Commit Graph

4 Commits

Author SHA1 Message Date
Dejvino
e6f5a2f0d5 Epic 2.5.2: make the framing actually reach the image
Revisiting the framing layer turned up that it was not reaching four of the
forty-two scenes, and that none of its gates could have told us.

Those gates check the PLAN — cue sizes, the distribution of shot sizes across
a population, headroom, seek determinism — and a plan that never reaches the
image passes every one of them. Rendered at wide, normal and close, Scan
Tear, Pylon Grid, Pitch Shatter and the 3D Particle Field came back
byte-identical at every size.

The cause was a category error in the first implementation. Framing was
applied inside sigCamera, which is gated on the `camera` personality trait —
so a scene that declined the track's drift and sway silently declined the
shot size as well. That gating is right for a TRAIT and wrong for framing,
which is not one: framing is where the camera is standing for this shot, and
no scene should be exempt from it because of an unrelated art-direction
decision.

- Framing now lives in the shader epilogue, applied to the coordinate every
  fragment scene is handed, so honouring it is not optional. uv is left
  unframed on purpose: it is screen space, and prev() and sigGrain belong to
  the output image rather than to the scene being filmed.
- Scan Tear and Pitch Shatter build their image from uv deliberately — a
  signal artefact happens to the signal, not to the world behind it. They now
  slice on raw uv and build the field they displace from a new framedUv(p),
  so the tear stays locked to the frame while the imagery behind it is filmed
  wide or close.
- Particle Field receives framing in update() and honours it as a camera
  dolly, which is what framing literally is when a layer has a real camera.
  Distance divided by scale, matching the fragment path where the coordinate
  is divided by it.

New gate renders instead of inspecting: 42 of 42 scenes now respond to
framing, weakest Ridge Terrain at 0.22 of its own brightness, against a 0.05
floor. Also drops a stale comment on Layer.setFraming that still claimed
sigCamera applied it.

105/105 checks pass including the slow set.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-06 20:18:08 +02:00
Dejvino
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>
2026-08-05 20:04:33 +02:00
Dejvino
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>
2026-08-05 18:40:56 +02:00
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