r = √i×1.6 · θ = i×0.013 + arm×2π/3 · 3-Arm · GLSL Bloom · Chromatic Aberration
z = sinh(u)·cosh(v) − tanh(r) · 55,000 pts · GLSL FBM Noise
θ = i×0.045 + sin(p)×2 · r = √i×0.55 + p×0.08 · 300 primes · 60,000 pts
θ = p·2π/φ² · r = √p×12 · 3,000 primes · 400,000 pts · GLSL Gravity Lens
r = √i×1.2 · θ = i×0.015 · Dual-Color Arms · 120,000 pts
W₀(x) · FogExp2(density=0.0025) · Mobile 45K / Desktop 95K pts
W₀ ∪ W₋₁ · 6-Cluster Deep Field, 120,000 pts · AdditiveBlending
W₀(x) ∪ W₋₁(x) · Audio-Reactive Input & Branch Isolation, 60,000 pts
J₀(x) ≈ √(2/πx)·cos(x−π/4) · z = Σ J₀(dₙ·0.7 − 3t), 12,000 pts
ẋ = σ(y−x) · ẏ = x(ρ−z)−y · ż = xy−βz · σ=10, ρ=28, β=8/3
ω(r) = 35/r · Photon Ring & Relativistic Drift · 320,000 pts
Rs = 2GM / c2 · Kerr Drift: Δθ ∝ exp(-r/450) · 420,000 pts
ω ∝ r−3/2 · dτ = √(1−Rs/r)·dt · Gravitational Time Dilation · 150,000 pts
Δθ ∝ e-r/260.0 · SlitScan 108→138 · Entropy Collapse 145→180 · Cycle = 180s
ds² = −(1 − rsr/ρ²)dt² − (2rsra·sin²θ/ρ²)dtdϕ + … · Audio Reactive Raymarching
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