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skills/web-shader-extractor/references/tech-signatures.md
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skills/web-shader-extractor/references/tech-signatures.md
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# 框架识别特征
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## Three.js
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**未混淆**:`THREE.`, `WebGLRenderer`, `ShaderMaterial`, `BufferGeometry`
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**混淆后**(通过构造参数推断):
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| 调用模式 | 原始类 |
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|---------|--------|
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| `new X({canvas, antialias, alpha})` | `WebGLRenderer` |
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| `new X(fov, aspect, near, far)` — 4 数字 | `PerspectiveCamera` |
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| `new X(-1, 1, 1, -1, 0, 1)` — 6 参数 | `OrthographicCamera` |
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| `new X(w, h, {wrapS, minFilter})` | `WebGLRenderTarget` |
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| `new X(data, w, h, format, type)` — Float32Array | `DataTexture` |
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| `new X(2, 2)` 作为几何体 | `PlaneGeometry` |
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| `new X({uniforms, vertexShader, fragmentShader})` | `ShaderMaterial` |
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| `X.getElapsedTime()` | `Clock` |
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**常量**:`ClampToEdgeWrapping`, `NearestFilter`, `RGBAFormat`, `FloatType`, `DoubleSide`
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## 2D Canvas
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`dataEngine: null` 时,用 `getContext('2d')` 有无 + `createShader`/`shaderSource` 有无区分:
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- 有 `getContext('2d')`,无 WebGL 调用 → 纯 2D Canvas
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- 有 WebGL 调用 → Raw WebGL / PixiJS
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## Raw WebGL
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```javascript
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gl.createShader / gl.shaderSource / gl.compileShader / gl.createProgram
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gl.bindBuffer / gl.bindFramebuffer / gl.drawArrays
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```
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## PixiJS
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`PIXI.Application`, `PIXI.Filter`, `new PIXI.Filter(vertSrc, fragSrc, uniforms)`
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## Babylon.js
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`BABYLON.Engine`, `BABYLON.ShaderMaterial`, `BABYLON.Effect.ShadersStore`
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## GPGPU 模式
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两个 `WebGLRenderTarget`(ping-pong)+ `OrthographicCamera(-1,1,1,-1,0,1)` + `PlaneGeometry(2,2)` + `DataTexture` 初始位置 + `setRenderTarget` 循环
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## 常见噪声
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| 函数 | 类型 |
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|------|------|
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| `snoise` | Simplex noise (Ashima) |
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| `cnoise` | Classic Perlin |
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| `cellular` | Worley/Voronoi |
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| `fbm` | Fractal Brownian Motion |
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