Commit Graph

2 Commits

Author SHA1 Message Date
Dejvino
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>
2026-08-05 11:38:26 +02:00
Dejvino
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>
2026-08-05 10:59:30 +02:00