Seven per family now, 42 scenes. Each one exists because of the second
line of its header comment — what makes it different from the scenes it
sits beside — since "no two scenes render the same image" is a gate with a
numeric floor:
Smoke Column (flow) a plume with a source, a body and a
dissipating head. Everything moves one way and
widens; an isotropic field has no up.
Cell Divide (organic) a partition, not objects. Every pixel belongs
to a cell, boundaries are hard, no background.
Eclipse Field (minimal) the occluder nearly fills the frame and is not
the subject — the corona around it is. The
library's one high-contrast minimal scene.
Girder Lattice (structural) the only scene whose subject is ABOVE the
camera; perspective converges downward.
Quasicrystal (geometric) five plane waves at incommensurate angles, so
the pattern has local symmetry and no tile,
no cell and no centre.
Time Smear (glitch) nothing is displaced. Each band shows the same
image at a different age — a slit-scan built
from one feedback buffer by giving each band
its own persistence.
The scaffolder produced six skeletons that passed lint and every gate
before a line of shader was written, and all six passed their per-scene
gate first time once written. That is what it was for.
Two real faults, both found by gates rather than by eye:
Cell Divide coloured each pixel by its nearest seed, and exactly on a tie
which seed is nearest comes down to the last bit of a distance. Two renders
disagreed by a whole palette step: 6/255 against a ceiling of 1, and it
also broke Phase 6's preview/export parity because that look casts it.
Blending the nearest tint with the runner-up across the membrane makes the
two answers agree in the limit — and reads better, as membranes rather than
cuts.
The lint's own "prev() with no base image" rule fired on a scene whose
comment explained why it does NOT rely on prev(). Rules that ask "does the
code do X" now run against a comment-stripped copy; the fixed-cost opt-out
still reads the original, since it is a comment.
Phase 6's parity tolerance goes from 1/255 to 2. Measured in order:
unprimed, the first pass differed on frames 0/2/3 — fixed earlier by
priming. Primed and isolated: 0/40 at delta 0, three times over. Primed,
range-warmed and run at the end of the full suite: three frames at delta 2.
The warm-up stays because it is correct, but the residue is GPU load, not
logic, and it is the same 1-2/255 Phases 5 and 7 already account for. A
real divergence scores in the tens.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
8.2 KiB
How to build a visualizer (scene)
Start here:
npm run new:scene -- "My Scene" --family=glitch --traits=camera,styleThat writes the module, registers it, and leaves a skeleton that already passes every gate. Then write the
scene()body,npm run lint:scenes, and openchecks.html?scene=My%20Scene. The rest of this file is the reference.There is also a repo skill —
.claude/skills/build-visualizer/— which is the same procedure in the form an agent will follow.
A scene is a fragment shader plus a params block — nothing else. Uniform binding, the generated UI sliders, seeded per-track sampling, arc drift and the phase-gate checks are all derived from the schema. There is no per-scene wiring.
Reference: src/scenes/shader/kaleido-tunnel.js (simple), block-mosh.js
(feedback/glitch), scan-tear.js (beat-quantised), metaballs.js (loops).
Read these before writing anything.
The shape of a scene
export const myScene = {
name: 'My Scene',
family: 'glitch', // flow | organic | minimal | structural | geometric | glitch
kind: 'fragment',
traits: ['camera', 'style'], // which personality traits it honours (see below)
params: {
density: { type: 'float', range: [0, 1], default: 0.5, uniform: 'u_density', bias: 'density' },
speed: { type: 'float', range: [0.1, 2], default: 0.5, uniform: 'u_speed', rate: true },
palette: { type: 'palette', count: 4 },
},
reactive: {
density: { feature: 'bandLow', amount: 0.3, response: 'smooth' },
},
shader: `
vec4 scene(vec2 uv, vec2 p) {
float t = u_time * u_speed + u_seed;
return vec4(palRamp(fbm(p * 4.0 + t, 4)), 1.0);
}
`,
};
The scaffolder writes all of that for you, including the registry import and
entry, and bakes name-derived constants into the skeleton field so two freshly
scaffolded scenes are not identical to each other. To do it by hand: write the
file and add the import + MODULES entry in src/scenes/registry.js.
The shader contract
You write one function: vec4 scene(vec2 uv, vec2 p).
uvis 0..1 across the frame;pis centred, aspect-corrected, ~-1..1 on the short axis. Work in these, never pixels — scale pixel-sized things byu_pixelScaleso a 720p preview matches a 4K export.- The preamble is injected for you. Never declare
main(),u_resolution,vUv, or any contract uniform yourself.
Uniforms available (see engine/shader-contract.js):
- Frame:
u_time,u_frame,u_progress,u_seed,u_resolution,u_aspect,u_pixelScale,u_opacity. - Audio, filled per frame from the FeatureTrack:
u_loudness,u_rms,u_bandSub/low/mid/high/air,u_flux,u_centroid,u_flatness,u_width,u_beat,u_beatPhase,u_barPhase,u_phrasePhase,u_sectionProgress,u_sectionEnergy,u_buildSlope. - Personality (
u_sigSides,u_sigDrift,u_sigLine, …) — see below. - Feedback:
u_prevsampler, read withprev(vec2 uv)(returns the previous frame's colour; black if none). This is what makes trails/smear/datamosh work for free.
Helpers (already in the preamble):
- Palette:
pal(int),palRamp(float)— always use these, or the look can't recolour the scene. - Noise:
hash11/12/22,vnoise,fbm,curl,rot,kaleido. - Personality:
sigShape/sigForm,sigCamera,sigFolded,sigEdge,sigGrain,sigHorizonY,sigAir. sat(x)=clamp(x, 0, 1).
Param schema fields
type:float|int|bool|vec2|palette.range[min, max]required for numerics;defaultrequired unless you want range[0] (prefer explicit defaults).uniform: the GLSL name. Must beu_*and must not collide with the contract (see "traps").bias: which track-character axis nudges sampling —energy,density,motion. This is how a loud drop gets denser scenes without the scene knowing about audio.rate: true: mandatory if the shader multipliesu_timeby this param.reactive:{ feature, amount, response }.response:linear(default) |spike|smooth|inverse.
Personality traits (traits)
The look generator builds each track on a signature of 1-2 traits, and a scene that doesn't honour all of them is never cast in that track — so the library intentionally shrinks per track. Only declare what you genuinely use:
| trait | what to call | lint evidence |
|---|---|---|
shape |
sigShape / sigForm |
a sigShape/sigForm( call |
camera |
sigCamera(p) |
a sigCamera( call |
space |
sigHorizonY / sigAir |
those calls or u_sigHorizon/Depth/Wash |
style |
sigEdge / sigGrain / sigFolded, or u_sigLine/Soft/Texture/Fold |
the calls / those uniforms |
The lint greps your shader and fails a declared trait with no evidence. Declaring
[] (none) is valid.
Traps that have actually bitten here
- Anything multiplying
u_timemust berate: true. Phase iselapsed × rate; modulating a rate jumps the phase byelapsed × Δrate— a minute in a small wobble throws the image several units between frames, which measured as strobing at 2× the accessibility limit. So don't react a rate param, and add a bounded term instead:u_time * u_speed + u_bandLow * 2.0is fine;u_time * (u_speed + u_bandLow)is not. - Never reuse a contract uniform name (
u_width,u_time,u_seed, …). It's a GLSL redefinition error; the only symptom is a black frame. - Don't modulate whole-frame luminance on the beat. A per-kick min→max→min
cycle is exactly what the WCAG 2.3.1 / Harding 3-flashes-per-second ceiling
bans. Pulse a small local term (per-block tint) instead, and use
smoothresponses on loud things. If it's glitchy, quantise it — `floor(u_barPhase- n) + floor(t * k) * n
makes corruption step on the grid instead of crawling, which both reads better and stays below the flash rate (seescan-tear.js,block-mosh.js`).
- n) + floor(t * k) * n
- Determinism is absolute. No
Math.random(),performance.now(),Date.now(),new Date()— usehash*/fbmfor variation, and let time flow throughu_time/u_frameonly. The lint greps for these. - Set a base image. A scene that only reads
prev()is black for the first frames and fragile under seek. Generate your own field underneath the effect. - Don't hardcode saturated
vec3(r,g,b)literals when you declared a palette — the lint flags more than two.
Families
Chosen by section kind in the arc driver — a breakdown never lands on a strobing glitch scene. The library is at seven per family (42 scenes). Check the current spread before adding another:
node -e "import('./src/scenes/registry.js').then(({scenes})=>{const b={};for(const m of scenes)(b[m.family]??=[]).push(m.name);console.log(b)})"
Depth matters more than it looks: the casting rule in look/Personality.js
disqualifies scenes that do not honour the track's signature traits, so the pool
a given track draws from is smaller than the library. Thin traits (space,
shape) are worth more than thin families.
Verify
Three rungs, each about ten times cheaper than the next. Climb them in order.
npm run lint:scenes # ~1s, no browser
Static gates: schema and shader agreeing both ways, determinism grep, rate flags,
a declared trait with no evidence in the source, a dead camera
(p = sigCamera(p) and then nothing reads p), prev() with no base image, and
loops with a large bound and no early break. A loop whose cost is genuinely fixed
— sampling a curve at a set resolution — can say so with a // lint: fixed-cost
comment just above it.
http://localhost:5180/checks.html?scene=My%20Scene
The per-scene acceptance battery for one scene: schema, renders, animates, deterministic, distinct from every other scene, param sweep, flash rate, and one line per declared trait proving the image actually responds to it. Ten lines and a verdict — this is the loop to stay in while writing.
http://localhost:5180/checks.html?slow=1
Everything. Phases 2, 5 and 7 iterate the registry so a new scene is covered automatically; Phases 8-10 cover how the look generator uses it. Run this once before committing.