Two devices that were built, wired up, and doing nothing.
OVERLAYS. buildStack gated layering on `surfaceOf(m) === 'composable'`, and
no scene in the library declared `surface` — so the only thing that could ever
sit on top was the one scene declaring `role: 'accent'`, and the overlay roster
excluded accents by construction. Empty intersection, every time: 0/144 stacks
carried an overlay. Every layered frame in every song was the same particle
field.
Labelled the library from the phase 12 coverage gate rather than by eye: the
37 scenes painting under 30% of the frame are composable. Particle Field loses
its privileged slot and becomes one of them, keeping only `background: false`,
which is the honest part — points in empty space cannot carry a section alone.
The reserved accent slot is gone; one roster, two passes at it. 1 distinct
overlay scene becomes 27, and the rate lands at 34% of stacks after trimming a
base chance that had been tuned while the branch was dead.
THE CAMERA. framing.shift moved the frame by a median of 0.029 of a half-frame
at a fresh random angle every shot, so successive offsets cancelled and the
median jump at a cut was 0.014. Present in every frame, visible in none.
look/Camera.js is the director's camera department: the story says tension,
order and which act a section is in, and this turns that into where the frame
looks and how it travels there. Each director names a camera. Jump distance
follows tension and act, speed follows energy, and the curve is one of four.
Cuts choose between reframing and matching, so two scenes can still read as one
place. Median offset 0.190, median reframe 0.135, and 94% of shots now move
during the shot rather than only at the cut.
Four new gates, each with a FLOOR — the device this replaces passed every
existing check while doing nothing, because the only bound was a ceiling.
Also lands the in-progress Epic 4 story layer it builds on: Story.js, phase 13,
and the direction statistic.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A file called `clicktrack.js` matches the click-tracking telemetry patterns that
EasyPrivacy and similar lists block by substring. In a browser with a content
blocker the request never completes, and because it is a module import that
takes the entire graph with it: main.js never runs, no handler is ever bound,
and every control in the UI sits there looking correct and doing nothing.
The failure is unusually expensive to diagnose because everything else looks
healthy. The dev server returns 200 with the right MIME type, curl fetches it
fine, node imports it fine, and the app loads perfectly in any browser without a
blocker — which is how it passed every check here. Only the console names it,
and only as one line about a module that failed to load.
Renamed to metronome.js, which is also the better name for what it does. The
button id went with it, since cosmetic filter rules can hit ids too.
The general rule, recorded at the top of the file: anything shipped to a browser
and named like tracking will be treated as tracking. Avoid click, track,
analytics, pixel, beacon and ad in filenames and URL paths, however honest the
code behind them is.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Every other phase asks whether one video is correct. This asks whether two are
different — the failure the suite could not see, since a generator that ignores
its seed passes determinism, flash safety and liveness perfectly.
Frames reduce to a structural descriptor built to be blind to the cheap axes and
sensitive to the expensive ones: standardized luma kills exposure and palette, a
Laplacian pyramid gives the radial spectrum, and the gradient-angle histogram is
carried through a DFT magnitude so a rotation shifts it without moving it.
Colour is measured and never counted; its only job is to expose the case where
two seeds differ by a palette swap and nothing else.
The score means nothing on its own, so it sits between two references the same
instrument produced: a floor of how far one video travels from itself across its
own sections, and a ceiling of the same pipeline with every layer recast at
random. Two checks gate the instrument before any number from it is trusted —
recolour must move structure ~0 while moving colour a lot, and a quarter turn
must not move it at all.
Three things this got wrong first and now does not. Averaging each video's
probes into one descriptor washed out the structure being measured and put the
floor above the ceiling; probes are matched instead, which is fair because the
track is held fixed. Cosine distance on all-positive histograms scored unrelated
scenes at 0.05, too compressed to be read; chi-square replaces it. Single-link
clustering in the library sweep chained overlapping pairs into a fourteen-scene
group that did not exist; complete-link means every pair inside a group is
really a twin.
The sweep runs against all 61 visualizations, and it finds what the per-scene
distinct gate cannot, because that one compares raw pixels and structural twins
are merely differently coloured.
Both rendered gates fail as committed. That is the point of them: separation is
0.07 against a 0.35 target, two 4-cliques of scenes are one look each, and a
third of the library is never cast. The instrument passes; the generator does
not.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Three new scene shaders to widen the library, now that the main families are
settled. Each is a shader plus a params block, registered in the single
source of truth (scenes/registry.js), so casting, UI, arc and checks pick
them up automatically.
- Block Mosh (glitch): a datamosh. Blocks pull the feedback buffer along
per-block strokes on a bar-quantized grid so the corruption steps like an
edit rather than crawling, and spills on onsets. Fills the most iconic
gap in the glitch family.
- Neon City (structural): a receding skyline with instanced lit windows,
distinct from the rolling ridgelines and the road grid it sits alongside.
- Flora (organic): an abstract plant of swaying stalks, teardrop petals and
a bloom corona, all stamped in the track's signature shape.
Also adds HOWTO-visualizers.md, a quick reference for building the next one.
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>