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4 Commits
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ca5a68eb84 |
Phases 8 and 9: shots, and a production design per track
Both phases come out of the manual gate — watching whole tracks — and both
fix something no automated check was looking for.
Phase 8: shots. A section is a STAGE of the song and can run ninety
seconds; one scene held that long reads as a still image with a wobble on
it. Each section kind now gets a roster of three or four stage visuals
instead of one scene, and each section is cut into shots that rotate
between them on phrase lines, never holding past 22s. The roster stays per
kind, so a track's drops still cut between the same images and the video
keeps its identity; the anchor opens each section and the rotation returns
to it, and when a companion is due it is the least recently shown one.
The arc driver stopped working in sections and started working in cues, one
per shot, so a shot cut and a section change take the same code path and
differ only in transition length. The default transition is a slow
dissolve — two bars calm, one loud; a straight cut is reserved for
sections above the energy threshold, because on calm material a cut reads
as a glitch rather than as an edit.
Phase 9: production design. With cuts every fifteen seconds the next
problem was that the images being cut between shared nothing but the
palette. What a music video actually shares across shots is a location, a
cast, a camera operator and an art direction, so each track now generates a
personality in four traits (shape, camera, space, style) off the look seed.
The traits reach shaders as uniforms plus four helpers in the contract, and
each scene expresses them its own way: Classic Wave's rings take the
signature polygon, Metaballs merge as one, Floating Geometry no longer
picks between a box and a circle because the production already decided.
The part that makes it a design rather than a filter: scenes DECLARE which
traits they honour, a track is built on one or two, and a scene that does
not honour all of them is not cast in that track. The library shrinks per
track on purpose.
Two gates keep the declaration honest — lint greps each shader for evidence
of every trait it claims, and a render check measures that each declared
trait actually moves the image (41 scene/trait pairs, weakest response 64
of 255). A layer with no personality renders bit-identically to before,
which is what keeps every earlier sweep and regression valid.
Checks changed rather than added:
- P4 scene-change and drift checks now measure per shot, not per section;
the crossfade check reads its length off the cue.
- P5 flash sweep runs per shot, so the visuals that only appear
mid-section are measured too.
- P6 preview/export parity primes first (as both real paths do) and
compares at the one-LSB tolerance Phase 7 already uses. Measured over
four consecutive shows: 3 frames at delta 1, then bit-exact — GPU
variance on first render, not a divergence.
- P2's contract-uniform list is derived from the contract instead of
retyped, so the signature uniforms cannot fall out of sync.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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9d15c3cf49 |
Phase 7: grow the scene library to 16
Ten new scenes, with 'minimal' first: the family was empty, so intros and breakdowns fell through to flow/organic and every track opened at full density. Quiet sections now land on a restful family 48/48 times across 24 seeds, 28 of them minimal. New: Horizon Lines, Spectrum Sculpture, Slow Orb (minimal); Curl Flow (flow); Plasma Bloom, Metaballs (organic); Kaleido Tunnel, Moiré Grid (geometric); Ridge Terrain (structural); Scan Tear (glitch). Four real bugs, three of which the existing gates could not have caught: 1. SHADER PROGRAMS LINK ASYNCHRONOUSLY. three.js uses KHR_parallel_shader_compile, so draws against an unlinked program render wrong. The heaviest scene had its first TEN frames differ from every later render of the same frames. Preview hides this entirely; export renders each frame once, so those frames would ship broken. Added Engine.prime() — WebGLRenderer.compile() plus a discarded warm frame — and the exporter now primes before encoding. Rendering a throwaway frame and reading it back is NOT sufficient; measured, it left 3-5 frames wrong. 2. Moiré Grid declared a param on u_width, which the shader contract already uses for stereo width. GLSL redefinition, and the only symptom was a black frame. Lint now rejects any param uniform colliding with the contract. 3. Spectrum Sculpture strobed at 4 flashes/s. Two causes: rotation measured in turns meant bar-crossing frequency was bars x rate (82 bars put a slow-looking 0.12 turns/s at 10 Hz), and hard band-tier boundaries made every bar switch band simultaneously. Rotation is now in segment units so the rate IS the crossing frequency, bands interpolate, and the range is capped where the flash meter measures zero. 4. Particle Field was being chosen as a primary background despite being mostly empty by design. Scenes now declare role: 'accent'; those are never primary and are judged on variance rather than luminance. Three checks were themselves wrong and were rebuilt: mean-distance metrics unfairly fail sparse scenes for being tasteful rather than static, so "animates" and "no duplicates" now use max channel delta. PLAN.md §1 gains two refinements: programs must be primed before the first frame, and even same-machine the heaviest shaders vary by one LSB under differing GPU load — so the per-scene criterion is max delta <= 1 rather than an identical hash. A real bug scores in the tens there. Full suite 67/67 across all seven phases. Worst 4K frame 3.8ms, worst flash rate 0/s, worst determinism delta 1/255. Adds README.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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59180948d0 |
Phase 5: compositing depth ("C" complete)
Multi-layer stacks with blend modes, feedback, post chain, and a 3D particle layer proving the compositor is genuinely hybrid. Looks now generate accent layers from a different family, composited additively at low opacity, weighted by section energy so intros stay sparse. Adds flash-rate safety (engine/flash.js), which was not in the original plan and should have been. This generates beat-reactive video for publication, and rapid light-dark cycling is the photosensitive-epilepsy trigger; WCAG 2.3.1 caps it at three flashes per second. Classic Wave measured 7-8/s at every output resolution from 96x54 to 1920x1080, so it was a real hazard rather than a sampling artefact. Root cause was general, not one bad shader: `u_time * u_speed` where speed is reactively modulated. Phase is elapsed*rate, so changing the rate at time T jumps phase by T*delta — sixty seconds in, a 0.05 wobble throws the phase three whole units between consecutive frames, and it worsens as the track runs. Fixed by introducing rate params: - schema flag `rate: true` documents and marks them - Layer.resolveParams skips reactivity on them - ArcDriver skips drift on them - validateModule rejects a reactive entry on one - lint-scenes greps shaders for `u_time * u_X` and fails if X is unmarked, so no future scene can reintroduce it Every rate param across the six scenes is now marked. Two checks were needed to find this: a per-look flash check, and a per-SCENE sweep at aggressive params, since the look generator only samples part of the space and a scene can hide an unsafe region for a long time. Gate 10/10. Worst flash rate now 1/s. Feedback stable over 10,000 frames (luminance 0.17-0.59, no saturation or decay). 0.17ms/frame at 1280x720. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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7e31c19d6e |
Phase 0: determinism spine
Engine core: Timeline (fixed dt, audio-mastered in realtime), seeded Rng, Renderer, Layer/ShaderLayer/SceneLayer, Compositor with blend modes, feedback and post chain. Shader scenes are compiled against a fixed uniform contract and define only `vec4 scene(vec2 uv, vec2 p)`, so adding a scene costs a shader plus a params block. Deep Nebula ported from party-stage as the first one. Gate passes, 7/7 in checks.html: - 300 frames rendered twice are bit-identical - a fresh Engine reproduces the same frames - simulated dropped frames change nothing (proves dt is fixed) - seek matches sequential playback - 320x180 vs 1280x720 agree within 0.010 (limit 0.06) - seeded rng reproducible, forked streams independent - compositor reset clears feedback history Static gates: no wall-clock or unseeded randomness in deterministic directories; scene schemas and shader sources agree in both directions. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |