A reproducible migration, and the first eighteen scenes through it

The library is sixty-one scenes, which is too many to convert from memory or
from taste, so the migration is a queue with a gate rather than a judgement call
per file.

Three pieces. A classifier reads each shader and assigns a tier from evidence in
the source — drawn, figure, field, treatment — so two passes over the library
reach the same answer and the work has an order. MIGRATION.md is the recipe per
tier, written to be followed mechanically. And a gate makes the result
verifiable: `consumes` is now a schema field, the lint enforces it in both
directions, and the per-scene battery renders each scene under two deliberately
distant identities and requires the picture to change.

That gate is the part that matters. Without it `consumes` is a comment, and the
whole inversion becomes unverifiable at exactly the point where it stops being
checkable by eye. With it, a scene that declares the cast and ignores it fails.

Eighteen scenes migrated. Four by hand at the drawn tier — Firefly Drift,
Metaballs, Floating Geometry, Prism Bloom — and ten at the field tier by script,
which is one declaration and one wrapped return. All eighteen pass.

The field tier is honestly marginal and the gate says so: every one of the ten
moves by 37 to 39 of 255, against 173 to 255 for the drawn tier, and the
uniformity across ten unrelated scenes is the tell. That is one global
posterisation applying, not ten scenes expressing anything. Cheap, real, shallow.

The decomposition moved from identity being worth 54% of the container to 158%,
but the stage set changed underneath the measurement and part of that is
Metaballs expressing a cast better than Constellation did. What survives the
caveat is the useful finding: a migrated library scene carries the identity
better than a stage written from scratch to carry it. The four bespoke stages
were the wrong shape of effort.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Dejvino 2026-08-17 21:59:24 +02:00
parent 00ad1d8c2b
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flow-state/MIGRATION.md Normal file
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@ -0,0 +1,219 @@
# Migrating a scene onto the identity artifacts
The recipe `tools/migration-status.js` reports progress against. Sixty-one
scenes is too many to convert from taste, so this is written to be followed
mechanically and to produce the same result twice.
Background is EPIC-3.md. The one-line version: a scene draws its own content, a
migrated scene draws the *song's* content — its cast, in its ink, on its lattice
— and the measured payoff is additive with everything the scene already did.
```bash
node tools/migration-status.js # the queue, and what each scene needs
node tools/migration-status.js --all # every scene and its tier
```
---
## The rule that decides everything
> **An artifact is content a scene could not have invented for itself.**
If the scene still looks right with the identity switched off, it has used the
artifact as a modifier and the migration has not happened. That is not a style
preference — it is the exact failure mode of `u_sigSides`, which thirty scenes
declare and most quietly ignore, and it is why the gate below exists.
---
## The four tiers
The classifier assigns these from the shader source. Check its answer, don't
trust it: it reads patterns, and a scene that places elements in an unusual way
will be misfiled.
| tier | what it looks like | consumes |
|---|---|---|
| **drawn** | loops over discrete elements at computed positions | `cast, ink, staging` |
| **figure** | one or a few forms, its own composition | `cast, ink` |
| **field** | a continuous surface — noise, flow, terrain | `ink` |
| **treatment** | an effect over an image rather than an image | `ink` |
Accents are excluded. They are mostly-empty depth passes, not subjects.
---
## Recipe: `drawn`
The highest payoff and the least invention. Four edits.
**1. Declare it.** Add to the module, above `params`:
```js
consumes: ['cast', 'ink', 'staging'],
```
**2. Replace the primitive with the cast.** Whatever the loop was drawing —
a circle, a box, `sigShape`, a bespoke SDF — becomes one of:
```glsl
float d = castMain(q) * size; // the protagonist: large, few
float d = castChorus(q) * size; // the chorus: small, many
```
`q` is the element-local coordinate, `(p - pos) / size`. Multiplying the result
back by `size` restores it to scene units, which is what the ink expects.
Use `castMain` when the scene draws a handful of things and `castChorus` when it
draws a crowd. A scene that draws both should use both — that is what the two
members are for.
**3. Replace the placement with the lattice.**
```glsl
vec3 node = stageNode(fi, float(u_count)); // xy position, z scale multiplier
vec2 pos = node.xy;
float size = u_size * node.z;
```
Keep whatever the scene did that was *motion* — a drift, an orbit, a wander, a
march. Give up what was *composition*. The split is the point: identity owns
where things are, the scene owns what they do.
A scene whose composition IS its identity — a spiral that must be a spiral — can
keep it and take `stageScale()` alone, which is the song's element size. Declare
`staging` either way.
**4. Replace the edge with the ink.**
```glsl
col = mix(col, pal(i + 1), inkMask(d, uv));
```
`inkMask` does fill, fill treatment (hatch, stipple, halftone), outline and edge
hardness in one call. Delete the scene's own `smoothstep(soft, -soft, d)` and
its `sigEdge` — the ink supersedes both.
Then wrap the return:
```glsl
return vec4(inkValue(col), 1.0);
```
**Do not** delete `sigCamera`, `sigGrain`, `sigHorizonY` or `sigAir`. Traits and
artifacts are different layers and both still apply.
---
## Recipe: `figure`
Steps 1, 2 and 4, skipping the lattice. Declare `consumes: ['cast', 'ink']`.
Take `stageScale()` if the figure has a size worth scaling and add `staging` if
you do.
---
## Recipe: `field` and `treatment`
There are no elements to replace, so this is one edit plus a judgement.
```js
consumes: ['ink'],
```
```glsl
return vec4(inkValue(col), 1.0);
```
If the field already dithers, hatches or posterises internally, replace that
with `inkPattern(uv)` so the treatment is the song's rather than the scene's.
If it does not, `inkValue` alone is the whole migration — a value structure
shared across every scene in a video is worth having and costs one line.
Be honest about `treatment` scenes. Most of them are effects wearing a scene's
clothes, and EPIC-3 §8 argues they should move into the identity's EFFECTS
register rather than compete for screen time as subjects. Migrating one is a
holding action, not the answer.
---
## Verifying — the part that makes this reproducible
A migration is not done when the code looks right. It is done when the gate
passes:
```
checks.html?scene=<Scene%20Name>
```
Every artifact in `consumes` must show a passing line:
```
PASS consumes: cast delta 255/255 (floor 24)
PASS consumes: ink delta 255/255 (floor 24)
PASS consumes: staging delta 255/255 (floor 24)
```
That check renders the scene twice under two deliberately distant identities and
requires the picture to change. A scene that declares `cast` and ignores it
fails here, which is the only reason `consumes` can be trusted at library scale.
`npm run lint:scenes` enforces the other half in both directions: declaring an
artifact without calling it, and calling one without declaring it. The second
matters more than it looks — an undeclared artifact hides the scene from this
report and from anything that later selects scenes on capability.
Then the usual battery still applies. `renders something`, `animates`,
`deterministic`, `distinct`, `param sweep`, `flash rate` and every declared
trait must all still pass. A migration that breaks `distinct` has made the scene
into one of its neighbours, which is a real risk here: the more scenes share a
cast, the more two weakly-composed ones converge.
---
## Measuring the payoff
Per scene, the gate. Across the library, two numbers:
```
checks.html?decompose=1 identity against container, measured apart
checks.html?experiment=1 stages against legacy, with error bars
```
`decompose` is the one to watch. Before the migration, over the four purpose-
built stages:
```
identity only 0.0299 container only 0.0557 identity = 54% of container
```
After the first eighteen scenes, over the eight that consume the cast:
```
identity only 0.1287 container only 0.0815 identity = 158% of container
```
Read that with its caveat: the stage set changed underneath the measurement, so
part of the jump is that Metaballs expresses a cast more strongly than
Constellation did rather than that the migration itself moved anything. What it
does establish is the thing worth knowing — a migrated LIBRARY scene carries the
identity better than a stage written from scratch to carry it. The bespoke
stages were the wrong shape of effort. As scenes migrate, the
`identity only` number should climb while `container only` holds — because the
whole point of the correction in EPIC-3 §9b is that these add rather than trade.
If `container only` falls as scenes migrate, the migration is homogenising the
library and should stop.
---
## A caution learned the expensive way
This harness's noise floor is large enough to invent findings. Three claims in
this epic were made from single runs and withdrawn after repeats: that roster
size was the dominant lever, that stages beat legacy by 14%, and that the
identity's range was the bottleneck. Anything under about 0.01 of spread needs
`&repeats=3` before it is believed, and a difference that changes sign with the
sample size is not a difference.
Migrate in batches, measure after each batch, and expect the per-batch effect to
be inside the noise. The trend across batches is the signal.

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@ -23,6 +23,7 @@ import { synthesizeSectioned } from '../audio/synth.js';
import { frameLuminance, frameVariance, frameMaxDelta } from '../engine/hash.js';
import { peakFlashRate } from '../engine/flash.js';
import { generatePersonality } from '../look/Personality.js';
import { generateIdentity } from '../look/Identity.js';
const PALETTE = [
[0.06, 0.03, 0.16], [0.85, 0.15, 0.55], [0.15, 0.75, 0.95],
@ -133,6 +134,41 @@ export function runSceneGate(name) {
const rate = peakFlashRate(luminance, 60);
record(rate <= 3, 'flash rate', `${rate}/s at aggressive settings (ceiling 3)`);
// --- identity response -----------------------------------------------
// The migration gate. A scene that declares it consumes the cast must
// produce a DIFFERENT PICTURE when the song's cast changes — otherwise
// `consumes` is a comment and the whole inversion is unverifiable at
// library scale. Deliberately a much larger threshold than the trait
// check: a trait may be honoured subtly, but content is the subject.
for (const artifact of module.consumes || []) {
const other = generatePersonality(SUMMARY, new Rng(9001));
// Two identities as far apart as the generator can make them.
const alt = generateIdentity(
{ ...SUMMARY, meanFlatness: 0.6, meanCentroid: 0.85, bpm: 168 },
new Rng(31337), 6);
// Force the always-visible ink decisions on. A field scene's whole
// migration may be `inkValue`, and posterisation is off for most
// identities — without pinning it the probe would sometimes hand the
// scene two identities that ask it for the same picture and then
// fail it for complying.
alt.ink = { ...alt.ink, posterize: 4, fill: 'hatch', outline: 0.8, weight: 0.8 };
other.identity = alt;
if (artifact === 'cast') {
// The protagonist's geometry is read from the signature form.
other.shape = { sides: 8, roundness: 0.02, elongation: 1.4, tilt: 0.9 };
}
engine.setLayerSpecs([{
module, params: defaultValues(module), seed: 4242,
opacity: 1, blend: 'normal', palette: PALETTE, personality: other,
}]);
engine.compositor.reset();
const changed = frameMaxDelta(base,
Uint8Array.from(engine.readPixels(engine.renderFrame(600))));
record(changed > 24, `consumes: ${artifact}`,
`delta ${changed}/255 (floor 24)`);
}
// --- personality response --------------------------------------------
// Every declared trait must move the image; a trait declared and ignored
// gets the scene cast in tracks it cannot express.

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@ -381,7 +381,7 @@ export async function decomposeReportLines({ songs = 6, probes = 3 } = {}) {
const lines = [];
lines.push('IDENTITY vs CONTAINER — where visual difference actually comes from');
lines.push('');
lines.push(` ${d.songs} songs · one fixed track · stage held or varied as labelled`);
lines.push(` ${d.songs} songs · one fixed track · ${d.stageCount} cast-consuming scenes`);
lines.push('');
lines.push(` identity only ${bar(Math.min(1, d.identityOnly * 5))} ${d.identityOnly.toFixed(4)}`);
lines.push(` one stage (${d.stage}), each song's cast, ink and lattice`);

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@ -622,8 +622,12 @@ export function measureFingerprint({ songs = 6, probes = 4, refScenes = 5 } = {}
export function measureDecomposition({ songs = 6, probes = 3, stageNames = null } = {}) {
const bank = songBank({ count: songs });
const track = bank[0].track;
const names = stageNames || ['Procession', 'Constellation', 'Soloist', 'Swarm'];
const stages = names.map((n) => scenes.find((m) => m.name === n)).filter(Boolean);
// Every scene that actually draws the cast, not a hardcoded list — so this
// number tracks the migration instead of being pinned to the four scenes
// that happened to be written first.
const stages = stageNames
? stageNames.map((n) => scenes.find((m) => m.name === n)).filter(Boolean)
: scenes.filter((m) => (m.consumes || []).includes('cast') && m.role !== 'accent');
// Each song's identity, lifted off its own look so it can be transplanted.
const looks = bank.map((e) => generateLook(e.track, { seed: hashString(e.name) }));
@ -673,5 +677,8 @@ export function measureDecomposition({ songs = 6, probes = 3, stageNames = null
render(oneStage, looks[0], 4242),
]);
return { identityOnly, containerOnly, both, sameBoth, stage: oneStage.name, songs: bank.length };
return {
identityOnly, containerOnly, both, sameBoth,
stage: oneStage.name, songs: bank.length, stageCount: stages.length,
};
}

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@ -53,6 +53,15 @@ export const REACTIVE_FEATURES = [
export const REACTIVE_RESPONSES = ['linear', 'spike', 'smooth', 'inverse'];
/**
* Identity artifacts a scene can consume. See look/Identity.js and EPIC-3.md.
*
* A trait is a modifier a scene may honour; an artifact is CONTENT the scene
* draws. Declaring one is a commitment the gate enforces: swap the song's
* identity and a scene that claims `cast` must produce a different picture.
*/
export const ARTIFACT_NAMES = ['cast', 'ink', 'staging'];
/**
* Personality traits a scene can honour. See look/Personality.js.
*
@ -231,6 +240,15 @@ export function validateModule(module) {
if (!TRAIT_NAMES.includes(t)) errors.push(`${id}: unknown trait '${t}'`);
}
}
if (module.consumes !== undefined) {
if (!Array.isArray(module.consumes)) {
errors.push(`${id}: \`consumes\` must be an array of ${ARTIFACT_NAMES.join('/')}`);
} else {
for (const a of module.consumes) {
if (!ARTIFACT_NAMES.includes(a)) errors.push(`${id}: unknown artifact '${a}'`);
}
}
}
if (module.texture !== undefined
&& (typeof module.texture !== 'number' || module.texture < 0 || module.texture > 2)) {
errors.push(`${id}: \`texture\` must be a number 0..2 — how much of the track's ` +

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@ -14,6 +14,7 @@ export const contourMap = {
kind: 'fragment',
// Drafting, not photography.
texture: 0.3,
consumes: ['ink'],
traits: ['camera', 'space', 'style'],
params: {
@ -88,7 +89,7 @@ vec4 scene(vec2 uv, vec2 p) {
col = sigAir(col, p, sat(1.0 - below * 0.9));
col += sigGrain(uv);
return vec4(col, 1.0);
return vec4(inkValue(col), 1.0);
}
`,
};

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@ -10,6 +10,7 @@ export const fireflyDrift = {
family: 'flow',
kind: 'fragment',
// Personality: see look/Personality.js.
consumes: ['cast', 'ink', 'staging'],
traits: ['camera', 'style'],
params: {
@ -38,25 +39,29 @@ vec4 scene(vec2 uv, vec2 p) {
if (float(i) >= u_count) break;
float fi = float(i);
// Seed the mote to a stable place in the frame (deterministic per i).
vec2 grid = vec2(hash12(vec2(fi, 1.7)), hash12(vec2(fi, 9.1)));
vec2 base = (grid - 0.5) * 2.0 * u_spread * vec2(1.0, 0.7);
// The mote's home is the song's lattice; the drift is this scene's own.
vec3 node = stageNode(fi, u_count);
vec2 base = node.xy * u_spread * vec2(1.0, 0.7);
// Advect along the curl field plus a bounded wander term on top.
vec2 flow = curl(grid * 3.0 + vec2(0.0, t * 0.15), t * 0.5);
vec2 flow = curl(node.xy * 3.0 + vec2(0.0, t * 0.15), t * 0.5);
vec2 pos = base + flow * 1.3
+ vec2(sin(t * (0.4 + fract(fi * 0.13))),
cos(t * (0.5 + fract(fi * 0.29)))) * u_jitter;
// A mote is one of the chorus, drawn small — the glow is the scene's
// contribution, the form is the song's.
float size = 0.045 * node.z;
float sd = castChorus((p - pos) / max(size, 1e-3)) * size;
float d = length(p - pos);
vec3 hc = pal(int(mod(fi, 4.0)));
col = mix(col, hc, inkMask(sd, uv));
col += hc * (exp(-d * d / (0.015 + u_glow * 0.04)) * (1.0 + u_glow * 0.6));
col += hc * exp(-d * d * 60.0);
}
col += sigGrain(uv);
return vec4(col, 1.0);
return vec4(inkValue(col), 1.0);
}
`,
};

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@ -10,6 +10,7 @@ export const floatingGeometry = {
// of shapes, so `shape` is the trait it exists to express.
// Takes the track's surface grain, but lightly — this is drawn, not filmed.
texture: 0.4,
consumes: ['cast', 'ink', 'staging'],
traits: ['shape', 'camera', 'style'],
params: {
@ -41,30 +42,29 @@ vec4 scene(vec2 uv, vec2 p) {
float fi = float(i);
float s = u_seed + fi * 123.456;
vec2 pos = vec2(
sin(t * 0.5 + s) * u_spread,
cos(t * 0.3 + s * 1.1) * u_spread * 0.55
);
// The song's lattice sets where they hang; this scene keeps the float.
vec3 node = stageNode(fi, float(u_count));
vec2 pos = node.xy * u_spread * vec2(1.0, 0.55)
+ vec2(sin(t * 0.5 + s), cos(t * 0.3 + s * 1.1)) * 0.18;
vec2 sp = rot(t * (0.2 + fract(s) * u_spin)) * (p - pos);
float size = u_size * (0.6 + fract(s * 0.7) * 0.8);
float size = u_size * node.z * (0.6 + fract(s * 0.7) * 0.8);
// Every element is the track's signature form. This scene used to pick
// Every element is the song's protagonist. This scene used to pick
// between a box and a circle per element, which is precisely the choice
// the production design should be making — one video, one cast.
// The variety param only scales them apart; it never changes what they are.
float scale = size * (1.0 + (fract(s * 0.37) - 0.5) * u_variety);
float d = sigShape(sp / max(scale, 1e-3)) * scale;
float d = castMain(sp / max(scale, 1e-3)) * scale;
vec3 shapeColor = pal(i + int(floor(t * 0.3)));
float intensity = smoothstep(0.012, 0.0, d) + sigEdge(d) * 0.35;
col = mix(col, shapeColor, intensity * 0.85);
col = mix(col, shapeColor, inkMask(d, uv) * 0.85);
col += shapeColor * (1.0 - smoothstep(0.0, size * 2.2, abs(d))) * u_aura;
}
col += sigGrain(uv);
return vec4(col, 1.0);
return vec4(inkValue(col), 1.0);
}
`,
};

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@ -13,6 +13,7 @@ export const halftoneMisprint = {
kind: 'fragment',
// The paper's tooth is the point; take the track's grain in full.
texture: 1.2,
consumes: ['ink'],
traits: ['camera', 'style'],
params: {
@ -94,7 +95,7 @@ vec4 scene(vec2 uv, vec2 p) {
col = max(col, vec3(0.0));
col += sigGrain(uv);
return vec4(col, 1.0);
return vec4(inkValue(col), 1.0);
}
`,
};

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@ -8,6 +8,7 @@ export const metaballs = {
family: 'organic',
kind: 'fragment',
// Personality: see look/Personality.js.
consumes: ['cast', 'ink', 'staging'],
traits: ['shape', 'camera', 'style'],
params: {
@ -39,16 +40,18 @@ vec4 scene(vec2 uv, vec2 p) {
float fi = float(i);
float s = u_seed + fi * 71.3;
vec2 centre = vec2(
sin(t * (0.7 + fract(s * 0.13)) + s) * u_spread,
cos(t * (0.5 + fract(s * 0.29)) + s * 1.7) * u_spread * 0.62
);
// Homes on the song's lattice, orbited by this scene's own motion.
vec3 node = stageNode(fi, float(u_count));
vec2 centre = node.xy * u_spread * vec2(1.0, 0.62)
+ vec2(sin(t * (0.7 + fract(s * 0.13)) + s),
cos(t * (0.5 + fract(s * 0.29)) + s * 1.7)) * 0.25;
// Distance measured in the track's form rather than as a circle: for a
// round personality this is exactly length(p - centre), and for a
// hexagonal one the blobs merge as hexagons.
float d = sigShape((p - centre) / max(u_radius, 1e-3)) * u_radius + u_radius;
float contribution = (u_radius * u_radius) / max(d * d, 1e-4);
// Distance measured in the song's FORM rather than as a circle: for a
// round cast this is exactly length(p - centre), and for a hexagonal
// one the blobs merge as hexagons.
float radius = u_radius * node.z;
float d = castMain((p - centre) / max(radius, 1e-3)) * radius + radius;
float contribution = (radius * radius) / max(d * d, 1e-4);
field += contribution;
tint += pal(i) * contribution;
}
@ -64,7 +67,7 @@ vec4 scene(vec2 uv, vec2 p) {
col += tint * rim * u_rim;
col += sigGrain(uv);
return vec4(col, 1.0);
return vec4(inkValue(col), 1.0);
}
`,
};

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@ -12,6 +12,7 @@ export const moireGrid = {
// Personality: see look/Personality.js.
// Crisp line work: the track's surface grain would only fur the edges.
texture: 0,
consumes: ['ink'],
traits: ['camera', 'style'],
params: {
@ -67,7 +68,7 @@ vec4 scene(vec2 uv, vec2 p) {
col *= 0.6 + 0.4 * exp(-dot(p, p) * 0.3);
col += sigGrain(uv);
return vec4(col, 1.0);
return vec4(inkValue(col), 1.0);
}
`,
};

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@ -12,6 +12,7 @@ export const myceliumWeb = {
name: 'Mycelium Web',
family: 'organic',
kind: 'fragment',
consumes: ['ink'],
traits: ['camera', 'space', 'style'],
params: {
@ -91,7 +92,7 @@ vec4 scene(vec2 uv, vec2 p) {
col = sigAir(col, p, sat(1.0 - below * 1.1));
col += sigGrain(uv);
return vec4(col, 1.0);
return vec4(inkValue(col), 1.0);
}
`,
};

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@ -9,6 +9,7 @@ export const nebula = {
family: 'organic',
kind: 'fragment',
// Personality: see look/Personality.js.
consumes: ['ink'],
traits: ['camera', 'space', 'style'],
params: {
@ -59,7 +60,7 @@ vec4 scene(vec2 uv, vec2 p) {
col = sigAir(col, p, smoothstep(0.0, 1.6, r));
col += sigGrain(uv);
return vec4(col, 1.0);
return vec4(inkValue(col), 1.0);
}
`,
};

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@ -7,6 +7,7 @@ export const plasmaBloom = {
family: 'organic',
kind: 'fragment',
// Personality: see look/Personality.js.
consumes: ['ink'],
traits: ['camera', 'space', 'style'],
params: {
@ -48,7 +49,7 @@ vec4 scene(vec2 uv, vec2 p) {
col = sigAir(col, p, smoothstep(0.0, 1.8, length(p)));
col += sigGrain(uv);
return vec4(col, 1.0);
return vec4(inkValue(col), 1.0);
}
`,
};

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@ -10,6 +10,7 @@ export const prismBloom = {
// Personality: see look/Personality.js.
// Crisp line work: the track's surface grain would only fur the edges.
texture: 0,
consumes: ['cast', 'ink', 'staging'],
traits: ['shape', 'camera', 'style'],
params: {
@ -45,8 +46,8 @@ vec4 scene(vec2 uv, vec2 p) {
float t = u_time * u_speed + u_seed;
p = sigFolded(sigCamera(p));
// Facet count yields to the track's signature form when it names one.
float sites = u_sigSides > 2.5 ? u_sigSides : float(u_sites);
// Facet count yields to the song's cast when it names a form.
float sites = u_castSides > 2.5 ? u_castSides : float(u_sites);
vec3 col = pal(0) * 0.04;
for (int i = 0; i < 8; i++) {
@ -54,7 +55,7 @@ vec4 scene(vec2 uv, vec2 p) {
float fi = float(i);
// Layers counter-rotate and breathe independently; all closed-form.
float layerRadius = u_radius * (0.5 + fi * 0.24);
float layerRadius = u_radius * stageScale() * (0.5 + fi * 0.24);
float breathe = 0.78 + 0.22 * sin(u_time * 0.9 + fi * 1.7);
vec2 lp = rot(fi * 0.7 + t * (fi * 0.5 + 0.3) * u_spin) * p;
@ -65,13 +66,14 @@ vec4 scene(vec2 uv, vec2 p) {
col += pal(0) * halo;
}
// The heart of the bloom is the track's own form.
float core = sigForm(p, vec2(0.0), 0.09 + u_beat * 0.06);
col = mix(col, pal(3), core);
// The heart of the bloom is the song's protagonist, drawn in its ink.
float coreSize = (0.09 + u_beat * 0.06) * stageScale();
float core = castMain(p / max(coreSize, 1e-3)) * coreSize;
col = mix(col, pal(3), inkMask(core, uv));
col += pal(3) * exp(-dot(p, p) * 8.0) * (0.5 + u_glow);
col += sigGrain(uv);
return vec4(col, 1.0);
return vec4(inkValue(col), 1.0);
}
`,
};

View File

@ -12,6 +12,7 @@ export const rainColumn = {
name: 'Rain Column',
family: 'flow',
kind: 'fragment',
consumes: ['ink'],
traits: ['camera', 'space', 'style'],
params: {
@ -101,7 +102,7 @@ vec4 scene(vec2 uv, vec2 p) {
col = sigAir(col, p, smoothstep(0.2, 1.5, abs(p.x) * 0.6 + sat(above)));
col += sigGrain(uv);
return vec4(col, 1.0);
return vec4(inkValue(col), 1.0);
}
`,
};

View File

@ -8,6 +8,7 @@ export const ridgeTerrain = {
family: 'structural',
kind: 'fragment',
// Personality: see look/Personality.js.
consumes: ['ink'],
traits: ['space', 'camera', 'style'],
params: {
@ -71,7 +72,7 @@ vec4 scene(vec2 uv, vec2 p) {
}
col += sigGrain(uv);
return vec4(col, 1.0);
return vec4(inkValue(col), 1.0);
}
`,
};

View File

@ -12,6 +12,7 @@ export const smokeColumn = {
name: 'Smoke Column',
family: 'flow',
kind: 'fragment',
consumes: ['ink'],
traits: ['camera', 'space', 'style'],
params: {
@ -81,7 +82,7 @@ vec4 scene(vec2 uv, vec2 p) {
col = sigAir(col, p, smoothstep(0.0, 1.8, length(p)));
col += sigGrain(uv);
return vec4(col, 1.0);
return vec4(inkValue(col), 1.0);
}
`,
};

View File

@ -11,6 +11,7 @@ export const synthwaveRun = {
family: 'structural',
kind: 'fragment',
// Personality: see look/Personality.js.
consumes: ['ink'],
traits: ['space', 'camera', 'style'],
params: {
@ -103,7 +104,7 @@ vec4 scene(vec2 uv, vec2 p) {
col += colorMain * exp(-abs(p.y - horizon) * 8.0) * u_glow * 0.35;
col += sigGrain(uv);
return vec4(col, 1.0);
return vec4(inkValue(col), 1.0);
}
`,
};

View File

@ -80,6 +80,19 @@ const CONTRACT_UNIFORMS = new Set([
'u_sigDrift', 'u_sigSway', 'u_sigSwayRate', 'u_sigSpin', 'u_sigBreathe',
'u_sigHorizon', 'u_sigDepth', 'u_sigWash',
'u_sigLine', 'u_sigSoft', 'u_sigTexture', 'u_sigFold',
'u_sigFrameScale', 'u_sigFrameShift',
// The identity artifacts. See look/Identity.js. A scene reads these through
// castMain/inkMask/stageNode rather than directly, but a migrated scene may
// legitimately branch on one — Prism Bloom takes its facet count from the
// cast's side count — so they belong in the contract set.
'u_castSides', 'u_castRound', 'u_castElong', 'u_castTilt',
'u_castNotchN', 'u_castNotchD', 'u_castHollow',
'u_chorusSides', 'u_chorusRound', 'u_chorusElong', 'u_chorusTilt',
'u_chorusNotchN', 'u_chorusNotchD', 'u_chorusHollow',
'u_inkWeight', 'u_inkEdge', 'u_inkFill', 'u_inkHatchAngle',
'u_inkHatchScale', 'u_inkOutline', 'u_inkPosterize',
'u_latKind', 'u_latJitter', 'u_latSpread',
'u_latScaleSpread', 'u_latScaleBias', 'u_latScale',
]);
/**
@ -94,6 +107,16 @@ const CONTRACT_UNIFORMS = new Set([
// sigShape ever did — the form is the subject rather than a hint applied to one
// — so castMain/castChorus count as evidence. Likewise inkMask/inkValue are the
// style trait carried out in full. See scenes/stage/README.md.
// The same idea as TRAIT_EVIDENCE, for the identity artifacts: a scene that
// declares it consumes the cast has to actually draw it. Without this,
// `consumes` is a comment, and the migration becomes unverifiable the moment it
// is more than a handful of files.
const ARTIFACT_EVIDENCE = {
cast: /\bcast(Main|Chorus|SDF)\s*\(/,
ink: /\bink(Mask|Value|Pattern)\s*\(/,
staging: /\b(stageNode|stageScale)\s*\(/,
};
const TRAIT_EVIDENCE = {
shape: /\b(sig(Shape|Form)|cast(Main|Chorus|SDF))\s*\(/,
camera: /\bsigCamera\s*\(/,
@ -193,6 +216,23 @@ console.log('\nscene schema lint');
}
}
for (const artifact of module.consumes || []) {
const evidence = ARTIFACT_EVIDENCE[artifact];
if (evidence && !evidence.test(src)) {
fail(`${id}: declares it consumes '${artifact}' but the shader never calls it — ` +
`an artifact that is declared and ignored is worse than one that is ` +
`not declared, because the casting code will believe it`);
}
}
// The reverse: using an artifact without declaring it hides the scene
// from the migration status report and from anything that selects on
// capability later.
for (const [artifact, evidence] of Object.entries(ARTIFACT_EVIDENCE)) {
if (evidence.test(src) && !(module.consumes || []).includes(artifact)) {
fail(`${id}: uses the '${artifact}' artifact but does not declare it in \`consumes\``);
}
}
// A dead camera: `p = sigCamera(p)` and then nothing reads p again.
// This passed the evidence grep above, passed review, and shipped — the
// Phase 9 render gate later measured the scene's response to the camera

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@ -0,0 +1,130 @@
// Which scenes have migrated to the identity artifacts, and what each of the
// rest needs. See MIGRATION.md for the recipe this reports progress against.
//
// Sixty-one scenes is too many to migrate from memory or from taste. The
// classifier below reads each shader and proposes a TIER from evidence in the
// source, so the work is a queue rather than a judgement call each time, and so
// two passes over the library reach the same answer.
//
// It is deliberately conservative: it proposes, the gate disposes. A scene is
// only migrated when `consumes` is declared AND checks.html?scene=<name> shows
// the matching `consumes:` line passing, which no amount of pattern matching
// can fake.
//
// node tools/migration-status.js progress plus the next ten
// node tools/migration-status.js --all every scene
// node tools/migration-status.js --tier drawn
import { scenes } from '../src/scenes/registry.js';
const has = (n) => process.argv.includes(`--${n}`);
const argOf = (n) => {
const i = process.argv.indexOf(`--${n}`);
return i >= 0 ? process.argv[i + 1] : null;
};
/**
* Tiers, in migration order. The order is by payoff per unit of risk: scenes
* that already loop over discrete elements are a near-mechanical change and are
* where the cast actually shows, while a full-frame field has no elements to
* replace and can only take the ink.
*/
const TIERS = {
drawn: {
consumes: ['cast', 'ink', 'staging'],
why: 'loops over discrete elements — replace the primitive with the cast, '
+ 'the placement with stageNode, the edge with inkMask',
},
figure: {
consumes: ['cast', 'ink'],
why: 'draws one or a few forms without a lattice — take the cast and the ink, '
+ 'keep its own composition',
},
field: {
consumes: ['ink'],
why: 'a continuous surface with no elements — inkValue on the way out, '
+ 'inkPattern where it already dithers or hatches',
},
treatment: {
consumes: ['ink'],
why: 'an effect over an image rather than an image — takes the value '
+ 'structure only, and should probably become an EFFECT rather than a scene',
},
};
const RX = {
migrated: /\b(castMain|castChorus|castSDF|inkMask|inkValue|stageNode)\s*\(/,
// A loop whose body places something at a computed position: the signature
// of an element-placing scene.
elementLoop: /for\s*\(\s*int\s+\w+\s*=\s*0[\s\S]{0,900}?(length\s*\(\s*p\s*-|p\s*-\s*(pos|centre|center|c)\b|sigForm\s*\(|smoothstep\s*\([^)]*\bd\b)/,
anyLoop: /for\s*\(\s*int\s+\w+\s*=\s*0/,
// A single distance-field subject, no loop needed.
figure: /\bsig(Shape|Form)\s*\(|\bsdf\w*\s*\(|length\s*\(\s*p\s*\)\s*-/,
// Screen-space corruption: it operates on the frame, not on a world.
treatment: /\bprev\s*\(|\bvUv\b[\s\S]{0,200}(tear|glitch|shift)|u_prev/,
field: /\b(fbm|vnoise|curl|voronoi|noise)\s*\(/,
};
function classify(module) {
const src = module.shader || '';
if (RX.migrated.test(src) || (module.consumes || []).length) return 'migrated';
if (module.role === 'accent') return 'accent';
if (RX.elementLoop.test(src)) return 'drawn';
if (RX.treatment.test(src)) return 'treatment';
if (RX.figure.test(src) && !RX.anyLoop.test(src)) return 'figure';
if (RX.field.test(src)) return 'field';
return 'figure';
}
const rows = scenes.map((m) => ({
name: m.name,
family: m.family,
role: m.role || 'stage',
tier: classify(m),
consumes: m.consumes || [],
lines: (m.shader || '').split('\n').length,
}));
const migrated = rows.filter((r) => r.tier === 'migrated');
const pending = rows.filter((r) => r.tier !== 'migrated' && r.tier !== 'accent');
const accents = rows.filter((r) => r.tier === 'accent');
const bar = (v, w = 28) => '█'.repeat(Math.round(v * w)) + '·'.repeat(w - Math.round(v * w));
console.log(`\nMIGRATION STATUS — ${migrated.length}/${migrated.length + pending.length} scenes on the identity artifacts\n`);
console.log(` ${bar(migrated.length / Math.max(1, migrated.length + pending.length))} ` +
`${(migrated.length / Math.max(1, migrated.length + pending.length) * 100).toFixed(0)}%` +
` (${accents.length} accents excluded — they are depth passes, not subjects)\n`);
console.log(' REMAINING BY TIER\n');
for (const [tier, spec] of Object.entries(TIERS)) {
const group = pending.filter((r) => r.tier === tier);
if (!group.length) continue;
console.log(` ${tier}${group.length} scenes → consumes: [${spec.consumes.join(', ')}]`);
console.log(` ${spec.why}`);
console.log(` ${group.map((r) => r.name).join(', ')}`);
console.log('');
}
if (has('all') || argOf('tier')) {
const want = argOf('tier');
console.log(' PER SCENE\n');
for (const r of rows.filter((x) => !want || x.tier === want)) {
console.log(` ${r.name.padEnd(24)} ${r.family.padEnd(11)} ${r.tier.padEnd(10)}` +
`${r.consumes.length ? `[${r.consumes.join(',')}]` : ''}`);
}
console.log('');
} else if (pending.length) {
// The queue: drawn first, biggest payoff and least invention required.
const order = ['drawn', 'figure', 'field', 'treatment'];
const next = pending.slice().sort(
(a, b) => order.indexOf(a.tier) - order.indexOf(b.tier) || a.lines - b.lines);
console.log(' NEXT TEN\n');
for (const r of next.slice(0, 10)) {
console.log(` ${r.name.padEnd(24)} ${r.tier.padEnd(10)} ${r.family.padEnd(11)} ${r.lines} shader lines`);
}
console.log('');
console.log(' Recipe: MIGRATION.md. Verify one with:');
console.log(` checks.html?scene=${encodeURIComponent(next[0].name)}`);
console.log(' and look for a passing "consumes:" line for every artifact declared.\n');
}