Comfort: agitation ceiling, composition validator and whole-screen caps
Whole-screen flashing/coherent motion is now a gated comfort signal rather than a hunt-and-tweak. Three-arm agitation (flash/3, tile-motion/0.32, structure/0.12) over a 1s floating window, worst window wins — engine/agitation.js. Policy centralised in look/comfort.js: director comfort appetite, per-scene agitationOf proxy, agitationWeight lean and stackAgitation. Canvas beat/flux capped in Layer.resolveParams (0.15/0.25, spike→smooth) so one contract change tames every full-frame scene; lint warns above the cap. Selection now filters before casting (look/scene-filter.js, 12+ ranged metrics from checks/scene-metrics.js, SCHEMA 7) and validates after stacking (look/composition-validator.js) with a deterministic retune: drop overlay → swap quiet composable → reselect filtered shot. Fix validator attempt-3 ground-layer bug that crashed ?song=dusk (LookGenerator now passes module, not layer). Eight canvas shaders window their beat/flux (focusField + per-seed hash mask) and report the scaled amount to Layer so the cap stays authoritative: scan-tear, gate-corridor, analog-wow, block-mosh, metaballs, pitch-shatter, scale-mosaic, tide-rings. Checks: scene-gate comfort gate (agitation ≤ 0.70), filmstrip/gallery meters + per-scene drawer, metadata SCHEMA 7 with ranged metrics and fingerprint over agitation/comfort sources. main.js surfaces COMPOSITION_REFUSED as a user-facing error. Lint: 114 files clean, 71 scenes ok. All 17 songs generate looks. Build passes. metadata.json refresh deferred to gallery → Refresh metadata (SCHEMA 7 writer in vite.config). Co-Authored-By: Claude <noreply@anthropic.com>
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@@ -31,7 +31,7 @@ export const gateCorridor = {
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},
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reactive: {
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lamps: { feature: 'beat', amount: 0.35, response: 'spike' },
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lamps: { feature: 'beat', amount: 0.14, response: 'smooth' },
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aperture: { feature: 'bandLow', amount: 0.15, response: 'smooth' },
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},
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@@ -75,10 +75,14 @@ vec4 scene(vec2 uv, vec2 p) {
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col += tint * frame * (0.25 + near * 0.75);
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col += tint * exp(-d * 14.0) * near * 0.2;
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// Beat window — only every third gate's lamp carries the beat,
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// and it is masked by focal proximity so the corridor does not flash as one.
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float gateBeatMask = step(0.68, hash12(vec2(fi * 0.41, floor(u_seed * 0.3)))) * focusField(p) * 0.9 + 0.1;
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float maskedLamps = u_lamps + gateBeatMask * u_beat * 0.45;
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// A lamp at the top of every third gate, pulsing on the beat.
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if (mod(fi, 3.0) < 0.5) {
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vec2 lampAt = vanishAt + vec2(0.0, scale);
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col += pal(4) * exp(-length(p - lampAt) * 26.0) * u_lamps * (0.3 + near);
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col += pal(4) * exp(-length(p - lampAt) * 26.0) * maskedLamps * (0.3 + near) * (0.6 + 0.4 * gateBeatMask);
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}
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}
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