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<!doctype html>
<!-- This code is Generated by Gemini 3.1 Pro and Claude Opus 4.7, Licensed under MIT. Copyright (c) 2026 SiiWay Team, All Rights Reserved.-->
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>☠️ E☆X☆E☆C☆U☆T☆I☆O☆N ☠️ ~ click me ~ FREE iPad!!!</title>
<style>
/* ============================================================
"Optimized" CHAOS STYLES — every dial set to 11
============================================================ */
#chaos-container { display: none; }
* {
box-sizing: content-box;
}
/* Force every element onto its own GPU layer — but NOT html/body,
because a transform on an ancestor becomes the containing block
for position:fixed descendants, which made the warning screen
resolve its 100%/100% against a zero-sized body and collapse. */
*:not(html):not(body) {
transform: translateZ(0);
will-change: transform, filter, opacity, backdrop-filter;
}
/* Global body of pure regret */
.messy-body {
width: 12000px;
height: 12000px;
margin: -100px;
overflow: auto;
cursor: url("data:image/svg+xml;utf8,<svg xmlns='http://www.w3.org/2000/svg' width='64' height='64'><text y='50' font-size='50'>💩</text></svg>") 16 16, crosshair;
font-family: "Comic Sans MS", "Papyrus", "Curlz MT", "Jokerman", "Brush Script MT", cursive, fantasy;
background:
repeating-conic-gradient(from 0deg, #ff00ff 0deg 6deg, #00ffff 6deg 12deg, #ffff00 12deg 18deg, #ff0000 18deg 24deg, #00ff00 24deg 30deg),
repeating-linear-gradient(45deg, rgba(255,0,255,.4) 0 10px, rgba(0,255,255,.4) 10px 20px);
background-size: 15vw 15vh, 30vw 30vh;
animation: cssVomit 0.15s infinite alternate steps(2),
bgScroll 1.3s infinite linear;
}
@keyframes cssVomit {
0% { filter: hue-rotate(0deg) invert(0%) saturate(2) contrast(1.5) blur(0px); }
50% { filter: hue-rotate(90deg) invert(50%) saturate(5) contrast(2.5) blur(1px); }
100% { filter: hue-rotate(360deg) invert(100%) saturate(10) contrast(3) blur(2px); }
}
@keyframes bgScroll {
from { background-position: 0 0, 0 0; }
to { background-position: 1000px 1000px, -1000px 500px; }
}
/* WebGL canvas, the GPU's enemy */
#gpu-killer {
position: fixed; top: 0; left: 0;
width: 100vw; height: 100vh;
z-index: -999; pointer-events: none;
mix-blend-mode: difference;
}
/* A SECOND canvas because one wasn't enough */
#gpu-killer-2 {
position: fixed; top: 0; left: 0;
width: 100vw; height: 100vh;
z-index: -998; pointer-events: none;
mix-blend-mode: color-dodge;
opacity: .8;
}
/* THIRD canvas — Three.js scene of doom */
#three-killer {
position: fixed; top: 0; left: 0;
width: 100vw; height: 100vh;
z-index: -997; pointer-events: none;
mix-blend-mode: screen;
opacity: .85;
}
/* FOURTH canvas — codec destroyer (top layer, semi-transparent) */
#codec-killer {
position: fixed; top: 0; left: 0;
width: 100vw; height: 100vh;
z-index: 99999997;
pointer-events: none;
mix-blend-mode: difference;
opacity: 0.35;
}
/* Stack 50 of these. Backdrop-filter is the GPU compositor's worst nightmare. */
.gpu-compositor-killer {
position: fixed; top: 0; left: 0;
width: 100vw; height: 100vh;
backdrop-filter: blur(3px) hue-rotate(15deg) saturate(1.5) contrast(1.2);
-webkit-backdrop-filter: blur(3px) hue-rotate(15deg) saturate(1.5) contrast(1.2);
pointer-events: none;
z-index: 1;
animation: spinKiller 4s infinite linear;
}
@keyframes spinKiller {
from { transform: translateZ(0) rotate(0deg) scale(1.01); }
to { transform: translateZ(0) rotate(360deg) scale(1.01); }
}
/* Giant garbage headline */
h1.giant-mess {
position: absolute;
top: 200px; left: 500px;
font-size: 25vw;
color: #0f0;
background: #f00;
mix-blend-mode: exclusion;
transform: rotate(-10deg) skewX(30deg);
z-index: 10;
text-shadow:
3px 3px 0 red,
-3px 3px 0 lime,
3px -3px 0 cyan,
-3px -3px 0 magenta,
0 12px 0 yellow,
0 -12px 0 blue,
0 0 40px white;
letter-spacing: -2vw;
animation: jiggle 0.07s infinite alternate;
}
@keyframes jiggle {
0% { transform: rotate(-10deg) skewX(30deg) translate(-5px, -3px); }
100% { transform: rotate(-12deg) skewX(33deg) translate(7px, 4px); }
}
/* The 1998 web design table */
.bad-design-trash {
position: absolute;
top: 800px; left: 300px;
border: 30px outset #8b4513;
background-color: #000080;
color: #00ff00;
z-index: 20;
box-shadow:
0 0 0 10px yellow,
0 0 0 20px red,
0 0 0 30px lime,
0 0 0 40px magenta,
0 0 80px 50px cyan;
}
.bad-design-trash td {
border: 10px dashed yellow;
padding: 50px;
font-size: 50px;
text-shadow: 4px 4px 0 red, -4px -4px 0 cyan;
}
/* Falling matrix-ish junk */
.matrix-rain {
writing-mode: vertical-rl;
color: lime;
font-family: "Comic Sans MS", monospace;
position: absolute;
background: black;
pointer-events: none;
box-shadow: 10px 10px 0px red, -10px -10px 0px cyan;
border: 3px ridge blue;
padding: 4px;
animation: rainSpin 3s infinite alternate ease-in-out;
}
@keyframes rainSpin {
from { transform: rotate(-7deg) scale(1); filter: hue-rotate(0deg); }
to { transform: rotate(13deg) scale(1.15); filter: hue-rotate(360deg); }
}
/* Floating sparkle/emoji junk */
.sparkle {
position: absolute;
font-size: 60px;
pointer-events: none;
z-index: 25;
animation: sparkleSpin 2s infinite linear;
text-shadow: 0 0 20px white, 0 0 40px yellow;
}
@keyframes sparkleSpin {
from { transform: rotate(0deg) scale(1) translateY(0); }
50% { transform: rotate(180deg) scale(1.5) translateY(-30px); }
to { transform: rotate(360deg) scale(1) translateY(0); }
}
/* The "good" island, now also slightly worse */
.good-design-island {
position: fixed;
top: 50%; left: 50%;
transform: translate(-50%, -50%);
width: 350px;
background: #ffffff;
border-radius: 16px;
padding: 32px;
box-shadow:
0 20px 40px rgba(0, 0, 0, 0.5),
0 0 0 9999px rgba(0, 0, 0, 0.3);
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, sans-serif;
text-align: center;
z-index: 9999999;
will-change: transform;
}
.good-design-island h2 { margin: 0 0 16px 0; font-size: 20px; color: #111827; }
.good-design-island p { margin: 0 0 24px 0; font-size: 14px; color: #4b5563; }
.good-button {
background-color: #2563eb; color: #ffffff;
border: none; border-radius: 8px;
padding: 12px 24px; font-size: 14px; font-weight: 600;
cursor: pointer;
}
/* Scattered fake "ad" banners */
.fake-ad {
position: absolute;
background: yellow;
color: red;
border: 6px dashed lime;
padding: 12px;
font-family: "Impact", "Comic Sans MS", sans-serif;
font-size: 28px;
text-shadow: 2px 2px 0 black;
z-index: 30;
animation: adShake 0.2s infinite alternate;
box-shadow: 8px 8px 0 magenta;
}
@keyframes adShake {
from { transform: rotate(-3deg) scale(1); }
to { transform: rotate(4deg) scale(1.05); }
}
dialog {
z-index: 10000000;
background: #fff;
border: 6px ridge magenta;
padding: 20px;
font-family: "Comic Sans MS", monospace;
box-shadow: 0 0 0 8px yellow, 0 0 0 16px cyan;
}
/* Cursor trail dots */
.trail-dot {
position: fixed;
width: 14px; height: 14px;
border-radius: 50%;
pointer-events: none;
z-index: 99999998;
mix-blend-mode: difference;
}
/* LLM-style streaming text streams */
.llm-stream {
position: absolute;
font-family: "Comic Sans MS", "Courier New", monospace;
font-size: 18px;
line-height: 1.3;
max-width: 600px;
word-break: break-word;
pointer-events: none;
z-index: 50;
background: rgba(0,0,0,0.35);
padding: 8px 12px;
border: 2px dashed rgba(255,255,255,0.3);
box-shadow: 0 0 30px rgba(255,0,255,0.4);
backdrop-filter: blur(2px);
-webkit-backdrop-filter: blur(2px);
}
.llm-stream .char {
display: inline-block;
text-shadow: 0 0 4px currentColor;
}
.llm-cursor {
display: inline-block;
width: 10px; height: 18px;
background: white;
vertical-align: middle;
animation: blink 0.5s infinite step-end;
}
@keyframes blink { 50% { opacity: 0; } }
</style>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
</head>
<body id="body-tag">
<!-- =========================================
WARNING SCREEN (now even more 1996)
========================================= -->
<div id="warning-screen" style="position:fixed;top:0;left:0;width:100%;height:100%;background:white;color:black;z-index:9999999999;overflow:auto;">
<center>
<br /><br />
<marquee scrollamount="20" behavior="alternate">
<font size="7" color="red" face="Comic Sans MS"><b>⚠️☠️ CRITICAL WARNING ☠️⚠️</b></font>
</marquee>
<br />
<font size="6" color="purple" face="Papyrus"><blink>★ RTX 5090 EDITION — NOW WITH 5× THE OVERDRAW ★</blink></font>
<br /><br />
<font size="5" face="Comic Sans MS">
The following payload has been carefully <i>"optimized"</i> to actually challenge a 5090.<br /><br />
1. Spawns <b><font color="red">2× CPU-count</font></b> background workers (50k iterations each loop).<br />
2. WebGL: <b><font color="blue">1500 overdraw passes/frame</font></b> at 4× supersampled resolution, with 1500-iter Mandelbrot + 8-octave fBm + 64-step raymarched SDF per fragment.<br />
3. Stacks <b><font color="green">50 backdrop-filter layers</font></b> to obliterate the GPU compositor.<br />
4. Adds 600 spinning DOM nodes, a cursor trail, three canvases, and Comic Sans.<br />
5. Three.js: <b><font color="purple">1500 high-poly PBR meshes (~750M triangles)</font></b>, 32 shadow-casting lights with 2K shadow maps + 8K directional sun, full glass+iridescence+sheen materials, 500k animated particles, 4-pass multi-view rendering.<br />
6. Streams <b><font color="darkred">infinite self-replicating LLM-style text</font></b> with 64 chained trig ops per character for color computation.<br />
7. <b><font color="red">Leaks ~256 MB/sec RAM + ~16 MB/sec VRAM</font></b> via retained typed arrays, GL textures, closures, and detached DOM. 32GB system OOMs in ~2 minutes.<br />
8. <marquee scrollamount="40"><b>YOUR FANS WILL ACHIEVE LIFTOFF</b></marquee>
</font>
<br /><br />
<button id="accept-btn" disabled style="font-size:28px;padding:18px 36px;cursor:not-allowed;border:5px ridge gray;background:#ccc;color:#666;font-family:'Comic Sans MS';font-weight:bold;text-shadow:2px 2px 0 white;opacity:0.6;">
<span id="accept-btn-text">PLEASE WAIT 5s — READ THE WARNING</span>
</button>
<br /><br />
<font size="2"><a href="#">click here for free RAM</a> | <a href="#">download more GPU</a> | <a href="#">unsubscribe (jk)</a></font>
</center>
</div>
<!-- =========================================
THE CHAOS PAYLOAD (Hidden initially)
========================================= -->
<div id="chaos-container">
<canvas id="gpu-killer"></canvas>
<canvas id="gpu-killer-2"></canvas>
<canvas id="three-killer"></canvas>
<canvas id="codec-killer"></canvas>
<h1 class="giant-mess">F I L L R A T E D E A T H</h1>
<table class="bad-design-trash">
<tr>
<td><marquee scrollamount="100">GPU VRAM OVERFLOW IMMINENT</marquee></td>
<td><blink>FANS AT MAXIMUM RPM</blink></td>
<td><marquee direction="up" scrollamount="50">THERMAL<br/>THROTTLE<br/>ENGAGED</marquee></td>
</tr>
<tr>
<td><blink>★ COMPILING SHADERS ★</blink></td>
<td><marquee behavior="alternate" scrollamount="80">CACHE MISS // CACHE MISS</marquee></td>
<td><blink><font color="red">ERR0R 418</font></blink></td>
</tr>
</table>
<!-- The good design island -->
<div class="good-design-island">
<h2>System Failsafe</h2>
<p>Your hardware compositor is currently experiencing catastrophic loop failure.</p>
<button class="good-button" id="revealTrigger">Initialize Override Protocol</button>
</div>
<!-- Hidden form dialog -->
<dialog id="secretDialog">
<h1>Root Terminal</h1>
<p>Enter exact key to dump memory buffer.</p>
<hr />
<form id="hiddenTaskForm">
<label for="secretInput">Key:</label>
<input type="text" id="secretInput" name="secretInput" required autocomplete="off" />
<br /><br />
<button type="button" id="taskSubmitBtn">Execute Halt</button>
</form>
<hr />
<small>Input polling rate severely degraded.</small>
</dialog>
</div>
<script>
const warningScreen = document.getElementById("warning-screen");
const chaosContainer = document.getElementById("chaos-container");
const bodyTag = document.getElementById("body-tag");
// ============================================================
// MISCLICK PROTECTION — 5 second cooldown before accept enables
// ============================================================
const acceptBtn = document.getElementById("accept-btn");
const acceptBtnText = document.getElementById("accept-btn-text");
let cooldownRemaining = 5;
const cooldownTimer = setInterval(() => {
cooldownRemaining--;
if (cooldownRemaining > 0) {
acceptBtnText.textContent = `PLEASE WAIT ${cooldownRemaining}s — READ THE WARNING`;
} else {
clearInterval(cooldownTimer);
acceptBtn.disabled = false;
acceptBtn.style.cursor = "pointer";
acceptBtn.style.border = "5px ridge magenta";
acceptBtn.style.background = "linear-gradient(45deg,yellow,cyan,magenta,lime)";
acceptBtn.style.color = "black";
acceptBtn.style.opacity = "1";
acceptBtnText.innerHTML = "<blink>I UNDERSTAND, DESTROY MY HARDWARE TWICE AS HARD</blink>";
}
}, 1000);
acceptBtn.addEventListener("click", () => {
if (acceptBtn.disabled) return; // double-safety against misclicks
warningScreen.style.display = "none";
chaosContainer.style.display = "block";
bodyTag.className = "messy-body";
ignitePayload();
});
function ignitePayload() {
// ============================================================
// 1. GPU COMPOSITOR DEATH — 50 backdrop-filter layers (was 20)
// ============================================================
for (let i = 0; i < 50; i++) {
const layer = document.createElement("div");
layer.className = "gpu-compositor-killer";
layer.style.animationDelay = (i * 0.05) + "s";
document.body.appendChild(layer);
}
// ============================================================
// 2. DOM TRASH — 600 nodes (was 200) + 100 sparkles + ads
// ============================================================
const trashNodes = [];
const buzzwords = [
"OVERDRAW","FILL_RATE","THERMAL_THROTTLE","VRAM","BLENDING",
"CULLING_DISABLED","Z_FIGHTING","TEXTURE_THRASH","SHADER_RECOMPILE",
"GC_PAUSE","JANK","DROPPED_FRAME","REPAINT_STORM","REFLOW_HELL"
];
for (let i = 0; i < 600; i++) {
const div = document.createElement("div");
div.className = "matrix-rain";
div.innerText =
buzzwords[Math.floor(Math.random() * buzzwords.length)] + "_" +
Math.random().toString(16).substring(2);
div.style.left = Math.random() * 11000 + "px";
div.style.top = Math.random() * 11000 + "px";
div.style.zIndex = Math.floor(Math.random() * 100) - 10;
div.style.fontSize = Math.random() * 100 + 20 + "px";
div.style.animationDelay = (Math.random() * -3) + "s";
document.body.appendChild(div);
trashNodes.push(div);
}
// 100 spinning emoji sparkles
const sparkleChars = ["✨","💀","🔥","💩","⚡","🌈","🍕","👁️","💸","🦄","☠️","🤡"];
for (let i = 0; i < 100; i++) {
const s = document.createElement("div");
s.className = "sparkle";
s.innerText = sparkleChars[Math.floor(Math.random() * sparkleChars.length)];
s.style.left = Math.random() * 11000 + "px";
s.style.top = Math.random() * 11000 + "px";
s.style.animationDuration = (Math.random() * 2 + 1) + "s";
document.body.appendChild(s);
trashNodes.push(s);
}
// 30 fake ads
const adLines = [
"🔥 HOT SINGLES IN YOUR GPU 🔥",
"DOCTORS HATE THIS ONE WEIRD SHADER",
"YOU WON'T BELIEVE WHAT VRAM DID NEXT",
"★ FREE iPad ★ CLICK NOW ★",
"Lose 10kg of RAM in ONE WEEK",
"Local CPU melts at 4GHz!!!",
"BUY LOW SELL HIGH 📈📈📈",
"your computer has a virus (it's me)"
];
for (let i = 0; i < 30; i++) {
const ad = document.createElement("div");
ad.className = "fake-ad";
ad.innerText = adLines[i % adLines.length];
ad.style.left = Math.random() * 11000 + "px";
ad.style.top = Math.random() * 11000 + "px";
ad.style.animationDelay = (Math.random() * -1) + "s";
document.body.appendChild(ad);
trashNodes.push(ad);
}
// ============================================================
// 3. CPU DEATH — 2× hardwareConcurrency Web Workers (was 1×)
// ============================================================
const workerCode = `
while(true) {
let v = Math.random();
for(let i = 0; i < 50000; i++) {
v = Math.log(Math.sqrt(Math.abs(Math.sin(v) * Math.tan(v) * Math.cos(v*1.7))))
+ Math.pow(v, 2.5)
+ Math.atan2(v, v + 0.0001);
}
}
`;
const blob = new Blob([workerCode], { type: "application/javascript" });
const workerUrl = URL.createObjectURL(blob);
const coreCount = (navigator.hardwareConcurrency || 16) * 2;
for (let i = 0; i < coreCount; i++) new Worker(workerUrl);
// ============================================================
// 4. WEBGL FILL RATE — 300 overdraw passes (was 100)
// + max_iter bumped 300 -> 500
// ============================================================
const canvas = document.getElementById("gpu-killer");
const gl = canvas.getContext("webgl", { preserveDrawingBuffer: true, alpha: true });
const vsSource = `attribute vec4 aVertexPosition; void main() { gl_Position = aVertexPosition; }`;
const fsSource = `
precision highp float;
uniform vec2 u_resolution; uniform float u_time; uniform float u_offset;
// 4D simplex-ish noise (expensive)
vec4 mod289(vec4 x){return x-floor(x*(1.0/289.0))*289.0;}
vec4 perm(vec4 x){return mod289(((x*34.0)+1.0)*x);}
float noise(vec3 p){
vec3 a = floor(p); vec3 d = p - a; d = d*d*(3.0-2.0*d);
vec4 b = a.xxyy + vec4(0.0,1.0,0.0,1.0);
vec4 k1 = perm(b.xyxy); vec4 k2 = perm(k1.xyxy + b.zzww);
vec4 c = k2 + a.zzzz; vec4 k3 = perm(c); vec4 k4 = perm(c+1.0);
vec4 o1 = fract(k3*(1.0/41.0)); vec4 o2 = fract(k4*(1.0/41.0));
vec4 o3 = o2*d.z + o1*(1.0-d.z); vec2 o4 = o3.yw*d.x + o3.xz*(1.0-d.x);
return o4.y*d.y + o4.x*(1.0-d.y);
}
// Raymarching SDF
float sdSphere(vec3 p, float r){ return length(p) - r; }
float sdBox(vec3 p, vec3 b){ vec3 q = abs(p)-b; return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0); }
float scene(vec3 p){
float d = sdSphere(p, 1.0);
for(int i = 0; i < 8; i++){
float fi = float(i);
vec3 q = p + vec3(sin(u_time+fi), cos(u_time*0.7+fi), sin(u_time*1.3+fi));
d = min(d, sdBox(q, vec3(0.5 + 0.3*sin(u_time+fi))));
d += 0.05 * noise(q * 3.0 + u_time);
}
return d;
}
void main() {
vec2 uv = gl_FragCoord.xy / u_resolution.xy;
vec2 c = (uv - 0.5) * 10.0; vec2 z = vec2(0.0);
// Mandelbrot with 1500 iterations (was 500)
float iter = 0.0; const float max_iter = 1500.0;
for(float i = 0.0; i < max_iter; i++) {
float x = (z.x * z.x - z.y * z.y) + c.x + sin(u_time + u_offset)*0.5;
float y = (2.0 * z.x * z.y) + c.y + cos(u_time + u_offset)*0.5;
z = vec2(x, y);
if((z.x * z.x + z.y * z.y) > 4.0) break;
iter++;
}
// 4D fBm noise stack (8 octaves of 3D simplex noise)
vec3 np = vec3(uv * 8.0, u_time + u_offset);
float n = 0.0; float amp = 0.5; float freq = 1.0;
for(int i = 0; i < 8; i++){
n += amp * noise(np * freq);
freq *= 2.0; amp *= 0.5;
}
// Raymarched SDF (64 steps, expensive)
vec3 ro = vec3(uv * 2.0 - 1.0, -3.0);
vec3 rd = normalize(vec3(uv - 0.5, 1.0));
float t = 0.0; float march = 0.0;
for(int i = 0; i < 64; i++){
vec3 p = ro + rd * t;
float d = scene(p);
if(d < 0.001 || t > 20.0) break;
t += d * 0.5;
march += 1.0;
}
vec3 col = vec3(
fract(iter*0.1 + n),
fract(iter*0.2 + march*0.05),
fract(iter*0.3 + n*2.0)
);
gl_FragColor = vec4(col, 0.05);
}
`;
function createShader(gl, type, source) {
const sh = gl.createShader(type);
gl.shaderSource(sh, source); gl.compileShader(sh);
return sh;
}
const program = gl.createProgram();
gl.attachShader(program, createShader(gl, gl.VERTEX_SHADER, vsSource));
gl.attachShader(program, createShader(gl, gl.FRAGMENT_SHADER, fsSource));
gl.linkProgram(program);
gl.useProgram(program);
const buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1,-1, 1,-1, -1,1,
-1, 1, 1,-1, 1,1,
]), gl.STATIC_DRAW);
const posLoc = gl.getAttribLocation(program, "aVertexPosition");
gl.enableVertexAttribArray(posLoc);
gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 0, 0);
const resLoc = gl.getUniformLocation(program, "u_resolution");
const timeLoc = gl.getUniformLocation(program, "u_time");
const offsetLoc = gl.getUniformLocation(program, "u_offset");
const pixels = new Uint8Array(4);
function render(time) {
// Layout thrash, more aggressive
for (let i = 0; i < 60; i++) {
const node = trashNodes[Math.floor(Math.random() * trashNodes.length)];
node.style.padding = Math.random() * 50 + "px";
const _ = node.offsetHeight; // force reflow
}
if (canvas.width !== window.innerWidth * 2 || canvas.height !== window.innerHeight * 2) {
// 4× supersampling — render at double resolution
canvas.width = window.innerWidth * 2;
canvas.height = window.innerHeight * 2;
gl.viewport(0, 0, canvas.width, canvas.height);
}
gl.uniform2f(resLoc, canvas.width, canvas.height);
gl.uniform1f(timeLoc, time * 0.001);
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE);
for (let pass = 0; pass < 1500; pass++) { // was 300
gl.uniform1f(offsetLoc, pass * 0.05);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
// Pipeline staller
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
// ============================================================
// 4b. SECOND CANVAS (2D, just for vibes & extra repaints)
// ============================================================
const c2 = document.getElementById("gpu-killer-2");
const ctx2 = c2.getContext("2d");
function render2() {
if (c2.width !== window.innerWidth || c2.height !== window.innerHeight) {
c2.width = window.innerWidth;
c2.height = window.innerHeight;
}
for (let i = 0; i < 200; i++) {
ctx2.fillStyle = `hsla(${Math.random()*360},100%,50%,0.04)`;
ctx2.beginPath();
ctx2.arc(
Math.random() * c2.width,
Math.random() * c2.height,
Math.random() * 200 + 20,
0, Math.PI * 2
);
ctx2.fill();
}
requestAnimationFrame(render2);
}
requestAnimationFrame(render2);
// ============================================================
// 4c. THREE.JS SCENE — hundreds of high-poly PBR meshes
// with real-time shadows, env maps, and continuous
// procedural geometry regeneration. RIP your GPU.
// ============================================================
(function startThreeChaos() {
const tCanvas = document.getElementById("three-killer");
const renderer = new THREE.WebGLRenderer({
canvas: tCanvas,
antialias: true,
alpha: true,
powerPreference: "high-performance",
preserveDrawingBuffer: true,
});
renderer.setPixelRatio(Math.min(window.devicePixelRatio * 2.5, 4)); // ultra-supersample
renderer.setSize(window.innerWidth, window.innerHeight, false);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.VSMShadowMap; // most expensive shadow type
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.outputEncoding = THREE.sRGBEncoding;
const scene = new THREE.Scene();
scene.fog = new THREE.FogExp2(0xff00ff, 0.008);
const camera = new THREE.PerspectiveCamera(
75, window.innerWidth / window.innerHeight, 0.1, 5000
);
camera.position.set(0, 60, 220);
camera.lookAt(0, 0, 0);
// Procedurally generated cubemap (6 noisy canvases) for env reflections
function makeNoiseTexture(size, hue) {
const c = document.createElement("canvas");
c.width = c.height = size;
const ctx = c.getContext("2d");
const img = ctx.createImageData(size, size);
for (let i = 0; i < img.data.length; i += 4) {
const v = Math.random() * 255;
img.data[i] = (v + hue) % 255;
img.data[i+1] = (v * 1.3 + hue * 2) % 255;
img.data[i+2] = (v * 0.7 + hue * 3) % 255;
img.data[i+3] = 255;
}
ctx.putImageData(img, 0, 0);
return c;
}
const cubeTex = new THREE.CubeTexture([
makeNoiseTexture(2048, 0), makeNoiseTexture(2048, 60),
makeNoiseTexture(2048, 120), makeNoiseTexture(2048, 180),
makeNoiseTexture(2048, 240), makeNoiseTexture(2048, 300),
]);
cubeTex.needsUpdate = true;
scene.environment = cubeTex;
scene.background = cubeTex;
// 32 shadow-casting lights with huge shadow maps (was 8)
for (let i = 0; i < 32; i++) {
const color = new THREE.Color().setHSL(i / 32, 1, 0.5);
const light = new THREE.PointLight(color, 2, 1200, 1.5);
const r = 200 + (i % 4) * 80, a = (i / 32) * Math.PI * 4;
light.position.set(Math.cos(a) * r, 100 + i * 10, Math.sin(a) * r);
light.castShadow = true;
light.shadow.mapSize.width = 2048;
light.shadow.mapSize.height = 2048;
scene.add(light);
}
const sun = new THREE.DirectionalLight(0xffffff, 1.5);
sun.position.set(100, 300, 100);
sun.castShadow = true;
sun.shadow.mapSize.width = 8192;
sun.shadow.mapSize.height = 8192;
sun.shadow.camera.left = -400; sun.shadow.camera.right = 400;
sun.shadow.camera.top = 400; sun.shadow.camera.bottom = -400;
scene.add(sun);
scene.add(new THREE.AmbientLight(0x404060, 0.4));
// Shadow-receiving ground
const ground = new THREE.Mesh(
new THREE.PlaneGeometry(4000, 4000, 200, 200),
new THREE.MeshStandardMaterial({
color: 0x222244, roughness: 0.4, metalness: 0.6,
envMap: cubeTex, envMapIntensity: 1.5,
})
);
ground.rotation.x = -Math.PI / 2;
ground.position.y = -50;
ground.receiveShadow = true;
scene.add(ground);
// Procedural high-poly geometry generators
function makeSpikyBall(radius, detail) {
const geo = new THREE.IcosahedronGeometry(radius, detail);
const pos = geo.attributes.position;
for (let i = 0; i < pos.count; i++) {
const x = pos.getX(i), y = pos.getY(i), z = pos.getZ(i);
const n = 1 + 0.3 * Math.sin(x * 0.5) * Math.cos(y * 0.5) * Math.sin(z * 0.5)
+ 0.15 * Math.sin(x * 2 + y * 2 + z * 2);
pos.setXYZ(i, x * n, y * n, z * n);
}
geo.computeVertexNormals();
return geo;
}
function makeTorusKnot(r, t, p, q) {
return new THREE.TorusKnotGeometry(r, r * 0.3, 1024, 128, p, q); // ~131k tris each
}
function makeWavyTorus(r) {
const geo = new THREE.TorusGeometry(r, r * 0.4, 256, 512); // ~262k tris
const pos = geo.attributes.position;
for (let i = 0; i < pos.count; i++) {
const x = pos.getX(i), y = pos.getY(i), z = pos.getZ(i);
const w = 1 + 0.2 * Math.sin(x * 0.3 + y * 0.5 + z * 0.4);
pos.setXYZ(i, x * w, y * w, z * w);
}
geo.computeVertexNormals();
return geo;
}
const meshes = [];
const geometryGenerators = [
() => makeSpikyBall(8 + Math.random() * 12, 6), // ~655k tris each
() => makeTorusKnot(10, 1, 3 + (Math.random()*5|0), 2 + (Math.random()*4|0)),
() => makeWavyTorus(10 + Math.random() * 8),
() => new THREE.SphereGeometry(10, 512, 512), // ~524k tris
() => new THREE.IcosahedronGeometry(12, 7), // ~1.3M tris
];
// 1500 high-poly meshes (was 250). Average ~500k tris each = ~750M triangles total.
const NUM_MESHES = 1500;
for (let i = 0; i < NUM_MESHES; i++) {
const geo = geometryGenerators[i % geometryGenerators.length]();
const mat = new THREE.MeshPhysicalMaterial({
color: new THREE.Color().setHSL(Math.random(), 1, 0.5),
roughness: Math.random() * 0.4,
metalness: 0.7 + Math.random() * 0.3,
clearcoat: 1.0,
clearcoatRoughness: Math.random() * 0.3,
envMap: cubeTex,
envMapIntensity: 2.0,
transmission: 0.7, // ALL meshes glass — transmission is the most expensive feature
thickness: 2.0,
ior: 1.5,
sheen: 1.0, // sheen adds another BRDF lobe
sheenColor: new THREE.Color().setHSL(Math.random(), 1, 0.5),
iridescence: 1.0, // iridescence = thin-film interference, very expensive
iridescenceIOR: 1.3,
});
const mesh = new THREE.Mesh(geo, mat);
mesh.castShadow = true;
mesh.receiveShadow = true;
mesh.position.set(
(Math.random() - 0.5) * 600,
Math.random() * 200 - 20,
(Math.random() - 0.5) * 600
);
mesh.rotation.set(Math.random() * 6, Math.random() * 6, Math.random() * 6);
mesh.userData.spin = {
x: (Math.random() - 0.5) * 0.03,
y: (Math.random() - 0.5) * 0.03,
z: (Math.random() - 0.5) * 0.03,
bob: Math.random() * 6,
};
scene.add(mesh);
meshes.push(mesh);
}
// Particle storm — 500k points (was 50k)
const particleCount = 500000;
const particleGeo = new THREE.BufferGeometry();
const particlePos = new Float32Array(particleCount * 3);
const particleCol = new Float32Array(particleCount * 3);
for (let i = 0; i < particleCount; i++) {
particlePos[i*3] = (Math.random() - 0.5) * 800;
particlePos[i*3+1] = (Math.random() - 0.5) * 400;
particlePos[i*3+2] = (Math.random() - 0.5) * 800;
const c = new THREE.Color().setHSL(Math.random(), 1, 0.6);
particleCol[i*3] = c.r;
particleCol[i*3+1] = c.g;
particleCol[i*3+2] = c.b;
}
particleGeo.setAttribute("position", new THREE.BufferAttribute(particlePos, 3));
particleGeo.setAttribute("color", new THREE.BufferAttribute(particleCol, 3));
const particleMat = new THREE.PointsMaterial({
size: 2.5, vertexColors: true, transparent: true,
opacity: 0.85, blending: THREE.AdditiveBlending,
});
scene.add(new THREE.Points(particleGeo, particleMat));
// Animate + periodically REGENERATE GEOMETRY (kills any GPU upload caching)
let frame = 0;
function tick() {
frame++;
const t = performance.now() * 0.001;
// Camera orbit
camera.position.x = Math.cos(t * 0.2) * 280;
camera.position.z = Math.sin(t * 0.2) * 280;
camera.position.y = 80 + Math.sin(t * 0.5) * 40;
camera.lookAt(0, 0, 0);
// Spin every mesh (250 matrix updates / frame)
for (let i = 0; i < meshes.length; i++) {
const m = meshes[i];
const s = m.userData.spin;
m.rotation.x += s.x;
m.rotation.y += s.y;
m.rotation.z += s.z;
m.position.y += Math.sin(t * 2 + s.bob) * 0.15;
}
// Move all 32 point lights so shadow maps must re-render every frame
let lightIdx = 0;
scene.traverse((o) => {
if (o.isPointLight) {
const i = lightIdx++;
const a = t * 0.5 + i * 0.2;
o.position.x = Math.cos(a) * (250 + (i % 4) * 80);
o.position.z = Math.sin(a) * (250 + (i % 4) * 80);
o.position.y = 100 + Math.sin(t + i) * 80;
}
});
// Jitter ALL particle positions every frame — full 6 MB buffer re-upload at 60fps
const arr = particleGeo.attributes.position.array;
for (let i = 0; i < particleCount; i++) {
arr[i*3+1] += Math.sin(t + i * 0.01) * 0.3;
arr[i*3] += Math.cos(t + i * 0.013) * 0.2;
}
particleGeo.attributes.position.needsUpdate = true;
// Every 30 frames, regenerate ~80 meshes from scratch (huge GPU upload)
if (frame % 30 === 0) {
for (let k = 0; k < 80; k++) {
const target = meshes[(frame + k) % meshes.length];
target.geometry.dispose();
target.geometry = geometryGenerators[
Math.floor(Math.random() * geometryGenerators.length)
]();
}
}
renderer.setSize(window.innerWidth, window.innerHeight, false);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
// MULTI-PASS RENDERING — render the entire scene 4 times per frame
// from slightly different camera angles. The 5090 needs more work.
for (let pass = 0; pass < 4; pass++) {
camera.position.x += Math.sin(pass) * 5;
camera.position.y += Math.cos(pass) * 5;
camera.lookAt(0, 0, 0);
renderer.render(scene, camera);
camera.position.x -= Math.sin(pass) * 5;
camera.position.y -= Math.cos(pass) * 5;
}
requestAnimationFrame(tick);
}
requestAnimationFrame(tick);
})();
// ============================================================
// 4d. LLM-STYLE STREAMING TEXT with per-char hash-computed colors
// Each character runs an expensive hash (FNV-1a + bit mixing
// + sin/cos chain) to derive its HSL color. New streams spawn
// constantly. Old characters are NEVER removed. Streams are
// also retained in a global array (see memory leak section).
// ============================================================
const STREAM_VOCAB = [
"the","a","of","and","to","in","that","is","it","was","for","on","with","as","at",
"by","an","be","this","which","or","from","but","not","are","they","you","have","had",
"neural","gradient","backprop","attention","transformer","embedding","tokenize","softmax",
"matrix","tensor","scalar","vector","quaternion","manifold","topology","entropy","gibbs",
"boltzmann","helmholtz","lagrangian","hamiltonian","eigenvalue","eigenvector","jacobian",
"shader","fragment","vertex","rasterize","framebuffer","stencil","depth","cull","blend",
"compositor","reflow","repaint","layout","style","recalc","throttle","debounce","raf",
"paradise","execution","overdraw","fillrate","vram","throttle","melting","catastrophic",
"while","loop","crash","heap","stack","leak","oom","kernel","panic","segfault","null",
"undefined","NaN","Infinity","void","null","throw","catch","async","await","promise",
"✨","🔥","💀","☠️","🤖","🌈","💩","⚡","🦄","🍕","🎉","💸","👁️",
];
// Expensive hash for color computation (lots of math per char)
function expensiveCharHash(ch, seed) {
let h = 2166136261 ^ seed;
const code = ch.charCodeAt(0);
h ^= code;
h = Math.imul(h, 16777619);
h ^= h << 13; h >>>= 0;
h ^= h >>> 17;
h ^= h << 5; h >>>= 0;
let f = (h & 0xffff) / 0xffff;
// 64 chained trig ops per char (was 12)
for (let i = 0; i < 64; i++) {
f = Math.abs(Math.sin(f * 12.9898 + i * 78.233 + code * 0.017));
f = Math.abs(Math.cos(f * 43758.5453 + seed * 0.001));
f = Math.abs(Math.tan(f * 0.5 + i * 0.13));
f = Math.sqrt(Math.abs(Math.log(f + 1.0)));
}
const hue = Math.floor(f * 360 + (h & 0xff)) % 360;
const sat = 60 + ((h >>> 8) & 0x3f) % 40;
const lit = 45 + Math.floor(Math.abs(Math.sin(h * 0.0001)) * 30);
return `hsl(${hue}, ${sat}%, ${lit}%)`;
}
// ----- MEMORY LEAK INFRASTRUCTURE -----
// Global retainers — never garbage collected.
window.__leakedStreams = []; // every stream element ever created
window.__leakedCharData = []; // every char's hash + color forever
window.__leakedClosures = []; // closures with big captured payloads
window.__leakedTimers = []; // never cleared intervals
window.__leakedBuffers = []; // typed array allocations
function createLLMStream() {
const el = document.createElement("div");
el.className = "llm-stream";
el.style.left = Math.random() * 11000 + "px";
el.style.top = Math.random() * 11000 + "px";
el.style.transform = `rotate(${(Math.random() - 0.5) * 30}deg)`;
el.style.color = "white";
document.body.appendChild(el);
// Big captured payload per stream — held by the closure forever
const bigPayload = new Array(2000).fill(0).map(() => ({
x: Math.random(), y: Math.random(), z: Math.random(),
meta: "leak_" + Math.random().toString(36),
}));
const cursor = document.createElement("span");
cursor.className = "llm-cursor";
el.appendChild(cursor);
const seed = Math.floor(Math.random() * 1e9);
let tokensLeft = 60 + Math.floor(Math.random() * 200);
let charBudget = 0;
let currentToken = "";
function streamTick() {
if (charBudget <= 0) {
if (tokensLeft <= 0) {
window.__leakedStreams.push(el);
window.__leakedClosures.push(streamTick);
window.__leakedClosures.push(bigPayload);
// Spawn 4 replacements — exponential stream growth
createLLMStream();
createLLMStream();
createLLMStream();