Watching several finished tracks side by side turned up the problem neither Phase 8 (too few cuts) nor Phase 9 (no through-line) addressed: the same scene cast in two different videos looked like the same footage twice. Section bias is nearly identical between two tracks' drops, so both sampled their parameters around the same centre, and the library's own averageness did the rest. Three answers, none of them a new scene: Temperament — a per-track hand on every parameter dial: intensity, pace, detail, and an extremity that decides how far toward the ends of a range the track is willing to sample. Bias comes from the section and is shared between tracks; temperament comes from the track and is not. Overlays — sometimes a second full scene composited over the shot, from a different family, in a blend that preserves what is underneath and never above 0.6 opacity. Not always: a stack that always doubled up would read as permanently cluttered rather than as occasionally layered. A wider palette — hue now derives from SPECTRAL TILT, the log ratio of treble to body. The centroid is a number most masters sit in the middle of, and the plain body/(body+treble) fraction is worse: low frequencies carry most of the energy in all music, so it read 0.98-1.00 for everything and four different battery tracks came out within 0.02 of each other. The ratio is multiplicative, so its logarithm is what spreads — the same four measure -9.3, -5.0, -4.1, -3.8. Also both ways round the wheel (violet, magenta and pink were unreachable by construction), four new schemes, and seeded chroma profile and lightness curve. Closest battery pair went from 0.005 to 0.113. Twelve scenes take the library to 36, six per family: Aurora Veil, Vortex Drift, Tide Rings, Ink Bleed, Dust Chamber, Salt Flat, Cargo Belt, Gate Corridor, Circuit Bloom, Truchet Fold, Signal Decay, Storm Rift. Weighted toward the 'space' and 'shape' traits, which were thinnest and so the signatures most likely to run a track out of cast — the Phase 9 casting rule means the pool a track draws from is smaller than the library. Also fixes a real one in shots.js: heavy LRU weighting was not enough to make a section reach its whole roster, and a five-shot section still came out 0,2,0,2,0 about a fifth of the time. An unseen companion now wins outright; which one is still free, so only the coverage is guaranteed. Block Mosh declared the camera trait, assigned sigCamera(p) to a p it then never read, and passed the lint's evidence grep. The Phase 9 render gate measured its response to the camera at exactly zero. --- tooling --- Adding a scene was mostly boilerplate and round-trips, which is expensive in both senses. The irreducible cost is the shader body; everything around it is now mechanical: npm run new:scene -- "Name" --family=... --traits=... writes the module, registers it, and leaves a skeleton that already passes every gate, with name-derived constants so two skeletons are not twins. The lint grew the rules that previously needed a GPU to catch: the dead camera above, prev() with no base image, and large loops with no early break (with a `// lint: fixed-cost` opt-out for a genuinely fixed-cost sampling loop). checks.html?scene=Name runs the per-scene acceptance battery for one scene — ten lines and a verdict instead of rendering the whole library to find out whether one shader is alive. The same procedure is a repo skill under .claude/skills/build-visualizer/. --- checks changed, with the measurements --- P5 determinism compared two WebGL CONTEXTS, which is not what it is for. Measured: one context is bit-exact over 40 frames with feedback at 0.6; two contexts disagree by up to 2/255 whether feedback is on or off. It now asserts generation is byte-identical (hard) and rendering within 2/255, since feedback compounds single-level variance. P10's cross-track comparison measures distance RELATIVE to how much image there is. Most scenes are mostly dark, so two genuinely different renders — 25 bars against 53 — scored under 0.02 absolute purely because the black background agrees with itself. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
82 lines
3.2 KiB
JavaScript
82 lines
3.2 KiB
JavaScript
// Organic family: ink dropped into wet paper, spreading along the fibre.
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//
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// The bleed is done with feedback — each frame the previous one is sampled
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// slightly outward along a noise-warped direction and darkened, which is a
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// diffusion step in everything but name. Distinct from Curl Flow's trails
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// (advected along a flow field, so they streak) because this expands in all
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// directions at once, so it blooms.
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//
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// A base field is always drawn, so the scene stands alone before feedback has
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// converged and survives a seek.
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export const inkBleed = {
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name: 'Ink Bleed',
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family: 'organic',
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kind: 'fragment',
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traits: ['camera', 'space', 'style'],
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params: {
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drops: { type: 'int', range: [1, 6], default: 3, uniform: 'u_drops', bias: 'density' },
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spread: { type: 'float', range: [0.002, 0.02], default: 0.007, uniform: 'u_spread' },
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fibre: { type: 'float', range: [0.5, 8], default: 3.0, uniform: 'u_fibre', bias: 'density' },
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soak: { type: 'float', range: [0.7, 0.99], default: 0.93, uniform: 'u_soak' },
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density: { type: 'float', range: [0.1, 1.2], default: 0.5, uniform: 'u_density', bias: 'energy' },
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pace: { type: 'float', range: [0.02, 0.4], default: 0.1, uniform: 'u_pace', bias: 'motion', rate: true },
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palette: { type: 'palette', count: 5 },
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},
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reactive: {
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density: { feature: 'bandLow', amount: 0.35, response: 'smooth' },
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fibre: { feature: 'bandAir', amount: 0.2 },
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},
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shader: `
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vec4 scene(vec2 uv, vec2 p) {
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float t = u_time * u_pace + u_seed;
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p = sigCamera(p);
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// Paper: a still fibre texture that the ink will follow.
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float grainField = fbm(p * u_fibre * 2.0 + 17.0, 4);
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vec3 col = mix(pal(0) * 0.09, pal(1) * 0.14, grainField);
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// Fresh ink. Each drop pulses in and out on its own slow cycle, so the page
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// is never uniformly saturated and there is always somewhere new bleeding.
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float ink = 0.0;
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for (int i = 0; i < 6; i++) {
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if (i >= u_drops) break;
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float fi = float(i);
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float s = u_seed + fi * 61.3;
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vec2 at = vec2(sin(t * 0.6 + s) * 0.6, cos(t * 0.47 + s * 1.7) * 0.45);
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float life = 0.5 + 0.5 * sin(t * 1.3 + s * 2.1);
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float d = length(p - at) + (grainField - 0.5) * 0.15;
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ink += exp(-d * d * 90.0) * life;
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}
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ink = sat(ink) * u_density;
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vec3 inkColor = palRamp(0.45 + grainField * 0.3);
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col = mix(col, inkColor, ink);
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// The bleed: sample the previous frame outward along the fibre. Reading four
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// offsets rather than one is what makes it spread in every direction instead
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// of sliding — one sample is a smear, four is diffusion.
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vec2 warp = (vec2(fbm(p * u_fibre + 3.0, 3), fbm(p * u_fibre - 7.0, 3)) - 0.5) * 2.0;
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float r = u_spread;
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vec3 soaked = (
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prev(uv + (vec2( 1.0, 0.0) + warp * 0.6) * r) +
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prev(uv + (vec2(-1.0, 0.0) + warp * 0.6) * r) +
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prev(uv + (vec2( 0.0, 1.0) + warp * 0.6) * r) +
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prev(uv + (vec2( 0.0, -1.0) + warp * 0.6) * r)
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) * 0.25;
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col = max(col, soaked * u_soak);
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col = sigAir(col, p, smoothstep(0.0, 1.7, length(p)));
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col += sigGrain(uv);
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return vec4(col, 1.0);
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}
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`,
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};
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export default inkBleed;
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