHIBITED, not erased. `memory.get(id)`
returns full content through any number of suppressions. The 24h
labile window is a grace period for regret.
Also fixes issue #31 (dashboard graph view buggy) as a companion UI
bug discovered during the v2.0.5 audit cycle:
* Root cause: node glow `SpriteMaterial` had no `map`, so
`THREE.Sprite` rendered as a solid-coloured 1×1 plane. Additive
blending + `UnrealBloomPass(0.8, 0.4, 0.85)` amplified the square
edges into hard-edged glowing cubes.
* Fix: shared 128×128 radial-gradient `CanvasTexture` singleton used
as the sprite map. Retuned bloom to `(0.55, 0.6, 0.2)`. Halved fog
density (0.008 → 0.0035). Edges bumped from dark navy `0x4a4a7a`
to brand violet `0x8b5cf6` with higher opacity. Added explicit
`scene.background` and a 2000-point starfield for depth.
* 21 regression tests added in `ui-fixes.test.ts` locking every
invariant in (shared texture singleton, depthWrite:false, scale
×6, bloom magic numbers via source regex, starfield presence).
Tests: 1,284 Rust (+47) + 171 Vitest (+21) = 1,455 total, 0 failed
Clippy: clean across all targets, zero warnings
Release binary: 22.6MB, `cargo build --release -p vestige-mcp` green
Versions: workspace aligned at 2.0.5 across all 6 crates/packages
Closes #31
2026-04-14 17:30:30 -05:00
diffuseColor . a *= texture2D ( alphaMap , vAlphaMapUv ) . g ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,yu= ` # ifdef USE _ALPHAMAP
2026-03-01 21:24:10 -06:00
uniform sampler2D alphaMap ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Eu= ` # ifdef USE _ALPHATEST
2026-03-01 21:24:10 -06:00
# ifdef ALPHA _TO _COVERAGE
diffuseColor . a = smoothstep ( alphaTest , alphaTest + fwidth ( diffuseColor . a ) , diffuseColor . a ) ;
if ( diffuseColor . a == 0.0 ) discard ;
# else
if ( diffuseColor . a < alphaTest ) discard ;
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,bu= ` # ifdef USE _ALPHATEST
2026-03-01 21:24:10 -06:00
uniform float alphaTest ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Tu= ` # ifdef USE _AOMAP
2026-03-01 21:24:10 -06:00
float ambientOcclusion = ( texture2D ( aoMap , vAoMapUv ) . r - 1.0 ) * aoMapIntensity + 1.0 ;
reflectedLight . indirectDiffuse *= ambientOcclusion ;
# if defined ( USE _CLEARCOAT )
clearcoatSpecularIndirect *= ambientOcclusion ;
# endif
# if defined ( USE _SHEEN )
sheenSpecularIndirect *= ambientOcclusion ;
# endif
# if defined ( USE _ENVMAP ) && defined ( STANDARD )
float dotNV = saturate ( dot ( geometryNormal , geometryViewDir ) ) ;
reflectedLight . indirectSpecular *= computeSpecularOcclusion ( dotNV , ambientOcclusion , material . roughness ) ;
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,wu= ` # ifdef USE _AOMAP
2026-03-01 21:24:10 -06:00
uniform sampler2D aoMap ;
uniform float aoMapIntensity ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Au= ` # ifdef USE _BATCHING
2026-03-01 21:24:10 -06:00
# if ! defined ( GL _ANGLE _multi _draw )
# define gl _DrawID _gl _DrawID
uniform int _gl _DrawID ;
# endif
uniform highp sampler2D batchingTexture ;
uniform highp usampler2D batchingIdTexture ;
mat4 getBatchingMatrix ( const in float i ) {
int size = textureSize ( batchingTexture , 0 ) . x ;
int j = int ( i ) * 4 ;
int x = j % size ;
int y = j / size ;
vec4 v1 = texelFetch ( batchingTexture , ivec2 ( x , y ) , 0 ) ;
vec4 v2 = texelFetch ( batchingTexture , ivec2 ( x + 1 , y ) , 0 ) ;
vec4 v3 = texelFetch ( batchingTexture , ivec2 ( x + 2 , y ) , 0 ) ;
vec4 v4 = texelFetch ( batchingTexture , ivec2 ( x + 3 , y ) , 0 ) ;
return mat4 ( v1 , v2 , v3 , v4 ) ;
}
float getIndirectIndex ( const in int i ) {
int size = textureSize ( batchingIdTexture , 0 ) . x ;
int x = i % size ;
int y = i / size ;
return float ( texelFetch ( batchingIdTexture , ivec2 ( x , y ) , 0 ) . r ) ;
}
# endif
# ifdef USE _BATCHING _COLOR
uniform sampler2D batchingColorTexture ;
vec3 getBatchingColor ( const in float i ) {
int size = textureSize ( batchingColorTexture , 0 ) . x ;
int j = int ( i ) ;
int x = j % size ;
int y = j / size ;
return texelFetch ( batchingColorTexture , ivec2 ( x , y ) , 0 ) . rgb ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Ru= ` # ifdef USE _BATCHING
2026-03-01 21:24:10 -06:00
mat4 batchingMatrix = getBatchingMatrix ( getIndirectIndex ( gl _DrawID ) ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Cu= ` vec3 transformed = vec3 ( position ) ;
2026-03-01 21:24:10 -06:00
# ifdef USE _ALPHAHASH
vPosition = vec3 ( position ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Pu= ` vec3 objectNormal = vec3 ( normal ) ;
2026-03-01 21:24:10 -06:00
# ifdef USE _TANGENT
vec3 objectTangent = vec3 ( tangent . xyz ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Du= ` float G _BlinnPhong _Implicit ( ) {
2026-03-01 21:24:10 -06:00
return 0.25 ;
}
float D _BlinnPhong ( const in float shininess , const in float dotNH ) {
return RECIPROCAL _PI * ( shininess * 0.5 + 1.0 ) * pow ( dotNH , shininess ) ;
}
vec3 BRDF _BlinnPhong ( const in vec3 lightDir , const in vec3 viewDir , const in vec3 normal , const in vec3 specularColor , const in float shininess ) {
vec3 halfDir = normalize ( lightDir + viewDir ) ;
float dotNH = saturate ( dot ( normal , halfDir ) ) ;
float dotVH = saturate ( dot ( viewDir , halfDir ) ) ;
vec3 F = F _Schlick ( specularColor , 1.0 , dotVH ) ;
float G = G _BlinnPhong _Implicit ( ) ;
float D = D _BlinnPhong ( shininess , dotNH ) ;
return F * ( G * D ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} // validated`,Lu=`#ifdef USE_IRIDESCENCE
2026-03-01 21:24:10 -06:00
const mat3 XYZ _TO _REC709 = mat3 (
3.2404542 , - 0.9692660 , 0.0556434 ,
- 1.5371385 , 1.8760108 , - 0.2040259 ,
- 0.4985314 , 0.0415560 , 1.0572252
) ;
vec3 Fresnel0ToIor ( vec3 fresnel0 ) {
vec3 sqrtF0 = sqrt ( fresnel0 ) ;
return ( vec3 ( 1.0 ) + sqrtF0 ) / ( vec3 ( 1.0 ) - sqrtF0 ) ;
}
vec3 IorToFresnel0 ( vec3 transmittedIor , float incidentIor ) {
return pow2 ( ( transmittedIor - vec3 ( incidentIor ) ) / ( transmittedIor + vec3 ( incidentIor ) ) ) ;
}
float IorToFresnel0 ( float transmittedIor , float incidentIor ) {
return pow2 ( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ) ) ;
}
vec3 evalSensitivity ( float OPD , vec3 shift ) {
float phase = 2.0 * PI * OPD * 1.0 e - 9 ;
vec3 val = vec3 ( 5.4856 e - 13 , 4.4201 e - 13 , 5.2481 e - 13 ) ;
vec3 pos = vec3 ( 1.6810 e + 06 , 1.7953 e + 06 , 2.2084 e + 06 ) ;
vec3 var = vec3 ( 4.3278 e + 09 , 9.3046 e + 09 , 6.6121 e + 09 ) ;
vec3 xyz = val * sqrt ( 2.0 * PI * var ) * cos ( pos * phase + shift ) * exp ( - pow2 ( phase ) * var ) ;
xyz . x += 9.7470 e - 14 * sqrt ( 2.0 * PI * 4.5282 e + 09 ) * cos ( 2.2399 e + 06 * phase + shift [ 0 ] ) * exp ( - 4.5282 e + 09 * pow2 ( phase ) ) ;
xyz /= 1.0685 e - 7 ;
vec3 rgb = XYZ _TO _REC709 * xyz ;
return rgb ;
}
vec3 evalIridescence ( float outsideIOR , float eta2 , float cosTheta1 , float thinFilmThickness , vec3 baseF0 ) {
vec3 I ;
float iridescenceIOR = mix ( outsideIOR , eta2 , smoothstep ( 0.0 , 0.03 , thinFilmThickness ) ) ;
float sinTheta2Sq = pow2 ( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2 ( cosTheta1 ) ) ;
float cosTheta2Sq = 1.0 - sinTheta2Sq ;
if ( cosTheta2Sq < 0.0 ) {
return vec3 ( 1.0 ) ;
}
float cosTheta2 = sqrt ( cosTheta2Sq ) ;
float R0 = IorToFresnel0 ( iridescenceIOR , outsideIOR ) ;
float R12 = F _Schlick ( R0 , 1.0 , cosTheta1 ) ;
float T121 = 1.0 - R12 ;
float phi12 = 0.0 ;
if ( iridescenceIOR < outsideIOR ) phi12 = PI ;
float phi21 = PI - phi12 ;
vec3 baseIOR = Fresnel0ToIor ( clamp ( baseF0 , 0.0 , 0.9999 ) ) ; vec3 R1 = IorToFresnel0 ( baseIOR , iridescenceIOR ) ;
vec3 R23 = F _Schlick ( R1 , 1.0 , cosTheta2 ) ;
vec3 phi23 = vec3 ( 0.0 ) ;
if ( baseIOR [ 0 ] < iridescenceIOR ) phi23 [ 0 ] = PI ;
if ( baseIOR [ 1 ] < iridescenceIOR ) phi23 [ 1 ] = PI ;
if ( baseIOR [ 2 ] < iridescenceIOR ) phi23 [ 2 ] = PI ;
float OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2 ;
vec3 phi = vec3 ( phi21 ) + phi23 ;
vec3 R123 = clamp ( R12 * R23 , 1e-5 , 0.9999 ) ;
vec3 r123 = sqrt ( R123 ) ;
vec3 Rs = pow2 ( T121 ) * R23 / ( vec3 ( 1.0 ) - R123 ) ;
vec3 C0 = R12 + Rs ;
I = C0 ;
vec3 Cm = Rs - T121 ;
for ( int m = 1 ; m <= 2 ; ++ m ) {
Cm *= r123 ;
vec3 Sm = 2.0 * evalSensitivity ( float ( m ) * OPD , float ( m ) * phi ) ;
I += Cm * Sm ;
}
return max ( I , vec3 ( 0.0 ) ) ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Uu= ` # ifdef USE _BUMPMAP
2026-03-01 21:24:10 -06:00
uniform sampler2D bumpMap ;
uniform float bumpScale ;
vec2 dHdxy _fwd ( ) {
vec2 dSTdx = dFdx ( vBumpMapUv ) ;
vec2 dSTdy = dFdy ( vBumpMapUv ) ;
float Hll = bumpScale * texture2D ( bumpMap , vBumpMapUv ) . x ;
float dBx = bumpScale * texture2D ( bumpMap , vBumpMapUv + dSTdx ) . x - Hll ;
float dBy = bumpScale * texture2D ( bumpMap , vBumpMapUv + dSTdy ) . x - Hll ;
return vec2 ( dBx , dBy ) ;
}
vec3 perturbNormalArb ( vec3 surf _pos , vec3 surf _norm , vec2 dHdxy , float faceDirection ) {
vec3 vSigmaX = normalize ( dFdx ( surf _pos . xyz ) ) ;
vec3 vSigmaY = normalize ( dFdy ( surf _pos . xyz ) ) ;
vec3 vN = surf _norm ;
vec3 R1 = cross ( vSigmaY , vN ) ;
vec3 R2 = cross ( vN , vSigmaX ) ;
float fDet = dot ( vSigmaX , R1 ) * faceDirection ;
vec3 vGrad = sign ( fDet ) * ( dHdxy . x * R1 + dHdxy . y * R2 ) ;
return normalize ( abs ( fDet ) * surf _norm - vGrad ) ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Iu= ` # if NUM _CLIPPING _PLANES > 0
2026-03-01 21:24:10 -06:00
vec4 plane ;
# ifdef ALPHA _TO _COVERAGE
float distanceToPlane , distanceGradient ;
float clipOpacity = 1.0 ;
# pragma unroll _loop _start
for ( int i = 0 ; i < UNION _CLIPPING _PLANES ; i ++ ) {
plane = clippingPlanes [ i ] ;
distanceToPlane = - dot ( vClipPosition , plane . xyz ) + plane . w ;
distanceGradient = fwidth ( distanceToPlane ) / 2.0 ;
clipOpacity *= smoothstep ( - distanceGradient , distanceGradient , distanceToPlane ) ;
if ( clipOpacity == 0.0 ) discard ;
}
# pragma unroll _loop _end
# if UNION _CLIPPING _PLANES < NUM _CLIPPING _PLANES
float unionClipOpacity = 1.0 ;
# pragma unroll _loop _start
for ( int i = UNION _CLIPPING _PLANES ; i < NUM _CLIPPING _PLANES ; i ++ ) {
plane = clippingPlanes [ i ] ;
distanceToPlane = - dot ( vClipPosition , plane . xyz ) + plane . w ;
distanceGradient = fwidth ( distanceToPlane ) / 2.0 ;
unionClipOpacity *= 1.0 - smoothstep ( - distanceGradient , distanceGradient , distanceToPlane ) ;
}
# pragma unroll _loop _end
clipOpacity *= 1.0 - unionClipOpacity ;
# endif
diffuseColor . a *= clipOpacity ;
if ( diffuseColor . a == 0.0 ) discard ;
# else
# pragma unroll _loop _start
for ( int i = 0 ; i < UNION _CLIPPING _PLANES ; i ++ ) {
plane = clippingPlanes [ i ] ;
if ( dot ( vClipPosition , plane . xyz ) > plane . w ) discard ;
}
# pragma unroll _loop _end
# if UNION _CLIPPING _PLANES < NUM _CLIPPING _PLANES
bool clipped = true ;
# pragma unroll _loop _start
for ( int i = UNION _CLIPPING _PLANES ; i < NUM _CLIPPING _PLANES ; i ++ ) {
plane = clippingPlanes [ i ] ;
clipped = ( dot ( vClipPosition , plane . xyz ) > plane . w ) && clipped ;
}
# pragma unroll _loop _end
if ( clipped ) discard ;
# endif
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Nu= ` # if NUM _CLIPPING _PLANES > 0
2026-03-13 23:37:20 +01:00
varying vec3 vClipPosition ;
feat(v2.0.5): Intentional Amnesia — active forgetting via top-down inhibitory control
First AI memory system to model forgetting as a neuroscience-grounded
PROCESS rather than passive decay. Adds the `suppress` MCP tool (#24),
Rac1 cascade worker, migration V10, and dashboard forgetting indicators.
Based on:
- Anderson, Hanslmayr & Quaegebeur (2025), Nat Rev Neurosci — right
lateral PFC as the domain-general inhibitory controller; SIF
compounds with each stopping attempt.
- Cervantes-Sandoval et al. (2020), Front Cell Neurosci PMC7477079 —
Rac1 GTPase as the active synaptic destabilization mechanism.
What's new:
* `suppress` MCP tool — each call compounds `suppression_count` and
subtracts a `0.15 × count` penalty (saturating at 80%) from
retrieval scores during hybrid search. Distinct from delete
(removes) and demote (one-shot).
* Rac1 cascade worker — background sweep piggybacks the 6h
consolidation loop, walks `memory_connections` edges from
recently-suppressed seeds, applies attenuated FSRS decay to
co-activated neighbors. You don't just forget Jake — you fade
the café, the roommate, the birthday.
* 24h labile window — reversible via `suppress({id, reverse: true})`
within 24 hours. Matches Nader reconsolidation semantics.
* Migration V10 — additive-only (`suppression_count`, `suppressed_at`
+ partial indices). All v2.0.x DBs upgrade seamlessly on first launch.
* Dashboard: `ForgettingIndicator.svelte` pulses when suppressions
are active. 3D graph nodes dim to 20% opacity when suppressed.
New WebSocket events: `MemorySuppressed`, `MemoryUnsuppressed`,
`Rac1CascadeSwept`. Heartbeat carries `suppressed_count`.
* Search pipeline: SIF penalty inserted into the accessibility stage
so it stacks on top of passive FSRS decay.
* Tool count bumped 23 → 24. Cognitive modules 29 → 30.
Memories persist — they are INHIBITED, not erased. `memory.get(id)`
returns full content through any number of suppressions. The 24h
labile window is a grace period for regret.
Also fixes issue #31 (dashboard graph view buggy) as a companion UI
bug discovered during the v2.0.5 audit cycle:
* Root cause: node glow `SpriteMaterial` had no `map`, so
`THREE.Sprite` rendered as a solid-coloured 1×1 plane. Additive
blending + `UnrealBloomPass(0.8, 0.4, 0.85)` amplified the square
edges into hard-edged glowing cubes.
* Fix: shared 128×128 radial-gradient `CanvasTexture` singleton used
as the sprite map. Retuned bloom to `(0.55, 0.6, 0.2)`. Halved fog
density (0.008 → 0.0035). Edges bumped from dark navy `0x4a4a7a`
to brand violet `0x8b5cf6` with higher opacity. Added explicit
`scene.background` and a 2000-point starfield for depth.
* 21 regression tests added in `ui-fixes.test.ts` locking every
invariant in (shared texture singleton, depthWrite:false, scale
×6, bloom magic numbers via source regex, starfield presence).
Tests: 1,284 Rust (+47) + 171 Vitest (+21) = 1,455 total, 0 failed
Clippy: clean across all targets, zero warnings
Release binary: 22.6MB, `cargo build --release -p vestige-mcp` green
Versions: workspace aligned at 2.0.5 across all 6 crates/packages
Closes #31
2026-04-14 17:30:30 -05:00
uniform vec4 clippingPlanes [ NUM _CLIPPING _PLANES ] ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Fu= ` # if NUM _CLIPPING _PLANES > 0
feat(v2.0.5): Intentional Amnesia — active forgetting via top-down inhibitory control
First AI memory system to model forgetting as a neuroscience-grounded
PROCESS rather than passive decay. Adds the `suppress` MCP tool (#24),
Rac1 cascade worker, migration V10, and dashboard forgetting indicators.
Based on:
- Anderson, Hanslmayr & Quaegebeur (2025), Nat Rev Neurosci — right
lateral PFC as the domain-general inhibitory controller; SIF
compounds with each stopping attempt.
- Cervantes-Sandoval et al. (2020), Front Cell Neurosci PMC7477079 —
Rac1 GTPase as the active synaptic destabilization mechanism.
What's new:
* `suppress` MCP tool — each call compounds `suppression_count` and
subtracts a `0.15 × count` penalty (saturating at 80%) from
retrieval scores during hybrid search. Distinct from delete
(removes) and demote (one-shot).
* Rac1 cascade worker — background sweep piggybacks the 6h
consolidation loop, walks `memory_connections` edges from
recently-suppressed seeds, applies attenuated FSRS decay to
co-activated neighbors. You don't just forget Jake — you fade
the café, the roommate, the birthday.
* 24h labile window — reversible via `suppress({id, reverse: true})`
within 24 hours. Matches Nader reconsolidation semantics.
* Migration V10 — additive-only (`suppression_count`, `suppressed_at`
+ partial indices). All v2.0.x DBs upgrade seamlessly on first launch.
* Dashboard: `ForgettingIndicator.svelte` pulses when suppressions
are active. 3D graph nodes dim to 20% opacity when suppressed.
New WebSocket events: `MemorySuppressed`, `MemoryUnsuppressed`,
`Rac1CascadeSwept`. Heartbeat carries `suppressed_count`.
* Search pipeline: SIF penalty inserted into the accessibility stage
so it stacks on top of passive FSRS decay.
* Tool count bumped 23 → 24. Cognitive modules 29 → 30.
Memories persist — they are INHIBITED, not erased. `memory.get(id)`
returns full content through any number of suppressions. The 24h
labile window is a grace period for regret.
Also fixes issue #31 (dashboard graph view buggy) as a companion UI
bug discovered during the v2.0.5 audit cycle:
* Root cause: node glow `SpriteMaterial` had no `map`, so
`THREE.Sprite` rendered as a solid-coloured 1×1 plane. Additive
blending + `UnrealBloomPass(0.8, 0.4, 0.85)` amplified the square
edges into hard-edged glowing cubes.
* Fix: shared 128×128 radial-gradient `CanvasTexture` singleton used
as the sprite map. Retuned bloom to `(0.55, 0.6, 0.2)`. Halved fog
density (0.008 → 0.0035). Edges bumped from dark navy `0x4a4a7a`
to brand violet `0x8b5cf6` with higher opacity. Added explicit
`scene.background` and a 2000-point starfield for depth.
* 21 regression tests added in `ui-fixes.test.ts` locking every
invariant in (shared texture singleton, depthWrite:false, scale
×6, bloom magic numbers via source regex, starfield presence).
Tests: 1,284 Rust (+47) + 171 Vitest (+21) = 1,455 total, 0 failed
Clippy: clean across all targets, zero warnings
Release binary: 22.6MB, `cargo build --release -p vestige-mcp` green
Versions: workspace aligned at 2.0.5 across all 6 crates/packages
Closes #31
2026-04-14 17:30:30 -05:00
varying vec3 vClipPosition ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Ou= ` # if NUM _CLIPPING _PLANES > 0
2026-03-01 21:24:10 -06:00
vClipPosition = - mvPosition . xyz ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Bu= ` # if defined ( USE _COLOR _ALPHA )
2026-03-01 21:24:10 -06:00
diffuseColor *= vColor ;
# elif defined ( USE _COLOR )
diffuseColor . rgb *= vColor ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,zu= ` # if defined ( USE _COLOR _ALPHA )
2026-03-01 21:24:10 -06:00
varying vec4 vColor ;
# elif defined ( USE _COLOR )
varying vec3 vColor ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,ku= ` # if defined ( USE _COLOR _ALPHA )
2026-03-01 21:24:10 -06:00
varying vec4 vColor ;
# elif defined ( USE _COLOR ) || defined ( USE _INSTANCING _COLOR ) || defined ( USE _BATCHING _COLOR )
varying vec3 vColor ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Hu= ` # if defined ( USE _COLOR _ALPHA )
2026-03-01 21:24:10 -06:00
vColor = vec4 ( 1.0 ) ;
# elif defined ( USE _COLOR ) || defined ( USE _INSTANCING _COLOR ) || defined ( USE _BATCHING _COLOR )
vColor = vec3 ( 1.0 ) ;
# endif
# ifdef USE _COLOR
vColor *= color ;
# endif
# ifdef USE _INSTANCING _COLOR
vColor . xyz *= instanceColor . xyz ;
# endif
# ifdef USE _BATCHING _COLOR
vec3 batchingColor = getBatchingColor ( getIndirectIndex ( gl _DrawID ) ) ;
vColor . xyz *= batchingColor . xyz ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Vu= ` # define PI 3.141592653589793
2026-03-01 21:24:10 -06:00
# define PI2 6.283185307179586
# define PI _HALF 1.5707963267948966
# define RECIPROCAL _PI 0.3183098861837907
# define RECIPROCAL _PI2 0.15915494309189535
# define EPSILON 1e-6
# ifndef saturate
# define saturate ( a ) clamp ( a , 0.0 , 1.0 )
# endif
# define whiteComplement ( a ) ( 1.0 - saturate ( a ) )
float pow2 ( const in float x ) { return x * x ; }
vec3 pow2 ( const in vec3 x ) { return x * x ; }
float pow3 ( const in float x ) { return x * x * x ; }
float pow4 ( const in float x ) { float x2 = x * x ; return x2 * x2 ; }
float max3 ( const in vec3 v ) { return max ( max ( v . x , v . y ) , v . z ) ; }
float average ( const in vec3 v ) { return dot ( v , vec3 ( 0.3333333 ) ) ; }
highp float rand ( const in vec2 uv ) {
const highp float a = 12.9898 , b = 78.233 , c = 43758.5453 ;
highp float dt = dot ( uv . xy , vec2 ( a , b ) ) , sn = mod ( dt , PI ) ;
return fract ( sin ( sn ) * c ) ;
}
# ifdef HIGH _PRECISION
float precisionSafeLength ( vec3 v ) { return length ( v ) ; }
# else
float precisionSafeLength ( vec3 v ) {
float maxComponent = max3 ( abs ( v ) ) ;
return length ( v / maxComponent ) * maxComponent ;
}
# endif
struct IncidentLight {
vec3 color ;
vec3 direction ;
bool visible ;
} ;
struct ReflectedLight {
vec3 directDiffuse ;
vec3 directSpecular ;
vec3 indirectDiffuse ;
vec3 indirectSpecular ;
} ;
# ifdef USE _ALPHAHASH
varying vec3 vPosition ;
# endif
vec3 transformDirection ( in vec3 dir , in mat4 matrix ) {
return normalize ( ( matrix * vec4 ( dir , 0.0 ) ) . xyz ) ;
}
vec3 inverseTransformDirection ( in vec3 dir , in mat4 matrix ) {
return normalize ( ( vec4 ( dir , 0.0 ) * matrix ) . xyz ) ;
}
mat3 transposeMat3 ( const in mat3 m ) {
mat3 tmp ;
tmp [ 0 ] = vec3 ( m [ 0 ] . x , m [ 1 ] . x , m [ 2 ] . x ) ;
tmp [ 1 ] = vec3 ( m [ 0 ] . y , m [ 1 ] . y , m [ 2 ] . y ) ;
tmp [ 2 ] = vec3 ( m [ 0 ] . z , m [ 1 ] . z , m [ 2 ] . z ) ;
return tmp ;
}
bool isPerspectiveMatrix ( mat4 m ) {
return m [ 2 ] [ 3 ] == - 1.0 ;
}
vec2 equirectUv ( in vec3 dir ) {
float u = atan ( dir . z , dir . x ) * RECIPROCAL _PI2 + 0.5 ;
float v = asin ( clamp ( dir . y , - 1.0 , 1.0 ) ) * RECIPROCAL _PI + 0.5 ;
return vec2 ( u , v ) ;
}
vec3 BRDF _Lambert ( const in vec3 diffuseColor ) {
return RECIPROCAL _PI * diffuseColor ;
}
vec3 F _Schlick ( const in vec3 f0 , const in float f90 , const in float dotVH ) {
float fresnel = exp2 ( ( - 5.55473 * dotVH - 6.98316 ) * dotVH ) ;
return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel ) ;
}
float F _Schlick ( const in float f0 , const in float f90 , const in float dotVH ) {
float fresnel = exp2 ( ( - 5.55473 * dotVH - 6.98316 ) * dotVH ) ;
return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} // validated`,Gu=`#ifdef ENVMAP_TYPE_CUBE_UV
2026-03-01 21:24:10 -06:00
# define cubeUV _minMipLevel 4.0
# define cubeUV _minTileSize 16.0
float getFace ( vec3 direction ) {
vec3 absDirection = abs ( direction ) ;
float face = - 1.0 ;
if ( absDirection . x > absDirection . z ) {
if ( absDirection . x > absDirection . y )
face = direction . x > 0.0 ? 0.0 : 3.0 ;
else
face = direction . y > 0.0 ? 1.0 : 4.0 ;
} else {
if ( absDirection . z > absDirection . y )
face = direction . z > 0.0 ? 2.0 : 5.0 ;
else
face = direction . y > 0.0 ? 1.0 : 4.0 ;
}
return face ;
}
vec2 getUV ( vec3 direction , float face ) {
vec2 uv ;
if ( face == 0.0 ) {
uv = vec2 ( direction . z , direction . y ) / abs ( direction . x ) ;
} else if ( face == 1.0 ) {
uv = vec2 ( - direction . x , - direction . z ) / abs ( direction . y ) ;
} else if ( face == 2.0 ) {
uv = vec2 ( - direction . x , direction . y ) / abs ( direction . z ) ;
} else if ( face == 3.0 ) {
uv = vec2 ( - direction . z , direction . y ) / abs ( direction . x ) ;
} else if ( face == 4.0 ) {
uv = vec2 ( - direction . x , direction . z ) / abs ( direction . y ) ;
} else {
uv = vec2 ( direction . x , direction . y ) / abs ( direction . z ) ;
}
return 0.5 * ( uv + 1.0 ) ;
}
vec3 bilinearCubeUV ( sampler2D envMap , vec3 direction , float mipInt ) {
float face = getFace ( direction ) ;
float filterInt = max ( cubeUV _minMipLevel - mipInt , 0.0 ) ;
mipInt = max ( mipInt , cubeUV _minMipLevel ) ;
float faceSize = exp2 ( mipInt ) ;
highp vec2 uv = getUV ( direction , face ) * ( faceSize - 2.0 ) + 1.0 ;
if ( face > 2.0 ) {
uv . y += faceSize ;
face -= 3.0 ;
}
uv . x += face * faceSize ;
uv . x += filterInt * 3.0 * cubeUV _minTileSize ;
uv . y += 4.0 * ( exp2 ( CUBEUV _MAX _MIP ) - faceSize ) ;
uv . x *= CUBEUV _TEXEL _WIDTH ;
uv . y *= CUBEUV _TEXEL _HEIGHT ;
# ifdef texture2DGradEXT
return texture2DGradEXT ( envMap , uv , vec2 ( 0.0 ) , vec2 ( 0.0 ) ) . rgb ;
# else
return texture2D ( envMap , uv ) . rgb ;
# endif
}
# define cubeUV _r0 1.0
# define cubeUV _m0 - 2.0
# define cubeUV _r1 0.8
# define cubeUV _m1 - 1.0
# define cubeUV _r4 0.4
# define cubeUV _m4 2.0
# define cubeUV _r5 0.305
# define cubeUV _m5 3.0
# define cubeUV _r6 0.21
# define cubeUV _m6 4.0
float roughnessToMip ( float roughness ) {
float mip = 0.0 ;
if ( roughness >= cubeUV _r1 ) {
mip = ( cubeUV _r0 - roughness ) * ( cubeUV _m1 - cubeUV _m0 ) / ( cubeUV _r0 - cubeUV _r1 ) + cubeUV _m0 ;
} else if ( roughness >= cubeUV _r4 ) {
mip = ( cubeUV _r1 - roughness ) * ( cubeUV _m4 - cubeUV _m1 ) / ( cubeUV _r1 - cubeUV _r4 ) + cubeUV _m1 ;
} else if ( roughness >= cubeUV _r5 ) {
mip = ( cubeUV _r4 - roughness ) * ( cubeUV _m5 - cubeUV _m4 ) / ( cubeUV _r4 - cubeUV _r5 ) + cubeUV _m4 ;
} else if ( roughness >= cubeUV _r6 ) {
mip = ( cubeUV _r5 - roughness ) * ( cubeUV _m6 - cubeUV _m5 ) / ( cubeUV _r5 - cubeUV _r6 ) + cubeUV _m5 ;
} else {
mip = - 2.0 * log2 ( 1.16 * roughness ) ; }
return mip ;
}
vec4 textureCubeUV ( sampler2D envMap , vec3 sampleDir , float roughness ) {
float mip = clamp ( roughnessToMip ( roughness ) , cubeUV _m0 , CUBEUV _MAX _MIP ) ;
float mipF = fract ( mip ) ;
float mipInt = floor ( mip ) ;
vec3 color0 = bilinearCubeUV ( envMap , sampleDir , mipInt ) ;
if ( mipF == 0.0 ) {
return vec4 ( color0 , 1.0 ) ;
} else {
vec3 color1 = bilinearCubeUV ( envMap , sampleDir , mipInt + 1.0 ) ;
return vec4 ( mix ( color0 , color1 , mipF ) , 1.0 ) ;
}
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Wu= ` vec3 transformedNormal = objectNormal ;
2026-03-01 21:24:10 -06:00
# ifdef USE _TANGENT
vec3 transformedTangent = objectTangent ;
# endif
# ifdef USE _BATCHING
mat3 bm = mat3 ( batchingMatrix ) ;
transformedNormal /= vec3 ( dot ( bm [ 0 ] , bm [ 0 ] ) , dot ( bm [ 1 ] , bm [ 1 ] ) , dot ( bm [ 2 ] , bm [ 2 ] ) ) ;
transformedNormal = bm * transformedNormal ;
# ifdef USE _TANGENT
transformedTangent = bm * transformedTangent ;
# endif
# endif
# ifdef USE _INSTANCING
mat3 im = mat3 ( instanceMatrix ) ;
transformedNormal /= vec3 ( dot ( im [ 0 ] , im [ 0 ] ) , dot ( im [ 1 ] , im [ 1 ] ) , dot ( im [ 2 ] , im [ 2 ] ) ) ;
transformedNormal = im * transformedNormal ;
# ifdef USE _TANGENT
transformedTangent = im * transformedTangent ;
# endif
# endif
transformedNormal = normalMatrix * transformedNormal ;
# ifdef FLIP _SIDED
transformedNormal = - transformedNormal ;
# endif
# ifdef USE _TANGENT
transformedTangent = ( modelViewMatrix * vec4 ( transformedTangent , 0.0 ) ) . xyz ;
# ifdef FLIP _SIDED
transformedTangent = - transformedTangent ;
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Xu= ` # ifdef USE _DISPLACEMENTMAP
2026-03-01 21:24:10 -06:00
uniform sampler2D displacementMap ;
uniform float displacementScale ;
uniform float displacementBias ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Yu= ` # ifdef USE _DISPLACEMENTMAP
2026-03-01 21:24:10 -06:00
transformed += normalize ( objectNormal ) * ( texture2D ( displacementMap , vDisplacementMapUv ) . x * displacementScale + displacementBias ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,qu= ` # ifdef USE _EMISSIVEMAP
2026-03-01 21:24:10 -06:00
vec4 emissiveColor = texture2D ( emissiveMap , vEmissiveMapUv ) ;
# ifdef DECODE _VIDEO _TEXTURE _EMISSIVE
emissiveColor = sRGBTransferEOTF ( emissiveColor ) ;
# endif
totalEmissiveRadiance *= emissiveColor . rgb ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,ju= ` # ifdef USE _EMISSIVEMAP
2026-03-01 21:24:10 -06:00
uniform sampler2D emissiveMap ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Zu="gl_FragColor = linearToOutputTexel( gl_FragColor );",Ku= ` vec4 LinearTransferOETF ( in vec4 value ) {
2026-03-01 21:24:10 -06:00
return value ;
}
vec4 sRGBTransferEOTF ( in vec4 value ) {
return vec4 ( mix ( pow ( value . rgb * 0.9478672986 + vec3 ( 0.0521327014 ) , vec3 ( 2.4 ) ) , value . rgb * 0.0773993808 , vec3 ( lessThanEqual ( value . rgb , vec3 ( 0.04045 ) ) ) ) , value . a ) ;
}
vec4 sRGBTransferOETF ( in vec4 value ) {
return vec4 ( mix ( pow ( value . rgb , vec3 ( 0.41666 ) ) * 1.055 - vec3 ( 0.055 ) , value . rgb * 12.92 , vec3 ( lessThanEqual ( value . rgb , vec3 ( 0.0031308 ) ) ) ) , value . a ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` , $ u= ` # ifdef USE _ENVMAP
2026-03-01 21:24:10 -06:00
# ifdef ENV _WORLDPOS
vec3 cameraToFrag ;
if ( isOrthographic ) {
cameraToFrag = normalize ( vec3 ( - viewMatrix [ 0 ] [ 2 ] , - viewMatrix [ 1 ] [ 2 ] , - viewMatrix [ 2 ] [ 2 ] ) ) ;
} else {
cameraToFrag = normalize ( vWorldPosition - cameraPosition ) ;
}
vec3 worldNormal = inverseTransformDirection ( normal , viewMatrix ) ;
# ifdef ENVMAP _MODE _REFLECTION
vec3 reflectVec = reflect ( cameraToFrag , worldNormal ) ;
# else
vec3 reflectVec = refract ( cameraToFrag , worldNormal , refractionRatio ) ;
# endif
# else
vec3 reflectVec = vReflect ;
# endif
# ifdef ENVMAP _TYPE _CUBE
vec4 envColor = textureCube ( envMap , envMapRotation * vec3 ( flipEnvMap * reflectVec . x , reflectVec . yz ) ) ;
# else
vec4 envColor = vec4 ( 0.0 ) ;
# endif
# ifdef ENVMAP _BLENDING _MULTIPLY
outgoingLight = mix ( outgoingLight , outgoingLight * envColor . xyz , specularStrength * reflectivity ) ;
# elif defined ( ENVMAP _BLENDING _MIX )
outgoingLight = mix ( outgoingLight , envColor . xyz , specularStrength * reflectivity ) ;
# elif defined ( ENVMAP _BLENDING _ADD )
outgoingLight += envColor . xyz * specularStrength * reflectivity ;
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Ju= ` # ifdef USE _ENVMAP
2026-03-01 21:24:10 -06:00
uniform float envMapIntensity ;
uniform float flipEnvMap ;
uniform mat3 envMapRotation ;
# ifdef ENVMAP _TYPE _CUBE
uniform samplerCube envMap ;
# else
uniform sampler2D envMap ;
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Qu= ` # ifdef USE _ENVMAP
2026-03-01 21:24:10 -06:00
uniform float reflectivity ;
# if defined ( USE _BUMPMAP ) || defined ( USE _NORMALMAP ) || defined ( PHONG ) || defined ( LAMBERT )
# define ENV _WORLDPOS
# endif
# ifdef ENV _WORLDPOS
varying vec3 vWorldPosition ;
uniform float refractionRatio ;
# else
varying vec3 vReflect ;
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,td= ` # ifdef USE _ENVMAP
2026-03-01 21:24:10 -06:00
# if defined ( USE _BUMPMAP ) || defined ( USE _NORMALMAP ) || defined ( PHONG ) || defined ( LAMBERT )
# define ENV _WORLDPOS
# endif
# ifdef ENV _WORLDPOS
varying vec3 vWorldPosition ;
# else
varying vec3 vReflect ;
uniform float refractionRatio ;
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,ed= ` # ifdef USE _ENVMAP
2026-03-01 21:24:10 -06:00
# ifdef ENV _WORLDPOS
vWorldPosition = worldPosition . xyz ;
# else
vec3 cameraToVertex ;
if ( isOrthographic ) {
cameraToVertex = normalize ( vec3 ( - viewMatrix [ 0 ] [ 2 ] , - viewMatrix [ 1 ] [ 2 ] , - viewMatrix [ 2 ] [ 2 ] ) ) ;
} else {
cameraToVertex = normalize ( worldPosition . xyz - cameraPosition ) ;
}
vec3 worldNormal = inverseTransformDirection ( transformedNormal , viewMatrix ) ;
# ifdef ENVMAP _MODE _REFLECTION
vReflect = reflect ( cameraToVertex , worldNormal ) ;
# else
vReflect = refract ( cameraToVertex , worldNormal , refractionRatio ) ;
# endif
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,nd= ` # ifdef USE _FOG
feat(v2.0.5): Intentional Amnesia — active forgetting via top-down inhibitory control
First AI memory system to model forgetting as a neuroscience-grounded
PROCESS rather than passive decay. Adds the `suppress` MCP tool (#24),
Rac1 cascade worker, migration V10, and dashboard forgetting indicators.
Based on:
- Anderson, Hanslmayr & Quaegebeur (2025), Nat Rev Neurosci — right
lateral PFC as the domain-general inhibitory controller; SIF
compounds with each stopping attempt.
- Cervantes-Sandoval et al. (2020), Front Cell Neurosci PMC7477079 —
Rac1 GTPase as the active synaptic destabilization mechanism.
What's new:
* `suppress` MCP tool — each call compounds `suppression_count` and
subtracts a `0.15 × count` penalty (saturating at 80%) from
retrieval scores during hybrid search. Distinct from delete
(removes) and demote (one-shot).
* Rac1 cascade worker — background sweep piggybacks the 6h
consolidation loop, walks `memory_connections` edges from
recently-suppressed seeds, applies attenuated FSRS decay to
co-activated neighbors. You don't just forget Jake — you fade
the café, the roommate, the birthday.
* 24h labile window — reversible via `suppress({id, reverse: true})`
within 24 hours. Matches Nader reconsolidation semantics.
* Migration V10 — additive-only (`suppression_count`, `suppressed_at`
+ partial indices). All v2.0.x DBs upgrade seamlessly on first launch.
* Dashboard: `ForgettingIndicator.svelte` pulses when suppressions
are active. 3D graph nodes dim to 20% opacity when suppressed.
New WebSocket events: `MemorySuppressed`, `MemoryUnsuppressed`,
`Rac1CascadeSwept`. Heartbeat carries `suppressed_count`.
* Search pipeline: SIF penalty inserted into the accessibility stage
so it stacks on top of passive FSRS decay.
* Tool count bumped 23 → 24. Cognitive modules 29 → 30.
Memories persist — they are INHIBITED, not erased. `memory.get(id)`
returns full content through any number of suppressions. The 24h
labile window is a grace period for regret.
Also fixes issue #31 (dashboard graph view buggy) as a companion UI
bug discovered during the v2.0.5 audit cycle:
* Root cause: node glow `SpriteMaterial` had no `map`, so
`THREE.Sprite` rendered as a solid-coloured 1×1 plane. Additive
blending + `UnrealBloomPass(0.8, 0.4, 0.85)` amplified the square
edges into hard-edged glowing cubes.
* Fix: shared 128×128 radial-gradient `CanvasTexture` singleton used
as the sprite map. Retuned bloom to `(0.55, 0.6, 0.2)`. Halved fog
density (0.008 → 0.0035). Edges bumped from dark navy `0x4a4a7a`
to brand violet `0x8b5cf6` with higher opacity. Added explicit
`scene.background` and a 2000-point starfield for depth.
* 21 regression tests added in `ui-fixes.test.ts` locking every
invariant in (shared texture singleton, depthWrite:false, scale
×6, bloom magic numbers via source regex, starfield presence).
Tests: 1,284 Rust (+47) + 171 Vitest (+21) = 1,455 total, 0 failed
Clippy: clean across all targets, zero warnings
Release binary: 22.6MB, `cargo build --release -p vestige-mcp` green
Versions: workspace aligned at 2.0.5 across all 6 crates/packages
Closes #31
2026-04-14 17:30:30 -05:00
vFogDepth = - mvPosition . z ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,id= ` # ifdef USE _FOG
feat(v2.0.5): Intentional Amnesia — active forgetting via top-down inhibitory control
First AI memory system to model forgetting as a neuroscience-grounded
PROCESS rather than passive decay. Adds the `suppress` MCP tool (#24),
Rac1 cascade worker, migration V10, and dashboard forgetting indicators.
Based on:
- Anderson, Hanslmayr & Quaegebeur (2025), Nat Rev Neurosci — right
lateral PFC as the domain-general inhibitory controller; SIF
compounds with each stopping attempt.
- Cervantes-Sandoval et al. (2020), Front Cell Neurosci PMC7477079 —
Rac1 GTPase as the active synaptic destabilization mechanism.
What's new:
* `suppress` MCP tool — each call compounds `suppression_count` and
subtracts a `0.15 × count` penalty (saturating at 80%) from
retrieval scores during hybrid search. Distinct from delete
(removes) and demote (one-shot).
* Rac1 cascade worker — background sweep piggybacks the 6h
consolidation loop, walks `memory_connections` edges from
recently-suppressed seeds, applies attenuated FSRS decay to
co-activated neighbors. You don't just forget Jake — you fade
the café, the roommate, the birthday.
* 24h labile window — reversible via `suppress({id, reverse: true})`
within 24 hours. Matches Nader reconsolidation semantics.
* Migration V10 — additive-only (`suppression_count`, `suppressed_at`
+ partial indices). All v2.0.x DBs upgrade seamlessly on first launch.
* Dashboard: `ForgettingIndicator.svelte` pulses when suppressions
are active. 3D graph nodes dim to 20% opacity when suppressed.
New WebSocket events: `MemorySuppressed`, `MemoryUnsuppressed`,
`Rac1CascadeSwept`. Heartbeat carries `suppressed_count`.
* Search pipeline: SIF penalty inserted into the accessibility stage
so it stacks on top of passive FSRS decay.
* Tool count bumped 23 → 24. Cognitive modules 29 → 30.
Memories persist — they are INHIBITED, not erased. `memory.get(id)`
returns full content through any number of suppressions. The 24h
labile window is a grace period for regret.
Also fixes issue #31 (dashboard graph view buggy) as a companion UI
bug discovered during the v2.0.5 audit cycle:
* Root cause: node glow `SpriteMaterial` had no `map`, so
`THREE.Sprite` rendered as a solid-coloured 1×1 plane. Additive
blending + `UnrealBloomPass(0.8, 0.4, 0.85)` amplified the square
edges into hard-edged glowing cubes.
* Fix: shared 128×128 radial-gradient `CanvasTexture` singleton used
as the sprite map. Retuned bloom to `(0.55, 0.6, 0.2)`. Halved fog
density (0.008 → 0.0035). Edges bumped from dark navy `0x4a4a7a`
to brand violet `0x8b5cf6` with higher opacity. Added explicit
`scene.background` and a 2000-point starfield for depth.
* 21 regression tests added in `ui-fixes.test.ts` locking every
invariant in (shared texture singleton, depthWrite:false, scale
×6, bloom magic numbers via source regex, starfield presence).
Tests: 1,284 Rust (+47) + 171 Vitest (+21) = 1,455 total, 0 failed
Clippy: clean across all targets, zero warnings
Release binary: 22.6MB, `cargo build --release -p vestige-mcp` green
Versions: workspace aligned at 2.0.5 across all 6 crates/packages
Closes #31
2026-04-14 17:30:30 -05:00
varying float vFogDepth ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,sd= ` # ifdef USE _FOG
2026-03-01 21:24:10 -06:00
# ifdef FOG _EXP2
float fogFactor = 1.0 - exp ( - fogDensity * fogDensity * vFogDepth * vFogDepth ) ;
# else
float fogFactor = smoothstep ( fogNear , fogFar , vFogDepth ) ;
# endif
gl _FragColor . rgb = mix ( gl _FragColor . rgb , fogColor , fogFactor ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,rd= ` # ifdef USE _FOG
2026-03-01 21:24:10 -06:00
uniform vec3 fogColor ;
varying float vFogDepth ;
# ifdef FOG _EXP2
uniform float fogDensity ;
# else
uniform float fogNear ;
uniform float fogFar ;
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,ad= ` # ifdef USE _GRADIENTMAP
2026-03-01 21:24:10 -06:00
uniform sampler2D gradientMap ;
# endif
vec3 getGradientIrradiance ( vec3 normal , vec3 lightDirection ) {
float dotNL = dot ( normal , lightDirection ) ;
vec2 coord = vec2 ( dotNL * 0.5 + 0.5 , 0.0 ) ;
# ifdef USE _GRADIENTMAP
return vec3 ( texture2D ( gradientMap , coord ) . r ) ;
# else
vec2 fw = fwidth ( coord ) * 0.5 ;
return mix ( vec3 ( 0.7 ) , vec3 ( 1.0 ) , smoothstep ( 0.7 - fw . x , 0.7 + fw . x , coord . x ) ) ;
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,od= ` # ifdef USE _LIGHTMAP
2026-03-01 21:24:10 -06:00
uniform sampler2D lightMap ;
uniform float lightMapIntensity ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,ld= ` LambertMaterial material ;
2026-03-01 21:24:10 -06:00
material . diffuseColor = diffuseColor . rgb ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
material . specularStrength = specularStrength ; ` ,cd= ` varying vec3 vViewPosition ;
2026-03-01 21:24:10 -06:00
struct LambertMaterial {
vec3 diffuseColor ;
float specularStrength ;
} ;
void RE _Direct _Lambert ( const in IncidentLight directLight , const in vec3 geometryPosition , const in vec3 geometryNormal , const in vec3 geometryViewDir , const in vec3 geometryClearcoatNormal , const in LambertMaterial material , inout ReflectedLight reflectedLight ) {
float dotNL = saturate ( dot ( geometryNormal , directLight . direction ) ) ;
vec3 irradiance = dotNL * directLight . color ;
reflectedLight . directDiffuse += irradiance * BRDF _Lambert ( material . diffuseColor ) ;
}
void RE _IndirectDiffuse _Lambert ( const in vec3 irradiance , const in vec3 geometryPosition , const in vec3 geometryNormal , const in vec3 geometryViewDir , const in vec3 geometryClearcoatNormal , const in LambertMaterial material , inout ReflectedLight reflectedLight ) {
reflectedLight . indirectDiffuse += irradiance * BRDF _Lambert ( material . diffuseColor ) ;
}
# define RE _Direct RE _Direct _Lambert
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# define RE _IndirectDiffuse RE _IndirectDiffuse _Lambert ` ,hd= ` uniform bool receiveShadow ;
2026-03-01 21:24:10 -06:00
uniform vec3 ambientLightColor ;
# if defined ( USE _LIGHT _PROBES )
uniform vec3 lightProbe [ 9 ] ;
# endif
vec3 shGetIrradianceAt ( in vec3 normal , in vec3 shCoefficients [ 9 ] ) {
float x = normal . x , y = normal . y , z = normal . z ;
vec3 result = shCoefficients [ 0 ] * 0.886227 ;
result += shCoefficients [ 1 ] * 2.0 * 0.511664 * y ;
result += shCoefficients [ 2 ] * 2.0 * 0.511664 * z ;
result += shCoefficients [ 3 ] * 2.0 * 0.511664 * x ;
result += shCoefficients [ 4 ] * 2.0 * 0.429043 * x * y ;
result += shCoefficients [ 5 ] * 2.0 * 0.429043 * y * z ;
result += shCoefficients [ 6 ] * ( 0.743125 * z * z - 0.247708 ) ;
result += shCoefficients [ 7 ] * 2.0 * 0.429043 * x * z ;
result += shCoefficients [ 8 ] * 0.429043 * ( x * x - y * y ) ;
return result ;
}
vec3 getLightProbeIrradiance ( const in vec3 lightProbe [ 9 ] , const in vec3 normal ) {
vec3 worldNormal = inverseTransformDirection ( normal , viewMatrix ) ;
vec3 irradiance = shGetIrradianceAt ( worldNormal , lightProbe ) ;
return irradiance ;
}
vec3 getAmbientLightIrradiance ( const in vec3 ambientLightColor ) {
vec3 irradiance = ambientLightColor ;
return irradiance ;
}
float getDistanceAttenuation ( const in float lightDistance , const in float cutoffDistance , const in float decayExponent ) {
float distanceFalloff = 1.0 / max ( pow ( lightDistance , decayExponent ) , 0.01 ) ;
if ( cutoffDistance > 0.0 ) {
distanceFalloff *= pow2 ( saturate ( 1.0 - pow4 ( lightDistance / cutoffDistance ) ) ) ;
}
return distanceFalloff ;
}
float getSpotAttenuation ( const in float coneCosine , const in float penumbraCosine , const in float angleCosine ) {
return smoothstep ( coneCosine , penumbraCosine , angleCosine ) ;
}
# if NUM _DIR _LIGHTS > 0
struct DirectionalLight {
vec3 direction ;
vec3 color ;
} ;
uniform DirectionalLight directionalLights [ NUM _DIR _LIGHTS ] ;
void getDirectionalLightInfo ( const in DirectionalLight directionalLight , out IncidentLight light ) {
light . color = directionalLight . color ;
light . direction = directionalLight . direction ;
light . visible = true ;
}
# endif
# if NUM _POINT _LIGHTS > 0
struct PointLight {
vec3 position ;
vec3 color ;
float distance ;
float decay ;
} ;
uniform PointLight pointLights [ NUM _POINT _LIGHTS ] ;
void getPointLightInfo ( const in PointLight pointLight , const in vec3 geometryPosition , out IncidentLight light ) {
vec3 lVector = pointLight . position - geometryPosition ;
light . direction = normalize ( lVector ) ;
float lightDistance = length ( lVector ) ;
light . color = pointLight . color ;
light . color *= getDistanceAttenuation ( lightDistance , pointLight . distance , pointLight . decay ) ;
light . visible = ( light . color != vec3 ( 0.0 ) ) ;
}
# endif
# if NUM _SPOT _LIGHTS > 0
struct SpotLight {
vec3 position ;
vec3 direction ;
vec3 color ;
float distance ;
float decay ;
float coneCos ;
float penumbraCos ;
} ;
uniform SpotLight spotLights [ NUM _SPOT _LIGHTS ] ;
void getSpotLightInfo ( const in SpotLight spotLight , const in vec3 geometryPosition , out IncidentLight light ) {
vec3 lVector = spotLight . position - geometryPosition ;
light . direction = normalize ( lVector ) ;
float angleCos = dot ( light . direction , spotLight . direction ) ;
float spotAttenuation = getSpotAttenuation ( spotLight . coneCos , spotLight . penumbraCos , angleCos ) ;
if ( spotAttenuation > 0.0 ) {
float lightDistance = length ( lVector ) ;
light . color = spotLight . color * spotAttenuation ;
light . color *= getDistanceAttenuation ( lightDistance , spotLight . distance , spotLight . decay ) ;
light . visible = ( light . color != vec3 ( 0.0 ) ) ;
} else {
light . color = vec3 ( 0.0 ) ;
light . visible = false ;
}
}
# endif
# if NUM _RECT _AREA _LIGHTS > 0
struct RectAreaLight {
vec3 color ;
vec3 position ;
vec3 halfWidth ;
vec3 halfHeight ;
} ;
uniform sampler2D ltc _1 ; uniform sampler2D ltc _2 ;
uniform RectAreaLight rectAreaLights [ NUM _RECT _AREA _LIGHTS ] ;
# endif
# if NUM _HEMI _LIGHTS > 0
struct HemisphereLight {
vec3 direction ;
vec3 skyColor ;
vec3 groundColor ;
} ;
uniform HemisphereLight hemisphereLights [ NUM _HEMI _LIGHTS ] ;
vec3 getHemisphereLightIrradiance ( const in HemisphereLight hemiLight , const in vec3 normal ) {
float dotNL = dot ( normal , hemiLight . direction ) ;
float hemiDiffuseWeight = 0.5 * dotNL + 0.5 ;
vec3 irradiance = mix ( hemiLight . groundColor , hemiLight . skyColor , hemiDiffuseWeight ) ;
return irradiance ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,ud= ` # ifdef USE _ENVMAP
2026-03-01 21:24:10 -06:00
vec3 getIBLIrradiance ( const in vec3 normal ) {
# ifdef ENVMAP _TYPE _CUBE _UV
vec3 worldNormal = inverseTransformDirection ( normal , viewMatrix ) ;
vec4 envMapColor = textureCubeUV ( envMap , envMapRotation * worldNormal , 1.0 ) ;
return PI * envMapColor . rgb * envMapIntensity ;
# else
return vec3 ( 0.0 ) ;
# endif
}
vec3 getIBLRadiance ( const in vec3 viewDir , const in vec3 normal , const in float roughness ) {
# ifdef ENVMAP _TYPE _CUBE _UV
vec3 reflectVec = reflect ( - viewDir , normal ) ;
reflectVec = normalize ( mix ( reflectVec , normal , roughness * roughness ) ) ;
reflectVec = inverseTransformDirection ( reflectVec , viewMatrix ) ;
vec4 envMapColor = textureCubeUV ( envMap , envMapRotation * reflectVec , roughness ) ;
return envMapColor . rgb * envMapIntensity ;
# else
return vec3 ( 0.0 ) ;
# endif
}
# ifdef USE _ANISOTROPY
vec3 getIBLAnisotropyRadiance ( const in vec3 viewDir , const in vec3 normal , const in float roughness , const in vec3 bitangent , const in float anisotropy ) {
# ifdef ENVMAP _TYPE _CUBE _UV
vec3 bentNormal = cross ( bitangent , viewDir ) ;
bentNormal = normalize ( cross ( bentNormal , bitangent ) ) ;
bentNormal = normalize ( mix ( bentNormal , normal , pow2 ( pow2 ( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) ) ;
return getIBLRadiance ( viewDir , bentNormal , roughness ) ;
# else
return vec3 ( 0.0 ) ;
# endif
}
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,dd= ` ToonMaterial material ;
material . diffuseColor = diffuseColor . rgb ; ` ,fd= ` varying vec3 vViewPosition ;
2026-03-01 21:24:10 -06:00
struct ToonMaterial {
vec3 diffuseColor ;
} ;
void RE _Direct _Toon ( const in IncidentLight directLight , const in vec3 geometryPosition , const in vec3 geometryNormal , const in vec3 geometryViewDir , const in vec3 geometryClearcoatNormal , const in ToonMaterial material , inout ReflectedLight reflectedLight ) {
vec3 irradiance = getGradientIrradiance ( geometryNormal , directLight . direction ) * directLight . color ;
reflectedLight . directDiffuse += irradiance * BRDF _Lambert ( material . diffuseColor ) ;
}
void RE _IndirectDiffuse _Toon ( const in vec3 irradiance , const in vec3 geometryPosition , const in vec3 geometryNormal , const in vec3 geometryViewDir , const in vec3 geometryClearcoatNormal , const in ToonMaterial material , inout ReflectedLight reflectedLight ) {
reflectedLight . indirectDiffuse += irradiance * BRDF _Lambert ( material . diffuseColor ) ;
}
# define RE _Direct RE _Direct _Toon
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# define RE _IndirectDiffuse RE _IndirectDiffuse _Toon ` ,pd= ` BlinnPhongMaterial material ;
2026-03-01 21:24:10 -06:00
material . diffuseColor = diffuseColor . rgb ;
material . specularColor = specular ;
material . specularShininess = shininess ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
material . specularStrength = specularStrength ; ` ,md= ` varying vec3 vViewPosition ;
2026-03-01 21:24:10 -06:00
struct BlinnPhongMaterial {
vec3 diffuseColor ;
vec3 specularColor ;
float specularShininess ;
float specularStrength ;
} ;
void RE _Direct _BlinnPhong ( const in IncidentLight directLight , const in vec3 geometryPosition , const in vec3 geometryNormal , const in vec3 geometryViewDir , const in vec3 geometryClearcoatNormal , const in BlinnPhongMaterial material , inout ReflectedLight reflectedLight ) {
float dotNL = saturate ( dot ( geometryNormal , directLight . direction ) ) ;
vec3 irradiance = dotNL * directLight . color ;
reflectedLight . directDiffuse += irradiance * BRDF _Lambert ( material . diffuseColor ) ;
reflectedLight . directSpecular += irradiance * BRDF _BlinnPhong ( directLight . direction , geometryViewDir , geometryNormal , material . specularColor , material . specularShininess ) * material . specularStrength ;
}
void RE _IndirectDiffuse _BlinnPhong ( const in vec3 irradiance , const in vec3 geometryPosition , const in vec3 geometryNormal , const in vec3 geometryViewDir , const in vec3 geometryClearcoatNormal , const in BlinnPhongMaterial material , inout ReflectedLight reflectedLight ) {
reflectedLight . indirectDiffuse += irradiance * BRDF _Lambert ( material . diffuseColor ) ;
}
# define RE _Direct RE _Direct _BlinnPhong
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# define RE _IndirectDiffuse RE _IndirectDiffuse _BlinnPhong ` ,gd= ` PhysicalMaterial material ;
2026-03-01 21:24:10 -06:00
material . diffuseColor = diffuseColor . rgb * ( 1.0 - metalnessFactor ) ;
vec3 dxy = max ( abs ( dFdx ( nonPerturbedNormal ) ) , abs ( dFdy ( nonPerturbedNormal ) ) ) ;
float geometryRoughness = max ( max ( dxy . x , dxy . y ) , dxy . z ) ;
material . roughness = max ( roughnessFactor , 0.0525 ) ; material . roughness += geometryRoughness ;
material . roughness = min ( material . roughness , 1.0 ) ;
# ifdef IOR
material . ior = ior ;
# ifdef USE _SPECULAR
float specularIntensityFactor = specularIntensity ;
vec3 specularColorFactor = specularColor ;
# ifdef USE _SPECULAR _COLORMAP
specularColorFactor *= texture2D ( specularColorMap , vSpecularColorMapUv ) . rgb ;
# endif
# ifdef USE _SPECULAR _INTENSITYMAP
specularIntensityFactor *= texture2D ( specularIntensityMap , vSpecularIntensityMapUv ) . a ;
# endif
material . specularF90 = mix ( specularIntensityFactor , 1.0 , metalnessFactor ) ;
# else
float specularIntensityFactor = 1.0 ;
vec3 specularColorFactor = vec3 ( 1.0 ) ;
material . specularF90 = 1.0 ;
# endif
material . specularColor = mix ( min ( pow2 ( ( material . ior - 1.0 ) / ( material . ior + 1.0 ) ) * specularColorFactor , vec3 ( 1.0 ) ) * specularIntensityFactor , diffuseColor . rgb , metalnessFactor ) ;
# else
material . specularColor = mix ( vec3 ( 0.04 ) , diffuseColor . rgb , metalnessFactor ) ;
material . specularF90 = 1.0 ;
# endif
# ifdef USE _CLEARCOAT
material . clearcoat = clearcoat ;
material . clearcoatRoughness = clearcoatRoughness ;
material . clearcoatF0 = vec3 ( 0.04 ) ;
material . clearcoatF90 = 1.0 ;
# ifdef USE _CLEARCOATMAP
material . clearcoat *= texture2D ( clearcoatMap , vClearcoatMapUv ) . x ;
# endif
# ifdef USE _CLEARCOAT _ROUGHNESSMAP
material . clearcoatRoughness *= texture2D ( clearcoatRoughnessMap , vClearcoatRoughnessMapUv ) . y ;
# endif
material . clearcoat = saturate ( material . clearcoat ) ; material . clearcoatRoughness = max ( material . clearcoatRoughness , 0.0525 ) ;
material . clearcoatRoughness += geometryRoughness ;
material . clearcoatRoughness = min ( material . clearcoatRoughness , 1.0 ) ;
# endif
# ifdef USE _DISPERSION
material . dispersion = dispersion ;
# endif
# ifdef USE _IRIDESCENCE
material . iridescence = iridescence ;
material . iridescenceIOR = iridescenceIOR ;
# ifdef USE _IRIDESCENCEMAP
material . iridescence *= texture2D ( iridescenceMap , vIridescenceMapUv ) . r ;
# endif
# ifdef USE _IRIDESCENCE _THICKNESSMAP
material . iridescenceThickness = ( iridescenceThicknessMaximum - iridescenceThicknessMinimum ) * texture2D ( iridescenceThicknessMap , vIridescenceThicknessMapUv ) . g + iridescenceThicknessMinimum ;
# else
material . iridescenceThickness = iridescenceThicknessMaximum ;
# endif
# endif
# ifdef USE _SHEEN
material . sheenColor = sheenColor ;
# ifdef USE _SHEEN _COLORMAP
material . sheenColor *= texture2D ( sheenColorMap , vSheenColorMapUv ) . rgb ;
# endif
material . sheenRoughness = clamp ( sheenRoughness , 0.07 , 1.0 ) ;
# ifdef USE _SHEEN _ROUGHNESSMAP
material . sheenRoughness *= texture2D ( sheenRoughnessMap , vSheenRoughnessMapUv ) . a ;
# endif
# endif
# ifdef USE _ANISOTROPY
# ifdef USE _ANISOTROPYMAP
mat2 anisotropyMat = mat2 ( anisotropyVector . x , anisotropyVector . y , - anisotropyVector . y , anisotropyVector . x ) ;
vec3 anisotropyPolar = texture2D ( anisotropyMap , vAnisotropyMapUv ) . rgb ;
vec2 anisotropyV = anisotropyMat * normalize ( 2.0 * anisotropyPolar . rg - vec2 ( 1.0 ) ) * anisotropyPolar . b ;
# else
vec2 anisotropyV = anisotropyVector ;
# endif
material . anisotropy = length ( anisotropyV ) ;
if ( material . anisotropy == 0.0 ) {
anisotropyV = vec2 ( 1.0 , 0.0 ) ;
} else {
anisotropyV /= material . anisotropy ;
material . anisotropy = saturate ( material . anisotropy ) ;
}
material . alphaT = mix ( pow2 ( material . roughness ) , 1.0 , pow2 ( material . anisotropy ) ) ;
material . anisotropyT = tbn [ 0 ] * anisotropyV . x + tbn [ 1 ] * anisotropyV . y ;
material . anisotropyB = tbn [ 1 ] * anisotropyV . x - tbn [ 0 ] * anisotropyV . y ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,_d= ` struct PhysicalMaterial {
2026-03-01 21:24:10 -06:00
vec3 diffuseColor ;
float roughness ;
vec3 specularColor ;
float specularF90 ;
float dispersion ;
# ifdef USE _CLEARCOAT
float clearcoat ;
float clearcoatRoughness ;
vec3 clearcoatF0 ;
float clearcoatF90 ;
# endif
# ifdef USE _IRIDESCENCE
float iridescence ;
float iridescenceIOR ;
float iridescenceThickness ;
vec3 iridescenceFresnel ;
vec3 iridescenceF0 ;
# endif
# ifdef USE _SHEEN
vec3 sheenColor ;
float sheenRoughness ;
# endif
# ifdef IOR
float ior ;
# endif
# ifdef USE _TRANSMISSION
float transmission ;
float transmissionAlpha ;
float thickness ;
float attenuationDistance ;
vec3 attenuationColor ;
# endif
# ifdef USE _ANISOTROPY
float anisotropy ;
float alphaT ;
vec3 anisotropyT ;
vec3 anisotropyB ;
# endif
} ;
vec3 clearcoatSpecularDirect = vec3 ( 0.0 ) ;
vec3 clearcoatSpecularIndirect = vec3 ( 0.0 ) ;
vec3 sheenSpecularDirect = vec3 ( 0.0 ) ;
vec3 sheenSpecularIndirect = vec3 ( 0.0 ) ;
vec3 Schlick _to _F0 ( const in vec3 f , const in float f90 , const in float dotVH ) {
float x = clamp ( 1.0 - dotVH , 0.0 , 1.0 ) ;
float x2 = x * x ;
float x5 = clamp ( x * x2 * x2 , 0.0 , 0.9999 ) ;
return ( f - vec3 ( f90 ) * x5 ) / ( 1.0 - x5 ) ;
}
float V _GGX _SmithCorrelated ( const in float alpha , const in float dotNL , const in float dotNV ) {
float a2 = pow2 ( alpha ) ;
float gv = dotNL * sqrt ( a2 + ( 1.0 - a2 ) * pow2 ( dotNV ) ) ;
float gl = dotNV * sqrt ( a2 + ( 1.0 - a2 ) * pow2 ( dotNL ) ) ;
return 0.5 / max ( gv + gl , EPSILON ) ;
}
float D _GGX ( const in float alpha , const in float dotNH ) {
float a2 = pow2 ( alpha ) ;
float denom = pow2 ( dotNH ) * ( a2 - 1.0 ) + 1.0 ;
return RECIPROCAL _PI * a2 / pow2 ( denom ) ;
}
# ifdef USE _ANISOTROPY
float V _GGX _SmithCorrelated _Anisotropic ( const in float alphaT , const in float alphaB , const in float dotTV , const in float dotBV , const in float dotTL , const in float dotBL , const in float dotNV , const in float dotNL ) {
float gv = dotNL * length ( vec3 ( alphaT * dotTV , alphaB * dotBV , dotNV ) ) ;
float gl = dotNV * length ( vec3 ( alphaT * dotTL , alphaB * dotBL , dotNL ) ) ;
float v = 0.5 / ( gv + gl ) ;
return saturate ( v ) ;
}
float D _GGX _Anisotropic ( const in float alphaT , const in float alphaB , const in float dotNH , const in float dotTH , const in float dotBH ) {
float a2 = alphaT * alphaB ;
highp vec3 v = vec3 ( alphaB * dotTH , alphaT * dotBH , a2 * dotNH ) ;
highp float v2 = dot ( v , v ) ;
float w2 = a2 / v2 ;
return RECIPROCAL _PI * a2 * pow2 ( w2 ) ;
}
# endif
# ifdef USE _CLEARCOAT
vec3 BRDF _GGX _Clearcoat ( const in vec3 lightDir , const in vec3 viewDir , const in vec3 normal , const in PhysicalMaterial material ) {
vec3 f0 = material . clearcoatF0 ;
float f90 = material . clearcoatF90 ;
float roughness = material . clearcoatRoughness ;
float alpha = pow2 ( roughness ) ;
vec3 halfDir = normalize ( lightDir + viewDir ) ;
float dotNL = saturate ( dot ( normal , lightDir ) ) ;
float dotNV = saturate ( dot ( normal , viewDir ) ) ;
float dotNH = saturate ( dot ( normal , halfDir ) ) ;
float dotVH = saturate ( dot ( viewDir , halfDir ) ) ;
vec3 F = F _Schlick ( f0 , f90 , dotVH ) ;
float V = V _GGX _SmithCorrelated ( alpha , dotNL , dotNV ) ;
float D = D _GGX ( alpha , dotNH ) ;
return F * ( V * D ) ;
}
# endif
vec3 BRDF _GGX ( const in vec3 lightDir , const in vec3 viewDir , const in vec3 normal , const in PhysicalMaterial material ) {
vec3 f0 = material . specularColor ;
float f90 = material . specularF90 ;
float roughness = material . roughness ;
float alpha = pow2 ( roughness ) ;
vec3 halfDir = normalize ( lightDir + viewDir ) ;
float dotNL = saturate ( dot ( normal , lightDir ) ) ;
float dotNV = saturate ( dot ( normal , viewDir ) ) ;
float dotNH = saturate ( dot ( normal , halfDir ) ) ;
float dotVH = saturate ( dot ( viewDir , halfDir ) ) ;
vec3 F = F _Schlick ( f0 , f90 , dotVH ) ;
# ifdef USE _IRIDESCENCE
F = mix ( F , material . iridescenceFresnel , material . iridescence ) ;
# endif
# ifdef USE _ANISOTROPY
float dotTL = dot ( material . anisotropyT , lightDir ) ;
float dotTV = dot ( material . anisotropyT , viewDir ) ;
float dotTH = dot ( material . anisotropyT , halfDir ) ;
float dotBL = dot ( material . anisotropyB , lightDir ) ;
float dotBV = dot ( material . anisotropyB , viewDir ) ;
float dotBH = dot ( material . anisotropyB , halfDir ) ;
float V = V _GGX _SmithCorrelated _Anisotropic ( material . alphaT , alpha , dotTV , dotBV , dotTL , dotBL , dotNV , dotNL ) ;
float D = D _GGX _Anisotropic ( material . alphaT , alpha , dotNH , dotTH , dotBH ) ;
# else
float V = V _GGX _SmithCorrelated ( alpha , dotNL , dotNV ) ;
float D = D _GGX ( alpha , dotNH ) ;
# endif
return F * ( V * D ) ;
}
vec2 LTC _Uv ( const in vec3 N , const in vec3 V , const in float roughness ) {
const float LUT _SIZE = 64.0 ;
const float LUT _SCALE = ( LUT _SIZE - 1.0 ) / LUT _SIZE ;
const float LUT _BIAS = 0.5 / LUT _SIZE ;
float dotNV = saturate ( dot ( N , V ) ) ;
vec2 uv = vec2 ( roughness , sqrt ( 1.0 - dotNV ) ) ;
uv = uv * LUT _SCALE + LUT _BIAS ;
return uv ;
}
float LTC _ClippedSphereFormFactor ( const in vec3 f ) {
float l = length ( f ) ;
return max ( ( l * l + f . z ) / ( l + 1.0 ) , 0.0 ) ;
}
vec3 LTC _EdgeVectorFormFactor ( const in vec3 v1 , const in vec3 v2 ) {
float x = dot ( v1 , v2 ) ;
float y = abs ( x ) ;
float a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y ;
float b = 3.4175940 + ( 4.1616724 + y ) * y ;
float v = a / b ;
float theta _sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt ( max ( 1.0 - x * x , 1e-7 ) ) - v ;
return cross ( v1 , v2 ) * theta _sintheta ;
}
vec3 LTC _Evaluate ( const in vec3 N , const in vec3 V , const in vec3 P , const in mat3 mInv , const in vec3 rectCoords [ 4 ] ) {
vec3 v1 = rectCoords [ 1 ] - rectCoords [ 0 ] ;
vec3 v2 = rectCoords [ 3 ] - rectCoords [ 0 ] ;
vec3 lightNormal = cross ( v1 , v2 ) ;
if ( dot ( lightNormal , P - rectCoords [ 0 ] ) < 0.0 ) return vec3 ( 0.0 ) ;
vec3 T1 , T2 ;
T1 = normalize ( V - N * dot ( V , N ) ) ;
T2 = - cross ( N , T1 ) ;
mat3 mat = mInv * transposeMat3 ( mat3 ( T1 , T2 , N ) ) ;
vec3 coords [ 4 ] ;
coords [ 0 ] = mat * ( rectCoords [ 0 ] - P ) ;
coords [ 1 ] = mat * ( rectCoords [ 1 ] - P ) ;
coords [ 2 ] = mat * ( rectCoords [ 2 ] - P ) ;
coords [ 3 ] = mat * ( rectCoords [ 3 ] - P ) ;
coords [ 0 ] = normalize ( coords [ 0 ] ) ;
coords [ 1 ] = normalize ( coords [ 1 ] ) ;
coords [ 2 ] = normalize ( coords [ 2 ] ) ;
coords [ 3 ] = normalize ( coords [ 3 ] ) ;
vec3 vectorFormFactor = vec3 ( 0.0 ) ;
vectorFormFactor += LTC _EdgeVectorFormFactor ( coords [ 0 ] , coords [ 1 ] ) ;
vectorFormFactor += LTC _EdgeVectorFormFactor ( coords [ 1 ] , coords [ 2 ] ) ;
vectorFormFactor += LTC _EdgeVectorFormFactor ( coords [ 2 ] , coords [ 3 ] ) ;
vectorFormFactor += LTC _EdgeVectorFormFactor ( coords [ 3 ] , coords [ 0 ] ) ;
float result = LTC _ClippedSphereFormFactor ( vectorFormFactor ) ;
return vec3 ( result ) ;
}
# if defined ( USE _SHEEN )
float D _Charlie ( float roughness , float dotNH ) {
float alpha = pow2 ( roughness ) ;
float invAlpha = 1.0 / alpha ;
float cos2h = dotNH * dotNH ;
float sin2h = max ( 1.0 - cos2h , 0.0078125 ) ;
return ( 2.0 + invAlpha ) * pow ( sin2h , invAlpha * 0.5 ) / ( 2.0 * PI ) ;
}
float V _Neubelt ( float dotNV , float dotNL ) {
return saturate ( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) ) ;
}
vec3 BRDF _Sheen ( const in vec3 lightDir , const in vec3 viewDir , const in vec3 normal , vec3 sheenColor , const in float sheenRoughness ) {
vec3 halfDir = normalize ( lightDir + viewDir ) ;
float dotNL = saturate ( dot ( normal , lightDir ) ) ;
float dotNV = saturate ( dot ( normal , viewDir ) ) ;
float dotNH = saturate ( dot ( normal , halfDir ) ) ;
float D = D _Charlie ( sheenRoughness , dotNH ) ;
float V = V _Neubelt ( dotNV , dotNL ) ;
return sheenColor * ( D * V ) ;
}
# endif
float IBLSheenBRDF ( const in vec3 normal , const in vec3 viewDir , const in float roughness ) {
float dotNV = saturate ( dot ( normal , viewDir ) ) ;
float r2 = roughness * roughness ;
float a = roughness < 0.25 ? - 339.2 * r2 + 161.4 * roughness - 25.9 : - 8.48 * r2 + 14.3 * roughness - 9.95 ;
float b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72 ;
float DG = exp ( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) ) ;
return saturate ( DG * RECIPROCAL _PI ) ;
}
vec2 DFGApprox ( const in vec3 normal , const in vec3 viewDir , const in float roughness ) {
float dotNV = saturate ( dot ( normal , viewDir ) ) ;
const vec4 c0 = vec4 ( - 1 , - 0.0275 , - 0.572 , 0.022 ) ;
const vec4 c1 = vec4 ( 1 , 0.0425 , 1.04 , - 0.04 ) ;
vec4 r = roughness * c0 + c1 ;
float a004 = min ( r . x * r . x , exp2 ( - 9.28 * dotNV ) ) * r . x + r . y ;
vec2 fab = vec2 ( - 1.04 , 1.04 ) * a004 + r . zw ;
return fab ;
}
vec3 EnvironmentBRDF ( const in vec3 normal , const in vec3 viewDir , const in vec3 specularColor , const in float specularF90 , const in float roughness ) {
vec2 fab = DFGApprox ( normal , viewDir , roughness ) ;
return specularColor * fab . x + specularF90 * fab . y ;
}
# ifdef USE _IRIDESCENCE
void computeMultiscatteringIridescence ( const in vec3 normal , const in vec3 viewDir , const in vec3 specularColor , const in float specularF90 , const in float iridescence , const in vec3 iridescenceF0 , const in float roughness , inout vec3 singleScatter , inout vec3 multiScatter ) {
# else
void computeMultiscattering ( const in vec3 normal , const in vec3 viewDir , const in vec3 specularColor , const in float specularF90 , const in float roughness , inout vec3 singleScatter , inout vec3 multiScatter ) {
# endif
vec2 fab = DFGApprox ( normal , viewDir , roughness ) ;
# ifdef USE _IRIDESCENCE
vec3 Fr = mix ( specularColor , iridescenceF0 , iridescence ) ;
# else
vec3 Fr = specularColor ;
# endif
vec3 FssEss = Fr * fab . x + specularF90 * fab . y ;
float Ess = fab . x + fab . y ;
float Ems = 1.0 - Ess ;
vec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619 ; vec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg ) ;
singleScatter += FssEss ;
multiScatter += Fms * Ems ;
}
# if NUM _RECT _AREA _LIGHTS > 0
void RE _Direct _RectArea _Physical ( const in RectAreaLight rectAreaLight , const in vec3 geometryPosition , const in vec3 geometryNormal , const in vec3 geometryViewDir , const in vec3 geometryClearcoatNormal , const in PhysicalMaterial material , inout ReflectedLight reflectedLight ) {
vec3 normal = geometryNormal ;
vec3 viewDir = geometryViewDir ;
vec3 position = geometryPosition ;
vec3 lightPos = rectAreaLight . position ;
vec3 halfWidth = rectAreaLight . halfWidth ;
vec3 halfHeight = rectAreaLight . halfHeight ;
vec3 lightColor = rectAreaLight . color ;
float roughness = material . roughness ;
vec3 rectCoords [ 4 ] ;
rectCoords [ 0 ] = lightPos + halfWidth - halfHeight ; rectCoords [ 1 ] = lightPos - halfWidth - halfHeight ;
rectCoords [ 2 ] = lightPos - halfWidth + halfHeight ;
rectCoords [ 3 ] = lightPos + halfWidth + halfHeight ;
vec2 uv = LTC _Uv ( normal , viewDir , roughness ) ;
vec4 t1 = texture2D ( ltc _1 , uv ) ;
vec4 t2 = texture2D ( ltc _2 , uv ) ;
mat3 mInv = mat3 (
vec3 ( t1 . x , 0 , t1 . y ) ,
vec3 ( 0 , 1 , 0 ) ,
vec3 ( t1 . z , 0 , t1 . w )
) ;
vec3 fresnel = ( material . specularColor * t2 . x + ( vec3 ( 1.0 ) - material . specularColor ) * t2 . y ) ;
reflectedLight . directSpecular += lightColor * fresnel * LTC _Evaluate ( normal , viewDir , position , mInv , rectCoords ) ;
reflectedLight . directDiffuse += lightColor * material . diffuseColor * LTC _Evaluate ( normal , viewDir , position , mat3 ( 1.0 ) , rectCoords ) ;
}
# endif
void RE _Direct _Physical ( const in IncidentLight directLight , const in vec3 geometryPosition , const in vec3 geometryNormal , const in vec3 geometryViewDir , const in vec3 geometryClearcoatNormal , const in PhysicalMaterial material , inout ReflectedLight reflectedLight ) {
float dotNL = saturate ( dot ( geometryNormal , directLight . direction ) ) ;
vec3 irradiance = dotNL * directLight . color ;
# ifdef USE _CLEARCOAT
float dotNLcc = saturate ( dot ( geometryClearcoatNormal , directLight . direction ) ) ;
vec3 ccIrradiance = dotNLcc * directLight . color ;
clearcoatSpecularDirect += ccIrradiance * BRDF _GGX _Clearcoat ( directLight . direction , geometryViewDir , geometryClearcoatNormal , material ) ;
# endif
# ifdef USE _SHEEN
sheenSpecularDirect += irradiance * BRDF _Sheen ( directLight . direction , geometryViewDir , geometryNormal , material . sheenColor , material . sheenRoughness ) ;
# endif
reflectedLight . directSpecular += irradiance * BRDF _GGX ( directLight . direction , geometryViewDir , geometryNormal , material ) ;
reflectedLight . directDiffuse += irradiance * BRDF _Lambert ( material . diffuseColor ) ;
}
void RE _IndirectDiffuse _Physical ( const in vec3 irradiance , const in vec3 geometryPosition , const in vec3 geometryNormal , const in vec3 geometryViewDir , const in vec3 geometryClearcoatNormal , const in PhysicalMaterial material , inout ReflectedLight reflectedLight ) {
reflectedLight . indirectDiffuse += irradiance * BRDF _Lambert ( material . diffuseColor ) ;
}
void RE _IndirectSpecular _Physical ( const in vec3 radiance , const in vec3 irradiance , const in vec3 clearcoatRadiance , const in vec3 geometryPosition , const in vec3 geometryNormal , const in vec3 geometryViewDir , const in vec3 geometryClearcoatNormal , const in PhysicalMaterial material , inout ReflectedLight reflectedLight ) {
# ifdef USE _CLEARCOAT
clearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF ( geometryClearcoatNormal , geometryViewDir , material . clearcoatF0 , material . clearcoatF90 , material . clearcoatRoughness ) ;
# endif
# ifdef USE _SHEEN
sheenSpecularIndirect += irradiance * material . sheenColor * IBLSheenBRDF ( geometryNormal , geometryViewDir , material . sheenRoughness ) ;
# endif
vec3 singleScattering = vec3 ( 0.0 ) ;
vec3 multiScattering = vec3 ( 0.0 ) ;
vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL _PI ;
# ifdef USE _IRIDESCENCE
computeMultiscatteringIridescence ( geometryNormal , geometryViewDir , material . specularColor , material . specularF90 , material . iridescence , material . iridescenceFresnel , material . roughness , singleScattering , multiScattering ) ;
# else
computeMultiscattering ( geometryNormal , geometryViewDir , material . specularColor , material . specularF90 , material . roughness , singleScattering , multiScattering ) ;
# endif
vec3 totalScattering = singleScattering + multiScattering ;
vec3 diffuse = material . diffuseColor * ( 1.0 - max ( max ( totalScattering . r , totalScattering . g ) , totalScattering . b ) ) ;
reflectedLight . indirectSpecular += radiance * singleScattering ;
reflectedLight . indirectSpecular += multiScattering * cosineWeightedIrradiance ;
reflectedLight . indirectDiffuse += diffuse * cosineWeightedIrradiance ;
}
# define RE _Direct RE _Direct _Physical
# define RE _Direct _RectArea RE _Direct _RectArea _Physical
# define RE _IndirectDiffuse RE _IndirectDiffuse _Physical
# define RE _IndirectSpecular RE _IndirectSpecular _Physical
float computeSpecularOcclusion ( const in float dotNV , const in float ambientOcclusion , const in float roughness ) {
return saturate ( pow ( dotNV + ambientOcclusion , exp2 ( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,vd= `
2026-03-01 21:24:10 -06:00
vec3 geometryPosition = - vViewPosition ;
vec3 geometryNormal = normal ;
vec3 geometryViewDir = ( isOrthographic ) ? vec3 ( 0 , 0 , 1 ) : normalize ( vViewPosition ) ;
vec3 geometryClearcoatNormal = vec3 ( 0.0 ) ;
# ifdef USE _CLEARCOAT
geometryClearcoatNormal = clearcoatNormal ;
# endif
# ifdef USE _IRIDESCENCE
float dotNVi = saturate ( dot ( normal , geometryViewDir ) ) ;
if ( material . iridescenceThickness == 0.0 ) {
material . iridescence = 0.0 ;
} else {
material . iridescence = saturate ( material . iridescence ) ;
}
if ( material . iridescence > 0.0 ) {
material . iridescenceFresnel = evalIridescence ( 1.0 , material . iridescenceIOR , dotNVi , material . iridescenceThickness , material . specularColor ) ;
material . iridescenceF0 = Schlick _to _F0 ( material . iridescenceFresnel , 1.0 , dotNVi ) ;
}
# endif
IncidentLight directLight ;
# if ( NUM _POINT _LIGHTS > 0 ) && defined ( RE _Direct )
PointLight pointLight ;
# if defined ( USE _SHADOWMAP ) && NUM _POINT _LIGHT _SHADOWS > 0
PointLightShadow pointLightShadow ;
# endif
# pragma unroll _loop _start
for ( int i = 0 ; i < NUM _POINT _LIGHTS ; i ++ ) {
pointLight = pointLights [ i ] ;
getPointLightInfo ( pointLight , geometryPosition , directLight ) ;
# if defined ( USE _SHADOWMAP ) && ( UNROLLED _LOOP _INDEX < NUM _POINT _LIGHT _SHADOWS )
pointLightShadow = pointLightShadows [ i ] ;
directLight . color *= ( directLight . visible && receiveShadow ) ? getPointShadow ( pointShadowMap [ i ] , pointLightShadow . shadowMapSize , pointLightShadow . shadowIntensity , pointLightShadow . shadowBias , pointLightShadow . shadowRadius , vPointShadowCoord [ i ] , pointLightShadow . shadowCameraNear , pointLightShadow . shadowCameraFar ) : 1.0 ;
# endif
RE _Direct ( directLight , geometryPosition , geometryNormal , geometryViewDir , geometryClearcoatNormal , material , reflectedLight ) ;
}
# pragma unroll _loop _end
# endif
# if ( NUM _SPOT _LIGHTS > 0 ) && defined ( RE _Direct )
SpotLight spotLight ;
vec4 spotColor ;
vec3 spotLightCoord ;
bool inSpotLightMap ;
# if defined ( USE _SHADOWMAP ) && NUM _SPOT _LIGHT _SHADOWS > 0
SpotLightShadow spotLightShadow ;
# endif
# pragma unroll _loop _start
for ( int i = 0 ; i < NUM _SPOT _LIGHTS ; i ++ ) {
spotLight = spotLights [ i ] ;
getSpotLightInfo ( spotLight , geometryPosition , directLight ) ;
# if ( UNROLLED _LOOP _INDEX < NUM _SPOT _LIGHT _SHADOWS _WITH _MAPS )
# define SPOT _LIGHT _MAP _INDEX UNROLLED _LOOP _INDEX
# elif ( UNROLLED _LOOP _INDEX < NUM _SPOT _LIGHT _SHADOWS )
# define SPOT _LIGHT _MAP _INDEX NUM _SPOT _LIGHT _MAPS
# else
# define SPOT _LIGHT _MAP _INDEX ( UNROLLED _LOOP _INDEX - NUM _SPOT _LIGHT _SHADOWS + NUM _SPOT _LIGHT _SHADOWS _WITH _MAPS )
# endif
# if ( SPOT _LIGHT _MAP _INDEX < NUM _SPOT _LIGHT _MAPS )
spotLightCoord = vSpotLightCoord [ i ] . xyz / vSpotLightCoord [ i ] . w ;
inSpotLightMap = all ( lessThan ( abs ( spotLightCoord * 2. - 1. ) , vec3 ( 1.0 ) ) ) ;
spotColor = texture2D ( spotLightMap [ SPOT _LIGHT _MAP _INDEX ] , spotLightCoord . xy ) ;
directLight . color = inSpotLightMap ? directLight . color * spotColor . rgb : directLight . color ;
# endif
# undef SPOT _LIGHT _MAP _INDEX
# if defined ( USE _SHADOWMAP ) && ( UNROLLED _LOOP _INDEX < NUM _SPOT _LIGHT _SHADOWS )
spotLightShadow = spotLightShadows [ i ] ;
directLight . color *= ( directLight . visible && receiveShadow ) ? getShadow ( spotShadowMap [ i ] , spotLightShadow . shadowMapSize , spotLightShadow . shadowIntensity , spotLightShadow . shadowBias , spotLightShadow . shadowRadius , vSpotLightCoord [ i ] ) : 1.0 ;
# endif
RE _Direct ( directLight , geometryPosition , geometryNormal , geometryViewDir , geometryClearcoatNormal , material , reflectedLight ) ;
}
# pragma unroll _loop _end
# endif
# if ( NUM _DIR _LIGHTS > 0 ) && defined ( RE _Direct )
DirectionalLight directionalLight ;
# if defined ( USE _SHADOWMAP ) && NUM _DIR _LIGHT _SHADOWS > 0
DirectionalLightShadow directionalLightShadow ;
# endif
# pragma unroll _loop _start
for ( int i = 0 ; i < NUM _DIR _LIGHTS ; i ++ ) {
directionalLight = directionalLights [ i ] ;
getDirectionalLightInfo ( directionalLight , directLight ) ;
# if defined ( USE _SHADOWMAP ) && ( UNROLLED _LOOP _INDEX < NUM _DIR _LIGHT _SHADOWS )
directionalLightShadow = directionalLightShadows [ i ] ;
directLight . color *= ( directLight . visible && receiveShadow ) ? getShadow ( directionalShadowMap [ i ] , directionalLightShadow . shadowMapSize , directionalLightShadow . shadowIntensity , directionalLightShadow . shadowBias , directionalLightShadow . shadowRadius , vDirectionalShadowCoord [ i ] ) : 1.0 ;
# endif
RE _Direct ( directLight , geometryPosition , geometryNormal , geometryViewDir , geometryClearcoatNormal , material , reflectedLight ) ;
}
# pragma unroll _loop _end
# endif
# if ( NUM _RECT _AREA _LIGHTS > 0 ) && defined ( RE _Direct _RectArea )
RectAreaLight rectAreaLight ;
# pragma unroll _loop _start
for ( int i = 0 ; i < NUM _RECT _AREA _LIGHTS ; i ++ ) {
rectAreaLight = rectAreaLights [ i ] ;
RE _Direct _RectArea ( rectAreaLight , geometryPosition , geometryNormal , geometryViewDir , geometryClearcoatNormal , material , reflectedLight ) ;
}
# pragma unroll _loop _end
# endif
# if defined ( RE _IndirectDiffuse )
vec3 iblIrradiance = vec3 ( 0.0 ) ;
vec3 irradiance = getAmbientLightIrradiance ( ambientLightColor ) ;
# if defined ( USE _LIGHT _PROBES )
irradiance += getLightProbeIrradiance ( lightProbe , geometryNormal ) ;
# endif
# if ( NUM _HEMI _LIGHTS > 0 )
# pragma unroll _loop _start
for ( int i = 0 ; i < NUM _HEMI _LIGHTS ; i ++ ) {
irradiance += getHemisphereLightIrradiance ( hemisphereLights [ i ] , geometryNormal ) ;
}
# pragma unroll _loop _end
# endif
# endif
# if defined ( RE _IndirectSpecular )
vec3 radiance = vec3 ( 0.0 ) ;
vec3 clearcoatRadiance = vec3 ( 0.0 ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,xd= ` # if defined ( RE _IndirectDiffuse )
2026-03-01 21:24:10 -06:00
# ifdef USE _LIGHTMAP
vec4 lightMapTexel = texture2D ( lightMap , vLightMapUv ) ;
vec3 lightMapIrradiance = lightMapTexel . rgb * lightMapIntensity ;
irradiance += lightMapIrradiance ;
# endif
# if defined ( USE _ENVMAP ) && defined ( STANDARD ) && defined ( ENVMAP _TYPE _CUBE _UV )
iblIrradiance += getIBLIrradiance ( geometryNormal ) ;
# endif
# endif
# if defined ( USE _ENVMAP ) && defined ( RE _IndirectSpecular )
# ifdef USE _ANISOTROPY
radiance += getIBLAnisotropyRadiance ( geometryViewDir , geometryNormal , material . roughness , material . anisotropyB , material . anisotropy ) ;
# else
radiance += getIBLRadiance ( geometryViewDir , geometryNormal , material . roughness ) ;
# endif
# ifdef USE _CLEARCOAT
clearcoatRadiance += getIBLRadiance ( geometryViewDir , geometryClearcoatNormal , material . clearcoatRoughness ) ;
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Md= ` # if defined ( RE _IndirectDiffuse )
2026-03-01 21:24:10 -06:00
RE _IndirectDiffuse ( irradiance , geometryPosition , geometryNormal , geometryViewDir , geometryClearcoatNormal , material , reflectedLight ) ;
# endif
# if defined ( RE _IndirectSpecular )
RE _IndirectSpecular ( radiance , iblIrradiance , clearcoatRadiance , geometryPosition , geometryNormal , geometryViewDir , geometryClearcoatNormal , material , reflectedLight ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Sd= ` # if defined ( USE _LOGDEPTHBUF )
feat(v2.0.5): Intentional Amnesia — active forgetting via top-down inhibitory control
First AI memory system to model forgetting as a neuroscience-grounded
PROCESS rather than passive decay. Adds the `suppress` MCP tool (#24),
Rac1 cascade worker, migration V10, and dashboard forgetting indicators.
Based on:
- Anderson, Hanslmayr & Quaegebeur (2025), Nat Rev Neurosci — right
lateral PFC as the domain-general inhibitory controller; SIF
compounds with each stopping attempt.
- Cervantes-Sandoval et al. (2020), Front Cell Neurosci PMC7477079 —
Rac1 GTPase as the active synaptic destabilization mechanism.
What's new:
* `suppress` MCP tool — each call compounds `suppression_count` and
subtracts a `0.15 × count` penalty (saturating at 80%) from
retrieval scores during hybrid search. Distinct from delete
(removes) and demote (one-shot).
* Rac1 cascade worker — background sweep piggybacks the 6h
consolidation loop, walks `memory_connections` edges from
recently-suppressed seeds, applies attenuated FSRS decay to
co-activated neighbors. You don't just forget Jake — you fade
the café, the roommate, the birthday.
* 24h labile window — reversible via `suppress({id, reverse: true})`
within 24 hours. Matches Nader reconsolidation semantics.
* Migration V10 — additive-only (`suppression_count`, `suppressed_at`
+ partial indices). All v2.0.x DBs upgrade seamlessly on first launch.
* Dashboard: `ForgettingIndicator.svelte` pulses when suppressions
are active. 3D graph nodes dim to 20% opacity when suppressed.
New WebSocket events: `MemorySuppressed`, `MemoryUnsuppressed`,
`Rac1CascadeSwept`. Heartbeat carries `suppressed_count`.
* Search pipeline: SIF penalty inserted into the accessibility stage
so it stacks on top of passive FSRS decay.
* Tool count bumped 23 → 24. Cognitive modules 29 → 30.
Memories persist — they are INHIBITED, not erased. `memory.get(id)`
returns full content through any number of suppressions. The 24h
labile window is a grace period for regret.
Also fixes issue #31 (dashboard graph view buggy) as a companion UI
bug discovered during the v2.0.5 audit cycle:
* Root cause: node glow `SpriteMaterial` had no `map`, so
`THREE.Sprite` rendered as a solid-coloured 1×1 plane. Additive
blending + `UnrealBloomPass(0.8, 0.4, 0.85)` amplified the square
edges into hard-edged glowing cubes.
* Fix: shared 128×128 radial-gradient `CanvasTexture` singleton used
as the sprite map. Retuned bloom to `(0.55, 0.6, 0.2)`. Halved fog
density (0.008 → 0.0035). Edges bumped from dark navy `0x4a4a7a`
to brand violet `0x8b5cf6` with higher opacity. Added explicit
`scene.background` and a 2000-point starfield for depth.
* 21 regression tests added in `ui-fixes.test.ts` locking every
invariant in (shared texture singleton, depthWrite:false, scale
×6, bloom magic numbers via source regex, starfield presence).
Tests: 1,284 Rust (+47) + 171 Vitest (+21) = 1,455 total, 0 failed
Clippy: clean across all targets, zero warnings
Release binary: 22.6MB, `cargo build --release -p vestige-mcp` green
Versions: workspace aligned at 2.0.5 across all 6 crates/packages
Closes #31
2026-04-14 17:30:30 -05:00
gl _FragDepth = vIsPerspective == 0.0 ? gl _FragCoord . z : log2 ( vFragDepth ) * logDepthBufFC * 0.5 ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,yd= ` # if defined ( USE _LOGDEPTHBUF )
2026-03-01 21:24:10 -06:00
uniform float logDepthBufFC ;
varying float vFragDepth ;
varying float vIsPerspective ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Ed= ` # ifdef USE _LOGDEPTHBUF
2026-03-01 21:24:10 -06:00
varying float vFragDepth ;
varying float vIsPerspective ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,bd= ` # ifdef USE _LOGDEPTHBUF
2026-03-01 21:24:10 -06:00
vFragDepth = 1.0 + gl _Position . w ;
vIsPerspective = float ( isPerspectiveMatrix ( projectionMatrix ) ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Td= ` # ifdef USE _MAP
2026-03-01 21:24:10 -06:00
vec4 sampledDiffuseColor = texture2D ( map , vMapUv ) ;
# ifdef DECODE _VIDEO _TEXTURE
sampledDiffuseColor = sRGBTransferEOTF ( sampledDiffuseColor ) ;
# endif
diffuseColor *= sampledDiffuseColor ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,wd= ` # ifdef USE _MAP
2026-03-01 21:24:10 -06:00
uniform sampler2D map ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Ad= ` # if defined ( USE _MAP ) || defined ( USE _ALPHAMAP )
2026-03-01 21:24:10 -06:00
# if defined ( USE _POINTS _UV )
vec2 uv = vUv ;
# else
vec2 uv = ( uvTransform * vec3 ( gl _PointCoord . x , 1.0 - gl _PointCoord . y , 1 ) ) . xy ;
# endif
# endif
# ifdef USE _MAP
diffuseColor *= texture2D ( map , uv ) ;
# endif
# ifdef USE _ALPHAMAP
diffuseColor . a *= texture2D ( alphaMap , uv ) . g ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Rd= ` # if defined ( USE _POINTS _UV )
2026-03-01 21:24:10 -06:00
varying vec2 vUv ;
# else
# if defined ( USE _MAP ) || defined ( USE _ALPHAMAP )
uniform mat3 uvTransform ;
# endif
# endif
# ifdef USE _MAP
uniform sampler2D map ;
# endif
# ifdef USE _ALPHAMAP
uniform sampler2D alphaMap ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Cd= ` float metalnessFactor = metalness ;
2026-03-01 21:24:10 -06:00
# ifdef USE _METALNESSMAP
vec4 texelMetalness = texture2D ( metalnessMap , vMetalnessMapUv ) ;
metalnessFactor *= texelMetalness . b ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Pd= ` # ifdef USE _METALNESSMAP
2026-03-01 21:24:10 -06:00
uniform sampler2D metalnessMap ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Dd= ` # ifdef USE _INSTANCING _MORPH
2026-03-01 21:24:10 -06:00
float morphTargetInfluences [ MORPHTARGETS _COUNT ] ;
float morphTargetBaseInfluence = texelFetch ( morphTexture , ivec2 ( 0 , gl _InstanceID ) , 0 ) . r ;
for ( int i = 0 ; i < MORPHTARGETS _COUNT ; i ++ ) {
morphTargetInfluences [ i ] = texelFetch ( morphTexture , ivec2 ( i + 1 , gl _InstanceID ) , 0 ) . r ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Ld= ` # if defined ( USE _MORPHCOLORS )
2026-03-01 21:24:10 -06:00
vColor *= morphTargetBaseInfluence ;
for ( int i = 0 ; i < MORPHTARGETS _COUNT ; i ++ ) {
# if defined ( USE _COLOR _ALPHA )
if ( morphTargetInfluences [ i ] != 0.0 ) vColor += getMorph ( gl _VertexID , i , 2 ) * morphTargetInfluences [ i ] ;
# elif defined ( USE _COLOR )
if ( morphTargetInfluences [ i ] != 0.0 ) vColor += getMorph ( gl _VertexID , i , 2 ) . rgb * morphTargetInfluences [ i ] ;
# endif
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Ud= ` # ifdef USE _MORPHNORMALS
2026-03-01 21:24:10 -06:00
objectNormal *= morphTargetBaseInfluence ;
for ( int i = 0 ; i < MORPHTARGETS _COUNT ; i ++ ) {
if ( morphTargetInfluences [ i ] != 0.0 ) objectNormal += getMorph ( gl _VertexID , i , 1 ) . xyz * morphTargetInfluences [ i ] ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Id= ` # ifdef USE _MORPHTARGETS
2026-03-01 21:24:10 -06:00
# ifndef USE _INSTANCING _MORPH
uniform float morphTargetBaseInfluence ;
uniform float morphTargetInfluences [ MORPHTARGETS _COUNT ] ;
# endif
uniform sampler2DArray morphTargetsTexture ;
uniform ivec2 morphTargetsTextureSize ;
vec4 getMorph ( const in int vertexIndex , const in int morphTargetIndex , const in int offset ) {
int texelIndex = vertexIndex * MORPHTARGETS _TEXTURE _STRIDE + offset ;
int y = texelIndex / morphTargetsTextureSize . x ;
int x = texelIndex - y * morphTargetsTextureSize . x ;
ivec3 morphUV = ivec3 ( x , y , morphTargetIndex ) ;
return texelFetch ( morphTargetsTexture , morphUV , 0 ) ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Nd= ` # ifdef USE _MORPHTARGETS
2026-03-01 21:24:10 -06:00
transformed *= morphTargetBaseInfluence ;
for ( int i = 0 ; i < MORPHTARGETS _COUNT ; i ++ ) {
if ( morphTargetInfluences [ i ] != 0.0 ) transformed += getMorph ( gl _VertexID , i , 0 ) . xyz * morphTargetInfluences [ i ] ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Fd= ` float faceDirection = gl _FrontFacing ? 1.0 : - 1.0 ;
2026-03-01 21:24:10 -06:00
# ifdef FLAT _SHADED
vec3 fdx = dFdx ( vViewPosition ) ;
vec3 fdy = dFdy ( vViewPosition ) ;
vec3 normal = normalize ( cross ( fdx , fdy ) ) ;
# else
vec3 normal = normalize ( vNormal ) ;
# ifdef DOUBLE _SIDED
normal *= faceDirection ;
# endif
# endif
# if defined ( USE _NORMALMAP _TANGENTSPACE ) || defined ( USE _CLEARCOAT _NORMALMAP ) || defined ( USE _ANISOTROPY )
# ifdef USE _TANGENT
mat3 tbn = mat3 ( normalize ( vTangent ) , normalize ( vBitangent ) , normal ) ;
# else
mat3 tbn = getTangentFrame ( - vViewPosition , normal ,
# if defined ( USE _NORMALMAP )
vNormalMapUv
# elif defined ( USE _CLEARCOAT _NORMALMAP )
vClearcoatNormalMapUv
# else
vUv
# endif
) ;
# endif
# if defined ( DOUBLE _SIDED ) && ! defined ( FLAT _SHADED )
tbn [ 0 ] *= faceDirection ;
tbn [ 1 ] *= faceDirection ;
# endif
# endif
# ifdef USE _CLEARCOAT _NORMALMAP
# ifdef USE _TANGENT
mat3 tbn2 = mat3 ( normalize ( vTangent ) , normalize ( vBitangent ) , normal ) ;
# else
mat3 tbn2 = getTangentFrame ( - vViewPosition , normal , vClearcoatNormalMapUv ) ;
# endif
# if defined ( DOUBLE _SIDED ) && ! defined ( FLAT _SHADED )
tbn2 [ 0 ] *= faceDirection ;
tbn2 [ 1 ] *= faceDirection ;
# endif
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
vec3 nonPerturbedNormal = normal ; ` ,Od= ` # ifdef USE _NORMALMAP _OBJECTSPACE
2026-03-01 21:24:10 -06:00
normal = texture2D ( normalMap , vNormalMapUv ) . xyz * 2.0 - 1.0 ;
# ifdef FLIP _SIDED
normal = - normal ;
# endif
# ifdef DOUBLE _SIDED
normal = normal * faceDirection ;
# endif
normal = normalize ( normalMatrix * normal ) ;
# elif defined ( USE _NORMALMAP _TANGENTSPACE )
vec3 mapN = texture2D ( normalMap , vNormalMapUv ) . xyz * 2.0 - 1.0 ;
mapN . xy *= normalScale ;
normal = normalize ( tbn * mapN ) ;
# elif defined ( USE _BUMPMAP )
normal = perturbNormalArb ( - vViewPosition , normal , dHdxy _fwd ( ) , faceDirection ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Bd= ` # ifndef FLAT _SHADED
2026-03-01 21:24:10 -06:00
varying vec3 vNormal ;
# ifdef USE _TANGENT
varying vec3 vTangent ;
varying vec3 vBitangent ;
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,zd= ` # ifndef FLAT _SHADED
2026-03-01 21:24:10 -06:00
varying vec3 vNormal ;
# ifdef USE _TANGENT
varying vec3 vTangent ;
varying vec3 vBitangent ;
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,kd= ` # ifndef FLAT _SHADED
2026-03-01 21:24:10 -06:00
vNormal = normalize ( transformedNormal ) ;
# ifdef USE _TANGENT
vTangent = normalize ( transformedTangent ) ;
vBitangent = normalize ( cross ( vNormal , vTangent ) * tangent . w ) ;
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Hd= ` # ifdef USE _NORMALMAP
2026-03-01 21:24:10 -06:00
uniform sampler2D normalMap ;
uniform vec2 normalScale ;
# endif
# ifdef USE _NORMALMAP _OBJECTSPACE
uniform mat3 normalMatrix ;
# endif
# if ! defined ( USE _TANGENT ) && ( defined ( USE _NORMALMAP _TANGENTSPACE ) || defined ( USE _CLEARCOAT _NORMALMAP ) || defined ( USE _ANISOTROPY ) )
mat3 getTangentFrame ( vec3 eye _pos , vec3 surf _norm , vec2 uv ) {
vec3 q0 = dFdx ( eye _pos . xyz ) ;
vec3 q1 = dFdy ( eye _pos . xyz ) ;
vec2 st0 = dFdx ( uv . st ) ;
vec2 st1 = dFdy ( uv . st ) ;
vec3 N = surf _norm ;
vec3 q1perp = cross ( q1 , N ) ;
vec3 q0perp = cross ( N , q0 ) ;
vec3 T = q1perp * st0 . x + q0perp * st1 . x ;
vec3 B = q1perp * st0 . y + q0perp * st1 . y ;
float det = max ( dot ( T , T ) , dot ( B , B ) ) ;
float scale = ( det == 0.0 ) ? 0.0 : inversesqrt ( det ) ;
return mat3 ( T * scale , B * scale , N ) ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Vd= ` # ifdef USE _CLEARCOAT
2026-03-01 21:24:10 -06:00
vec3 clearcoatNormal = nonPerturbedNormal ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Gd= ` # ifdef USE _CLEARCOAT _NORMALMAP
2026-03-01 21:24:10 -06:00
vec3 clearcoatMapN = texture2D ( clearcoatNormalMap , vClearcoatNormalMapUv ) . xyz * 2.0 - 1.0 ;
clearcoatMapN . xy *= clearcoatNormalScale ;
clearcoatNormal = normalize ( tbn2 * clearcoatMapN ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Wd= ` # ifdef USE _CLEARCOATMAP
2026-03-01 21:24:10 -06:00
uniform sampler2D clearcoatMap ;
# endif
# ifdef USE _CLEARCOAT _NORMALMAP
uniform sampler2D clearcoatNormalMap ;
uniform vec2 clearcoatNormalScale ;
# endif
# ifdef USE _CLEARCOAT _ROUGHNESSMAP
uniform sampler2D clearcoatRoughnessMap ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Xd= ` # ifdef USE _IRIDESCENCEMAP
2026-03-01 21:24:10 -06:00
uniform sampler2D iridescenceMap ;
# endif
# ifdef USE _IRIDESCENCE _THICKNESSMAP
uniform sampler2D iridescenceThicknessMap ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Yd= ` # ifdef OPAQUE
2026-03-01 21:24:10 -06:00
diffuseColor . a = 1.0 ;
# endif
# ifdef USE _TRANSMISSION
diffuseColor . a *= material . transmissionAlpha ;
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
gl _FragColor = vec4 ( outgoingLight , diffuseColor . a ) ; ` ,qd= ` vec3 packNormalToRGB ( const in vec3 normal ) {
2026-03-01 21:24:10 -06:00
return normalize ( normal ) * 0.5 + 0.5 ;
}
vec3 unpackRGBToNormal ( const in vec3 rgb ) {
return 2.0 * rgb . xyz - 1.0 ;
}
const float PackUpscale = 256. / 255. ; const float UnpackDownscale = 255. / 256. ; const float ShiftRight8 = 1. / 256. ;
const float Inv255 = 1. / 255. ;
const vec4 PackFactors = vec4 ( 1.0 , 256.0 , 256.0 * 256.0 , 256.0 * 256.0 * 256.0 ) ;
const vec2 UnpackFactors2 = vec2 ( UnpackDownscale , 1.0 / PackFactors . g ) ;
const vec3 UnpackFactors3 = vec3 ( UnpackDownscale / PackFactors . rg , 1.0 / PackFactors . b ) ;
const vec4 UnpackFactors4 = vec4 ( UnpackDownscale / PackFactors . rgb , 1.0 / PackFactors . a ) ;
vec4 packDepthToRGBA ( const in float v ) {
if ( v <= 0.0 )
return vec4 ( 0. , 0. , 0. , 0. ) ;
if ( v >= 1.0 )
return vec4 ( 1. , 1. , 1. , 1. ) ;
float vuf ;
float af = modf ( v * PackFactors . a , vuf ) ;
float bf = modf ( vuf * ShiftRight8 , vuf ) ;
float gf = modf ( vuf * ShiftRight8 , vuf ) ;
return vec4 ( vuf * Inv255 , gf * PackUpscale , bf * PackUpscale , af ) ;
}
vec3 packDepthToRGB ( const in float v ) {
if ( v <= 0.0 )
return vec3 ( 0. , 0. , 0. ) ;
if ( v >= 1.0 )
return vec3 ( 1. , 1. , 1. ) ;
float vuf ;
float bf = modf ( v * PackFactors . b , vuf ) ;
float gf = modf ( vuf * ShiftRight8 , vuf ) ;
return vec3 ( vuf * Inv255 , gf * PackUpscale , bf ) ;
}
vec2 packDepthToRG ( const in float v ) {
if ( v <= 0.0 )
return vec2 ( 0. , 0. ) ;
if ( v >= 1.0 )
return vec2 ( 1. , 1. ) ;
float vuf ;
float gf = modf ( v * 256. , vuf ) ;
return vec2 ( vuf * Inv255 , gf ) ;
}
float unpackRGBAToDepth ( const in vec4 v ) {
return dot ( v , UnpackFactors4 ) ;
}
float unpackRGBToDepth ( const in vec3 v ) {
return dot ( v , UnpackFactors3 ) ;
}
float unpackRGToDepth ( const in vec2 v ) {
return v . r * UnpackFactors2 . r + v . g * UnpackFactors2 . g ;
}
vec4 pack2HalfToRGBA ( const in vec2 v ) {
vec4 r = vec4 ( v . x , fract ( v . x * 255.0 ) , v . y , fract ( v . y * 255.0 ) ) ;
return vec4 ( r . x - r . y / 255.0 , r . y , r . z - r . w / 255.0 , r . w ) ;
}
vec2 unpackRGBATo2Half ( const in vec4 v ) {
return vec2 ( v . x + ( v . y / 255.0 ) , v . z + ( v . w / 255.0 ) ) ;
}
float viewZToOrthographicDepth ( const in float viewZ , const in float near , const in float far ) {
return ( viewZ + near ) / ( near - far ) ;
}
float orthographicDepthToViewZ ( const in float depth , const in float near , const in float far ) {
return depth * ( near - far ) - near ;
}
float viewZToPerspectiveDepth ( const in float viewZ , const in float near , const in float far ) {
return ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ ) ;
}
float perspectiveDepthToViewZ ( const in float depth , const in float near , const in float far ) {
return ( near * far ) / ( ( far - near ) * depth - far ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,jd= ` # ifdef PREMULTIPLIED _ALPHA
2026-03-01 21:24:10 -06:00
gl _FragColor . rgb *= gl _FragColor . a ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Zd= ` vec4 mvPosition = vec4 ( transformed , 1.0 ) ;
2026-03-01 21:24:10 -06:00
# ifdef USE _BATCHING
mvPosition = batchingMatrix * mvPosition ;
# endif
# ifdef USE _INSTANCING
mvPosition = instanceMatrix * mvPosition ;
# endif
mvPosition = modelViewMatrix * mvPosition ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
gl _Position = projectionMatrix * mvPosition ; ` ,Kd= ` # ifdef DITHERING
2026-03-01 21:24:10 -06:00
gl _FragColor . rgb = dithering ( gl _FragColor . rgb ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` , $ d= ` # ifdef DITHERING
2026-03-01 21:24:10 -06:00
vec3 dithering ( vec3 color ) {
float grid _position = rand ( gl _FragCoord . xy ) ;
vec3 dither _shift _RGB = vec3 ( 0.25 / 255.0 , - 0.25 / 255.0 , 0.25 / 255.0 ) ;
dither _shift _RGB = mix ( 2.0 * dither _shift _RGB , - 2.0 * dither _shift _RGB , grid _position ) ;
return color + dither _shift _RGB ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Jd= ` float roughnessFactor = roughness ;
2026-03-01 21:24:10 -06:00
# ifdef USE _ROUGHNESSMAP
vec4 texelRoughness = texture2D ( roughnessMap , vRoughnessMapUv ) ;
roughnessFactor *= texelRoughness . g ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,Qd= ` # ifdef USE _ROUGHNESSMAP
2026-03-01 21:24:10 -06:00
uniform sampler2D roughnessMap ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,tf= ` # if NUM _SPOT _LIGHT _COORDS > 0
2026-03-01 21:24:10 -06:00
varying vec4 vSpotLightCoord [ NUM _SPOT _LIGHT _COORDS ] ;
# endif
# if NUM _SPOT _LIGHT _MAPS > 0
uniform sampler2D spotLightMap [ NUM _SPOT _LIGHT _MAPS ] ;
# endif
# ifdef USE _SHADOWMAP
# if NUM _DIR _LIGHT _SHADOWS > 0
uniform sampler2D directionalShadowMap [ NUM _DIR _LIGHT _SHADOWS ] ;
varying vec4 vDirectionalShadowCoord [ NUM _DIR _LIGHT _SHADOWS ] ;
struct DirectionalLightShadow {
float shadowIntensity ;
float shadowBias ;
float shadowNormalBias ;
float shadowRadius ;
vec2 shadowMapSize ;
} ;
uniform DirectionalLightShadow directionalLightShadows [ NUM _DIR _LIGHT _SHADOWS ] ;
# endif
# if NUM _SPOT _LIGHT _SHADOWS > 0
uniform sampler2D spotShadowMap [ NUM _SPOT _LIGHT _SHADOWS ] ;
struct SpotLightShadow {
float shadowIntensity ;
float shadowBias ;
float shadowNormalBias ;
float shadowRadius ;
vec2 shadowMapSize ;
} ;
uniform SpotLightShadow spotLightShadows [ NUM _SPOT _LIGHT _SHADOWS ] ;
# endif
# if NUM _POINT _LIGHT _SHADOWS > 0
uniform sampler2D pointShadowMap [ NUM _POINT _LIGHT _SHADOWS ] ;
varying vec4 vPointShadowCoord [ NUM _POINT _LIGHT _SHADOWS ] ;
struct PointLightShadow {
float shadowIntensity ;
float shadowBias ;
float shadowNormalBias ;
float shadowRadius ;
vec2 shadowMapSize ;
float shadowCameraNear ;
float shadowCameraFar ;
} ;
uniform PointLightShadow pointLightShadows [ NUM _POINT _LIGHT _SHADOWS ] ;
# endif
float texture2DCompare ( sampler2D depths , vec2 uv , float compare ) {
return step ( compare , unpackRGBAToDepth ( texture2D ( depths , uv ) ) ) ;
}
vec2 texture2DDistribution ( sampler2D shadow , vec2 uv ) {
return unpackRGBATo2Half ( texture2D ( shadow , uv ) ) ;
}
float VSMShadow ( sampler2D shadow , vec2 uv , float compare ) {
float occlusion = 1.0 ;
vec2 distribution = texture2DDistribution ( shadow , uv ) ;
float hard _shadow = step ( compare , distribution . x ) ;
if ( hard _shadow != 1.0 ) {
float distance = compare - distribution . x ;
float variance = max ( 0.00000 , distribution . y * distribution . y ) ;
float softness _probability = variance / ( variance + distance * distance ) ; softness _probability = clamp ( ( softness _probability - 0.3 ) / ( 0.95 - 0.3 ) , 0.0 , 1.0 ) ; occlusion = clamp ( max ( hard _shadow , softness _probability ) , 0.0 , 1.0 ) ;
}
return occlusion ;
}
float getShadow ( sampler2D shadowMap , vec2 shadowMapSize , float shadowIntensity , float shadowBias , float shadowRadius , vec4 shadowCoord ) {
float shadow = 1.0 ;
shadowCoord . xyz /= shadowCoord . w ;
shadowCoord . z += shadowBias ;
bool inFrustum = shadowCoord . x >= 0.0 && shadowCoord . x <= 1.0 && shadowCoord . y >= 0.0 && shadowCoord . y <= 1.0 ;
bool frustumTest = inFrustum && shadowCoord . z <= 1.0 ;
if ( frustumTest ) {
# if defined ( SHADOWMAP _TYPE _PCF )
vec2 texelSize = vec2 ( 1.0 ) / shadowMapSize ;
float dx0 = - texelSize . x * shadowRadius ;
float dy0 = - texelSize . y * shadowRadius ;
float dx1 = + texelSize . x * shadowRadius ;
float dy1 = + texelSize . y * shadowRadius ;
float dx2 = dx0 / 2.0 ;
float dy2 = dy0 / 2.0 ;
float dx3 = dx1 / 2.0 ;
float dy3 = dy1 / 2.0 ;
shadow = (
texture2DCompare ( shadowMap , shadowCoord . xy + vec2 ( dx0 , dy0 ) , shadowCoord . z ) +
texture2DCompare ( shadowMap , shadowCoord . xy + vec2 ( 0.0 , dy0 ) , shadowCoord . z ) +
texture2DCompare ( shadowMap , shadowCoord . xy + vec2 ( dx1 , dy0 ) , shadowCoord . z ) +
texture2DCompare ( shadowMap , shadowCoord . xy + vec2 ( dx2 , dy2 ) , shadowCoord . z ) +
texture2DCompare ( shadowMap , shadowCoord . xy + vec2 ( 0.0 , dy2 ) , shadowCoord . z ) +
texture2DCompare ( shadowMap , shadowCoord . xy + vec2 ( dx3 , dy2 ) , shadowCoord . z ) +
texture2DCompare ( shadowMap , shadowCoord . xy + vec2 ( dx0 , 0.0 ) , shadowCoord . z ) +
texture2DCompare ( shadowMap , shadowCoord . xy + vec2 ( dx2 , 0.0 ) , shadowCoord . z ) +
texture2DCompare ( shadowMap , shadowCoord . xy , shadowCoord . z ) +
texture2DCompare ( shadowMap , shadowCoord . xy + vec2 ( dx3 , 0.0 ) , shadowCoord . z ) +
texture2DCompare ( shadowMap , shadowCoord . xy + vec2 ( dx1 , 0.0 ) , shadowCoord . z ) +
texture2DCompare ( shadowMap , shadowCoord . xy + vec2 ( dx2 , dy3 ) , shadowCoord . z ) +
texture2DCompare ( shadowMap , shadowCoord . xy + vec2 ( 0.0 , dy3 ) , shadowCoord . z ) +
texture2DCompare ( shadowMap , shadowCoord . xy + vec2 ( dx3 , dy3 ) , shadowCoord . z ) +
texture2DCompare ( shadowMap , shadowCoord . xy + vec2 ( dx0 , dy1 ) , shadowCoord . z ) +
texture2DCompare ( shadowMap , shadowCoord . xy + vec2 ( 0.0 , dy1 ) , shadowCoord . z ) +
texture2DCompare ( shadowMap , shadowCoord . xy + vec2 ( dx1 , dy1 ) , shadowCoord . z )
) * ( 1.0 / 17.0 ) ;
# elif defined ( SHADOWMAP _TYPE _PCF _SOFT )
vec2 texelSize = vec2 ( 1.0 ) / shadowMapSize ;
float dx = texelSize . x ;
float dy = texelSize . y ;
vec2 uv = shadowCoord . xy ;
vec2 f = fract ( uv * shadowMapSize + 0.5 ) ;
uv -= f * texelSize ;
shadow = (
texture2DCompare ( shadowMap , uv , shadowCoord . z ) +
texture2DCompare ( shadowMap , uv + vec2 ( dx , 0.0 ) , shadowCoord . z ) +
texture2DCompare ( shadowMap , uv + vec2 ( 0.0 , dy ) , shadowCoord . z ) +
texture2DCompare ( shadowMap , uv + texelSize , shadowCoord . z ) +
mix ( texture2DCompare ( shadowMap , uv + vec2 ( - dx , 0.0 ) , shadowCoord . z ) ,
texture2DCompare ( shadowMap , uv + vec2 ( 2.0 * dx , 0.0 ) , shadowCoord . z ) ,
f . x ) +
mix ( texture2DCompare ( shadowMap , uv + vec2 ( - dx , dy ) , shadowCoord . z ) ,
texture2DCompare ( shadowMap , uv + vec2 ( 2.0 * dx , dy ) , shadowCoord . z ) ,
f . x ) +
mix ( texture2DCompare ( shadowMap , uv + vec2 ( 0.0 , - dy ) , shadowCoord . z ) ,
texture2DCompare ( shadowMap , uv + vec2 ( 0.0 , 2.0 * dy ) , shadowCoord . z ) ,
f . y ) +
mix ( texture2DCompare ( shadowMap , uv + vec2 ( dx , - dy ) , shadowCoord . z ) ,
texture2DCompare ( shadowMap , uv + vec2 ( dx , 2.0 * dy ) , shadowCoord . z ) ,
f . y ) +
mix ( mix ( texture2DCompare ( shadowMap , uv + vec2 ( - dx , - dy ) , shadowCoord . z ) ,
texture2DCompare ( shadowMap , uv + vec2 ( 2.0 * dx , - dy ) , shadowCoord . z ) ,
f . x ) ,
mix ( texture2DCompare ( shadowMap , uv + vec2 ( - dx , 2.0 * dy ) , shadowCoord . z ) ,
texture2DCompare ( shadowMap , uv + vec2 ( 2.0 * dx , 2.0 * dy ) , shadowCoord . z ) ,
f . x ) ,
f . y )
) * ( 1.0 / 9.0 ) ;
# elif defined ( SHADOWMAP _TYPE _VSM )
shadow = VSMShadow ( shadowMap , shadowCoord . xy , shadowCoord . z ) ;
# else
shadow = texture2DCompare ( shadowMap , shadowCoord . xy , shadowCoord . z ) ;
# endif
}
return mix ( 1.0 , shadow , shadowIntensity ) ;
}
vec2 cubeToUV ( vec3 v , float texelSizeY ) {
vec3 absV = abs ( v ) ;
float scaleToCube = 1.0 / max ( absV . x , max ( absV . y , absV . z ) ) ;
absV *= scaleToCube ;
v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY ) ;
vec2 planar = v . xy ;
float almostATexel = 1.5 * texelSizeY ;
float almostOne = 1.0 - almostATexel ;
if ( absV . z >= almostOne ) {
if ( v . z > 0.0 )
planar . x = 4.0 - v . x ;
} else if ( absV . x >= almostOne ) {
float signX = sign ( v . x ) ;
planar . x = v . z * signX + 2.0 * signX ;
} else if ( absV . y >= almostOne ) {
float signY = sign ( v . y ) ;
planar . x = v . x + 2.0 * signY + 2.0 ;
planar . y = v . z * signY - 2.0 ;
}
return vec2 ( 0.125 , 0.25 ) * planar + vec2 ( 0.375 , 0.75 ) ;
}
float getPointShadow ( sampler2D shadowMap , vec2 shadowMapSize , float shadowIntensity , float shadowBias , float shadowRadius , vec4 shadowCoord , float shadowCameraNear , float shadowCameraFar ) {
float shadow = 1.0 ;
vec3 lightToPosition = shadowCoord . xyz ;
float lightToPositionLength = length ( lightToPosition ) ;
if ( lightToPositionLength - shadowCameraFar <= 0.0 && lightToPositionLength - shadowCameraNear >= 0.0 ) {
float dp = ( lightToPositionLength - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear ) ; dp += shadowBias ;
vec3 bd3D = normalize ( lightToPosition ) ;
vec2 texelSize = vec2 ( 1.0 ) / ( shadowMapSize * vec2 ( 4.0 , 2.0 ) ) ;
# if defined ( SHADOWMAP _TYPE _PCF ) || defined ( SHADOWMAP _TYPE _PCF _SOFT ) || defined ( SHADOWMAP _TYPE _VSM )
vec2 offset = vec2 ( - 1 , 1 ) * shadowRadius * texelSize . y ;
shadow = (
texture2DCompare ( shadowMap , cubeToUV ( bd3D + offset . xyy , texelSize . y ) , dp ) +
texture2DCompare ( shadowMap , cubeToUV ( bd3D + offset . yyy , texelSize . y ) , dp ) +
texture2DCompare ( shadowMap , cubeToUV ( bd3D + offset . xyx , texelSize . y ) , dp ) +
texture2DCompare ( shadowMap , cubeToUV ( bd3D + offset . yyx , texelSize . y ) , dp ) +
texture2DCompare ( shadowMap , cubeToUV ( bd3D , texelSize . y ) , dp ) +
texture2DCompare ( shadowMap , cubeToUV ( bd3D + offset . xxy , texelSize . y ) , dp ) +
texture2DCompare ( shadowMap , cubeToUV ( bd3D + offset . yxy , texelSize . y ) , dp ) +
texture2DCompare ( shadowMap , cubeToUV ( bd3D + offset . xxx , texelSize . y ) , dp ) +
texture2DCompare ( shadowMap , cubeToUV ( bd3D + offset . yxx , texelSize . y ) , dp )
) * ( 1.0 / 9.0 ) ;
# else
shadow = texture2DCompare ( shadowMap , cubeToUV ( bd3D , texelSize . y ) , dp ) ;
# endif
}
return mix ( 1.0 , shadow , shadowIntensity ) ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,ef= ` # if NUM _SPOT _LIGHT _COORDS > 0
2026-03-01 21:24:10 -06:00
uniform mat4 spotLightMatrix [ NUM _SPOT _LIGHT _COORDS ] ;
varying vec4 vSpotLightCoord [ NUM _SPOT _LIGHT _COORDS ] ;
# endif
# ifdef USE _SHADOWMAP
# if NUM _DIR _LIGHT _SHADOWS > 0
uniform mat4 directionalShadowMatrix [ NUM _DIR _LIGHT _SHADOWS ] ;
varying vec4 vDirectionalShadowCoord [ NUM _DIR _LIGHT _SHADOWS ] ;
struct DirectionalLightShadow {
float shadowIntensity ;
float shadowBias ;
float shadowNormalBias ;
float shadowRadius ;
vec2 shadowMapSize ;
} ;
uniform DirectionalLightShadow directionalLightShadows [ NUM _DIR _LIGHT _SHADOWS ] ;
# endif
# if NUM _SPOT _LIGHT _SHADOWS > 0
struct SpotLightShadow {
float shadowIntensity ;
float shadowBias ;
float shadowNormalBias ;
float shadowRadius ;
vec2 shadowMapSize ;
} ;
uniform SpotLightShadow spotLightShadows [ NUM _SPOT _LIGHT _SHADOWS ] ;
# endif
# if NUM _POINT _LIGHT _SHADOWS > 0
uniform mat4 pointShadowMatrix [ NUM _POINT _LIGHT _SHADOWS ] ;
varying vec4 vPointShadowCoord [ NUM _POINT _LIGHT _SHADOWS ] ;
struct PointLightShadow {
float shadowIntensity ;
float shadowBias ;
float shadowNormalBias ;
float shadowRadius ;
vec2 shadowMapSize ;
float shadowCameraNear ;
float shadowCameraFar ;
} ;
uniform PointLightShadow pointLightShadows [ NUM _POINT _LIGHT _SHADOWS ] ;
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,nf= ` # if ( defined ( USE _SHADOWMAP ) && ( NUM _DIR _LIGHT _SHADOWS > 0 || NUM _POINT _LIGHT _SHADOWS > 0 ) ) || ( NUM _SPOT _LIGHT _COORDS > 0 )
2026-03-01 21:24:10 -06:00
vec3 shadowWorldNormal = inverseTransformDirection ( transformedNormal , viewMatrix ) ;
vec4 shadowWorldPosition ;
# endif
# if defined ( USE _SHADOWMAP )
# if NUM _DIR _LIGHT _SHADOWS > 0
# pragma unroll _loop _start
for ( int i = 0 ; i < NUM _DIR _LIGHT _SHADOWS ; i ++ ) {
shadowWorldPosition = worldPosition + vec4 ( shadowWorldNormal * directionalLightShadows [ i ] . shadowNormalBias , 0 ) ;
vDirectionalShadowCoord [ i ] = directionalShadowMatrix [ i ] * shadowWorldPosition ;
}
# pragma unroll _loop _end
# endif
# if NUM _POINT _LIGHT _SHADOWS > 0
# pragma unroll _loop _start
for ( int i = 0 ; i < NUM _POINT _LIGHT _SHADOWS ; i ++ ) {
shadowWorldPosition = worldPosition + vec4 ( shadowWorldNormal * pointLightShadows [ i ] . shadowNormalBias , 0 ) ;
vPointShadowCoord [ i ] = pointShadowMatrix [ i ] * shadowWorldPosition ;
}
# pragma unroll _loop _end
# endif
# endif
# if NUM _SPOT _LIGHT _COORDS > 0
# pragma unroll _loop _start
for ( int i = 0 ; i < NUM _SPOT _LIGHT _COORDS ; i ++ ) {
shadowWorldPosition = worldPosition ;
# if ( defined ( USE _SHADOWMAP ) && UNROLLED _LOOP _INDEX < NUM _SPOT _LIGHT _SHADOWS )
shadowWorldPosition . xyz += shadowWorldNormal * spotLightShadows [ i ] . shadowNormalBias ;
# endif
vSpotLightCoord [ i ] = spotLightMatrix [ i ] * shadowWorldPosition ;
}
# pragma unroll _loop _end
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,sf= ` float getShadowMask ( ) {
2026-03-01 21:24:10 -06:00
float shadow = 1.0 ;
# ifdef USE _SHADOWMAP
# if NUM _DIR _LIGHT _SHADOWS > 0
DirectionalLightShadow directionalLight ;
# pragma unroll _loop _start
for ( int i = 0 ; i < NUM _DIR _LIGHT _SHADOWS ; i ++ ) {
directionalLight = directionalLightShadows [ i ] ;
shadow *= receiveShadow ? getShadow ( directionalShadowMap [ i ] , directionalLight . shadowMapSize , directionalLight . shadowIntensity , directionalLight . shadowBias , directionalLight . shadowRadius , vDirectionalShadowCoord [ i ] ) : 1.0 ;
}
# pragma unroll _loop _end
# endif
# if NUM _SPOT _LIGHT _SHADOWS > 0
SpotLightShadow spotLight ;
# pragma unroll _loop _start
for ( int i = 0 ; i < NUM _SPOT _LIGHT _SHADOWS ; i ++ ) {
spotLight = spotLightShadows [ i ] ;
shadow *= receiveShadow ? getShadow ( spotShadowMap [ i ] , spotLight . shadowMapSize , spotLight . shadowIntensity , spotLight . shadowBias , spotLight . shadowRadius , vSpotLightCoord [ i ] ) : 1.0 ;
}
# pragma unroll _loop _end
# endif
# if NUM _POINT _LIGHT _SHADOWS > 0
PointLightShadow pointLight ;
# pragma unroll _loop _start
for ( int i = 0 ; i < NUM _POINT _LIGHT _SHADOWS ; i ++ ) {
pointLight = pointLightShadows [ i ] ;
shadow *= receiveShadow ? getPointShadow ( pointShadowMap [ i ] , pointLight . shadowMapSize , pointLight . shadowIntensity , pointLight . shadowBias , pointLight . shadowRadius , vPointShadowCoord [ i ] , pointLight . shadowCameraNear , pointLight . shadowCameraFar ) : 1.0 ;
}
# pragma unroll _loop _end
# endif
# endif
return shadow ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,rf= ` # ifdef USE _SKINNING
2026-03-01 21:24:10 -06:00
mat4 boneMatX = getBoneMatrix ( skinIndex . x ) ;
mat4 boneMatY = getBoneMatrix ( skinIndex . y ) ;
mat4 boneMatZ = getBoneMatrix ( skinIndex . z ) ;
mat4 boneMatW = getBoneMatrix ( skinIndex . w ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,af= ` # ifdef USE _SKINNING
2026-03-01 21:24:10 -06:00
uniform mat4 bindMatrix ;
uniform mat4 bindMatrixInverse ;
uniform highp sampler2D boneTexture ;
mat4 getBoneMatrix ( const in float i ) {
int size = textureSize ( boneTexture , 0 ) . x ;
int j = int ( i ) * 4 ;
int x = j % size ;
int y = j / size ;
vec4 v1 = texelFetch ( boneTexture , ivec2 ( x , y ) , 0 ) ;
vec4 v2 = texelFetch ( boneTexture , ivec2 ( x + 1 , y ) , 0 ) ;
vec4 v3 = texelFetch ( boneTexture , ivec2 ( x + 2 , y ) , 0 ) ;
vec4 v4 = texelFetch ( boneTexture , ivec2 ( x + 3 , y ) , 0 ) ;
return mat4 ( v1 , v2 , v3 , v4 ) ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,of= ` # ifdef USE _SKINNING
2026-03-01 21:24:10 -06:00
vec4 skinVertex = bindMatrix * vec4 ( transformed , 1.0 ) ;
vec4 skinned = vec4 ( 0.0 ) ;
skinned += boneMatX * skinVertex * skinWeight . x ;
skinned += boneMatY * skinVertex * skinWeight . y ;
skinned += boneMatZ * skinVertex * skinWeight . z ;
skinned += boneMatW * skinVertex * skinWeight . w ;
transformed = ( bindMatrixInverse * skinned ) . xyz ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,lf= ` # ifdef USE _SKINNING
2026-03-01 21:24:10 -06:00
mat4 skinMatrix = mat4 ( 0.0 ) ;
skinMatrix += skinWeight . x * boneMatX ;
skinMatrix += skinWeight . y * boneMatY ;
skinMatrix += skinWeight . z * boneMatZ ;
skinMatrix += skinWeight . w * boneMatW ;
skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix ;
objectNormal = vec4 ( skinMatrix * vec4 ( objectNormal , 0.0 ) ) . xyz ;
# ifdef USE _TANGENT
objectTangent = vec4 ( skinMatrix * vec4 ( objectTangent , 0.0 ) ) . xyz ;
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,cf= ` float specularStrength ;
2026-03-01 21:24:10 -06:00
# ifdef USE _SPECULARMAP
vec4 texelSpecular = texture2D ( specularMap , vSpecularMapUv ) ;
specularStrength = texelSpecular . r ;
# else
specularStrength = 1.0 ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,hf= ` # ifdef USE _SPECULARMAP
2026-03-01 21:24:10 -06:00
uniform sampler2D specularMap ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,uf= ` # if defined ( TONE _MAPPING )
2026-03-01 21:24:10 -06:00
gl _FragColor . rgb = toneMapping ( gl _FragColor . rgb ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,df= ` # ifndef saturate
2026-03-01 21:24:10 -06:00
# define saturate ( a ) clamp ( a , 0.0 , 1.0 )
# endif
uniform float toneMappingExposure ;
vec3 LinearToneMapping ( vec3 color ) {
return saturate ( toneMappingExposure * color ) ;
}
vec3 ReinhardToneMapping ( vec3 color ) {
color *= toneMappingExposure ;
return saturate ( color / ( vec3 ( 1.0 ) + color ) ) ;
}
vec3 CineonToneMapping ( vec3 color ) {
color *= toneMappingExposure ;
color = max ( vec3 ( 0.0 ) , color - 0.004 ) ;
return pow ( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ) , vec3 ( 2.2 ) ) ;
}
vec3 RRTAndODTFit ( vec3 v ) {
vec3 a = v * ( v + 0.0245786 ) - 0.000090537 ;
vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081 ;
return a / b ;
}
vec3 ACESFilmicToneMapping ( vec3 color ) {
const mat3 ACESInputMat = mat3 (
vec3 ( 0.59719 , 0.07600 , 0.02840 ) , vec3 ( 0.35458 , 0.90834 , 0.13383 ) ,
vec3 ( 0.04823 , 0.01566 , 0.83777 )
) ;
const mat3 ACESOutputMat = mat3 (
vec3 ( 1.60475 , - 0.10208 , - 0.00327 ) , vec3 ( - 0.53108 , 1.10813 , - 0.07276 ) ,
vec3 ( - 0.07367 , - 0.00605 , 1.07602 )
) ;
color *= toneMappingExposure / 0.6 ;
color = ACESInputMat * color ;
color = RRTAndODTFit ( color ) ;
color = ACESOutputMat * color ;
return saturate ( color ) ;
}
const mat3 LINEAR _REC2020 _TO _LINEAR _SRGB = mat3 (
vec3 ( 1.6605 , - 0.1246 , - 0.0182 ) ,
vec3 ( - 0.5876 , 1.1329 , - 0.1006 ) ,
vec3 ( - 0.0728 , - 0.0083 , 1.1187 )
) ;
const mat3 LINEAR _SRGB _TO _LINEAR _REC2020 = mat3 (
vec3 ( 0.6274 , 0.0691 , 0.0164 ) ,
vec3 ( 0.3293 , 0.9195 , 0.0880 ) ,
vec3 ( 0.0433 , 0.0113 , 0.8956 )
) ;
vec3 agxDefaultContrastApprox ( vec3 x ) {
vec3 x2 = x * x ;
vec3 x4 = x2 * x2 ;
return + 15.5 * x4 * x2
- 40.14 * x4 * x
+ 31.96 * x4
- 6.868 * x2 * x
+ 0.4298 * x2
+ 0.1191 * x
- 0.00232 ;
}
vec3 AgXToneMapping ( vec3 color ) {
const mat3 AgXInsetMatrix = mat3 (
vec3 ( 0.856627153315983 , 0.137318972929847 , 0.11189821299995 ) ,
vec3 ( 0.0951212405381588 , 0.761241990602591 , 0.0767994186031903 ) ,
vec3 ( 0.0482516061458583 , 0.101439036467562 , 0.811302368396859 )
) ;
const mat3 AgXOutsetMatrix = mat3 (
vec3 ( 1.1271005818144368 , - 0.1413297634984383 , - 0.14132976349843826 ) ,
vec3 ( - 0.11060664309660323 , 1.157823702216272 , - 0.11060664309660294 ) ,
vec3 ( - 0.016493938717834573 , - 0.016493938717834257 , 1.2519364065950405 )
) ;
const float AgxMinEv = - 12.47393 ; const float AgxMaxEv = 4.026069 ;
color *= toneMappingExposure ;
color = LINEAR _SRGB _TO _LINEAR _REC2020 * color ;
color = AgXInsetMatrix * color ;
color = max ( color , 1e-10 ) ; color = log2 ( color ) ;
color = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv ) ;
color = clamp ( color , 0.0 , 1.0 ) ;
color = agxDefaultContrastApprox ( color ) ;
color = AgXOutsetMatrix * color ;
color = pow ( max ( vec3 ( 0.0 ) , color ) , vec3 ( 2.2 ) ) ;
color = LINEAR _REC2020 _TO _LINEAR _SRGB * color ;
color = clamp ( color , 0.0 , 1.0 ) ;
return color ;
}
vec3 NeutralToneMapping ( vec3 color ) {
const float StartCompression = 0.8 - 0.04 ;
const float Desaturation = 0.15 ;
color *= toneMappingExposure ;
float x = min ( color . r , min ( color . g , color . b ) ) ;
float offset = x < 0.08 ? x - 6.25 * x * x : 0.04 ;
color -= offset ;
float peak = max ( color . r , max ( color . g , color . b ) ) ;
if ( peak < StartCompression ) return color ;
float d = 1. - StartCompression ;
float newPeak = 1. - d * d / ( peak + d - StartCompression ) ;
color *= newPeak / peak ;
float g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. ) ;
return mix ( color , vec3 ( newPeak ) , g ) ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
vec3 CustomToneMapping ( vec3 color ) { return color ; } ` ,ff= ` # ifdef USE _TRANSMISSION
2026-03-01 21:24:10 -06:00
material . transmission = transmission ;
material . transmissionAlpha = 1.0 ;
material . thickness = thickness ;
material . attenuationDistance = attenuationDistance ;
material . attenuationColor = attenuationColor ;
# ifdef USE _TRANSMISSIONMAP
material . transmission *= texture2D ( transmissionMap , vTransmissionMapUv ) . r ;
# endif
# ifdef USE _THICKNESSMAP
material . thickness *= texture2D ( thicknessMap , vThicknessMapUv ) . g ;
# endif
vec3 pos = vWorldPosition ;
vec3 v = normalize ( cameraPosition - pos ) ;
vec3 n = inverseTransformDirection ( normal , viewMatrix ) ;
vec4 transmitted = getIBLVolumeRefraction (
n , v , material . roughness , material . diffuseColor , material . specularColor , material . specularF90 ,
pos , modelMatrix , viewMatrix , projectionMatrix , material . dispersion , material . ior , material . thickness ,
material . attenuationColor , material . attenuationDistance ) ;
material . transmissionAlpha = mix ( material . transmissionAlpha , transmitted . a , material . transmission ) ;
totalDiffuse = mix ( totalDiffuse , transmitted . rgb , material . transmission ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,pf= ` # ifdef USE _TRANSMISSION
2026-03-01 21:24:10 -06:00
uniform float transmission ;
uniform float thickness ;
uniform float attenuationDistance ;
uniform vec3 attenuationColor ;
# ifdef USE _TRANSMISSIONMAP
uniform sampler2D transmissionMap ;
# endif
# ifdef USE _THICKNESSMAP
uniform sampler2D thicknessMap ;
# endif
uniform vec2 transmissionSamplerSize ;
uniform sampler2D transmissionSamplerMap ;
uniform mat4 modelMatrix ;
uniform mat4 projectionMatrix ;
varying vec3 vWorldPosition ;
float w0 ( float a ) {
return ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 ) ;
}
float w1 ( float a ) {
return ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 ) ;
}
float w2 ( float a ) {
return ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 ) ;
}
float w3 ( float a ) {
return ( 1.0 / 6.0 ) * ( a * a * a ) ;
}
float g0 ( float a ) {
return w0 ( a ) + w1 ( a ) ;
}
float g1 ( float a ) {
return w2 ( a ) + w3 ( a ) ;
}
float h0 ( float a ) {
return - 1.0 + w1 ( a ) / ( w0 ( a ) + w1 ( a ) ) ;
}
float h1 ( float a ) {
return 1.0 + w3 ( a ) / ( w2 ( a ) + w3 ( a ) ) ;
}
vec4 bicubic ( sampler2D tex , vec2 uv , vec4 texelSize , float lod ) {
uv = uv * texelSize . zw + 0.5 ;
vec2 iuv = floor ( uv ) ;
vec2 fuv = fract ( uv ) ;
float g0x = g0 ( fuv . x ) ;
float g1x = g1 ( fuv . x ) ;
float h0x = h0 ( fuv . x ) ;
float h1x = h1 ( fuv . x ) ;
float h0y = h0 ( fuv . y ) ;
float h1y = h1 ( fuv . y ) ;
vec2 p0 = ( vec2 ( iuv . x + h0x , iuv . y + h0y ) - 0.5 ) * texelSize . xy ;
vec2 p1 = ( vec2 ( iuv . x + h1x , iuv . y + h0y ) - 0.5 ) * texelSize . xy ;
vec2 p2 = ( vec2 ( iuv . x + h0x , iuv . y + h1y ) - 0.5 ) * texelSize . xy ;
vec2 p3 = ( vec2 ( iuv . x + h1x , iuv . y + h1y ) - 0.5 ) * texelSize . xy ;
return g0 ( fuv . y ) * ( g0x * textureLod ( tex , p0 , lod ) + g1x * textureLod ( tex , p1 , lod ) ) +
g1 ( fuv . y ) * ( g0x * textureLod ( tex , p2 , lod ) + g1x * textureLod ( tex , p3 , lod ) ) ;
}
vec4 textureBicubic ( sampler2D sampler , vec2 uv , float lod ) {
vec2 fLodSize = vec2 ( textureSize ( sampler , int ( lod ) ) ) ;
vec2 cLodSize = vec2 ( textureSize ( sampler , int ( lod + 1.0 ) ) ) ;
vec2 fLodSizeInv = 1.0 / fLodSize ;
vec2 cLodSizeInv = 1.0 / cLodSize ;
vec4 fSample = bicubic ( sampler , uv , vec4 ( fLodSizeInv , fLodSize ) , floor ( lod ) ) ;
vec4 cSample = bicubic ( sampler , uv , vec4 ( cLodSizeInv , cLodSize ) , ceil ( lod ) ) ;
return mix ( fSample , cSample , fract ( lod ) ) ;
}
vec3 getVolumeTransmissionRay ( const in vec3 n , const in vec3 v , const in float thickness , const in float ior , const in mat4 modelMatrix ) {
vec3 refractionVector = refract ( - v , normalize ( n ) , 1.0 / ior ) ;
vec3 modelScale ;
modelScale . x = length ( vec3 ( modelMatrix [ 0 ] . xyz ) ) ;
modelScale . y = length ( vec3 ( modelMatrix [ 1 ] . xyz ) ) ;
modelScale . z = length ( vec3 ( modelMatrix [ 2 ] . xyz ) ) ;
return normalize ( refractionVector ) * thickness * modelScale ;
}
float applyIorToRoughness ( const in float roughness , const in float ior ) {
return roughness * clamp ( ior * 2.0 - 2.0 , 0.0 , 1.0 ) ;
}
vec4 getTransmissionSample ( const in vec2 fragCoord , const in float roughness , const in float ior ) {
float lod = log2 ( transmissionSamplerSize . x ) * applyIorToRoughness ( roughness , ior ) ;
return textureBicubic ( transmissionSamplerMap , fragCoord . xy , lod ) ;
}
vec3 volumeAttenuation ( const in float transmissionDistance , const in vec3 attenuationColor , const in float attenuationDistance ) {
if ( isinf ( attenuationDistance ) ) {
return vec3 ( 1.0 ) ;
} else {
vec3 attenuationCoefficient = - log ( attenuationColor ) / attenuationDistance ;
vec3 transmittance = exp ( - attenuationCoefficient * transmissionDistance ) ; return transmittance ;
}
}
vec4 getIBLVolumeRefraction ( const in vec3 n , const in vec3 v , const in float roughness , const in vec3 diffuseColor ,
const in vec3 specularColor , const in float specularF90 , const in vec3 position , const in mat4 modelMatrix ,
const in mat4 viewMatrix , const in mat4 projMatrix , const in float dispersion , const in float ior , const in float thickness ,
const in vec3 attenuationColor , const in float attenuationDistance ) {
vec4 transmittedLight ;
vec3 transmittance ;
# ifdef USE _DISPERSION
float halfSpread = ( ior - 1.0 ) * 0.025 * dispersion ;
vec3 iors = vec3 ( ior - halfSpread , ior , ior + halfSpread ) ;
for ( int i = 0 ; i < 3 ; i ++ ) {
vec3 transmissionRay = getVolumeTransmissionRay ( n , v , thickness , iors [ i ] , modelMatrix ) ;
vec3 refractedRayExit = position + transmissionRay ;
vec4 ndcPos = projMatrix * viewMatrix * vec4 ( refractedRayExit , 1.0 ) ;
vec2 refractionCoords = ndcPos . xy / ndcPos . w ;
refractionCoords += 1.0 ;
refractionCoords /= 2.0 ;
vec4 transmissionSample = getTransmissionSample ( refractionCoords , roughness , iors [ i ] ) ;
transmittedLight [ i ] = transmissionSample [ i ] ;
transmittedLight . a += transmissionSample . a ;
transmittance [ i ] = diffuseColor [ i ] * volumeAttenuation ( length ( transmissionRay ) , attenuationColor , attenuationDistance ) [ i ] ;
}
transmittedLight . a /= 3.0 ;
# else
vec3 transmissionRay = getVolumeTransmissionRay ( n , v , thickness , ior , modelMatrix ) ;
vec3 refractedRayExit = position + transmissionRay ;
vec4 ndcPos = projMatrix * viewMatrix * vec4 ( refractedRayExit , 1.0 ) ;
vec2 refractionCoords = ndcPos . xy / ndcPos . w ;
refractionCoords += 1.0 ;
refractionCoords /= 2.0 ;
transmittedLight = getTransmissionSample ( refractionCoords , roughness , ior ) ;
transmittance = diffuseColor * volumeAttenuation ( length ( transmissionRay ) , attenuationColor , attenuationDistance ) ;
# endif
vec3 attenuatedColor = transmittance * transmittedLight . rgb ;
vec3 F = EnvironmentBRDF ( n , v , specularColor , specularF90 , roughness ) ;
float transmittanceFactor = ( transmittance . r + transmittance . g + transmittance . b ) / 3.0 ;
return vec4 ( ( 1.0 - F ) * attenuatedColor , 1.0 - ( 1.0 - transmittedLight . a ) * transmittanceFactor ) ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,mf= ` # if defined ( USE _UV ) || defined ( USE _ANISOTROPY )
2026-03-01 21:24:10 -06:00
varying vec2 vUv ;
# endif
# ifdef USE _MAP
varying vec2 vMapUv ;
# endif
# ifdef USE _ALPHAMAP
varying vec2 vAlphaMapUv ;
# endif
# ifdef USE _LIGHTMAP
varying vec2 vLightMapUv ;
# endif
# ifdef USE _AOMAP
varying vec2 vAoMapUv ;
# endif
# ifdef USE _BUMPMAP
varying vec2 vBumpMapUv ;
# endif
# ifdef USE _NORMALMAP
varying vec2 vNormalMapUv ;
# endif
# ifdef USE _EMISSIVEMAP
varying vec2 vEmissiveMapUv ;
# endif
# ifdef USE _METALNESSMAP
varying vec2 vMetalnessMapUv ;
# endif
# ifdef USE _ROUGHNESSMAP
varying vec2 vRoughnessMapUv ;
# endif
# ifdef USE _ANISOTROPYMAP
varying vec2 vAnisotropyMapUv ;
# endif
# ifdef USE _CLEARCOATMAP
varying vec2 vClearcoatMapUv ;
# endif
# ifdef USE _CLEARCOAT _NORMALMAP
varying vec2 vClearcoatNormalMapUv ;
# endif
# ifdef USE _CLEARCOAT _ROUGHNESSMAP
varying vec2 vClearcoatRoughnessMapUv ;
# endif
# ifdef USE _IRIDESCENCEMAP
varying vec2 vIridescenceMapUv ;
# endif
# ifdef USE _IRIDESCENCE _THICKNESSMAP
varying vec2 vIridescenceThicknessMapUv ;
# endif
# ifdef USE _SHEEN _COLORMAP
varying vec2 vSheenColorMapUv ;
# endif
# ifdef USE _SHEEN _ROUGHNESSMAP
varying vec2 vSheenRoughnessMapUv ;
# endif
# ifdef USE _SPECULARMAP
varying vec2 vSpecularMapUv ;
# endif
# ifdef USE _SPECULAR _COLORMAP
varying vec2 vSpecularColorMapUv ;
# endif
# ifdef USE _SPECULAR _INTENSITYMAP
varying vec2 vSpecularIntensityMapUv ;
# endif
# ifdef USE _TRANSMISSIONMAP
uniform mat3 transmissionMapTransform ;
varying vec2 vTransmissionMapUv ;
# endif
# ifdef USE _THICKNESSMAP
uniform mat3 thicknessMapTransform ;
varying vec2 vThicknessMapUv ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,gf= ` # if defined ( USE _UV ) || defined ( USE _ANISOTROPY )
2026-03-01 21:24:10 -06:00
varying vec2 vUv ;
# endif
# ifdef USE _MAP
uniform mat3 mapTransform ;
varying vec2 vMapUv ;
# endif
# ifdef USE _ALPHAMAP
uniform mat3 alphaMapTransform ;
varying vec2 vAlphaMapUv ;
# endif
# ifdef USE _LIGHTMAP
uniform mat3 lightMapTransform ;
varying vec2 vLightMapUv ;
# endif
# ifdef USE _AOMAP
uniform mat3 aoMapTransform ;
varying vec2 vAoMapUv ;
# endif
# ifdef USE _BUMPMAP
uniform mat3 bumpMapTransform ;
varying vec2 vBumpMapUv ;
# endif
# ifdef USE _NORMALMAP
uniform mat3 normalMapTransform ;
varying vec2 vNormalMapUv ;
# endif
# ifdef USE _DISPLACEMENTMAP
uniform mat3 displacementMapTransform ;
varying vec2 vDisplacementMapUv ;
# endif
# ifdef USE _EMISSIVEMAP
uniform mat3 emissiveMapTransform ;
varying vec2 vEmissiveMapUv ;
# endif
# ifdef USE _METALNESSMAP
uniform mat3 metalnessMapTransform ;
varying vec2 vMetalnessMapUv ;
# endif
# ifdef USE _ROUGHNESSMAP
uniform mat3 roughnessMapTransform ;
varying vec2 vRoughnessMapUv ;
# endif
# ifdef USE _ANISOTROPYMAP
uniform mat3 anisotropyMapTransform ;
varying vec2 vAnisotropyMapUv ;
# endif
# ifdef USE _CLEARCOATMAP
uniform mat3 clearcoatMapTransform ;
varying vec2 vClearcoatMapUv ;
# endif
# ifdef USE _CLEARCOAT _NORMALMAP
uniform mat3 clearcoatNormalMapTransform ;
varying vec2 vClearcoatNormalMapUv ;
# endif
# ifdef USE _CLEARCOAT _ROUGHNESSMAP
uniform mat3 clearcoatRoughnessMapTransform ;
varying vec2 vClearcoatRoughnessMapUv ;
# endif
# ifdef USE _SHEEN _COLORMAP
uniform mat3 sheenColorMapTransform ;
varying vec2 vSheenColorMapUv ;
# endif
# ifdef USE _SHEEN _ROUGHNESSMAP
uniform mat3 sheenRoughnessMapTransform ;
varying vec2 vSheenRoughnessMapUv ;
# endif
# ifdef USE _IRIDESCENCEMAP
uniform mat3 iridescenceMapTransform ;
varying vec2 vIridescenceMapUv ;
# endif
# ifdef USE _IRIDESCENCE _THICKNESSMAP
uniform mat3 iridescenceThicknessMapTransform ;
varying vec2 vIridescenceThicknessMapUv ;
# endif
# ifdef USE _SPECULARMAP
uniform mat3 specularMapTransform ;
varying vec2 vSpecularMapUv ;
# endif
# ifdef USE _SPECULAR _COLORMAP
uniform mat3 specularColorMapTransform ;
varying vec2 vSpecularColorMapUv ;
# endif
# ifdef USE _SPECULAR _INTENSITYMAP
uniform mat3 specularIntensityMapTransform ;
varying vec2 vSpecularIntensityMapUv ;
# endif
# ifdef USE _TRANSMISSIONMAP
uniform mat3 transmissionMapTransform ;
varying vec2 vTransmissionMapUv ;
# endif
# ifdef USE _THICKNESSMAP
uniform mat3 thicknessMapTransform ;
varying vec2 vThicknessMapUv ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,_f= ` # if defined ( USE _UV ) || defined ( USE _ANISOTROPY )
2026-03-01 21:24:10 -06:00
vUv = vec3 ( uv , 1 ) . xy ;
# endif
# ifdef USE _MAP
vMapUv = ( mapTransform * vec3 ( MAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _ALPHAMAP
vAlphaMapUv = ( alphaMapTransform * vec3 ( ALPHAMAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _LIGHTMAP
vLightMapUv = ( lightMapTransform * vec3 ( LIGHTMAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _AOMAP
vAoMapUv = ( aoMapTransform * vec3 ( AOMAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _BUMPMAP
vBumpMapUv = ( bumpMapTransform * vec3 ( BUMPMAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _NORMALMAP
vNormalMapUv = ( normalMapTransform * vec3 ( NORMALMAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _DISPLACEMENTMAP
vDisplacementMapUv = ( displacementMapTransform * vec3 ( DISPLACEMENTMAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _EMISSIVEMAP
vEmissiveMapUv = ( emissiveMapTransform * vec3 ( EMISSIVEMAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _METALNESSMAP
vMetalnessMapUv = ( metalnessMapTransform * vec3 ( METALNESSMAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _ROUGHNESSMAP
vRoughnessMapUv = ( roughnessMapTransform * vec3 ( ROUGHNESSMAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _ANISOTROPYMAP
vAnisotropyMapUv = ( anisotropyMapTransform * vec3 ( ANISOTROPYMAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _CLEARCOATMAP
vClearcoatMapUv = ( clearcoatMapTransform * vec3 ( CLEARCOATMAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _CLEARCOAT _NORMALMAP
vClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3 ( CLEARCOAT _NORMALMAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _CLEARCOAT _ROUGHNESSMAP
vClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3 ( CLEARCOAT _ROUGHNESSMAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _IRIDESCENCEMAP
vIridescenceMapUv = ( iridescenceMapTransform * vec3 ( IRIDESCENCEMAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _IRIDESCENCE _THICKNESSMAP
vIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3 ( IRIDESCENCE _THICKNESSMAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _SHEEN _COLORMAP
vSheenColorMapUv = ( sheenColorMapTransform * vec3 ( SHEEN _COLORMAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _SHEEN _ROUGHNESSMAP
vSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3 ( SHEEN _ROUGHNESSMAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _SPECULARMAP
vSpecularMapUv = ( specularMapTransform * vec3 ( SPECULARMAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _SPECULAR _COLORMAP
vSpecularColorMapUv = ( specularColorMapTransform * vec3 ( SPECULAR _COLORMAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _SPECULAR _INTENSITYMAP
vSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3 ( SPECULAR _INTENSITYMAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _TRANSMISSIONMAP
vTransmissionMapUv = ( transmissionMapTransform * vec3 ( TRANSMISSIONMAP _UV , 1 ) ) . xy ;
# endif
# ifdef USE _THICKNESSMAP
vThicknessMapUv = ( thicknessMapTransform * vec3 ( THICKNESSMAP _UV , 1 ) ) . xy ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ,vf= ` # if defined ( USE _ENVMAP ) || defined ( DISTANCE ) || defined ( USE _SHADOWMAP ) || defined ( USE _TRANSMISSION ) || NUM _SPOT _LIGHT _COORDS > 0
2026-03-01 21:24:10 -06:00
vec4 worldPosition = vec4 ( transformed , 1.0 ) ;
# ifdef USE _BATCHING
worldPosition = batchingMatrix * worldPosition ;
# endif
# ifdef USE _INSTANCING
worldPosition = instanceMatrix * worldPosition ;
# endif
worldPosition = modelMatrix * worldPosition ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# endif ` ;const xf= ` varying vec2 vUv ;
2026-03-01 21:24:10 -06:00
uniform mat3 uvTransform ;
void main ( ) {
vUv = ( uvTransform * vec3 ( uv , 1 ) ) . xy ;
gl _Position = vec4 ( position . xy , 1.0 , 1.0 ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Mf= ` uniform sampler2D t2D ;
2026-03-01 21:24:10 -06:00
uniform float backgroundIntensity ;
varying vec2 vUv ;
void main ( ) {
vec4 texColor = texture2D ( t2D , vUv ) ;
# ifdef DECODE _VIDEO _TEXTURE
texColor = vec4 ( mix ( pow ( texColor . rgb * 0.9478672986 + vec3 ( 0.0521327014 ) , vec3 ( 2.4 ) ) , texColor . rgb * 0.0773993808 , vec3 ( lessThanEqual ( texColor . rgb , vec3 ( 0.04045 ) ) ) ) , texColor . w ) ;
# endif
texColor . rgb *= backgroundIntensity ;
gl _FragColor = texColor ;
# include < tonemapping _fragment >
# include < colorspace _fragment >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Sf= ` varying vec3 vWorldDirection ;
2026-03-01 21:24:10 -06:00
# include < common >
void main ( ) {
vWorldDirection = transformDirection ( position , modelMatrix ) ;
# include < begin _vertex >
# include < project _vertex >
gl _Position . z = gl _Position . w ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,yf= ` # ifdef ENVMAP _TYPE _CUBE
2026-03-01 21:24:10 -06:00
uniform samplerCube envMap ;
# elif defined ( ENVMAP _TYPE _CUBE _UV )
uniform sampler2D envMap ;
# endif
uniform float flipEnvMap ;
uniform float backgroundBlurriness ;
uniform float backgroundIntensity ;
uniform mat3 backgroundRotation ;
varying vec3 vWorldDirection ;
# include < cube _uv _reflection _fragment >
void main ( ) {
# ifdef ENVMAP _TYPE _CUBE
vec4 texColor = textureCube ( envMap , backgroundRotation * vec3 ( flipEnvMap * vWorldDirection . x , vWorldDirection . yz ) ) ;
# elif defined ( ENVMAP _TYPE _CUBE _UV )
vec4 texColor = textureCubeUV ( envMap , backgroundRotation * vWorldDirection , backgroundBlurriness ) ;
# else
vec4 texColor = vec4 ( 0.0 , 0.0 , 0.0 , 1.0 ) ;
# endif
texColor . rgb *= backgroundIntensity ;
gl _FragColor = texColor ;
# include < tonemapping _fragment >
# include < colorspace _fragment >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Ef= ` varying vec3 vWorldDirection ;
2026-03-01 21:24:10 -06:00
# include < common >
void main ( ) {
vWorldDirection = transformDirection ( position , modelMatrix ) ;
# include < begin _vertex >
# include < project _vertex >
gl _Position . z = gl _Position . w ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,bf= ` uniform samplerCube tCube ;
2026-03-01 21:24:10 -06:00
uniform float tFlip ;
uniform float opacity ;
varying vec3 vWorldDirection ;
void main ( ) {
vec4 texColor = textureCube ( tCube , vec3 ( tFlip * vWorldDirection . x , vWorldDirection . yz ) ) ;
gl _FragColor = texColor ;
gl _FragColor . a *= opacity ;
# include < tonemapping _fragment >
# include < colorspace _fragment >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Tf= ` # include < common >
2026-03-01 21:24:10 -06:00
# include < batching _pars _vertex >
# include < uv _pars _vertex >
# include < displacementmap _pars _vertex >
# include < morphtarget _pars _vertex >
# include < skinning _pars _vertex >
# include < logdepthbuf _pars _vertex >
# include < clipping _planes _pars _vertex >
varying vec2 vHighPrecisionZW ;
void main ( ) {
# include < uv _vertex >
# include < batching _vertex >
# include < skinbase _vertex >
# include < morphinstance _vertex >
# ifdef USE _DISPLACEMENTMAP
# include < beginnormal _vertex >
# include < morphnormal _vertex >
# include < skinnormal _vertex >
# endif
# include < begin _vertex >
# include < morphtarget _vertex >
# include < skinning _vertex >
# include < displacementmap _vertex >
# include < project _vertex >
# include < logdepthbuf _vertex >
# include < clipping _planes _vertex >
vHighPrecisionZW = gl _Position . zw ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,wf= ` # if DEPTH _PACKING == 3200
2026-03-01 21:24:10 -06:00
uniform float opacity ;
# endif
# include < common >
# include < packing >
# include < uv _pars _fragment >
# include < map _pars _fragment >
# include < alphamap _pars _fragment >
# include < alphatest _pars _fragment >
# include < alphahash _pars _fragment >
# include < logdepthbuf _pars _fragment >
# include < clipping _planes _pars _fragment >
varying vec2 vHighPrecisionZW ;
void main ( ) {
vec4 diffuseColor = vec4 ( 1.0 ) ;
# include < clipping _planes _fragment >
# if DEPTH _PACKING == 3200
diffuseColor . a = opacity ;
# endif
# include < map _fragment >
# include < alphamap _fragment >
# include < alphatest _fragment >
# include < alphahash _fragment >
# include < logdepthbuf _fragment >
float fragCoordZ = 0.5 * vHighPrecisionZW [ 0 ] / vHighPrecisionZW [ 1 ] + 0.5 ;
# if DEPTH _PACKING == 3200
gl _FragColor = vec4 ( vec3 ( 1.0 - fragCoordZ ) , opacity ) ;
# elif DEPTH _PACKING == 3201
gl _FragColor = packDepthToRGBA ( fragCoordZ ) ;
# elif DEPTH _PACKING == 3202
gl _FragColor = vec4 ( packDepthToRGB ( fragCoordZ ) , 1.0 ) ;
# elif DEPTH _PACKING == 3203
gl _FragColor = vec4 ( packDepthToRG ( fragCoordZ ) , 0.0 , 1.0 ) ;
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Af= ` # define DISTANCE
2026-03-01 21:24:10 -06:00
varying vec3 vWorldPosition ;
# include < common >
# include < batching _pars _vertex >
# include < uv _pars _vertex >
# include < displacementmap _pars _vertex >
# include < morphtarget _pars _vertex >
# include < skinning _pars _vertex >
# include < clipping _planes _pars _vertex >
void main ( ) {
# include < uv _vertex >
# include < batching _vertex >
# include < skinbase _vertex >
# include < morphinstance _vertex >
# ifdef USE _DISPLACEMENTMAP
# include < beginnormal _vertex >
# include < morphnormal _vertex >
# include < skinnormal _vertex >
# endif
# include < begin _vertex >
# include < morphtarget _vertex >
# include < skinning _vertex >
# include < displacementmap _vertex >
# include < project _vertex >
# include < worldpos _vertex >
# include < clipping _planes _vertex >
vWorldPosition = worldPosition . xyz ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Rf= ` # define DISTANCE
2026-03-01 21:24:10 -06:00
uniform vec3 referencePosition ;
uniform float nearDistance ;
uniform float farDistance ;
varying vec3 vWorldPosition ;
# include < common >
# include < packing >
# include < uv _pars _fragment >
# include < map _pars _fragment >
# include < alphamap _pars _fragment >
# include < alphatest _pars _fragment >
# include < alphahash _pars _fragment >
# include < clipping _planes _pars _fragment >
void main ( ) {
vec4 diffuseColor = vec4 ( 1.0 ) ;
# include < clipping _planes _fragment >
# include < map _fragment >
# include < alphamap _fragment >
# include < alphatest _fragment >
# include < alphahash _fragment >
float dist = length ( vWorldPosition - referencePosition ) ;
dist = ( dist - nearDistance ) / ( farDistance - nearDistance ) ;
dist = saturate ( dist ) ;
gl _FragColor = packDepthToRGBA ( dist ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Cf= ` varying vec3 vWorldDirection ;
2026-03-01 21:24:10 -06:00
# include < common >
void main ( ) {
vWorldDirection = transformDirection ( position , modelMatrix ) ;
# include < begin _vertex >
# include < project _vertex >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Pf= ` uniform sampler2D tEquirect ;
2026-03-01 21:24:10 -06:00
varying vec3 vWorldDirection ;
# include < common >
void main ( ) {
vec3 direction = normalize ( vWorldDirection ) ;
vec2 sampleUV = equirectUv ( direction ) ;
gl _FragColor = texture2D ( tEquirect , sampleUV ) ;
# include < tonemapping _fragment >
# include < colorspace _fragment >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Df= ` uniform float scale ;
2026-03-01 21:24:10 -06:00
attribute float lineDistance ;
varying float vLineDistance ;
# include < common >
# include < uv _pars _vertex >
# include < color _pars _vertex >
# include < fog _pars _vertex >
# include < morphtarget _pars _vertex >
# include < logdepthbuf _pars _vertex >
# include < clipping _planes _pars _vertex >
void main ( ) {
vLineDistance = scale * lineDistance ;
# include < uv _vertex >
# include < color _vertex >
# include < morphinstance _vertex >
# include < morphcolor _vertex >
# include < begin _vertex >
# include < morphtarget _vertex >
# include < project _vertex >
# include < logdepthbuf _vertex >
# include < clipping _planes _vertex >
# include < fog _vertex >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Lf= ` uniform vec3 diffuse ;
2026-03-01 21:24:10 -06:00
uniform float opacity ;
uniform float dashSize ;
uniform float totalSize ;
varying float vLineDistance ;
# include < common >
# include < color _pars _fragment >
# include < uv _pars _fragment >
# include < map _pars _fragment >
# include < fog _pars _fragment >
# include < logdepthbuf _pars _fragment >
# include < clipping _planes _pars _fragment >
void main ( ) {
vec4 diffuseColor = vec4 ( diffuse , opacity ) ;
# include < clipping _planes _fragment >
if ( mod ( vLineDistance , totalSize ) > dashSize ) {
discard ;
}
vec3 outgoingLight = vec3 ( 0.0 ) ;
# include < logdepthbuf _fragment >
# include < map _fragment >
# include < color _fragment >
outgoingLight = diffuseColor . rgb ;
# include < opaque _fragment >
# include < tonemapping _fragment >
# include < colorspace _fragment >
# include < fog _fragment >
# include < premultiplied _alpha _fragment >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Uf= ` # include < common >
2026-03-01 21:24:10 -06:00
# include < batching _pars _vertex >
# include < uv _pars _vertex >
# include < envmap _pars _vertex >
# include < color _pars _vertex >
# include < fog _pars _vertex >
# include < morphtarget _pars _vertex >
# include < skinning _pars _vertex >
# include < logdepthbuf _pars _vertex >
# include < clipping _planes _pars _vertex >
void main ( ) {
# include < uv _vertex >
# include < color _vertex >
# include < morphinstance _vertex >
# include < morphcolor _vertex >
# include < batching _vertex >
# if defined ( USE _ENVMAP ) || defined ( USE _SKINNING )
# include < beginnormal _vertex >
# include < morphnormal _vertex >
# include < skinbase _vertex >
# include < skinnormal _vertex >
# include < defaultnormal _vertex >
# endif
# include < begin _vertex >
# include < morphtarget _vertex >
# include < skinning _vertex >
# include < project _vertex >
# include < logdepthbuf _vertex >
# include < clipping _planes _vertex >
# include < worldpos _vertex >
# include < envmap _vertex >
# include < fog _vertex >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,If= ` uniform vec3 diffuse ;
2026-03-01 21:24:10 -06:00
uniform float opacity ;
# ifndef FLAT _SHADED
varying vec3 vNormal ;
# endif
# include < common >
# include < dithering _pars _fragment >
# include < color _pars _fragment >
# include < uv _pars _fragment >
# include < map _pars _fragment >
# include < alphamap _pars _fragment >
# include < alphatest _pars _fragment >
# include < alphahash _pars _fragment >
# include < aomap _pars _fragment >
# include < lightmap _pars _fragment >
# include < envmap _common _pars _fragment >
# include < envmap _pars _fragment >
# include < fog _pars _fragment >
# include < specularmap _pars _fragment >
# include < logdepthbuf _pars _fragment >
# include < clipping _planes _pars _fragment >
void main ( ) {
vec4 diffuseColor = vec4 ( diffuse , opacity ) ;
# include < clipping _planes _fragment >
# include < logdepthbuf _fragment >
# include < map _fragment >
# include < color _fragment >
# include < alphamap _fragment >
# include < alphatest _fragment >
# include < alphahash _fragment >
# include < specularmap _fragment >
ReflectedLight reflectedLight = ReflectedLight ( vec3 ( 0.0 ) , vec3 ( 0.0 ) , vec3 ( 0.0 ) , vec3 ( 0.0 ) ) ;
# ifdef USE _LIGHTMAP
vec4 lightMapTexel = texture2D ( lightMap , vLightMapUv ) ;
reflectedLight . indirectDiffuse += lightMapTexel . rgb * lightMapIntensity * RECIPROCAL _PI ;
# else
reflectedLight . indirectDiffuse += vec3 ( 1.0 ) ;
# endif
# include < aomap _fragment >
reflectedLight . indirectDiffuse *= diffuseColor . rgb ;
vec3 outgoingLight = reflectedLight . indirectDiffuse ;
# include < envmap _fragment >
# include < opaque _fragment >
# include < tonemapping _fragment >
# include < colorspace _fragment >
# include < fog _fragment >
# include < premultiplied _alpha _fragment >
# include < dithering _fragment >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Nf= ` # define LAMBERT
2026-03-01 21:24:10 -06:00
varying vec3 vViewPosition ;
# include < common >
# include < batching _pars _vertex >
# include < uv _pars _vertex >
# include < displacementmap _pars _vertex >
# include < envmap _pars _vertex >
# include < color _pars _vertex >
# include < fog _pars _vertex >
# include < normal _pars _vertex >
# include < morphtarget _pars _vertex >
# include < skinning _pars _vertex >
# include < shadowmap _pars _vertex >
# include < logdepthbuf _pars _vertex >
# include < clipping _planes _pars _vertex >
void main ( ) {
# include < uv _vertex >
# include < color _vertex >
# include < morphinstance _vertex >
# include < morphcolor _vertex >
# include < batching _vertex >
# include < beginnormal _vertex >
# include < morphnormal _vertex >
# include < skinbase _vertex >
# include < skinnormal _vertex >
# include < defaultnormal _vertex >
# include < normal _vertex >
# include < begin _vertex >
# include < morphtarget _vertex >
# include < skinning _vertex >
# include < displacementmap _vertex >
# include < project _vertex >
# include < logdepthbuf _vertex >
# include < clipping _planes _vertex >
vViewPosition = - mvPosition . xyz ;
# include < worldpos _vertex >
# include < envmap _vertex >
# include < shadowmap _vertex >
# include < fog _vertex >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Ff= ` # define LAMBERT
2026-03-01 21:24:10 -06:00
uniform vec3 diffuse ;
uniform vec3 emissive ;
uniform float opacity ;
# include < common >
# include < packing >
# include < dithering _pars _fragment >
# include < color _pars _fragment >
# include < uv _pars _fragment >
# include < map _pars _fragment >
# include < alphamap _pars _fragment >
# include < alphatest _pars _fragment >
# include < alphahash _pars _fragment >
# include < aomap _pars _fragment >
# include < lightmap _pars _fragment >
# include < emissivemap _pars _fragment >
# include < envmap _common _pars _fragment >
# include < envmap _pars _fragment >
# include < fog _pars _fragment >
# include < bsdfs >
# include < lights _pars _begin >
# include < normal _pars _fragment >
# include < lights _lambert _pars _fragment >
# include < shadowmap _pars _fragment >
# include < bumpmap _pars _fragment >
# include < normalmap _pars _fragment >
# include < specularmap _pars _fragment >
# include < logdepthbuf _pars _fragment >
# include < clipping _planes _pars _fragment >
void main ( ) {
vec4 diffuseColor = vec4 ( diffuse , opacity ) ;
# include < clipping _planes _fragment >
ReflectedLight reflectedLight = ReflectedLight ( vec3 ( 0.0 ) , vec3 ( 0.0 ) , vec3 ( 0.0 ) , vec3 ( 0.0 ) ) ;
vec3 totalEmissiveRadiance = emissive ;
# include < logdepthbuf _fragment >
# include < map _fragment >
# include < color _fragment >
# include < alphamap _fragment >
# include < alphatest _fragment >
# include < alphahash _fragment >
# include < specularmap _fragment >
# include < normal _fragment _begin >
# include < normal _fragment _maps >
# include < emissivemap _fragment >
# include < lights _lambert _fragment >
# include < lights _fragment _begin >
# include < lights _fragment _maps >
# include < lights _fragment _end >
# include < aomap _fragment >
vec3 outgoingLight = reflectedLight . directDiffuse + reflectedLight . indirectDiffuse + totalEmissiveRadiance ;
# include < envmap _fragment >
# include < opaque _fragment >
# include < tonemapping _fragment >
# include < colorspace _fragment >
# include < fog _fragment >
# include < premultiplied _alpha _fragment >
# include < dithering _fragment >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Of= ` # define MATCAP
2026-03-01 21:24:10 -06:00
varying vec3 vViewPosition ;
# include < common >
# include < batching _pars _vertex >
# include < uv _pars _vertex >
# include < color _pars _vertex >
# include < displacementmap _pars _vertex >
# include < fog _pars _vertex >
# include < normal _pars _vertex >
# include < morphtarget _pars _vertex >
# include < skinning _pars _vertex >
# include < logdepthbuf _pars _vertex >
# include < clipping _planes _pars _vertex >
void main ( ) {
# include < uv _vertex >
# include < color _vertex >
# include < morphinstance _vertex >
# include < morphcolor _vertex >
# include < batching _vertex >
# include < beginnormal _vertex >
# include < morphnormal _vertex >
# include < skinbase _vertex >
# include < skinnormal _vertex >
# include < defaultnormal _vertex >
# include < normal _vertex >
# include < begin _vertex >
# include < morphtarget _vertex >
# include < skinning _vertex >
# include < displacementmap _vertex >
# include < project _vertex >
# include < logdepthbuf _vertex >
# include < clipping _planes _vertex >
# include < fog _vertex >
vViewPosition = - mvPosition . xyz ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Bf= ` # define MATCAP
2026-03-01 21:24:10 -06:00
uniform vec3 diffuse ;
uniform float opacity ;
uniform sampler2D matcap ;
varying vec3 vViewPosition ;
# include < common >
# include < dithering _pars _fragment >
# include < color _pars _fragment >
# include < uv _pars _fragment >
# include < map _pars _fragment >
# include < alphamap _pars _fragment >
# include < alphatest _pars _fragment >
# include < alphahash _pars _fragment >
# include < fog _pars _fragment >
# include < normal _pars _fragment >
# include < bumpmap _pars _fragment >
# include < normalmap _pars _fragment >
# include < logdepthbuf _pars _fragment >
# include < clipping _planes _pars _fragment >
void main ( ) {
vec4 diffuseColor = vec4 ( diffuse , opacity ) ;
# include < clipping _planes _fragment >
# include < logdepthbuf _fragment >
# include < map _fragment >
# include < color _fragment >
# include < alphamap _fragment >
# include < alphatest _fragment >
# include < alphahash _fragment >
# include < normal _fragment _begin >
# include < normal _fragment _maps >
vec3 viewDir = normalize ( vViewPosition ) ;
vec3 x = normalize ( vec3 ( viewDir . z , 0.0 , - viewDir . x ) ) ;
vec3 y = cross ( viewDir , x ) ;
vec2 uv = vec2 ( dot ( x , normal ) , dot ( y , normal ) ) * 0.495 + 0.5 ;
# ifdef USE _MATCAP
vec4 matcapColor = texture2D ( matcap , uv ) ;
# else
vec4 matcapColor = vec4 ( vec3 ( mix ( 0.2 , 0.8 , uv . y ) ) , 1.0 ) ;
# endif
vec3 outgoingLight = diffuseColor . rgb * matcapColor . rgb ;
# include < opaque _fragment >
# include < tonemapping _fragment >
# include < colorspace _fragment >
# include < fog _fragment >
# include < premultiplied _alpha _fragment >
# include < dithering _fragment >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,zf= ` # define NORMAL
2026-03-01 21:24:10 -06:00
# if defined ( FLAT _SHADED ) || defined ( USE _BUMPMAP ) || defined ( USE _NORMALMAP _TANGENTSPACE )
varying vec3 vViewPosition ;
# endif
# include < common >
# include < batching _pars _vertex >
# include < uv _pars _vertex >
# include < displacementmap _pars _vertex >
# include < normal _pars _vertex >
# include < morphtarget _pars _vertex >
# include < skinning _pars _vertex >
# include < logdepthbuf _pars _vertex >
# include < clipping _planes _pars _vertex >
void main ( ) {
# include < uv _vertex >
# include < batching _vertex >
# include < beginnormal _vertex >
# include < morphinstance _vertex >
# include < morphnormal _vertex >
# include < skinbase _vertex >
# include < skinnormal _vertex >
# include < defaultnormal _vertex >
# include < normal _vertex >
# include < begin _vertex >
# include < morphtarget _vertex >
# include < skinning _vertex >
# include < displacementmap _vertex >
# include < project _vertex >
# include < logdepthbuf _vertex >
# include < clipping _planes _vertex >
# if defined ( FLAT _SHADED ) || defined ( USE _BUMPMAP ) || defined ( USE _NORMALMAP _TANGENTSPACE )
vViewPosition = - mvPosition . xyz ;
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,kf= ` # define NORMAL
2026-03-01 21:24:10 -06:00
uniform float opacity ;
# if defined ( FLAT _SHADED ) || defined ( USE _BUMPMAP ) || defined ( USE _NORMALMAP _TANGENTSPACE )
varying vec3 vViewPosition ;
# endif
# include < packing >
# include < uv _pars _fragment >
# include < normal _pars _fragment >
# include < bumpmap _pars _fragment >
# include < normalmap _pars _fragment >
# include < logdepthbuf _pars _fragment >
# include < clipping _planes _pars _fragment >
void main ( ) {
vec4 diffuseColor = vec4 ( 0.0 , 0.0 , 0.0 , opacity ) ;
# include < clipping _planes _fragment >
# include < logdepthbuf _fragment >
# include < normal _fragment _begin >
# include < normal _fragment _maps >
gl _FragColor = vec4 ( packNormalToRGB ( normal ) , diffuseColor . a ) ;
# ifdef OPAQUE
gl _FragColor . a = 1.0 ;
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Hf= ` # define PHONG
2026-03-01 21:24:10 -06:00
varying vec3 vViewPosition ;
# include < common >
# include < batching _pars _vertex >
# include < uv _pars _vertex >
# include < displacementmap _pars _vertex >
# include < envmap _pars _vertex >
# include < color _pars _vertex >
# include < fog _pars _vertex >
# include < normal _pars _vertex >
# include < morphtarget _pars _vertex >
# include < skinning _pars _vertex >
# include < shadowmap _pars _vertex >
# include < logdepthbuf _pars _vertex >
# include < clipping _planes _pars _vertex >
void main ( ) {
# include < uv _vertex >
# include < color _vertex >
# include < morphcolor _vertex >
# include < batching _vertex >
# include < beginnormal _vertex >
# include < morphinstance _vertex >
# include < morphnormal _vertex >
# include < skinbase _vertex >
# include < skinnormal _vertex >
# include < defaultnormal _vertex >
# include < normal _vertex >
# include < begin _vertex >
# include < morphtarget _vertex >
# include < skinning _vertex >
# include < displacementmap _vertex >
# include < project _vertex >
# include < logdepthbuf _vertex >
# include < clipping _planes _vertex >
vViewPosition = - mvPosition . xyz ;
# include < worldpos _vertex >
# include < envmap _vertex >
# include < shadowmap _vertex >
# include < fog _vertex >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Vf= ` # define PHONG
2026-03-01 21:24:10 -06:00
uniform vec3 diffuse ;
uniform vec3 emissive ;
uniform vec3 specular ;
uniform float shininess ;
uniform float opacity ;
# include < common >
# include < packing >
# include < dithering _pars _fragment >
# include < color _pars _fragment >
# include < uv _pars _fragment >
# include < map _pars _fragment >
# include < alphamap _pars _fragment >
# include < alphatest _pars _fragment >
# include < alphahash _pars _fragment >
# include < aomap _pars _fragment >
# include < lightmap _pars _fragment >
# include < emissivemap _pars _fragment >
# include < envmap _common _pars _fragment >
# include < envmap _pars _fragment >
# include < fog _pars _fragment >
# include < bsdfs >
# include < lights _pars _begin >
# include < normal _pars _fragment >
# include < lights _phong _pars _fragment >
# include < shadowmap _pars _fragment >
# include < bumpmap _pars _fragment >
# include < normalmap _pars _fragment >
# include < specularmap _pars _fragment >
# include < logdepthbuf _pars _fragment >
# include < clipping _planes _pars _fragment >
void main ( ) {
vec4 diffuseColor = vec4 ( diffuse , opacity ) ;
# include < clipping _planes _fragment >
ReflectedLight reflectedLight = ReflectedLight ( vec3 ( 0.0 ) , vec3 ( 0.0 ) , vec3 ( 0.0 ) , vec3 ( 0.0 ) ) ;
vec3 totalEmissiveRadiance = emissive ;
# include < logdepthbuf _fragment >
# include < map _fragment >
# include < color _fragment >
# include < alphamap _fragment >
# include < alphatest _fragment >
# include < alphahash _fragment >
# include < specularmap _fragment >
# include < normal _fragment _begin >
# include < normal _fragment _maps >
# include < emissivemap _fragment >
# include < lights _phong _fragment >
# include < lights _fragment _begin >
# include < lights _fragment _maps >
# include < lights _fragment _end >
# include < aomap _fragment >
vec3 outgoingLight = reflectedLight . directDiffuse + reflectedLight . indirectDiffuse + reflectedLight . directSpecular + reflectedLight . indirectSpecular + totalEmissiveRadiance ;
# include < envmap _fragment >
# include < opaque _fragment >
# include < tonemapping _fragment >
# include < colorspace _fragment >
# include < fog _fragment >
# include < premultiplied _alpha _fragment >
# include < dithering _fragment >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Gf= ` # define STANDARD
2026-03-01 21:24:10 -06:00
varying vec3 vViewPosition ;
# ifdef USE _TRANSMISSION
varying vec3 vWorldPosition ;
# endif
# include < common >
# include < batching _pars _vertex >
# include < uv _pars _vertex >
# include < displacementmap _pars _vertex >
# include < color _pars _vertex >
# include < fog _pars _vertex >
# include < normal _pars _vertex >
# include < morphtarget _pars _vertex >
# include < skinning _pars _vertex >
# include < shadowmap _pars _vertex >
# include < logdepthbuf _pars _vertex >
# include < clipping _planes _pars _vertex >
void main ( ) {
# include < uv _vertex >
# include < color _vertex >
# include < morphinstance _vertex >
# include < morphcolor _vertex >
# include < batching _vertex >
# include < beginnormal _vertex >
# include < morphnormal _vertex >
# include < skinbase _vertex >
# include < skinnormal _vertex >
# include < defaultnormal _vertex >
# include < normal _vertex >
# include < begin _vertex >
# include < morphtarget _vertex >
# include < skinning _vertex >
# include < displacementmap _vertex >
# include < project _vertex >
# include < logdepthbuf _vertex >
# include < clipping _planes _vertex >
vViewPosition = - mvPosition . xyz ;
# include < worldpos _vertex >
# include < shadowmap _vertex >
# include < fog _vertex >
# ifdef USE _TRANSMISSION
vWorldPosition = worldPosition . xyz ;
# endif
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Wf= ` # define STANDARD
2026-03-01 21:24:10 -06:00
# ifdef PHYSICAL
# define IOR
# define USE _SPECULAR
# endif
uniform vec3 diffuse ;
uniform vec3 emissive ;
uniform float roughness ;
uniform float metalness ;
uniform float opacity ;
# ifdef IOR
uniform float ior ;
# endif
# ifdef USE _SPECULAR
uniform float specularIntensity ;
uniform vec3 specularColor ;
# ifdef USE _SPECULAR _COLORMAP
uniform sampler2D specularColorMap ;
# endif
# ifdef USE _SPECULAR _INTENSITYMAP
uniform sampler2D specularIntensityMap ;
# endif
# endif
# ifdef USE _CLEARCOAT
uniform float clearcoat ;
uniform float clearcoatRoughness ;
# endif
# ifdef USE _DISPERSION
uniform float dispersion ;
# endif
# ifdef USE _IRIDESCENCE
uniform float iridescence ;
uniform float iridescenceIOR ;
uniform float iridescenceThicknessMinimum ;
uniform float iridescenceThicknessMaximum ;
# endif
# ifdef USE _SHEEN
uniform vec3 sheenColor ;
uniform float sheenRoughness ;
# ifdef USE _SHEEN _COLORMAP
uniform sampler2D sheenColorMap ;
# endif
# ifdef USE _SHEEN _ROUGHNESSMAP
uniform sampler2D sheenRoughnessMap ;
# endif
# endif
# ifdef USE _ANISOTROPY
uniform vec2 anisotropyVector ;
# ifdef USE _ANISOTROPYMAP
uniform sampler2D anisotropyMap ;
# endif
# endif
varying vec3 vViewPosition ;
# include < common >
# include < packing >
# include < dithering _pars _fragment >
# include < color _pars _fragment >
# include < uv _pars _fragment >
# include < map _pars _fragment >
# include < alphamap _pars _fragment >
# include < alphatest _pars _fragment >
# include < alphahash _pars _fragment >
# include < aomap _pars _fragment >
# include < lightmap _pars _fragment >
# include < emissivemap _pars _fragment >
# include < iridescence _fragment >
# include < cube _uv _reflection _fragment >
# include < envmap _common _pars _fragment >
# include < envmap _physical _pars _fragment >
# include < fog _pars _fragment >
# include < lights _pars _begin >
# include < normal _pars _fragment >
# include < lights _physical _pars _fragment >
# include < transmission _pars _fragment >
# include < shadowmap _pars _fragment >
# include < bumpmap _pars _fragment >
# include < normalmap _pars _fragment >
# include < clearcoat _pars _fragment >
# include < iridescence _pars _fragment >
# include < roughnessmap _pars _fragment >
# include < metalnessmap _pars _fragment >
# include < logdepthbuf _pars _fragment >
# include < clipping _planes _pars _fragment >
void main ( ) {
vec4 diffuseColor = vec4 ( diffuse , opacity ) ;
# include < clipping _planes _fragment >
ReflectedLight reflectedLight = ReflectedLight ( vec3 ( 0.0 ) , vec3 ( 0.0 ) , vec3 ( 0.0 ) , vec3 ( 0.0 ) ) ;
vec3 totalEmissiveRadiance = emissive ;
# include < logdepthbuf _fragment >
# include < map _fragment >
# include < color _fragment >
# include < alphamap _fragment >
# include < alphatest _fragment >
# include < alphahash _fragment >
# include < roughnessmap _fragment >
# include < metalnessmap _fragment >
# include < normal _fragment _begin >
# include < normal _fragment _maps >
# include < clearcoat _normal _fragment _begin >
# include < clearcoat _normal _fragment _maps >
# include < emissivemap _fragment >
# include < lights _physical _fragment >
# include < lights _fragment _begin >
# include < lights _fragment _maps >
# include < lights _fragment _end >
# include < aomap _fragment >
vec3 totalDiffuse = reflectedLight . directDiffuse + reflectedLight . indirectDiffuse ;
vec3 totalSpecular = reflectedLight . directSpecular + reflectedLight . indirectSpecular ;
# include < transmission _fragment >
vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance ;
# ifdef USE _SHEEN
float sheenEnergyComp = 1.0 - 0.157 * max3 ( material . sheenColor ) ;
outgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect ;
# endif
# ifdef USE _CLEARCOAT
float dotNVcc = saturate ( dot ( geometryClearcoatNormal , geometryViewDir ) ) ;
vec3 Fcc = F _Schlick ( material . clearcoatF0 , material . clearcoatF90 , dotNVcc ) ;
outgoingLight = outgoingLight * ( 1.0 - material . clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material . clearcoat ;
# endif
# include < opaque _fragment >
# include < tonemapping _fragment >
# include < colorspace _fragment >
# include < fog _fragment >
# include < premultiplied _alpha _fragment >
# include < dithering _fragment >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Xf= ` # define TOON
2026-03-01 21:24:10 -06:00
varying vec3 vViewPosition ;
# include < common >
# include < batching _pars _vertex >
# include < uv _pars _vertex >
# include < displacementmap _pars _vertex >
# include < color _pars _vertex >
# include < fog _pars _vertex >
# include < normal _pars _vertex >
# include < morphtarget _pars _vertex >
# include < skinning _pars _vertex >
# include < shadowmap _pars _vertex >
# include < logdepthbuf _pars _vertex >
# include < clipping _planes _pars _vertex >
void main ( ) {
# include < uv _vertex >
# include < color _vertex >
# include < morphinstance _vertex >
# include < morphcolor _vertex >
# include < batching _vertex >
# include < beginnormal _vertex >
# include < morphnormal _vertex >
# include < skinbase _vertex >
# include < skinnormal _vertex >
# include < defaultnormal _vertex >
# include < normal _vertex >
# include < begin _vertex >
# include < morphtarget _vertex >
# include < skinning _vertex >
# include < displacementmap _vertex >
# include < project _vertex >
# include < logdepthbuf _vertex >
# include < clipping _planes _vertex >
vViewPosition = - mvPosition . xyz ;
# include < worldpos _vertex >
# include < shadowmap _vertex >
# include < fog _vertex >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Yf= ` # define TOON
2026-03-01 21:24:10 -06:00
uniform vec3 diffuse ;
uniform vec3 emissive ;
uniform float opacity ;
# include < common >
# include < packing >
# include < dithering _pars _fragment >
# include < color _pars _fragment >
# include < uv _pars _fragment >
# include < map _pars _fragment >
# include < alphamap _pars _fragment >
# include < alphatest _pars _fragment >
# include < alphahash _pars _fragment >
# include < aomap _pars _fragment >
# include < lightmap _pars _fragment >
# include < emissivemap _pars _fragment >
# include < gradientmap _pars _fragment >
# include < fog _pars _fragment >
# include < bsdfs >
# include < lights _pars _begin >
# include < normal _pars _fragment >
# include < lights _toon _pars _fragment >
# include < shadowmap _pars _fragment >
# include < bumpmap _pars _fragment >
# include < normalmap _pars _fragment >
# include < logdepthbuf _pars _fragment >
# include < clipping _planes _pars _fragment >
void main ( ) {
vec4 diffuseColor = vec4 ( diffuse , opacity ) ;
# include < clipping _planes _fragment >
ReflectedLight reflectedLight = ReflectedLight ( vec3 ( 0.0 ) , vec3 ( 0.0 ) , vec3 ( 0.0 ) , vec3 ( 0.0 ) ) ;
vec3 totalEmissiveRadiance = emissive ;
# include < logdepthbuf _fragment >
# include < map _fragment >
# include < color _fragment >
# include < alphamap _fragment >
# include < alphatest _fragment >
# include < alphahash _fragment >
# include < normal _fragment _begin >
# include < normal _fragment _maps >
# include < emissivemap _fragment >
# include < lights _toon _fragment >
# include < lights _fragment _begin >
# include < lights _fragment _maps >
# include < lights _fragment _end >
# include < aomap _fragment >
vec3 outgoingLight = reflectedLight . directDiffuse + reflectedLight . indirectDiffuse + totalEmissiveRadiance ;
# include < opaque _fragment >
# include < tonemapping _fragment >
# include < colorspace _fragment >
# include < fog _fragment >
# include < premultiplied _alpha _fragment >
# include < dithering _fragment >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,qf= ` uniform float size ;
2026-03-01 21:24:10 -06:00
uniform float scale ;
# include < common >
# include < color _pars _vertex >
# include < fog _pars _vertex >
# include < morphtarget _pars _vertex >
# include < logdepthbuf _pars _vertex >
# include < clipping _planes _pars _vertex >
# ifdef USE _POINTS _UV
varying vec2 vUv ;
uniform mat3 uvTransform ;
# endif
void main ( ) {
# ifdef USE _POINTS _UV
vUv = ( uvTransform * vec3 ( uv , 1 ) ) . xy ;
# endif
# include < color _vertex >
# include < morphinstance _vertex >
# include < morphcolor _vertex >
# include < begin _vertex >
# include < morphtarget _vertex >
# include < project _vertex >
gl _PointSize = size ;
# ifdef USE _SIZEATTENUATION
bool isPerspective = isPerspectiveMatrix ( projectionMatrix ) ;
if ( isPerspective ) gl _PointSize *= ( scale / - mvPosition . z ) ;
# endif
# include < logdepthbuf _vertex >
# include < clipping _planes _vertex >
# include < worldpos _vertex >
# include < fog _vertex >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,jf= ` uniform vec3 diffuse ;
2026-03-01 21:24:10 -06:00
uniform float opacity ;
# include < common >
# include < color _pars _fragment >
# include < map _particle _pars _fragment >
# include < alphatest _pars _fragment >
# include < alphahash _pars _fragment >
# include < fog _pars _fragment >
# include < logdepthbuf _pars _fragment >
# include < clipping _planes _pars _fragment >
void main ( ) {
vec4 diffuseColor = vec4 ( diffuse , opacity ) ;
# include < clipping _planes _fragment >
vec3 outgoingLight = vec3 ( 0.0 ) ;
# include < logdepthbuf _fragment >
# include < map _particle _fragment >
# include < color _fragment >
# include < alphatest _fragment >
# include < alphahash _fragment >
outgoingLight = diffuseColor . rgb ;
# include < opaque _fragment >
# include < tonemapping _fragment >
# include < colorspace _fragment >
# include < fog _fragment >
# include < premultiplied _alpha _fragment >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Zf= ` # include < common >
2026-03-01 21:24:10 -06:00
# include < batching _pars _vertex >
# include < fog _pars _vertex >
# include < morphtarget _pars _vertex >
# include < skinning _pars _vertex >
# include < logdepthbuf _pars _vertex >
# include < shadowmap _pars _vertex >
void main ( ) {
# include < batching _vertex >
# include < beginnormal _vertex >
# include < morphinstance _vertex >
# include < morphnormal _vertex >
# include < skinbase _vertex >
# include < skinnormal _vertex >
# include < defaultnormal _vertex >
# include < begin _vertex >
# include < morphtarget _vertex >
# include < skinning _vertex >
# include < project _vertex >
# include < logdepthbuf _vertex >
# include < worldpos _vertex >
# include < shadowmap _vertex >
# include < fog _vertex >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Kf= ` uniform vec3 color ;
2026-03-01 21:24:10 -06:00
uniform float opacity ;
# include < common >
# include < packing >
# include < fog _pars _fragment >
# include < bsdfs >
# include < lights _pars _begin >
# include < logdepthbuf _pars _fragment >
# include < shadowmap _pars _fragment >
# include < shadowmask _pars _fragment >
void main ( ) {
# include < logdepthbuf _fragment >
gl _FragColor = vec4 ( color , opacity * ( 1.0 - getShadowMask ( ) ) ) ;
# include < tonemapping _fragment >
# include < colorspace _fragment >
# include < fog _fragment >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` , $ f= ` uniform float rotation ;
2026-03-01 21:24:10 -06:00
uniform vec2 center ;
# include < common >
# include < uv _pars _vertex >
# include < fog _pars _vertex >
# include < logdepthbuf _pars _vertex >
# include < clipping _planes _pars _vertex >
void main ( ) {
# include < uv _vertex >
vec4 mvPosition = modelViewMatrix [ 3 ] ;
vec2 scale = vec2 ( length ( modelMatrix [ 0 ] . xyz ) , length ( modelMatrix [ 1 ] . xyz ) ) ;
# ifndef USE _SIZEATTENUATION
bool isPerspective = isPerspectiveMatrix ( projectionMatrix ) ;
if ( isPerspective ) scale *= - mvPosition . z ;
# endif
vec2 alignedPosition = ( position . xy - ( center - vec2 ( 0.5 ) ) ) * scale ;
vec2 rotatedPosition ;
rotatedPosition . x = cos ( rotation ) * alignedPosition . x - sin ( rotation ) * alignedPosition . y ;
rotatedPosition . y = sin ( rotation ) * alignedPosition . x + cos ( rotation ) * alignedPosition . y ;
mvPosition . xy += rotatedPosition ;
gl _Position = projectionMatrix * mvPosition ;
# include < logdepthbuf _vertex >
# include < clipping _planes _vertex >
# include < fog _vertex >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,Jf= ` uniform vec3 diffuse ;
2026-03-01 21:24:10 -06:00
uniform float opacity ;
# include < common >
# include < uv _pars _fragment >
# include < map _pars _fragment >
# include < alphamap _pars _fragment >
# include < alphatest _pars _fragment >
# include < alphahash _pars _fragment >
# include < fog _pars _fragment >
# include < logdepthbuf _pars _fragment >
# include < clipping _planes _pars _fragment >
void main ( ) {
vec4 diffuseColor = vec4 ( diffuse , opacity ) ;
# include < clipping _planes _fragment >
vec3 outgoingLight = vec3 ( 0.0 ) ;
# include < logdepthbuf _fragment >
# include < map _fragment >
# include < alphamap _fragment >
# include < alphatest _fragment >
# include < alphahash _fragment >
outgoingLight = diffuseColor . rgb ;
# include < opaque _fragment >
# include < tonemapping _fragment >
# include < colorspace _fragment >
# include < fog _fragment >
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,kt={alphahash_fragment:xu,alphahash_pars_fragment:Mu,alphamap_fragment:Su,alphamap_pars_fragment:yu,alphatest_fragment:Eu,alphatest_pars_fragment:bu,aomap_fragment:Tu,aomap_pars_fragment:wu,batching_pars_vertex:Au,batching_vertex:Ru,begin_vertex:Cu,beginnormal_vertex:Pu,bsdfs:Du,iridescence_fragment:Lu,bumpmap_pars_fragment:Uu,clipping_planes_fragment:Iu,clipping_planes_pars_fragment:Nu,clipping_planes_pars_vertex:Fu,clipping_planes_vertex:Ou,color_fragment:Bu,color_pars_fragment:zu,color_pars_vertex:ku,color_vertex:Hu,common:Vu,cube_uv_reflection_fragment:Gu,defaultnormal_vertex:Wu,displacementmap_pars_vertex:Xu,displacementmap_vertex:Yu,emissivemap_fragment:qu,emissivemap_pars_fragment:ju,colorspace_fragment:Zu,colorspace_pars_fragment:Ku,envmap_fragment: $ u,envmap_common_pars_fragment:Ju,envmap_pars_fragment:Qu,envmap_pars_vertex:td,envmap_physical_pars_fragment:ud,envmap_vertex:ed,fog_vertex:nd,fog_pars_vertex:id,fog_fragment:sd,fog_pars_fragment:rd,gradientmap_pars_fragment:ad,lightmap_pars_fragment:od,lights_lambert_fragment:ld,lights_lambert_pars_fragment:cd,lights_pars_begin:hd,lights_toon_fragment:dd,lights_toon_pars_fragment:fd,lights_phong_fragment:pd,lights_phong_pars_fragment:md,lights_physical_fragment:gd,lights_physical_pars_fragment:_d,lights_fragment_begin:vd,lights_fragment_maps:xd,lights_fragment_end:Md,logdepthbuf_fragment:Sd,logdepthbuf_pars_fragment:yd,logdepthbuf_pars_vertex:Ed,logdepthbuf_vertex:bd,map_fragment:Td,map_pars_fragment:wd,map_particle_fragment:Ad,map_particle_pars_fragment:Rd,metalnessmap_fragment:Cd,metalnessmap_pars_fragment:Pd,morphinstance_vertex:Dd,morphcolor_vertex:Ld,morphnormal_vertex:Ud,morphtarget_pars_vertex:Id,morphtarget_vertex:Nd,normal_fragment_begin:Fd,normal_fragment_maps:Od,normal_pars_fragment:Bd,normal_pars_vertex:zd,normal_vertex:kd,normalmap_pars_fragment:Hd,clearcoat_normal_fragment_begin:Vd,clearcoat_normal_fragment_maps:Gd,clearcoat_pars_fragment:Wd,iridescence_pars_fragment:Xd,opaque_fragment:Yd,packing:qd,premultiplied_alpha_fragment:jd,project_vertex:Zd,dithering_fragment:Kd,dithering_pars_fragment: $ d,roughnessmap_fragment:Jd,roughnessmap_pars_fragment:Qd,shadowmap_pars_fragment:tf,shadowmap_pars_vertex:ef,shadowmap_vertex:nf,shadowmask_pars_fragment:sf,skinbase_vertex:rf,skinning_pars_vertex:af,skinning_vertex:of,skinnormal_vertex:lf,specularmap_fragment:cf,specularmap_pars_fragment:hf,tonemapping_fragment:uf,tonemapping_pars_fragment:df,transmission_fragment:ff,transmission_pars_fragment:pf,uv_pars_fragment:mf,uv_pars_vertex:gf,uv_vertex:_f,worldpos_vertex:vf,background_vert:xf,background_frag:Mf,backgroundCube_vert:Sf,backgroundCube_frag:yf,cube_vert:Ef,cube_frag:bf,depth_vert:Tf,depth_frag:wf,distanceRGBA_vert:Af,distanceRGBA_frag:Rf,equirect_vert:Cf,equirect_frag:Pf,linedashed_vert:Df,linedashed_frag:Lf,meshbasic_vert:Uf,meshbasic_frag:If,meshlambert_vert:Nf,meshlambert_frag:Ff,meshmatcap_vert:Of,meshmatcap_frag:Bf,meshnormal_vert:zf,meshnormal_frag:kf,meshphong_vert:Hf,meshphong_frag:Vf,meshphysical_vert:Gf,meshphysical_frag:Wf,meshtoon_vert:Xf,meshtoon_frag:Yf,points_vert:qf,points_frag:jf,shadow_vert:Zf,shadow_frag:Kf,sprite_vert: $ f,sprite_frag:Jf},st={common:{diffuse:{value:new rt(16777215)},opacity:{value:1},map:{value:null},mapTransform:{value:new Bt},alphaMap:{value:null},alphaMapTransform:{value:new Bt},alphaTest:{value:0}},specularmap:{specularMap:{value:null},specularMapTransform:{value:new Bt}},envmap:{envMap:{value:null},envMapRotation:{value:new Bt},flipEnvMap:{value:-1},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1},aoMapTransform:{value:new Bt}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1},lightMapTransform:{value:new Bt}},bumpmap:{bumpMap:{value:null},bumpMapTransform:{value:new Bt},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalMapTransform:{value:new Bt},normalScale:{value:new Mt(1,1)}},displacementmap:{displacementMap:{value:null},displacementMapTransform:{value:new Bt},displacementScale:{value:1},displacementBias:{value:0}},emissi
2026-03-01 21:24:10 -06:00
precision mediump float ;
precision mediump int ;
varying vec3 vOutputDirection ;
uniform sampler2D envMap ;
uniform int samples ;
uniform float weights [ n ] ;
uniform bool latitudinal ;
uniform float dTheta ;
uniform float mipInt ;
uniform vec3 poleAxis ;
# define ENVMAP _TYPE _CUBE _UV
# include < cube _uv _reflection _fragment >
vec3 getSample ( float theta , vec3 axis ) {
float cosTheta = cos ( theta ) ;
// Rodrigues' axis-angle rotation
vec3 sampleDirection = vOutputDirection * cosTheta
+ cross ( axis , vOutputDirection ) * sin ( theta )
+ axis * dot ( axis , vOutputDirection ) * ( 1.0 - cosTheta ) ;
return bilinearCubeUV ( envMap , sampleDirection , mipInt ) ;
}
void main ( ) {
vec3 axis = latitudinal ? poleAxis : cross ( poleAxis , vOutputDirection ) ;
if ( all ( equal ( axis , vec3 ( 0.0 ) ) ) ) {
axis = vec3 ( vOutputDirection . z , 0.0 , - vOutputDirection . x ) ;
}
axis = normalize ( axis ) ;
gl _FragColor = vec4 ( 0.0 , 0.0 , 0.0 , 1.0 ) ;
gl _FragColor . rgb += weights [ 0 ] * getSample ( 0.0 , axis ) ;
for ( int i = 1 ; i < n ; i ++ ) {
if ( i >= samples ) {
break ;
}
float theta = dTheta * float ( i ) ;
gl _FragColor . rgb += weights [ i ] * getSample ( - 1.0 * theta , axis ) ;
gl _FragColor . rgb += weights [ i ] * getSample ( theta , axis ) ;
}
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
` ,blending:Tn,depthTest:!1,depthWrite:!1})}function ol(){return new ze({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:co(),fragmentShader: `
2026-03-01 21:24:10 -06:00
precision mediump float ;
precision mediump int ;
varying vec3 vOutputDirection ;
uniform sampler2D envMap ;
# include < common >
void main ( ) {
vec3 outputDirection = normalize ( vOutputDirection ) ;
vec2 uv = equirectUv ( outputDirection ) ;
gl _FragColor = vec4 ( texture2D ( envMap , uv ) . rgb , 1.0 ) ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
` ,blending:Tn,depthTest:!1,depthWrite:!1})}function ll(){return new ze({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:co(),fragmentShader: `
2026-03-01 21:24:10 -06:00
precision mediump float ;
precision mediump int ;
uniform float flipEnvMap ;
varying vec3 vOutputDirection ;
uniform samplerCube envMap ;
void main ( ) {
gl _FragColor = textureCube ( envMap , vec3 ( flipEnvMap * vOutputDirection . x , vOutputDirection . yz ) ) ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
` ,blending:Tn,depthTest:!1,depthWrite:!1})}function co(){return `
2026-03-01 21:24:10 -06:00
precision mediump float ;
precision mediump int ;
attribute float faceIndex ;
varying vec3 vOutputDirection ;
// RH coordinate system; PMREM face-indexing convention
vec3 getDirection ( vec2 uv , float face ) {
uv = 2.0 * uv - 1.0 ;
vec3 direction = vec3 ( uv , 1.0 ) ;
if ( face == 0.0 ) {
direction = direction . zyx ; // ( 1, v, u ) pos x
} else if ( face == 1.0 ) {
direction = direction . xzy ;
direction . xz *= - 1.0 ; // ( -u, 1, -v ) pos y
} else if ( face == 2.0 ) {
direction . x *= - 1.0 ; // ( -u, v, 1 ) pos z
} else if ( face == 3.0 ) {
direction = direction . zyx ;
direction . xz *= - 1.0 ; // ( -1, v, -u ) neg x
} else if ( face == 4.0 ) {
direction = direction . xzy ;
direction . xy *= - 1.0 ; // ( -u, -1, v ) neg y
} else if ( face == 5.0 ) {
direction . z *= - 1.0 ; // ( u, v, -1 ) neg z
}
return direction ;
}
void main ( ) {
vOutputDirection = getDirection ( uv , faceIndex ) ;
gl _Position = vec4 ( position , 1.0 ) ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
` }function lp(i){let t=new WeakMap,e=null;function n(o){if(o&&o.isTexture){const l=o.mapping,c=l===pa||l===ma,h=l===Bi||l===zi;if(c||h){let f=t.get(o);const p=f!==void 0?f.texture.pmremVersion:0;if(o.isRenderTargetTexture&&o.pmremVersion!==p)return e===null&&(e=new rl(i)),f=c?e.fromEquirectangular(o,f):e.fromCubemap(o,f),f.texture.pmremVersion=o.pmremVersion,t.set(o,f),f.texture;if(f!==void 0)return f.texture;{const u=o.image;return c&&u&&u.height>0||h&&u&&s(u)?(e===null&&(e=new rl(i)),f=c?e.fromEquirectangular(o):e.fromCubemap(o),f.texture.pmremVersion=o.pmremVersion,t.set(o,f),o.addEventListener("dispose",r),f.texture):null}}}return o}function s(o){let l=0;const c=6;for(let h=0;h<c;h++)o[h]!==void 0&&l++;return l===c}function r(o){const l=o.target;l.removeEventListener("dispose",r);const c=t.get(l);c!==void 0&&(t.delete(l),c.dispose())}function a(){t=new WeakMap,e!==null&&(e.dispose(),e=null)}return{get:n,dispose:a}}function cp(i){const t={};function e(n){if(t[n]!==void 0)return t[n];let s;switch(n){case"WEBGL_depth_texture":s=i.getExtension("WEBGL_depth_texture")||i.getExtension("MOZ_WEBGL_depth_texture")||i.getExtension("WEBKIT_WEBGL_depth_texture");break;case"EXT_texture_filter_anisotropic":s=i.getExtension("EXT_texture_filter_anisotropic")||i.getExtension("MOZ_EXT_texture_filter_anisotropic")||i.getExtension("WEBKIT_EXT_texture_filter_anisotropic");break;case"WEBGL_compressed_texture_s3tc":s=i.getExtension("WEBGL_compressed_texture_s3tc")||i.getExtension("MOZ_WEBGL_compressed_texture_s3tc")||i.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc");break;case"WEBGL_compressed_texture_pvrtc":s=i.getExtension("WEBGL_compressed_texture_pvrtc")||i.getExtension("WEBKIT_WEBGL_compressed_texture_pvrtc");break;default:s=i.getExtension(n)}return t[n]=s,s}return{has:function(n){return e(n)!==null},init:function(){e("EXT_color_buffer_float"),e("WEBGL_clip_cull_distance"),e("OES_texture_float_linear"),e("EXT_color_buffer_half_float"),e("WEBGL_multisampled_render_to_texture"),e("WEBGL_render_shared_exponent")},get:function(n){const s=e(n);return s===null&&Ri("THREE.WebGLRenderer: "+n+" extension not supported."),s}}}function hp(i,t,e,n){const s={},r=new WeakMap;function a(f){const p=f.target;p.index!==null&&t.remove(p.index);for(const g in p.attributes)t.remove(p.attributes[g]);p.removeEventListener("dispose",a),delete s[p.id];const u=r.get(p);u&&(t.remove(u),r.delete(p)),n.releaseStatesOfGeometry(p),p.isInstancedBufferGeometry===!0&&delete p._maxInstanceCount,e.memory.geometries--}function o(f,p){return s[p.id]===!0||(p.addEventListener("dispose",a),s[p.id]=!0,e.memory.geometries++),p}function l(f){const p=f.attributes;for(const u in p)t.update(p[u],i.ARRAY_BUFFER)}function c(f){const p=[],u=f.index,g=f.attributes.position;let v=0;if(u!==null){const T=u.array;v=u.version;for(let b=0,S=T.length;b<S;b+=3){const D=T[b+0],w=T[b+1],R=T[b+2];p.push(D,w,w,R,R,D)}}else if(g!==void 0){const T=g.array;v=g.version;for(let b=0,S=T.length/3-1;b<S;b+=3){const D=b+0,w=b+1,R=b+2;p.push(D,w,w,R,R,D)}}else return;const m=new(ec(p)?ac:rc)(p,1);m.version=v;const d=r.get(f);d&&t.remove(d),r.set(f,m)}function h(f){const p=r.get(f);if(p){const u=f.index;u!==null&&p.version<u.version&&c(f)}else c(f);return r.get(f)}return{get:o,update:l,getWireframeAttribute:h}}function up(i,t,e){let n;function s(p){n=p}let r,a;function o(p){r=p.type,a=p.bytesPerElement}function l(p,u){i.drawElements(n,u,r,p*a),e.update(u,n,1)}function c(p,u,g){g!==0&&(i.drawElementsInstanced(n,u,r,p*a,g),e.update(u,n,g))}function h(p,u,g){if(g===0)return;t.get("WEBGL_multi_draw").multiDrawElementsWEBGL(n,u,0,r,p,0,g);let m=0;for(let d=0;d<g;d++)m+=u[d];e.update(m,n,1)}function f(p,u,g,v){if(g===0)return;const m=t.get("WEBGL_multi_draw");if(m===null)for(let d=0;d<p.length;d++)c(p[d]/a,u[d],v[d]);else{m.multiDrawElementsInstancedWEBGL(n,u,0,r,p,0,v,0,g);let d=0;for(let T=0;T<g;T++)d+=u[T]*v[T];e.update(d,n,1)}}this.setMode=s,this.setIndex=o,this.render=l,this.renderInstances=c,this.renderMultiDraw=h,this.renderMultiDrawInstances=f}function dp(i){const t={geometries:0,textures:0},e={fra
2026-03-01 21:24:10 -06:00
` ),n=[],s=Math.max(t-6,0),r=Math.min(t+6,e.length);for(let a=s;a<r;a++){const o=a+1;n.push( ` $ { o === t ? ">" : " " } $ { o } : $ { e [ a ] } ` )}return n.join( `
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
` )}const _l=new Bt;function lm(i){Qt._getMatrix(_l,Qt.workingColorSpace,i);const t= ` mat3 ( $ { _l . elements . map ( e => e . toFixed ( 4 ) ) } ) ` ;switch(Qt.getTransfer(i)){case hr:return[t,"LinearTransferOETF"];case re:return[t,"sRGBTransferOETF"];default:return console.warn("THREE.WebGLProgram: Unsupported color space: ",i),[t,"LinearTransferOETF"]}}function vl(i,t,e){const n=i.getShaderParameter(t,i.COMPILE_STATUS),s=i.getShaderInfoLog(t).trim();if(n&&s==="")return"";const r=/ERROR: 0:( \d +)/.exec(s);if(r){const a=parseInt(r[1]);return e.toUpperCase()+ `
2026-03-01 21:24:10 -06:00
` +s+ `
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
` +om(i.getShaderSource(t),a)}else return s}function cm(i,t){const e=lm(t);return[ ` vec4 $ { i } ( vec4 value ) { ` , ` return $ { e [ 1 ] } ( vec4 ( value . rgb * $ { e [ 0 ] } , value . a ) ) ; ` ,"}"].join( `
` )}function hm(i,t){let e;switch(t){case hh:e="Linear";break;case uh:e="Reinhard";break;case dh:e="Cineon";break;case Vl:e="ACESFilmic";break;case ph:e="AgX";break;case mh:e="Neutral";break;case fh:e="Custom";break;default:console.warn("THREE.WebGLProgram: Unsupported toneMapping:",t),e="Linear"}return"vec3 "+i+"( vec3 color ) { return "+e+"ToneMapping( color ); }"}const Js=new C;function um(){Qt.getLuminanceCoefficients(Js);const i=Js.x.toFixed(4),t=Js.y.toFixed(4),e=Js.z.toFixed(4);return["float luminance( const in vec3 rgb ) {", ` const vec3 weights = vec3 ( $ { i } , $ { t } , $ { e } ) ; ` ," return dot( weights, rgb );","}"].join( `
` )}function dm(i){return[i.extensionClipCullDistance?"#extension GL_ANGLE_clip_cull_distance : require":"",i.extensionMultiDraw?"#extension GL_ANGLE_multi_draw : require":""].filter(ls).join( `
` )}function fm(i){const t=[];for(const e in i){const n=i[e];n!==!1&&t.push("#define "+e+" "+n)}return t.join( `
` )}function pm(i,t){const e={},n=i.getProgramParameter(t,i.ACTIVE_ATTRIBUTES);for(let s=0;s<n;s++){const r=i.getActiveAttrib(t,s),a=r.name;let o=1;r.type===i.FLOAT_MAT2&&(o=2),r.type===i.FLOAT_MAT3&&(o=3),r.type===i.FLOAT_MAT4&&(o=4),e[a]={type:r.type,location:i.getAttribLocation(t,a),locationSize:o}}return e}function ls(i){return i!==""}function xl(i,t){const e=t.numSpotLightShadows+t.numSpotLightMaps-t.numSpotLightShadowsWithMaps;return i.replace(/NUM_DIR_LIGHTS/g,t.numDirLights).replace(/NUM_SPOT_LIGHTS/g,t.numSpotLights).replace(/NUM_SPOT_LIGHT_MAPS/g,t.numSpotLightMaps).replace(/NUM_SPOT_LIGHT_COORDS/g,e).replace(/NUM_RECT_AREA_LIGHTS/g,t.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g,t.numPointLights).replace(/NUM_HEMI_LIGHTS/g,t.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g,t.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g,t.numSpotLightShadowsWithMaps).replace(/NUM_SPOT_LIGHT_SHADOWS/g,t.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g,t.numPointLightShadows)}function Ml(i,t){return i.replace(/NUM_CLIPPING_PLANES/g,t.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g,t.numClippingPlanes-t.numClipIntersection)}const mm=/^[ \t ]*#include +<([ \w \d ./]+)>/gm;function Za(i){return i.replace(mm,_m)}const gm=new Map;function _m(i,t){let e=kt[t];if(e===void 0){const n=gm.get(t);if(n!==void 0)e=kt[n],console.warn('THREE.WebGLRenderer: Shader chunk "%s" has been deprecated. Use "%s" instead.',t,n);else throw new Error("Can not resolve #include <"+t+">")}return Za(e)}const vm=/#pragma unroll_loop_start \s +for \s * \( \s *int \s +i \s *= \s *( \d +) \s *; \s *i \s *< \s *( \d +) \s *; \s *i \s * \+ \+ \s * \) \s *{([ \s \S ]+?)} \s +#pragma unroll_loop_end/g;function Sl(i){return i.replace(vm,xm)}function xm(i,t,e,n){let s="";for(let r=parseInt(t);r<parseInt(e);r++)s+=n.replace(/ \[ \s *i \s * \] /g,"[ "+r+" ]").replace(/UNROLLED_LOOP_INDEX/g,r);return s}function yl(i){let t= ` precision $ { i . precision } float ;
2026-03-01 21:24:10 -06:00
precision $ { i . precision } int ;
precision $ { i . precision } sampler2D ;
precision $ { i . precision } samplerCube ;
precision $ { i . precision } sampler3D ;
precision $ { i . precision } sampler2DArray ;
precision $ { i . precision } sampler2DShadow ;
precision $ { i . precision } samplerCubeShadow ;
precision $ { i . precision } sampler2DArrayShadow ;
precision $ { i . precision } isampler2D ;
precision $ { i . precision } isampler3D ;
precision $ { i . precision } isamplerCube ;
precision $ { i . precision } isampler2DArray ;
precision $ { i . precision } usampler2D ;
precision $ { i . precision } usampler3D ;
precision $ { i . precision } usamplerCube ;
precision $ { i . precision } usampler2DArray ;
` ;return i.precision==="highp"?t+= `
# define HIGH _PRECISION ` :i.precision==="mediump"?t+= `
# define MEDIUM _PRECISION ` :i.precision==="lowp"&&(t+= `
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
# define LOW _PRECISION ` ),t}function Mm(i){let t="SHADOWMAP_TYPE_BASIC";return i.shadowMapType===kl?t="SHADOWMAP_TYPE_PCF":i.shadowMapType===Gc?t="SHADOWMAP_TYPE_PCF_SOFT":i.shadowMapType===En&&(t="SHADOWMAP_TYPE_VSM"),t}function Sm(i){let t="ENVMAP_TYPE_CUBE";if(i.envMap)switch(i.envMapMode){case Bi:case zi:t="ENVMAP_TYPE_CUBE";break;case vr:t="ENVMAP_TYPE_CUBE_UV";break}return t}function ym(i){let t="ENVMAP_MODE_REFLECTION";if(i.envMap)switch(i.envMapMode){case zi:t="ENVMAP_MODE_REFRACTION";break}return t}function Em(i){let t="ENVMAP_BLENDING_NONE";if(i.envMap)switch(i.combine){case Hl:t="ENVMAP_BLENDING_MULTIPLY";break;case lh:t="ENVMAP_BLENDING_MIX";break;case ch:t="ENVMAP_BLENDING_ADD";break}return t}function bm(i){const t=i.envMapCubeUVHeight;if(t===null)return null;const e=Math.log2(t)-2,n=1/t;return{texelWidth:1/(3*Math.max(Math.pow(2,e),112)),texelHeight:n,maxMip:e}}function Tm(i,t,e,n){const s=i.getContext(),r=e.defines;let a=e.vertexShader,o=e.fragmentShader;const l=Mm(e),c=Sm(e),h=ym(e),f=Em(e),p=bm(e),u=dm(e),g=fm(r),v=s.createProgram();let m,d,T=e.glslVersion?"#version "+e.glslVersion+ `
` :"";e.isRawShaderMaterial?(m=["#define SHADER_TYPE "+e.shaderType,"#define SHADER_NAME "+e.shaderName,g].filter(ls).join( `
2026-03-03 14:04:31 -06:00
` ),m.length>0&&(m+= `
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
` ),d=["#define SHADER_TYPE "+e.shaderType,"#define SHADER_NAME "+e.shaderName,g].filter(ls).join( `
chore(release): v2.0.6 "Composer" — rebuild + version bump + CHANGELOG
Bumps vestige-core + vestige-mcp + @vestige/dashboard +
vestige-mcp-server + @vestige/init from 2.0.5 → 2.0.6, regenerates the
Cargo.lock, rebuilds the dashboard with the new events.ts handlers +
intentions page fix baked in, and writes the v2.0.6 "Composer" entry
to CHANGELOG.md.
Release contents:
- fix(dashboard): intentions page priority + trigger rendering
(commit 9df63de)
- feat(dashboard): wire 6 graph event handlers — suppress, unsuppress,
Rac1 cascade, Connected, ConsolidationStarted, ImportanceScored
(commit f085cfd)
- feat(mcp): opt-in VESTIGE_SYSTEM_PROMPT_MODE=full composition mandate
(commit 7d7a7c2)
- docs(readme): v2.0.6 header + Intel Mac / Windows build-from-source
honesty (commit ede0a02)
Pre-push gates green: cargo test --workspace --release, cargo clippy
--all-targets -D warnings, svelte-check (580 files 0 errors), vitest
(171/171). No regressions of merged PRs #18/20/22/24/26/28/29/30/32/33.
2026-04-18 18:33:04 -05:00
` ),d.length>0&&(d+= `
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
` )):(m=[yl(e),"#define SHADER_TYPE "+e.shaderType,"#define SHADER_NAME "+e.shaderName,g,e.extensionClipCullDistance?"#define USE_CLIP_DISTANCE":"",e.batching?"#define USE_BATCHING":"",e.batchingColor?"#define USE_BATCHING_COLOR":"",e.instancing?"#define USE_INSTANCING":"",e.instancingColor?"#define USE_INSTANCING_COLOR":"",e.instancingMorph?"#define USE_INSTANCING_MORPH":"",e.useFog&&e.fog?"#define USE_FOG":"",e.useFog&&e.fogExp2?"#define FOG_EXP2":"",e.map?"#define USE_MAP":"",e.envMap?"#define USE_ENVMAP":"",e.envMap?"#define "+h:"",e.lightMap?"#define USE_LIGHTMAP":"",e.aoMap?"#define USE_AOMAP":"",e.bumpMap?"#define USE_BUMPMAP":"",e.normalMap?"#define USE_NORMALMAP":"",e.normalMapObjectSpace?"#define USE_NORMALMAP_OBJECTSPACE":"",e.normalMapTangentSpace?"#define USE_NORMALMAP_TANGENTSPACE":"",e.displacementMap?"#define USE_DISPLACEMENTMAP":"",e.emissiveMap?"#define USE_EMISSIVEMAP":"",e.anisotropy?"#define USE_ANISOTROPY":"",e.anisotropyMap?"#define USE_ANISOTROPYMAP":"",e.clearcoatMap?"#define USE_CLEARCOATMAP":"",e.clearcoatRoughnessMap?"#define USE_CLEARCOAT_ROUGHNESSMAP":"",e.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",e.iridescenceMap?"#define USE_IRIDESCENCEMAP":"",e.iridescenceThicknessMap?"#define USE_IRIDESCENCE_THICKNESSMAP":"",e.specularMap?"#define USE_SPECULARMAP":"",e.specularColorMap?"#define USE_SPECULAR_COLORMAP":"",e.specularIntensityMap?"#define USE_SPECULAR_INTENSITYMAP":"",e.roughnessMap?"#define USE_ROUGHNESSMAP":"",e.metalnessMap?"#define USE_METALNESSMAP":"",e.alphaMap?"#define USE_ALPHAMAP":"",e.alphaHash?"#define USE_ALPHAHASH":"",e.transmission?"#define USE_TRANSMISSION":"",e.transmissionMap?"#define USE_TRANSMISSIONMAP":"",e.thicknessMap?"#define USE_THICKNESSMAP":"",e.sheenColorMap?"#define USE_SHEEN_COLORMAP":"",e.sheenRoughnessMap?"#define USE_SHEEN_ROUGHNESSMAP":"",e.mapUv?"#define MAP_UV "+e.mapUv:"",e.alphaMapUv?"#define ALPHAMAP_UV "+e.alphaMapUv:"",e.lightMapUv?"#define LIGHTMAP_UV "+e.lightMapUv:"",e.aoMapUv?"#define AOMAP_UV "+e.aoMapUv:"",e.emissiveMapUv?"#define EMISSIVEMAP_UV "+e.emissiveMapUv:"",e.bumpMapUv?"#define BUMPMAP_UV "+e.bumpMapUv:"",e.normalMapUv?"#define NORMALMAP_UV "+e.normalMapUv:"",e.displacementMapUv?"#define DISPLACEMENTMAP_UV "+e.displacementMapUv:"",e.metalnessMapUv?"#define METALNESSMAP_UV "+e.metalnessMapUv:"",e.roughnessMapUv?"#define ROUGHNESSMAP_UV "+e.roughnessMapUv:"",e.anisotropyMapUv?"#define ANISOTROPYMAP_UV "+e.anisotropyMapUv:"",e.clearcoatMapUv?"#define CLEARCOATMAP_UV "+e.clearcoatMapUv:"",e.clearcoatNormalMapUv?"#define CLEARCOAT_NORMALMAP_UV "+e.clearcoatNormalMapUv:"",e.clearcoatRoughnessMapUv?"#define CLEARCOAT_ROUGHNESSMAP_UV "+e.clearcoatRoughnessMapUv:"",e.iridescenceMapUv?"#define IRIDESCENCEMAP_UV "+e.iridescenceMapUv:"",e.iridescenceThicknessMapUv?"#define IRIDESCENCE_THICKNESSMAP_UV "+e.iridescenceThicknessMapUv:"",e.sheenColorMapUv?"#define SHEEN_COLORMAP_UV "+e.sheenColorMapUv:"",e.sheenRoughnessMapUv?"#define SHEEN_ROUGHNESSMAP_UV "+e.sheenRoughnessMapUv:"",e.specularMapUv?"#define SPECULARMAP_UV "+e.specularMapUv:"",e.specularColorMapUv?"#define SPECULAR_COLORMAP_UV "+e.specularColorMapUv:"",e.specularIntensityMapUv?"#define SPECULAR_INTENSITYMAP_UV "+e.specularIntensityMapUv:"",e.transmissionMapUv?"#define TRANSMISSIONMAP_UV "+e.transmissionMapUv:"",e.thicknessMapUv?"#define THICKNESSMAP_UV "+e.thicknessMapUv:"",e.vertexTangents&&e.flatShading===!1?"#define USE_TANGENT":"",e.vertexColors?"#define USE_COLOR":"",e.vertexAlphas?"#define USE_COLOR_ALPHA":"",e.vertexUv1s?"#define USE_UV1":"",e.vertexUv2s?"#define USE_UV2":"",e.vertexUv3s?"#define USE_UV3":"",e.pointsUvs?"#define USE_POINTS_UV":"",e.flatShading?"#define FLAT_SHADED":"",e.skinning?"#define USE_SKINNING":"",e.morphTargets?"#define USE_MORPHTARGETS":"",e.morphNormals&&e.flatShading===!1?"#define USE_MORPHNORMALS":"",e.morphColors?"#define USE_MORPHCOLORS":"",e.morphTargetsCount>0?"#define MORPHTARGETS_TEXTURE_STRIDE "+e.morphTextureStride:"",e.morphTargetsCount>0?"#define MORPHTARGETS_COUNT "+e.morphTargetsCount:"",e.doubleSided?"#define DOUBLE_SIDED":"",
` ].filter(ls).join( `
` ),d=[yl(e),"#define SHADER_TYPE "+e.shaderType,"#define SHADER_NAME "+e.shaderName,g,e.useFog&&e.fog?"#define USE_FOG":"",e.useFog&&e.fogExp2?"#define FOG_EXP2":"",e.alphaToCoverage?"#define ALPHA_TO_COVERAGE":"",e.map?"#define USE_MAP":"",e.matcap?"#define USE_MATCAP":"",e.envMap?"#define USE_ENVMAP":"",e.envMap?"#define "+c:"",e.envMap?"#define "+h:"",e.envMap?"#define "+f:"",p?"#define CUBEUV_TEXEL_WIDTH "+p.texelWidth:"",p?"#define CUBEUV_TEXEL_HEIGHT "+p.texelHeight:"",p?"#define CUBEUV_MAX_MIP "+p.maxMip+".0":"",e.lightMap?"#define USE_LIGHTMAP":"",e.aoMap?"#define USE_AOMAP":"",e.bumpMap?"#define USE_BUMPMAP":"",e.normalMap?"#define USE_NORMALMAP":"",e.normalMapObjectSpace?"#define USE_NORMALMAP_OBJECTSPACE":"",e.normalMapTangentSpace?"#define USE_NORMALMAP_TANGENTSPACE":"",e.emissiveMap?"#define USE_EMISSIVEMAP":"",e.anisotropy?"#define USE_ANISOTROPY":"",e.anisotropyMap?"#define USE_ANISOTROPYMAP":"",e.clearcoat?"#define USE_CLEARCOAT":"",e.clearcoatMap?"#define USE_CLEARCOATMAP":"",e.clearcoatRoughnessMap?"#define USE_CLEARCOAT_ROUGHNESSMAP":"",e.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",e.dispersion?"#define USE_DISPERSION":"",e.iridescence?"#define USE_IRIDESCENCE":"",e.iridescenceMap?"#define USE_IRIDESCENCEMAP":"",e.iridescenceThicknessMap?"#define USE_IRIDESCENCE_THICKNESSMAP":"",e.specularMap?"#define USE_SPECULARMAP":"",e.specularColorMap?"#define USE_SPECULAR_COLORMAP":"",e.specularIntensityMap?"#define USE_SPECULAR_INTENSITYMAP":"",e.roughnessMap?"#define USE_ROUGHNESSMAP":"",e.metalnessMap?"#define USE_METALNESSMAP":"",e.alphaMap?"#define USE_ALPHAMAP":"",e.alphaTest?"#define USE_ALPHATEST":"",e.alphaHash?"#define USE_ALPHAHASH":"",e.sheen?"#define USE_SHEEN":"",e.sheenColorMap?"#define USE_SHEEN_COLORMAP":"",e.sheenRoughnessMap?"#define USE_SHEEN_ROUGHNESSMAP":"",e.transmission?"#define USE_TRANSMISSION":"",e.transmissionMap?"#define USE_TRANSMISSIONMAP":"",e.thicknessMap?"#define USE_THICKNESSMAP":"",e.vertexTangents&&e.flatShading===!1?"#define USE_TANGENT":"",e.vertexColors||e.instancingColor||e.batchingColor?"#define USE_COLOR":"",e.vertexAlphas?"#define USE_COLOR_ALPHA":"",e.vertexUv1s?"#define USE_UV1":"",e.vertexUv2s?"#define USE_UV2":"",e.vertexUv3s?"#define USE_UV3":"",e.pointsUvs?"#define USE_POINTS_UV":"",e.gradientMap?"#define USE_GRADIENTMAP":"",e.flatShading?"#define FLAT_SHADED":"",e.doubleSided?"#define DOUBLE_SIDED":"",e.flipSided?"#define FLIP_SIDED":"",e.shadowMapEnabled?"#define USE_SHADOWMAP":"",e.shadowMapEnabled?"#define "+l:"",e.premultipliedAlpha?"#define PREMULTIPLIED_ALPHA":"",e.numLightProbes>0?"#define USE_LIGHT_PROBES":"",e.decodeVideoTexture?"#define DECODE_VIDEO_TEXTURE":"",e.decodeVideoTextureEmissive?"#define DECODE_VIDEO_TEXTURE_EMISSIVE":"",e.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"",e.reverseDepthBuffer?"#define USE_REVERSEDEPTHBUF":"","uniform mat4 viewMatrix;","uniform vec3 cameraPosition;","uniform bool isOrthographic;",e.toneMapping!==Bn?"#define TONE_MAPPING":"",e.toneMapping!==Bn?kt.tonemapping_pars_fragment:"",e.toneMapping!==Bn?hm("toneMapping",e.toneMapping):"",e.dithering?"#define DITHERING":"",e.opaque?"#define OPAQUE":"",kt.colorspace_pars_fragment,cm("linearToOutputTexel",e.outputColorSpace),um(),e.useDepthPacking?"#define DEPTH_PACKING "+e.depthPacking:"", `
` ].filter(ls).join( `
` )),a=Za(a),a=xl(a,e),a=Ml(a,e),o=Za(o),o=xl(o,e),o=Ml(o,e),a=Sl(a),o=Sl(o),e.isRawShaderMaterial!==!0&&(T= ` # version 300 es
chore(release): v2.0.6 "Composer" — rebuild + version bump + CHANGELOG
Bumps vestige-core + vestige-mcp + @vestige/dashboard +
vestige-mcp-server + @vestige/init from 2.0.5 → 2.0.6, regenerates the
Cargo.lock, rebuilds the dashboard with the new events.ts handlers +
intentions page fix baked in, and writes the v2.0.6 "Composer" entry
to CHANGELOG.md.
Release contents:
- fix(dashboard): intentions page priority + trigger rendering
(commit 9df63de)
- feat(dashboard): wire 6 graph event handlers — suppress, unsuppress,
Rac1 cascade, Connected, ConsolidationStarted, ImportanceScored
(commit f085cfd)
- feat(mcp): opt-in VESTIGE_SYSTEM_PROMPT_MODE=full composition mandate
(commit 7d7a7c2)
- docs(readme): v2.0.6 header + Intel Mac / Windows build-from-source
honesty (commit ede0a02)
Pre-push gates green: cargo test --workspace --release, cargo clippy
--all-targets -D warnings, svelte-check (580 files 0 errors), vitest
(171/171). No regressions of merged PRs #18/20/22/24/26/28/29/30/32/33.
2026-04-18 18:33:04 -05:00
` ,m=[u,"#define attribute in","#define varying out","#define texture2D texture"].join( `
2026-03-01 21:24:10 -06:00
` )+ `
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
` +m,d=["#define varying in",e.glslVersion===Mo?"":"layout(location = 0) out highp vec4 pc_fragColor;",e.glslVersion===Mo?"":"#define gl_FragColor pc_fragColor","#define gl_FragDepthEXT gl_FragDepth","#define texture2D texture","#define textureCube texture","#define texture2DProj textureProj","#define texture2DLodEXT textureLod","#define texture2DProjLodEXT textureProjLod","#define textureCubeLodEXT textureLod","#define texture2DGradEXT textureGrad","#define texture2DProjGradEXT textureProjGrad","#define textureCubeGradEXT textureGrad"].join( `
2026-03-01 21:24:10 -06:00
` )+ `
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
` +d);const b=T+m+a,S=T+d+o,D=gl(s,s.VERTEX_SHADER,b),w=gl(s,s.FRAGMENT_SHADER,S);s.attachShader(v,D),s.attachShader(v,w),e.index0AttributeName!==void 0?s.bindAttribLocation(v,0,e.index0AttributeName):e.morphTargets===!0&&s.bindAttribLocation(v,0,"position"),s.linkProgram(v);function R(P){if(i.debug.checkShaderErrors){const W=s.getProgramInfoLog(v).trim(),z=s.getShaderInfoLog(D).trim(),G=s.getShaderInfoLog(w).trim();let $ =!0,X=!0;if(s.getProgramParameter(v,s.LINK_STATUS)===!1)if( $ =!1,typeof i.debug.onShaderError=="function")i.debug.onShaderError(s,v,D,w);else{const Q=vl(s,D,"vertex"),k=vl(s,w,"fragment");console.error("THREE.WebGLProgram: Shader Error "+s.getError()+" - VALIDATE_STATUS "+s.getProgramParameter(v,s.VALIDATE_STATUS)+ `
2026-03-01 21:24:10 -06:00
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
Material Name : ` +P.name+ `
Material Type : ` +P.type+ `
2026-03-01 21:24:10 -06:00
Program Info Log : ` +W+ `
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
` +Q+ `
` +k)}else W!==""?console.warn("THREE.WebGLProgram: Program Info Log:",W):(z===""||G==="")&&(X=!1);X&&(P.diagnostics={runnable: $ ,programLog:W,vertexShader:{log:z,prefix:m},fragmentShader:{log:G,prefix:d}})}s.deleteShader(D),s.deleteShader(w),U=new or(s,v),y=pm(s,v)}let U;this.getUniforms=function(){return U===void 0&&R(this),U};let y;this.getAttributes=function(){return y===void 0&&R(this),y};let M=e.rendererExtensionParallelShaderCompile===!1;return this.isReady=function(){return M===!1&&(M=s.getProgramParameter(v,rm)),M},this.destroy=function(){n.releaseStatesOfProgram(this),s.deleteProgram(v),this.program=void 0},this.type=e.shaderType,this.name=e.shaderName,this.id=am++,this.cacheKey=t,this.usedTimes=1,this.program=v,this.vertexShader=D,this.fragmentShader=w,this}let wm=0;class Am{constructor(){this.shaderCache=new Map,this.materialCache=new Map}update(t){const e=t.vertexShader,n=t.fragmentShader,s=this._getShaderStage(e),r=this._getShaderStage(n),a=this._getShaderCacheForMaterial(t);return a.has(s)===!1&&(a.add(s),s.usedTimes++),a.has(r)===!1&&(a.add(r),r.usedTimes++),this}remove(t){const e=this.materialCache.get(t);for(const n of e)n.usedTimes--,n.usedTimes===0&&this.shaderCache.delete(n.code);return this.materialCache.delete(t),this}getVertexShaderID(t){return this._getShaderStage(t.vertexShader).id}getFragmentShaderID(t){return this._getShaderStage(t.fragmentShader).id}dispose(){this.shaderCache.clear(),this.materialCache.clear()}_getShaderCacheForMaterial(t){const e=this.materialCache;let n=e.get(t);return n===void 0&&(n=new Set,e.set(t,n)),n}_getShaderStage(t){const e=this.shaderCache;let n=e.get(t);return n===void 0&&(n=new Rm(t),e.set(t,n)),n}}class Rm{constructor(t){this.id=wm++,this.code=t,this.usedTimes=0}}function Cm(i,t,e,n,s,r,a){const o=new ao,l=new Am,c=new Set,h=[],f=s.logarithmicDepthBuffer,p=s.vertexTextures;let u=s.precision;const g={MeshDepthMaterial:"depth",MeshDistanceMaterial:"distanceRGBA",MeshNormalMaterial:"normal",MeshBasicMaterial:"basic",MeshLambertMaterial:"lambert",MeshPhongMaterial:"phong",MeshToonMaterial:"toon",MeshStandardMaterial:"physical",MeshPhysicalMaterial:"physical",MeshMatcapMaterial:"matcap",LineBasicMaterial:"basic",LineDashedMaterial:"dashed",PointsMaterial:"points",ShadowMaterial:"shadow",SpriteMaterial:"sprite"};function v(y){return c.add(y),y===0?"uv": ` uv$ { y } ` }function m(y,M,P,W,z){const G=W.fog, $ =z.geometry,X=y.isMeshStandardMaterial?W.environment:null,Q=(y.isMeshStandardMaterial?e:t).get(y.envMap||X),k=Q&&Q.mapping===vr?Q.image.height:null,it=g[y.type];y.precision!==null&&(u=s.getMaxPrecision(y.precision),u!==y.precision&&console.warn("THREE.WebGLProgram.getParameters:",y.precision,"not supported, using",u,"instead."));const ft= $ .morphAttributes.position|| $ .morphAttributes.normal|| $ .morphAttributes.color,St=ft!==void 0?ft.length:0;let Ft=0; $ .morphAttributes.position!==void 0&&(Ft=1), $ .morphAttributes.normal!==void 0&&(Ft=2), $ .morphAttributes.color!==void 0&&(Ft=3);let Vt,Y,nt,_t;if(it){const Wt=un[it];Vt=Wt.vertexShader,Y=Wt.fragmentShader}else Vt=y.vertexShader,Y=y.fragmentShader,l.update(y),nt=l.getVertexShaderID(y),_t=l.getFragmentShaderID(y);const ot=i.getRenderTarget(),Pt=i.state.buffers.depth.getReversed(),Lt=z.isInstancedMesh===!0,Ht=z.isBatchedMesh===!0,he=!!y.map,Yt=!!y.matcap,fe=!!Q,A=!!y.aoMap,ke=!!y.lightMap,qt=!!y.bumpMap,jt=!!y.normalMap,J=!!y.displacementMap,Et=!!y.emissiveMap,ct=!!y.metalnessMap,E=!!y.roughnessMap,_=y.anisotropy>0,F=y.clearcoat>0,q=y.dispersion>0,K=y.iridescence>0,j=y.sheen>0,yt=y.transmission>0,lt=_&&!!y.anisotropyMap,pt=F&&!!y.clearcoatMap,Gt=F&&!!y.clearcoatNormalMap,et=F&&!!y.clearcoatRoughnessMap,mt=K&&!!y.iridescenceMap,Tt=K&&!!y.iridescenceThicknessMap,Ut=j&&!!y.sheenColorMap,gt=j&&!!y.sheenRoughnessMap,Zt=!!y.specularMap,Ot=!!y.specularColorMap,se=!!y.specularIntensityMap,L=yt&&!!y.transmissionMap,at=yt&&!!y.thicknessMap,H=!!y.gradientMap,Z=!!y.alphaMap,dt=y.alphaTest>0,ht=!!y.alphaHash,wt=!!y.extensions;let Kt=Bn;y.toneMapped&&(ot===null||ot.isXRRenderTarget===!0)&&(Kt=i.toneMapping);const ce={shaderID:it,shaderType:y.type,s
2026-03-01 21:24:10 -06:00
gl _Position = vec4 ( position , 1.0 ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,km= ` uniform sampler2D shadow _pass ;
2026-03-01 21:24:10 -06:00
uniform vec2 resolution ;
uniform float radius ;
# include < packing >
void main ( ) {
const float samples = float ( VSM _SAMPLES ) ;
float mean = 0.0 ;
float squared _mean = 0.0 ;
float uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 ) ;
float uvStart = samples <= 1.0 ? 0.0 : - 1.0 ;
for ( float i = 0.0 ; i < samples ; i ++ ) {
float uvOffset = uvStart + i * uvStride ;
# ifdef HORIZONTAL _PASS
vec2 distribution = unpackRGBATo2Half ( texture2D ( shadow _pass , ( gl _FragCoord . xy + vec2 ( uvOffset , 0.0 ) * radius ) / resolution ) ) ;
mean += distribution . x ;
squared _mean += distribution . y * distribution . y + distribution . x * distribution . x ;
# else
float depth = unpackRGBAToDepth ( texture2D ( shadow _pass , ( gl _FragCoord . xy + vec2 ( 0.0 , uvOffset ) * radius ) / resolution ) ) ;
mean += depth ;
squared _mean += depth * depth ;
# endif
}
mean = mean / samples ;
squared _mean = squared _mean / samples ;
float std _dev = sqrt ( squared _mean - mean * mean ) ;
gl _FragColor = pack2HalfToRGBA ( vec2 ( mean , std _dev ) ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ;function Hm(i,t,e){let n=new oo;const s=new Mt,r=new Mt,a=new le,o=new lu({depthPacking:vh}),l=new cu,c={},h=e.maxTextureSize,f={[kn]:We,[We]:kn,[dn]:dn},p=new ze({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new Mt},radius:{value:4}},vertexShader:zm,fragmentShader:km}),u=p.clone();u.defines.HORIZONTAL_PASS=1;const g=new ge;g.setAttribute("position",new ue(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const v=new Me(g,p),m=this;this.enabled=!1,this.autoUpdate=!0,this.needsUpdate=!1,this.type=kl;let d=this.type;this.render=function(w,R,U){if(m.enabled===!1||m.autoUpdate===!1&&m.needsUpdate===!1||w.length===0)return;const y=i.getRenderTarget(),M=i.getActiveCubeFace(),P=i.getActiveMipmapLevel(),W=i.state;W.setBlending(Tn),W.buffers.color.setClear(1,1,1,1),W.buffers.depth.setTest(!0),W.setScissorTest(!1);const z=d!==En&&this.type===En,G=d===En&&this.type!==En;for(let $ =0,X=w.length; $ <X; $ ++){const Q=w[ $ ],k=Q.shadow;if(k===void 0){console.warn("THREE.WebGLShadowMap:",Q,"has no shadow.");continue}if(k.autoUpdate===!1&&k.needsUpdate===!1)continue;s.copy(k.mapSize);const it=k.getFrameExtents();if(s.multiply(it),r.copy(k.mapSize),(s.x>h||s.y>h)&&(s.x>h&&(r.x=Math.floor(h/it.x),s.x=r.x*it.x,k.mapSize.x=r.x),s.y>h&&(r.y=Math.floor(h/it.y),s.y=r.y*it.y,k.mapSize.y=r.y)),k.map===null||z===!0||G===!0){const St=this.type!==En?{minFilter:Ze,magFilter:Ze}:{};k.map!==null&&k.map.dispose(),k.map=new cn(s.x,s.y,St),k.map.texture.name=Q.name+".shadowMap",k.camera.updateProjectionMatrix()}i.setRenderTarget(k.map),i.clear();const ft=k.getViewportCount();for(let St=0;St<ft;St++){const Ft=k.getViewport(St);a.set(r.x*Ft.x,r.y*Ft.y,r.x*Ft.z,r.y*Ft.w),W.viewport(a),k.updateMatrices(Q,St),n=k.getFrustum(),S(R,U,k.camera,Q,this.type)}k.isPointLightShadow!==!0&&this.type===En&&T(k,U),k.needsUpdate=!1}d=this.type,m.needsUpdate=!1,i.setRenderTarget(y,M,P)};function T(w,R){const U=t.update(v);p.defines.VSM_SAMPLES!==w.blurSamples&&(p.defines.VSM_SAMPLES=w.blurSamples,u.defines.VSM_SAMPLES=w.blurSamples,p.needsUpdate=!0,u.needsUpdate=!0),w.mapPass===null&&(w.mapPass=new cn(s.x,s.y)),p.uniforms.shadow_pass.value=w.map.texture,p.uniforms.resolution.value=w.mapSize,p.uniforms.radius.value=w.radius,i.setRenderTarget(w.mapPass),i.clear(),i.renderBufferDirect(R,null,U,p,v,null),u.uniforms.shadow_pass.value=w.mapPass.texture,u.uniforms.resolution.value=w.mapSize,u.uniforms.radius.value=w.radius,i.setRenderTarget(w.map),i.clear(),i.renderBufferDirect(R,null,U,u,v,null)}function b(w,R,U,y){let M=null;const P=U.isPointLight===!0?w.customDistanceMaterial:w.customDepthMaterial;if(P!==void 0)M=P;else if(M=U.isPointLight===!0?l:o,i.localClippingEnabled&&R.clipShadows===!0&&Array.isArray(R.clippingPlanes)&&R.clippingPlanes.length!==0||R.displacementMap&&R.displacementScale!==0||R.alphaMap&&R.alphaTest>0||R.map&&R.alphaTest>0){const W=M.uuid,z=R.uuid;let G=c[W];G===void 0&&(G={},c[W]=G);let $ =G[z]; $ ===void 0&&( $ =M.clone(),G[z]= $ ,R.addEventListener("dispose",D)),M= $ }if(M.visible=R.visible,M.wireframe=R.wireframe,y===En?M.side=R.shadowSide!==null?R.shadowSide:R.side:M.side=R.shadowSide!==null?R.shadowSide:f[R.side],M.alphaMap=R.alphaMap,M.alphaTest=R.alphaTest,M.map=R.map,M.clipShadows=R.clipShadows,M.clippingPlanes=R.clippingPlanes,M.clipIntersection=R.clipIntersection,M.displacementMap=R.displacementMap,M.displacementScale=R.displacementScale,M.displacementBias=R.displacementBias,M.wireframeLinewidth=R.wireframeLinewidth,M.linewidth=R.linewidth,U.isPointLight===!0&&M.isMeshDistanceMaterial===!0){const W=i.properties.get(M);W.light=U}return M}function S(w,R,U,y,M){if(w.visible===!1)return;if(w.layers.test(R.layers)&&(w.isMesh||w.isLine||w.isPoints)&&(w.castShadow||w.receiveShadow&&M===En)&&(!w.frustumCulled||n.intersectsObject(w))){w.modelViewMatrix.multiplyMatrices(U.matrixWorldInverse,w.matrixWorld);const z=t.update(w),G=w.material;if(Array.isArray(G)){const $ =z.groups;for(let X=0,Q= $ .length;X<Q;X++){const k= $ [X],it=G[k.materialIndex];if(it&&it.visible){const ft=b(w,it,y,M);w.onBeforeShadow(i,w,R,U,z,ft,k),i.renderBufferDirect(U,nul
2026-03-01 21:24:10 -06:00
void main ( ) {
gl _Position = vec4 ( position , 1.0 ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ,jm= `
2026-03-01 21:24:10 -06:00
uniform sampler2DArray depthColor ;
uniform float depthWidth ;
uniform float depthHeight ;
void main ( ) {
vec2 coord = vec2 ( gl _FragCoord . x / depthWidth , gl _FragCoord . y / depthHeight ) ;
if ( coord . x >= 1.0 ) {
gl _FragDepth = texture ( depthColor , vec3 ( coord . x - 1.0 , coord . y , 1 ) ) . r ;
} else {
gl _FragDepth = texture ( depthColor , vec3 ( coord . x , coord . y , 0 ) ) . r ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` ;class Zm{constructor(){this.texture=null,this.mesh=null,this.depthNear=0,this.depthFar=0}init(t,e,n){if(this.texture===null){const s=new be,r=t.properties.get(s);r.__webglTexture=e.texture,(e.depthNear!==n.depthNear||e.depthFar!==n.depthFar)&&(this.depthNear=e.depthNear,this.depthFar=e.depthFar),this.texture=s}}getMesh(t){if(this.texture!==null&&this.mesh===null){const e=t.cameras[0].viewport,n=new ze({vertexShader:qm,fragmentShader:jm,uniforms:{depthColor:{value:this.texture},depthWidth:{value:e.z},depthHeight:{value:e.w}}});this.mesh=new Me(new _s(20,20),n)}return this.mesh}reset(){this.texture=null,this.mesh=null}getDepthTexture(){return this.texture}}class Km extends ri{constructor(t,e){super();const n=this;let s=null,r=1,a=null,o="local-floor",l=1,c=null,h=null,f=null,p=null,u=null,g=null;const v=new Zm,m=e.getContextAttributes();let d=null,T=null;const b=[],S=[],D=new Mt;let w=null;const R=new je;R.viewport=new le;const U=new je;U.viewport=new le;const y=[R,U],M=new fu;let P=null,W=null;this.cameraAutoUpdate=!0,this.enabled=!1,this.isPresenting=!1,this.getController=function(Y){let nt=b[Y];return nt===void 0&&(nt=new na,b[Y]=nt),nt.getTargetRaySpace()},this.getControllerGrip=function(Y){let nt=b[Y];return nt===void 0&&(nt=new na,b[Y]=nt),nt.getGripSpace()},this.getHand=function(Y){let nt=b[Y];return nt===void 0&&(nt=new na,b[Y]=nt),nt.getHandSpace()};function z(Y){const nt=S.indexOf(Y.inputSource);if(nt===-1)return;const _t=b[nt];_t!==void 0&&(_t.update(Y.inputSource,Y.frame,c||a),_t.dispatchEvent({type:Y.type,data:Y.inputSource}))}function G(){s.removeEventListener("select",z),s.removeEventListener("selectstart",z),s.removeEventListener("selectend",z),s.removeEventListener("squeeze",z),s.removeEventListener("squeezestart",z),s.removeEventListener("squeezeend",z),s.removeEventListener("end",G),s.removeEventListener("inputsourceschange", $ );for(let Y=0;Y<b.length;Y++){const nt=S[Y];nt!==null&&(S[Y]=null,b[Y].disconnect(nt))}P=null,W=null,v.reset(),t.setRenderTarget(d),u=null,p=null,f=null,s=null,T=null,Vt.stop(),n.isPresenting=!1,t.setPixelRatio(w),t.setSize(D.width,D.height,!1),n.dispatchEvent({type:"sessionend"})}this.setFramebufferScaleFactor=function(Y){r=Y,n.isPresenting===!0&&console.warn("THREE.WebXRManager: Cannot change framebuffer scale while presenting.")},this.setReferenceSpaceType=function(Y){o=Y,n.isPresenting===!0&&console.warn("THREE.WebXRManager: Cannot change reference space type while presenting.")},this.getReferenceSpace=function(){return c||a},this.setReferenceSpace=function(Y){c=Y},this.getBaseLayer=function(){return p!==null?p:u},this.getBinding=function(){return f},this.getFrame=function(){return g},this.getSession=function(){return s},this.setSession=async function(Y){if(s=Y,s!==null){if(d=t.getRenderTarget(),s.addEventListener("select",z),s.addEventListener("selectstart",z),s.addEventListener("selectend",z),s.addEventListener("squeeze",z),s.addEventListener("squeezestart",z),s.addEventListener("squeezeend",z),s.addEventListener("end",G),s.addEventListener("inputsourceschange", $ ),m.xrCompatible!==!0&&await e.makeXRCompatible(),w=t.getPixelRatio(),t.getSize(D),s.enabledFeatures!==void 0&&s.enabledFeatures.includes("layers")){let _t=null,ot=null,Pt=null;m.depth&&(Pt=m.stencil?e.DEPTH24_STENCIL8:e.DEPTH_COMPONENT24,_t=m.stencil?Hi:Ii,ot=m.stencil?ki:ii);const Lt={colorFormat:e.RGBA8,depthFormat:Pt,scaleFactor:r};f=new XRWebGLBinding(s,e),p=f.createProjectionLayer(Lt),s.updateRenderState({layers:[p]}),t.setPixelRatio(1),t.setSize(p.textureWidth,p.textureHeight,!1),T=new cn(p.textureWidth,p.textureHeight,{format:ln,type:Rn,depthTexture:new dc(p.textureWidth,p.textureHeight,ot,void 0,void 0,void 0,void 0,void 0,void 0,_t),stencilBuffer:m.stencil,colorSpace:t.outputColorSpace,samples:m.antialias?4:0,resolveDepthBuffer:p.ignoreDepthValues===!1})}else{const _t={antialias:m.antialias,alpha:!0,depth:m.depth,stencil:m.stencil,framebufferScaleFactor:r};u=new XRWebGLLayer(s,e,_t),s.updateRenderState({baseLayer:u}),t.setPixelRatio(1),t.setSize(u.framebufferWidth,u.framebufferHeight,!1),T=new cn(u.frameb
2026-03-01 21:24:10 -06:00
varying vec2 vUv ;
void main ( ) {
vUv = uv ;
gl _Position = projectionMatrix * modelViewMatrix * vec4 ( position , 1.0 ) ;
} ` ,fragmentShader: `
uniform float opacity ;
uniform sampler2D tDiffuse ;
varying vec2 vUv ;
void main ( ) {
vec4 texel = texture2D ( tDiffuse , vUv ) ;
gl _FragColor = opacity * texel ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` };class vs{constructor(){this.isPass=!0,this.enabled=!0,this.needsSwap=!0,this.clear=!1,this.renderToScreen=!1}setSize(){}render(){console.error("THREE.Pass: .render() must be implemented in derived pass.")}dispose(){}}const mg=new pc(-1,1,1,-1,0,1);class gg extends ge{constructor(){super(),this.setAttribute("position",new Le([-1,3,0,-1,-1,0,3,-1,0],3)),this.setAttribute("uv",new Le([0,2,0,0,2,0],2))}}const _g=new gg;class yc{constructor(t){this._mesh=new Me(_g,t)}dispose(){this._mesh.geometry.dispose()}render(t){t.render(this._mesh,mg)}get material(){return this._mesh.material}set material(t){this._mesh.material=t}}class lr extends vs{constructor(t,e){super(),this.textureID=e!==void 0?e:"tDiffuse",t instanceof ze?(this.uniforms=t.uniforms,this.material=t):t&&(this.uniforms=fr.clone(t.uniforms),this.material=new ze({name:t.name!==void 0?t.name:"unspecified",defines:Object.assign({},t.defines),uniforms:this.uniforms,vertexShader:t.vertexShader,fragmentShader:t.fragmentShader})),this.fsQuad=new yc(this.material)}render(t,e,n){this.uniforms[this.textureID]&&(this.uniforms[this.textureID].value=n.texture),this.fsQuad.material=this.material,this.renderToScreen?(t.setRenderTarget(null),this.fsQuad.render(t)):(t.setRenderTarget(e),this.clear&&t.clear(t.autoClearColor,t.autoClearDepth,t.autoClearStencil),this.fsQuad.render(t))}dispose(){this.material.dispose(),this.fsQuad.dispose()}}class Rl extends vs{constructor(t,e){super(),this.scene=t,this.camera=e,this.clear=!0,this.needsSwap=!1,this.inverse=!1}render(t,e,n){const s=t.getContext(),r=t.state;r.buffers.color.setMask(!1),r.buffers.depth.setMask(!1),r.buffers.color.setLocked(!0),r.buffers.depth.setLocked(!0);let a,o;this.inverse?(a=0,o=1):(a=1,o=0),r.buffers.stencil.setTest(!0),r.buffers.stencil.setOp(s.REPLACE,s.REPLACE,s.REPLACE),r.buffers.stencil.setFunc(s.ALWAYS,a,4294967295),r.buffers.stencil.setClear(o),r.buffers.stencil.setLocked(!0),t.setRenderTarget(n),this.clear&&t.clear(),t.render(this.scene,this.camera),t.setRenderTarget(e),this.clear&&t.clear(),t.render(this.scene,this.camera),r.buffers.color.setLocked(!1),r.buffers.depth.setLocked(!1),r.buffers.color.setMask(!0),r.buffers.depth.setMask(!0),r.buffers.stencil.setLocked(!1),r.buffers.stencil.setFunc(s.EQUAL,1,4294967295),r.buffers.stencil.setOp(s.KEEP,s.KEEP,s.KEEP),r.buffers.stencil.setLocked(!0)}}class vg extends vs{constructor(){super(),this.needsSwap=!1}render(t){t.state.buffers.stencil.setLocked(!1),t.state.buffers.stencil.setTest(!1)}}class xg{constructor(t,e){if(this.renderer=t,this._pixelRatio=t.getPixelRatio(),e===void 0){const n=t.getSize(new Mt);this._width=n.width,this._height=n.height,e=new cn(this._width*this._pixelRatio,this._height*this._pixelRatio,{type:wn}),e.texture.name="EffectComposer.rt1"}else this._width=e.width,this._height=e.height;this.renderTarget1=e,this.renderTarget2=e.clone(),this.renderTarget2.texture.name="EffectComposer.rt2",this.writeBuffer=this.renderTarget1,this.readBuffer=this.renderTarget2,this.renderToScreen=!0,this.passes=[],this.copyPass=new lr(Sc),this.copyPass.material.blending=Tn,this.clock=new pu}swapBuffers(){const t=this.readBuffer;this.readBuffer=this.writeBuffer,this.writeBuffer=t}addPass(t){this.passes.push(t),t.setSize(this._width*this._pixelRatio,this._height*this._pixelRatio)}insertPass(t,e){this.passes.splice(e,0,t),t.setSize(this._width*this._pixelRatio,this._height*this._pixelRatio)}removePass(t){const e=this.passes.indexOf(t);e!==-1&&this.passes.splice(e,1)}isLastEnabledPass(t){for(let e=t+1;e<this.passes.length;e++)if(this.passes[e].enabled)return!1;return!0}render(t){t===void 0&&(t=this.clock.getDelta());const e=this.renderer.getRenderTarget();let n=!1;for(let s=0,r=this.passes.length;s<r;s++){const a=this.passes[s];if(a.enabled!==!1){if(a.renderToScreen=this.renderToScreen&&this.isLastEnabledPass(s),a.render(this.renderer,this.writeBuffer,this.readBuffer,t,n),a.needsSwap){if(n){const o=this.renderer.getContext(),l=this.renderer.state.buffers.stencil;l.setFunc(o.NOTEQUAL,1,4294967295),this.copyPass.render(this.renderer,this.writeBuffer,this.readBuffer,t
2026-03-01 21:24:10 -06:00
varying vec2 vUv ;
void main ( ) {
vUv = uv ;
gl _Position = projectionMatrix * modelViewMatrix * vec4 ( position , 1.0 ) ;
} ` ,fragmentShader: `
uniform sampler2D tDiffuse ;
uniform vec3 defaultColor ;
uniform float defaultOpacity ;
uniform float luminosityThreshold ;
uniform float smoothWidth ;
varying vec2 vUv ;
void main ( ) {
vec4 texel = texture2D ( tDiffuse , vUv ) ;
float v = luminance ( texel . xyz ) ;
vec4 outputColor = vec4 ( defaultColor . rgb , defaultOpacity ) ;
float alpha = smoothstep ( luminosityThreshold , luminosityThreshold + smoothWidth , v ) ;
gl _FragColor = mix ( outputColor , texel , alpha ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` };class Wi extends vs{constructor(t,e,n,s){super(),this.strength=e!==void 0?e:1,this.radius=n,this.threshold=s,this.resolution=t!==void 0?new Mt(t.x,t.y):new Mt(256,256),this.clearColor=new rt(0,0,0),this.renderTargetsHorizontal=[],this.renderTargetsVertical=[],this.nMips=5;let r=Math.round(this.resolution.x/2),a=Math.round(this.resolution.y/2);this.renderTargetBright=new cn(r,a,{type:wn}),this.renderTargetBright.texture.name="UnrealBloomPass.bright",this.renderTargetBright.texture.generateMipmaps=!1;for(let f=0;f<this.nMips;f++){const p=new cn(r,a,{type:wn});p.texture.name="UnrealBloomPass.h"+f,p.texture.generateMipmaps=!1,this.renderTargetsHorizontal.push(p);const u=new cn(r,a,{type:wn});u.texture.name="UnrealBloomPass.v"+f,u.texture.generateMipmaps=!1,this.renderTargetsVertical.push(u),r=Math.round(r/2),a=Math.round(a/2)}const o=Sg;this.highPassUniforms=fr.clone(o.uniforms),this.highPassUniforms.luminosityThreshold.value=s,this.highPassUniforms.smoothWidth.value=.01,this.materialHighPassFilter=new ze({uniforms:this.highPassUniforms,vertexShader:o.vertexShader,fragmentShader:o.fragmentShader}),this.separableBlurMaterials=[];const l=[3,5,7,9,11];r=Math.round(this.resolution.x/2),a=Math.round(this.resolution.y/2);for(let f=0;f<this.nMips;f++)this.separableBlurMaterials.push(this.getSeparableBlurMaterial(l[f])),this.separableBlurMaterials[f].uniforms.invSize.value=new Mt(1/r,1/a),r=Math.round(r/2),a=Math.round(a/2);this.compositeMaterial=this.getCompositeMaterial(this.nMips),this.compositeMaterial.uniforms.blurTexture1.value=this.renderTargetsVertical[0].texture,this.compositeMaterial.uniforms.blurTexture2.value=this.renderTargetsVertical[1].texture,this.compositeMaterial.uniforms.blurTexture3.value=this.renderTargetsVertical[2].texture,this.compositeMaterial.uniforms.blurTexture4.value=this.renderTargetsVertical[3].texture,this.compositeMaterial.uniforms.blurTexture5.value=this.renderTargetsVertical[4].texture,this.compositeMaterial.uniforms.bloomStrength.value=e,this.compositeMaterial.uniforms.bloomRadius.value=.1;const c=[1,.8,.6,.4,.2];this.compositeMaterial.uniforms.bloomFactors.value=c,this.bloomTintColors=[new C(1,1,1),new C(1,1,1),new C(1,1,1),new C(1,1,1),new C(1,1,1)],this.compositeMaterial.uniforms.bloomTintColors.value=this.bloomTintColors;const h=Sc;this.copyUniforms=fr.clone(h.uniforms),this.blendMaterial=new ze({uniforms:this.copyUniforms,vertexShader:h.vertexShader,fragmentShader:h.fragmentShader,blending:Be,depthTest:!1,depthWrite:!1,transparent:!0}),this.enabled=!0,this.needsSwap=!1,this._oldClearColor=new rt,this.oldClearAlpha=1,this.basic=new ds,this.fsQuad=new yc(null)}dispose(){for(let t=0;t<this.renderTargetsHorizontal.length;t++)this.renderTargetsHorizontal[t].dispose();for(let t=0;t<this.renderTargetsVertical.length;t++)this.renderTargetsVertical[t].dispose();this.renderTargetBright.dispose();for(let t=0;t<this.separableBlurMaterials.length;t++)this.separableBlurMaterials[t].dispose();this.compositeMaterial.dispose(),this.blendMaterial.dispose(),this.basic.dispose(),this.fsQuad.dispose()}setSize(t,e){let n=Math.round(t/2),s=Math.round(e/2);this.renderTargetBright.setSize(n,s);for(let r=0;r<this.nMips;r++)this.renderTargetsHorizontal[r].setSize(n,s),this.renderTargetsVertical[r].setSize(n,s),this.separableBlurMaterials[r].uniforms.invSize.value=new Mt(1/n,1/s),n=Math.round(n/2),s=Math.round(s/2)}render(t,e,n,s,r){t.getClearColor(this._oldClearColor),this.oldClearAlpha=t.getClearAlpha();const a=t.autoClear;t.autoClear=!1,t.setClearColor(this.clearColor,0),r&&t.state.buffers.stencil.setTest(!1),this.renderToScreen&&(this.fsQuad.material=this.basic,this.basic.map=n.texture,t.setRenderTarget(null),t.clear(),this.fsQuad.render(t)),this.highPassUniforms.tDiffuse.value=n.texture,this.highPassUniforms.luminosityThreshold.value=this.threshold,this.fsQuad.material=this.materialHighPassFilter,t.setRenderTarget(this.renderTargetBright),t.clear(),this.fsQuad.render(t);let o=this.renderTargetBright;for(let l=0;l<this.nMips;l++)this.fsQuad.material=this.separableBlurMaterials[l],this.separableBlurMaterials[l
2026-03-01 21:24:10 -06:00
void main ( ) {
vUv = uv ;
gl _Position = projectionMatrix * modelViewMatrix * vec4 ( position , 1.0 ) ;
} ` ,fragmentShader: ` # include < common >
varying vec2 vUv ;
uniform sampler2D colorTexture ;
uniform vec2 invSize ;
uniform vec2 direction ;
uniform float gaussianCoefficients [ KERNEL _RADIUS ] ;
void main ( ) {
float weightSum = gaussianCoefficients [ 0 ] ;
vec3 diffuseSum = texture2D ( colorTexture , vUv ) . rgb * weightSum ;
for ( int i = 1 ; i < KERNEL _RADIUS ; i ++ ) {
float x = float ( i ) ;
float w = gaussianCoefficients [ i ] ;
vec2 uvOffset = direction * invSize * x ;
vec3 sample1 = texture2D ( colorTexture , vUv + uvOffset ) . rgb ;
vec3 sample2 = texture2D ( colorTexture , vUv - uvOffset ) . rgb ;
diffuseSum += ( sample1 + sample2 ) * w ;
weightSum += 2.0 * w ;
}
gl _FragColor = vec4 ( diffuseSum / weightSum , 1.0 ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` })}getCompositeMaterial(t){return new ze({defines:{NUM_MIPS:t},uniforms:{blurTexture1:{value:null},blurTexture2:{value:null},blurTexture3:{value:null},blurTexture4:{value:null},blurTexture5:{value:null},bloomStrength:{value:1},bloomFactors:{value:null},bloomTintColors:{value:null},bloomRadius:{value:0}},vertexShader: ` varying vec2 vUv ;
2026-03-01 21:24:10 -06:00
void main ( ) {
vUv = uv ;
gl _Position = projectionMatrix * modelViewMatrix * vec4 ( position , 1.0 ) ;
} ` ,fragmentShader: ` varying vec2 vUv ;
uniform sampler2D blurTexture1 ;
uniform sampler2D blurTexture2 ;
uniform sampler2D blurTexture3 ;
uniform sampler2D blurTexture4 ;
uniform sampler2D blurTexture5 ;
uniform float bloomStrength ;
uniform float bloomRadius ;
uniform float bloomFactors [ NUM _MIPS ] ;
uniform vec3 bloomTintColors [ NUM _MIPS ] ;
float lerpBloomFactor ( const in float factor ) {
float mirrorFactor = 1.2 - factor ;
return mix ( factor , mirrorFactor , bloomRadius ) ;
}
void main ( ) {
gl _FragColor = bloomStrength * ( lerpBloomFactor ( bloomFactors [ 0 ] ) * vec4 ( bloomTintColors [ 0 ] , 1.0 ) * texture2D ( blurTexture1 , vUv ) +
lerpBloomFactor ( bloomFactors [ 1 ] ) * vec4 ( bloomTintColors [ 1 ] , 1.0 ) * texture2D ( blurTexture2 , vUv ) +
lerpBloomFactor ( bloomFactors [ 2 ] ) * vec4 ( bloomTintColors [ 2 ] , 1.0 ) * texture2D ( blurTexture3 , vUv ) +
lerpBloomFactor ( bloomFactors [ 3 ] ) * vec4 ( bloomTintColors [ 3 ] , 1.0 ) * texture2D ( blurTexture4 , vUv ) +
lerpBloomFactor ( bloomFactors [ 4 ] ) * vec4 ( bloomTintColors [ 4 ] , 1.0 ) * texture2D ( blurTexture5 , vUv ) ) ;
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
} ` })}}Wi.BlurDirectionX=new Mt(1,0);Wi.BlurDirectionY=new Mt(0,1);function yg(){const t=new Float32Array(6e3),e=new Float32Array(2e3*3);for(let r=0;r<2e3;r++){const a=Math.random()*Math.PI*2,o=Math.acos(2*Math.random()-1),l=600+Math.random()*400;t[r*3]=l*Math.sin(o)*Math.cos(a),t[r*3+1]=l*Math.sin(o)*Math.sin(a),t[r*3+2]=l*Math.cos(o);const c=Math.random();e[r*3]=.55+c*.25,e[r*3+1]=.55+c*.15,e[r*3+2]=.75+c*.25}const n=new ge;n.setAttribute("position",new ue(t,3)),n.setAttribute("color",new ue(e,3));const s=new ni({size:1.6,sizeAttenuation:!0,vertexColors:!0,transparent:!0,opacity:.6,depthWrite:!1,blending:Be});return new Fi(n,s)}function Eg(i){const t=new tu;t.background=new rt(328975),t.fog=new xr(657946,.0035);const e=new je(60,i.clientWidth/i.clientHeight,.1,2e3);e.position.set(0,30,80);const n=new tg({antialias:!0,alpha:!0,powerPreference:"high-performance"});n.setSize(i.clientWidth,i.clientHeight),n.setPixelRatio(Math.min(window.devicePixelRatio,2)),n.toneMapping=Vl,n.toneMappingExposure=1.25,i.appendChild(n.domElement);const s=new ng(e,n.domElement);s.enableDamping=!0,s.dampingFactor=.05,s.rotateSpeed=.5,s.zoomSpeed=.8,s.minDistance=10,s.maxDistance=500,s.autoRotate=!0,s.autoRotateSpeed=.3;const r=new xg(n);r.addPass(new Mg(t,e));const a=new Wi(new Mt(i.clientWidth,i.clientHeight),.55,.6,.2);r.addPass(a);const o=new du(2763354,.7);t.add(o);const l=new Ko(6514417,1.8,240);l.position.set(50,50,50),t.add(l);const c=new Ko(11032055,1.2,240);c.position.set(-50,-30,-50),t.add(c);const h=yg();t.add(h);const f=new mu;f.params.Points={threshold:2};const p=new Mt;return{scene:t,camera:e,renderer:n,controls:s,composer:r,bloomPass:a,raycaster:f,mouse:p,lights:{ambient:o,point1:l,point2:c},starfield:h}}function bg(i,t){const e=t.clientWidth,n=t.clientHeight;i.camera.aspect=e/n,i.camera.updateProjectionMatrix(),i.renderer.setSize(e,n),i.composer.setSize(e,n)}function Tg(i){i.scene.traverse(t=>{var e;(t instanceof Me||t instanceof su)&&((e=t.geometry)==null||e.dispose(),Array.isArray(t.material)?t.material.forEach(n=>n.dispose()):t.material&&t.material.dispose())}),i.renderer.dispose(),i.composer.dispose()}class wg{constructor(t){zt(this,"positions");zt(this,"velocities");zt(this,"running",!0);zt(this,"step",0);zt(this,"repulsionStrength",500);zt(this,"attractionStrength",.01);zt(this,"dampening",.9);zt(this,"baseMaxSteps",300);zt(this,"maxSteps",300);zt(this,"cooldownExtension",0);this.positions=t,this.velocities=new Map;for(const e of t.keys())this.velocities.set(e,new C)}addNode(t,e){this.positions.set(t,e.clone()),this.velocities.set(t,new C),this.cooldownExtension=100,this.maxSteps=Math.max(this.maxSteps,this.step+this.cooldownExtension),this.running=!0}removeNode(t){this.positions.delete(t),this.velocities.delete(t)}tick(t){if(!this.running)return;if(this.step>this.maxSteps){this.cooldownExtension>0&&(this.cooldownExtension=0,this.maxSteps=this.baseMaxSteps);return}this.step++;const e=Math.max(.001,1-this.step/this.maxSteps),n=Array.from(this.positions.keys());for(let s=0;s<n.length;s++)for(let r=s+1;r<n.length;r++){const a=this.positions.get(n[s]),o=this.positions.get(n[r]),l=new C().subVectors(a,o),c=l.length()||1,h=this.repulsionStrength/(c*c)*e,f=l.normalize().multiplyScalar(h);this.velocities.get(n[s]).add(f),this.velocities.get(n[r]).sub(f)}for(const s of t){const r=this.positions.get(s.source),a=this.positions.get(s.target);if(!r||!a)continue;const o=new C().subVectors(a,r),c=o.length()*this.attractionStrength*s.weight*e,h=o.normalize().multiplyScalar(c);this.velocities.get(s.source).add(h),this.velocities.get(s.target).sub(h)}for(const s of n){const r=this.positions.get(s),a=this.velocities.get(s);a.sub(r.clone().multiplyScalar(.001*e)),a.multiplyScalar(this.dampening),r.add(a)}}reset(){this.step=0,this.running=!0;for(const t of this.velocities.values())t.set(0,0,0)}}function Ag(i){return i>=.7?"active":i>=.4?"dormant":i>=.1?"silent":"unavailable"}const Ka={active:"#10b981",dormant:"#f59e0b",silent:"#8b5cf6",unavailable:"#6b7280"},Rg={active:"Easily retrievable (retention ≥ 70%)",dormant:"Retrievable with eff
2026-03-01 21:24:10 -06:00
varying vec2 vUv ;
void main ( ) {
vUv = uv ;
gl _Position = vec4 ( position , 1.0 ) ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
` ,Vg= `
2026-03-01 21:24:10 -06:00
precision highp float ;
uniform float uTime ;
uniform vec2 uResolution ;
uniform float uDreamIntensity ;
varying vec2 vUv ;
// Simplex-style hash
vec3 hash33 ( vec3 p3 ) {
p3 = fract ( p3 * vec3 ( 0.1031 , 0.1030 , 0.0973 ) ) ;
p3 += dot ( p3 , p3 . yxz + 33.33 ) ;
return fract ( ( p3 . xxy + p3 . yxx ) * p3 . zyx ) ;
}
// 3D value noise
float noise ( vec3 p ) {
vec3 i = floor ( p ) ;
vec3 f = fract ( p ) ;
f = f * f * ( 3.0 - 2.0 * f ) ;
float n = i . x + i . y * 157.0 + 113.0 * i . z ;
vec4 v1 = fract ( sin ( vec4 ( n + 0.0 , n + 1.0 , n + 157.0 , n + 158.0 ) ) * 43758.5453 ) ;
vec4 v2 = fract ( sin ( vec4 ( n + 113.0 , n + 114.0 , n + 270.0 , n + 271.0 ) ) * 43758.5453 ) ;
vec4 a = mix ( v1 , v2 , f . z ) ;
vec2 b = mix ( a . xy , a . zw , f . y ) ;
return mix ( b . x , b . y , f . x ) ;
}
// FBM with 5 octaves
float fbm ( vec3 p ) {
float value = 0.0 ;
float amplitude = 0.5 ;
float frequency = 1.0 ;
for ( int i = 0 ; i < 5 ; i ++ ) {
value += amplitude * noise ( p * frequency ) ;
frequency *= 2.0 ;
amplitude *= 0.5 ;
}
return value ;
}
// IQ cosine palette
vec3 palette ( float t , vec3 a , vec3 b , vec3 c , vec3 d ) {
return a + b * cos ( 6.28318 * ( c * t + d ) ) ;
}
void main ( ) {
vec2 uv = ( gl _FragCoord . xy - 0.5 * uResolution . xy ) / min ( uResolution . x , uResolution . y ) ;
float t = uTime * 0.05 ;
// Domain warping: fbm(p + fbm(p + fbm(p)))
vec3 p = vec3 ( uv * 2.0 , t ) ;
float warp1 = fbm ( p ) ;
float warp2 = fbm ( p + warp1 * 3.0 + vec3 ( 1.7 , 9.2 , t * 0.3 ) ) ;
float warp3 = fbm ( p + warp2 * 2.5 + vec3 ( 8.3 , 2.8 , t * 0.2 ) ) ;
// Final noise value
float f = fbm ( p + warp3 * 2.0 ) ;
// Color: cosmic palette that shifts during dream mode
vec3 normalA = vec3 ( 0.02 , 0.01 , 0.05 ) ;
vec3 normalB = vec3 ( 0.03 , 0.02 , 0.08 ) ;
vec3 normalC = vec3 ( 1.0 , 1.0 , 1.0 ) ;
vec3 normalD = vec3 ( 0.70 , 0.55 , 0.80 ) ;
vec3 dreamA = vec3 ( 0.05 , 0.01 , 0.08 ) ;
vec3 dreamB = vec3 ( 0.06 , 0.03 , 0.12 ) ;
vec3 dreamC = vec3 ( 1.0 , 0.8 , 1.0 ) ;
vec3 dreamD = vec3 ( 0.80 , 0.40 , 0.90 ) ;
vec3 a = mix ( normalA , dreamA , uDreamIntensity ) ;
vec3 b = mix ( normalB , dreamB , uDreamIntensity ) ;
vec3 c = mix ( normalC , dreamC , uDreamIntensity ) ;
vec3 d = mix ( normalD , dreamD , uDreamIntensity ) ;
vec3 color = palette ( f + warp2 * 0.5 , a , b , c , d ) ;
// Add subtle star-like highlights
float stars = smoothstep ( 0.97 , 1.0 , noise ( vec3 ( uv * 50.0 , t * 0.1 ) ) ) ;
color += stars * 0.15 ;
// Intensity modulation
float intensity = 0.15 + 0.1 * uDreamIntensity ;
color *= intensity ;
// Vignette
float dist = length ( uv ) ;
color *= smoothstep ( 1.5 , 0.3 , dist ) ;
gl _FragColor = vec4 ( color , 1.0 ) ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
` ;function Gg(i){const t=new _s(2,2),e=new ze({vertexShader:Hg,fragmentShader:Vg,uniforms:{uTime:{value:0},uResolution:{value:new Mt(window.innerWidth,window.innerHeight)},uDreamIntensity:{value:0}},depthWrite:!1,depthTest:!1,transparent:!1}),n=new Me(t,e);return n.frustumCulled=!1,n.renderOrder=-1e3,i.add(n),{mesh:n,material:e}}function Wg(i,t,e,n,s){i.uniforms.uTime.value=t,i.uniforms.uDreamIntensity.value=e,i.uniforms.uResolution.value.set(n,s)}const Xg={uniforms:{tDiffuse:{value:null},uIntensity:{value:.002}},vertexShader: `
2026-03-01 21:24:10 -06:00
varying vec2 vUv ;
void main ( ) {
vUv = uv ;
gl _Position = projectionMatrix * modelViewMatrix * vec4 ( position , 1.0 ) ;
}
` ,fragmentShader: `
uniform sampler2D tDiffuse ;
uniform float uIntensity ;
varying vec2 vUv ;
void main ( ) {
vec2 center = vec2 ( 0.5 ) ;
vec2 dir = vUv - center ;
float dist = length ( dir ) ;
float rOffset = uIntensity * dist ;
float gOffset = 0.0 ;
float bOffset = - uIntensity * dist ;
vec2 rUv = vUv + dir * rOffset ;
vec2 gUv = vUv + dir * gOffset ;
vec2 bUv = vUv + dir * bOffset ;
float r = texture2D ( tDiffuse , rUv ) . r ;
float g = texture2D ( tDiffuse , gUv ) . g ;
float b = texture2D ( tDiffuse , bUv ) . b ;
gl _FragColor = vec4 ( r , g , b , 1.0 ) ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
` },Yg={uniforms:{tDiffuse:{value:null},uTime:{value:0},uIntensity:{value:.04}},vertexShader: `
2026-03-01 21:24:10 -06:00
varying vec2 vUv ;
void main ( ) {
vUv = uv ;
gl _Position = projectionMatrix * modelViewMatrix * vec4 ( position , 1.0 ) ;
}
` ,fragmentShader: `
uniform sampler2D tDiffuse ;
uniform float uTime ;
uniform float uIntensity ;
varying vec2 vUv ;
float rand ( vec2 co ) {
return fract ( sin ( dot ( co , vec2 ( 12.9898 , 78.233 ) ) ) * 43758.5453 ) ;
}
void main ( ) {
vec4 color = texture2D ( tDiffuse , vUv ) ;
float grain = rand ( vUv + vec2 ( uTime ) ) * 2.0 - 1.0 ;
color . rgb += grain * uIntensity ;
gl _FragColor = color ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
` },qg={uniforms:{tDiffuse:{value:null},uRadius:{value:.9},uSoftness:{value:.5}},vertexShader: `
2026-03-01 21:24:10 -06:00
varying vec2 vUv ;
void main ( ) {
vUv = uv ;
gl _Position = projectionMatrix * modelViewMatrix * vec4 ( position , 1.0 ) ;
}
` ,fragmentShader: `
uniform sampler2D tDiffuse ;
uniform float uRadius ;
uniform float uSoftness ;
varying vec2 vUv ;
void main ( ) {
vec4 color = texture2D ( tDiffuse , vUv ) ;
vec2 center = vec2 ( 0.5 ) ;
float dist = distance ( vUv , center ) * 1.414 ;
float vignette = smoothstep ( uRadius , uRadius - uSoftness , dist ) ;
color . rgb *= vignette ;
gl _FragColor = color ;
}
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
` };function jg(i){const t=new lr(Xg),e=new lr(Yg),n=new lr(qg);return i.addPass(t),i.addPass(e),i.addPass(n),{chromatic:t,grain:e,vignette:n}}function Zg(i,t,e){i.chromatic.uniforms.uIntensity.value=.002+(.005-.002)*e,i.grain.uniforms.uTime.value=t,i.grain.uniforms.uIntensity.value=.04+e*.02;const r=.9,a=.7;i.vignette.uniforms.uRadius.value=r+(a-r)*e}var Kg=Ue('<div class="w-full h-full"></div>');function $ g(i,t){fs(t,!0);let e=cs(t,"events",19,()=>[]),n=cs(t,"isDreaming",3,!1),s=cs(t,"colorMode",3,"type");Dc(()=>{l==null||l.setColorMode(s())});let r,a,o,l,c,h,f,p,u,g,v,m=0,d=[];Ll(()=>{a=Eg(r),g=Gg(a.scene).material,v=jg(a.composer),h=new Ig(a.scene),l=new Dg,l.colorMode=s(),c=new Ug,f=new Ng(a.scene),u=new Fg;const y=l.createNodes(t.nodes);c.createEdges(t.edges,y),p=new wg(y),d=[...t.nodes],a.scene.add(c.group),a.scene.add(l.group),T(),window.addEventListener("resize",S),r.addEventListener("pointermove",D),r.addEventListener("click",w)}),Ul(()=>{cancelAnimationFrame(o),window.removeEventListener("resize",S),r==null||r.removeEventListener("pointermove",D),r==null||r.removeEventListener("click",w),f==null||f.dispose(),h==null||h.dispose(),l==null||l.dispose(),c==null||c.dispose(),a&&Tg(a)});function T(){o=requestAnimationFrame(T);const U=performance.now()*.001;p.tick(t.edges),l.updatePositions(),c.updatePositions(l.positions),c.animateEdges(l.positions),h.animate(U),l.animate(U,d,a.camera),u.setActive(n()),u.update(a.scene,a.bloomPass,a.controls,a.lights,U),Wg(g,U,u.current.nebulaIntensity,r.clientWidth,r.clientHeight),Zg(v,U,u.current.nebulaIntensity),b(),f.update(l.meshMap,a.camera,l.positions),a.controls.update(),a.composer.render()}function b(){if(!e()||e().length<=m)return;const U=e().slice(m);m=e().length;const y={effects:f,nodeManager:l,edgeManager:c,forceSim:p,camera:a.camera,onMutation:M=>{var P;M.type==="nodeAdded"?d=[...d,M.node]:M.type==="nodeRemoved"&&(d=d.filter(W=>W.id!==M.nodeId)),(P=t.onGraphMutation)==null||P.call(t,M)}};for(const M of U)kg(M,y,d)}function S(){!r||!a||bg(a,r)}function D(U){const y=r.getBoundingClientRect();a.mouse.x=(U.clientX-y.left)/y.width*2-1,a.mouse.y=-((U.clientY-y.top)/y.height)*2+1,a.raycaster.setFromCamera(a.mouse,a.camera);const M=a.raycaster.intersectObjects(l.getMeshes());M.length>0?(l.hoveredNode=M[0].object.userData.nodeId,r.style.cursor="pointer"):(l.hoveredNode=null,r.style.cursor="grab")}function w(){var U;if(l.hoveredNode){l.selectedNode=l.hoveredNode,(U=t.onSelect)==null||U.call(t,l.hoveredNode);const y=l.positions.get(l.hoveredNode);y&&a.controls.target.lerp(y.clone(),.5)}}var R=Kg();Bc(R,U=>r=U,()=>r),we(i,R),ps()}var Jg=Ue('<div class="flex items-center gap-1 text-[10px]"><span class="text-muted"> </span> <span> </span></div>'),Qg=Ue('<div class="space-y-2"><svg class="w-full"><line x1="4" stroke="#2a2a5e" stroke-width="0.5" stroke-dasharray="2,4"></line><line x1="4" stroke="#ef444430" stroke-width="0.5" stroke-dasharray="2,4"></line><path fill="none" stroke="#6366f1" stroke-width="2" stroke-linecap="round"></path><path fill="url(#curveGrad)" opacity="0.15"></path><circle cx="4" r="3"></circle><defs><linearGradient id="curveGrad" x1="0" y1="0" x2="0" y2="1"><stop offset="0%" stop-color="#6366f1"></stop><stop offset="100%" stop-color="#6366f100"></stop></linearGradient></defs></svg> <div class="flex gap-2 flex-wrap"></div></div>');function t_(i,t){fs(t,!0);let e=cs(t,"width",3,240),n=cs(t,"height",3,80);function s(m){return t.stability<=0?0:Math.exp(-m/t.stability)}let r=ei(()=>{const m=[],d=Math.max(t.stability*3,30),T=4,b=e()-T*2,S=n()-T*2;for(let D=0;D<=50;D++){const w=D/50*d,R=s(w),U=T+D/50*b,y=T+(1-R)*S;m.push( ` $ { D === 0 ? "M" : "L" } $ { U . toFixed ( 1 ) } , $ { y . toFixed ( 1 ) } ` )}return m.join(" ")}),a=ei(()=>[{label:"Now",days:0,value:t.retention},{label:"1d",days:1,value:s(1)},{label:"7d",days:7,value:s(7)},{label:"30d",days:30,value:s(30)}]);function o(m){return m>.7?"#10b981":m>.4?"#f59e0b":"#ef4444"}var l=Qg(),c=At(l),h=At(c),f=Dt(h),p=Dt(f),u=Dt(p),g=Dt(u);Lc(),bt(c);var v=Dt(c,2);cr(v,21,()=>V(a),sa,(m,d)=>{var T=Jg(),b=At(T),S=At(b);bt(b);var D=Dt(b,2),w=At(D);bt(D),bt(T
2026-03-01 21:24:10 -06:00
[ & amp ; : : - webkit - slider - thumb ] : appearance - none [ & amp ; : : - webkit - slider - thumb ] : w - 3 [ & amp ; : : - webkit - slider - thumb ] : h - 3
[ & amp ; : : - webkit - slider - thumb ] : rounded - full [ & amp ; : : - webkit - slider - thumb ] : bg - synapse - glow
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
[ & amp ; : : - webkit - slider - thumb ] : shadow - [ 0_0_8 px _rgba ( 129 , 140 , 248 , 0.4 ) ] "/> <div class=" flex justify - between text - [ 9 px ] text - muted "><span> </span> <span> </span></div></div></div>`),i_=Ue('<button class=" absolute bottom - 4 right - 4 z - 10 px - 3 py - 2 glass rounded - xl text - dim text - xs hover : text - text transition flex items - center gap - 1.5 "><span>◷</span> <span>Timeline</span></button>');function s_(i,t){fs(t,!0);let e=De(!1),n=De(!1),s=De(1),r=De(100),a,o=0,l=ei(()=>e_(t.nodes)),c=ei(()=>{const b=V(l).oldest.getTime(),D=V(l).newest.getTime()-b||1;return new Date(b+V(r)/100*D)});function h(b){return b.toLocaleDateString(" en - US ",{month:" short ",day:" numeric ",year:" numeric "})}function f(){te(e,!V(e)),t.onToggle(V(e)),V(e)&&(te(r,100),t.onDateChange(V(c)))}function p(){te(n,!V(n)),V(n)?(te(r,0),o=performance.now(),u()):cancelAnimationFrame(a)}function u(){V(n)&&(a=requestAnimationFrame(b=>{const S=(b-o)/1e3;o=b;const D=V(l).oldest.getTime(),R=(V(l).newest.getTime()-D)/(1440*60*1e3)||1,U=V(s)/R*100;if(te(r,Math.min(100,V(r)+U*S),!0),t.onDateChange(V(c)),V(r)>=100){te(n,!1);return}u()}))}function g(){t.onDateChange(V(c))}Ul(()=>{te(n,!1),cancelAnimationFrame(a)});var v=Ic(),m=Il(v);{var d=b=>{var S=n_(),D=At(S),w=At(D),R=At(w),U=At(R),y=At(U,!0);bt(U);var M=Dt(U,2),P=At(M);P.value=P.__value=1;var W=Dt(P);W.value=W.__value=7;var z=Dt(W);z.value=z.__value=30,bt(M),bt(R);var G=Dt(R,2),$=At(G,!0);bt(G);var X=Dt(G,2);bt(w);var Q=Dt(w,2);Fl(Q);var k=Dt(Q,2),it=At(k),ft=At(it,!0);bt(it);var St=Dt(it,2),Ft=At(St,!0);bt(St),bt(k),bt(D),bt(S),on((Vt,Y,nt)=>{me(y,V(n)?" ⏸ ":" ▶ "),me($,Vt),me(ft,Y),me(Ft,nt)},[()=>h(V(c)),()=>h(V(l).oldest),()=>h(V(l).newest)]),Ge(" click ",U,p),Bl(M,()=>V(s),Vt=>te(s,Vt)),Ge(" click ",X,f),Ge(" input ",Q,g),Ol(Q,()=>V(r),Vt=>te(r,Vt)),we(b,S)},T=b=>{var S=i_();Ge(" click ",S,f),we(b,S)};Zn(m,b=>{V(e)?b(d):b(T,!1)})}we(i,v),ps()}Nl([" click "," input "]);var r_=Ue('<div class=" flex items - center gap - 2 "><span class=" w - 2.5 h - 2.5 rounded - full flex - shrink - 0 "></span> <span class=" text - text capitalize "> </span> <span class=" text - muted text - [ 10 px ] ml - auto "> </span></div>'),a_=Ue('<div class=" pointer - events - auto glass - subtle rounded - xl px - 3 py - 2.5 text - xs space - y - 1.5 backdrop - blur - md border border - synapse / 10 " role=" group " aria-label=" Memory state colour legend "><div class=" text - [ 10 px ] uppercase tracking - wider text - muted font - semibold mb - 1.5 ">FSRS accessibility</div> <!></div>');function o_(i,t){fs(t,!1);const e=[" active "," dormant "," silent "," unavailable "];zc();var n=a_(),s=Dt(At(n),2);cr(s,1,()=>e,r=>r,(r,a)=>{var o=r_(),l=At(o),c=Dt(l,2),h=At(c,!0);bt(c);var f=Dt(c,2),p=At(f,!0);bt(f),bt(o),on(u=>{$a(l,`background: ${Ka[V(a)]??" "}; box-shadow: 0 0 6px ${Ka[V(a)]??" "}55;`),me(h,V(a)),me(p,u)},[()=>{var u;return((u=Rg[V(a)].match(/\(([^)]+)\)/))==null?void 0:u[1])??" "}]),we(r,o)}),bt(n),we(i,n),ps()}var l_=Ue('<div class=" h - full flex items - center justify - center "><div class=" text - center space - y - 4 "><div class=" w - 16 h - 16 mx - auto rounded - full border - 2 border - synapse / 30 border - t - synapse animate - spin "></div> <p class=" text - dim text - sm ">Loading memory graph...</p></div></div>'),c_=Ue('<div class=" h - full flex items - center justify - center "><div class=" text - center space - y - 4 max - w - md px - 8 "><div class=" text - 5 xl opacity - 30 ">◎</div> <h2 class=" text - xl text - bright ">Your Mind Awaits</h2> <p class=" text - dim text - sm "> </p></div></div>'),h_=Ue('<span> </span> <span class=" mx - 2 text - subtle ">·</span> <span> </span> <span class=" mx - 2 text - subtle ">·</span> <span> </span>',1),u_=Ue('<div class=" absolute bottom - 4 right - 4 z - 10 "><!></div>'),d_=Ue('<span class=" px - 2 py - 0.5 rounded - lg text - xs bg - white / [ 0.04 ] text - dim "> </span>'),f_=Ue('<div><div class=" flex justify - between text - xs text - dim mb - 0.5 "><span> </span> <span> </span></div> <div class=" h - 1.5 bg - white / [ 0.04 ] rounded - full overflow - hidden "><div class=" h - full rounded - full transition - all duration - 500 "></div></div></div>'),p_=Ue(" < div > < / d i v > " ) , m _ = U e ( ` < d i v c l a s s = " a b s o l u t e r i g h t - 0 t o p - 0 h - f u l l w - 9 6 g l a s s - p a n e l p - 6 o v e r f l o w - y - a u t o z - 2 0
transition - transform duration - 300 "><div class=" flex justify - between items - start mb - 4 "><h3 class=" text - bright text - sm font - semibold ">Memory Detail</h3> <button class=" text - dim hover : text - text text - lg leading - none ">× </button></div> <div class=" space - y - 4 "><div class=" flex gap - 2 flex - wrap "><span class=" px - 2 py - 0.5 rounded - lg text - xs bg - synapse / 20 text - synapse - glow "> </span> <!></div> <div class=" text - sm text - text leading - relaxed whitespace - pre - wrap max - h - 64 overflow - y - auto "> </div> <div class=" space - y - 2 "></div> <div><div class=" text - xs text - dim mb - 1 font - medium ">Retention Forecast</div> <!></div> <div class=" text - xs text - muted space - y - 1 "><div> </div> <div> </div> <!> <div> </div></div> <div class=" flex gap - 2 pt - 2 "><button class=" flex - 1 px - 3 py - 2 rounded - xl bg - recall / 20 text - recall text - xs hover : bg - recall / 30 transition ">↑ Promote</button> <button class=" flex - 1 px - 3 py - 2 rounded - xl bg - decay / 20 text - decay text - xs hover : bg - decay / 30 transition ">↓ Demote</button></div> <a class=" block text - center px - 3 py - 2 rounded - xl bg - dream / 10 text - dream - glow text - xs hover : bg - dream / 20 transition border border - dream / 20 ">◬ Explore Connections</a></div></div>`),g_=Ue(`<div class=" h - full relative "><!> <div class=" absolute top - 4 left - 4 right - 4 z - 10 flex items - center gap - 3 "><div class=" flex gap - 2 flex - 1 max - w - md "><input type=" text " placeholder=" Center graph on ... " class=" flex - 1 px - 3 py - 2 glass rounded - xl text - text text - sm
placeholder : text - muted focus : outline - none focus : ! border - synapse / 40 transition "/> <button class=" px - 3 py - 2 bg - synapse / 20 border border - synapse / 40 text - synapse - glow text - sm rounded - xl hover : bg - synapse / 30 transition backdrop - blur - sm ">Focus</button></div> <div class=" flex gap - 2 ml - auto "><div class=" flex glass rounded - xl p - 0.5 text - xs " role=" radiogroup " aria-label=" Colour mode "><button type=" button " role=" radio " title=" Colour by node type ( fact , concept , event , … ) ">Type</button> <button type=" button " role=" radio " title=" Colour by FSRS memory state ( active / dormant / silent / unavailable ) ">State</button></div> <select class=" px - 2 py - 2 glass rounded - xl text - dim text - xs "><option>50 nodes</option><option>100 nodes</option><option>150 nodes</option><option>200 nodes</option></select> <button> </button> <button class=" px - 3 py - 2 glass rounded - xl text - dim text - sm hover : text - text transition ">↻</button></div></div> <div class=" absolute bottom - 4 left - 4 z - 10 text - xs text - dim glass rounded - xl px - 3 py - 2 "><!></div> <!> <!> <!></div>`);function z_(i,t){fs(t,!0);const e=()=>Fc(kc," $eventFeed ",n),[n,s]=Nc();let r=De(null),a=De(null),o=De(!0),l=De(" "),c=De(!1),h=De(" "),f=De(150),p=De(!1),u=De(Uc(new Date)),g=De(" type "),v=De(0),m=De(0),d=ei(()=>V(r)?V(p)?Dl(V(r).nodes,V(r).edges,V(u)).visibleNodes:V(r).nodes:[]),T=ei(()=>V(r)?V(p)?Dl(V(r).nodes,V(r).edges,V(u)).visibleEdges:V(r).edges:[]);function b(J){if(V(r))switch(J.type){case" nodeAdded ":V(r).nodes=[...V(r).nodes,J.node],V(r).nodeCount=V(r).nodes.length,te(v,V(r).nodeCount,!0);break;case" nodeRemoved ":V(r).nodes=V(r).nodes.filter(Et=>Et.id!==J.nodeId),V(r).nodeCount=V(r).nodes.length,te(v,V(r).nodeCount,!0);break;case" edgeAdded ":V(r).edges=[...V(r).edges,J.edge],V(r).edgeCount=V(r).edges.length,te(m,V(r).edgeCount,!0);break;case" edgesRemoved ":V(r).edges=V(r).edges.filter(Et=>Et.source!==J.nodeId&&Et.target!==J.nodeId),V(r).edgeCount=V(r).edges.length,te(m,V(r).edgeCount,!0);break;case" nodeUpdated ":{const Et=V(r).nodes.find(ct=>ct.id===J.nodeId);Et&&(Et.retention=J.retention);break}}}Ll(()=>S());async function S(J,Et){var ct;te(o,!0),te(l," ");try{te(r,await Zi.graph({max_nodes:V(f),depth:3,query:J||void 0,center_id:Et||void 0}),!0),V(r)&&(te(v,V(r).nodeCount,!0),te(m,V(r).edgeCount,!0))}catch(E){const _=E instanceof Error?E.message:String(E),F=_.replace(/\/[\w./-]+\.(sqlite|rs|db|toml|lock)\b/g," [ path ] ").slice(0,200),q=(((ct=V(r))==null?void 0:ct.nodeCount)??0)===0&&/not found|404|empty|no memor/i.test(_);te(l,q?" No memories yet . Start using Vestige to populate your graph . ":`Failed to load graph: ${F}`,!0)}finally{te(o,!1)}}async function D(){te(c,!0);try{await Zi.dream(),await S()}catch{}finally{te(c,!1)}}async function w(J){try{te(a,await Zi.memories.get(J),!0)}catch{te(a,null)}}function R(){V(h).trim()&&S(V(h))}var U=g_(),y=At(U);{var M=J=>{var Et=l_();we(J,Et)},P=J=>{var Et=c_(),ct=At(Et),E=Dt(At(ct),4),_=At(E,!0);bt(E),bt(ct),bt(Et),on(()=>me(_,V(l))),we(J,Et)},W=J=>{$g(J,{get nodes(){return V(d)},get edges(){return V(T)},get centerId(){return V(r).center_id},get events(){return e()},get isDreaming(){return V(c)},get colorMode(){return V(g)},onSelect:w,onGraphMutation:b})};Zn(y,J=>{V(o)?J(M):V(l)?J(P,1):V(r)&&J(W,2)})}var z=Dt(y,2),G=At(z),$=At(G);Fl($);var X=Dt($,2);bt(G);var Q=Dt(G,2),k=At(Q),it=At(k),ft=Dt(it,2);bt(k);var St=Dt(k,2),Ft=At(St);Ft.value=Ft.__value=50;var Vt=Dt(Ft);Vt.value=Vt.__value=100;var Y=Dt(Vt);Y.value=Y.__value=150;var nt=Dt(Y);nt.value=nt.__value=200,bt(St);var _t=Dt(St,2),ot=At(_t,!0);bt(_t);var Pt=Dt(_t,2);bt(Q),bt(z);var Lt=Dt(z,2),Ht=At(Lt);{var he=J=>{var Et=h_(),ct=Il(Et),E=At(ct);bt(ct);var _=Dt(ct,4),F=At(_);bt(_);var q=Dt(_,4),K=At(q);bt(q),on(()=>{me(E,`${V(v)??" "} nodes`),me(F,`${V(m)??" "} edges`),me(K,`depth ${V(r).depth??" "}`)}),we(J,Et)};Zn(Ht,J=>{V(r)&&J(he)})}bt(Lt);var Yt=Dt(Lt,2);{var fe=J=>{var Et=u_(),ct=At(Et);o_(ct,{}),bt(Et),we(J,Et)};Zn(Yt,J=>{V(g)===" state " && J ( fe ) } ) } var A = Dt ( Yt , 2 ) ; { var ke = J => { s _ ( J , { get nodes ( ) { return V ( r ) . nodes } , onDateChange : Et => { te ( u , Et , ! 0 ) } , onToggle : Et => { te ( p , Et , ! 0 ) } } ) } ; Zn ( A , J => { V ( r ) && J ( ke ) } ) } var qt = Dt ( A , 2 ) ; { v
2026-03-01 21:24:10 -06:00
hover : bg - dream / 30 transition - all backdrop - blur - sm disabled : opacity - 50
feat(graph): FSRS memory-state colour mode + legend overlay
Closes Agent 1's audit gap #4: FSRS memory state (Active / Dormant /
Silent / Unavailable) was computed server-side per query but never
rendered in the 3D graph. Spheres always tinted by node type.
The new colour mode adds a second channel that users can toggle
between at runtime — Type (default, existing behaviour) and State
(new). The toggle is a radio-pair pill in the graph page's top-right
control bar next to the node-count selector + Dream button.
Buckets + palette:
- Active ≥ 70% emerald #10b981 easily retrievable
- Dormant 40-70% amber #f59e0b retrievable with effort
- Silent 10-40% violet #8b5cf6 difficult, needs cues
- Unavail. < 10% slate #6b7280 needs reinforcement
Thresholds match `execute_system_status` at the backend so the graph
colour bands line up exactly with what the Stats page reports in its
stateDistribution block. Using retention as the proxy for the full
accessibility formula (retention × 0.5 + retrieval × 0.3 + storage ×
0.2) is an approximation — retention is the dominant 0.5 weight and
it is the only FSRS channel the current GraphNode DTO carries. Swap
to the full formula in a future release if the DTO grows.
Implementation:
- `apps/dashboard/src/lib/graph/nodes.ts` — new `MemoryState` type,
`getMemoryState(retention)`, `MEMORY_STATE_COLORS`,
`MEMORY_STATE_DESCRIPTIONS`, `ColorMode`, `getNodeColor(node, mode)`.
- `NodeManager.colorMode` field (default `'type'`). `createNodeMeshes`
now calls `getNodeColor(node, this.colorMode)` so newly-added nodes
during the session follow the toggled mode.
- New `NodeManager.setColorMode(mode)` mutates every live mesh's
material + glow sprite colour in place. Idempotent; cheap. Does NOT
touch opacity/emissive-intensity so the v2.0.5 suppression dimming
layer keeps working unchanged.
- New `MemoryStateLegend.svelte` floating overlay in the bottom-right
when state mode is active (hidden in type mode so the legend doesn't
compete with the node-type palette).
- `Graph3D.svelte` accepts a new `colorMode` prop (default `'type'`)
and runs a `$effect` that calls `setColorMode` on every toggle.
- Dashboard rebuild picks up the new component + wiring.
Tests: 171 vitest, svelte-check 581 files / 0 errors. No backend
changes; this is pure dashboard code.
2026-04-19 20:45:08 -05:00
$ { V ( c ) ? "glow-dream animate-pulse-glow" : "" } ` ),me(ot,V(c)?"◈ Dreaming...":"◈ Dream")}),Ge("keydown", $ ,J=>J.key==="Enter"&&R()),Ol( $ ,()=>V(h),J=>te(h,J)),Ge("click",X,R),Ge("click",it,()=>te(g,"type")),Ge("click",ft,()=>te(g,"state")),Ge("change",St,()=>S()),Bl(St,()=>V(f),J=>te(f,J)),Ge("click",_t,D),Ge("click",Pt,()=>S()),we(i,U),ps(),s()}Nl(["keydown","click","change"]);export{z_ as component};