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>
130 lines
5.3 KiB
JavaScript
130 lines
5.3 KiB
JavaScript
// A 3D particle field — the proof that the compositor is genuinely hybrid and
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// not just a fragment-shader stack.
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//
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// DETERMINISM: particle positions are ANALYTIC functions of (time, index, seed),
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// never integrated frame to frame. An integrated system would accumulate state,
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// which would make a seek land somewhere different from sequential playback and
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// break export parity. Anything added here must follow the same rule: if you find
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// yourself writing `position += velocity * dt`, it belongs in a closed form instead.
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export const particleField = {
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name: 'Particle Field',
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family: 'flow',
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kind: 'layer3d',
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params: {
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count: { type: 'int', range: [200, 4000], default: 1200, bias: 'density', noDrift: true },
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size: { type: 'float', range: [0.01, 0.12], default: 0.04 },
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spread: { type: 'float', range: [2, 14], default: 7 },
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swirl: { type: 'float', range: [0, 2], default: 0.6, bias: 'motion', rate: true },
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rise: { type: 'float', range: [-1, 1], default: 0.25, rate: true },
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depth: { type: 'float', range: [2, 20], default: 9 },
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brightness:{ type: 'float', range: [0, 2], default: 0.8, bias: 'energy' },
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palette: { type: 'palette', count: 4 },
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},
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reactive: {
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brightness: { feature: 'beat', amount: 0.5, response: 'spike' },
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size: { feature: 'bandHigh', amount: 0.2 },
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},
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build({ scene, seed, params, THREE }) {
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const max = 4000;
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const geometry = new THREE.BufferGeometry();
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const positions = new Float32Array(max * 3);
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const colors = new Float32Array(max * 3);
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const phases = new Float32Array(max * 4); // per-particle constants
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// Mulberry32 inline: build() runs once, and importing the engine's Rng
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// here would couple a scene module to the engine for four lines.
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let state = seed >>> 0;
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const rnd = () => {
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let t = (state += 0x6d2b79f5) >>> 0;
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t = Math.imul(t ^ (t >>> 15), t | 1);
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t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
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return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
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};
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for (let i = 0; i < max; i++) {
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phases[i * 4 + 0] = rnd() * Math.PI * 2; // orbital phase
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phases[i * 4 + 1] = 0.3 + rnd() * 1.4; // radius factor
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phases[i * 4 + 2] = rnd(); // depth position
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phases[i * 4 + 3] = 0.4 + rnd() * 1.2; // speed factor
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}
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geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3));
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geometry.setDrawRange(0, params.count || 1200);
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const material = new THREE.PointsMaterial({
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size: 0.04,
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vertexColors: true,
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transparent: true,
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blending: THREE.AdditiveBlending,
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depthWrite: false,
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sizeAttenuation: true,
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});
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const points = new THREE.Points(geometry, material);
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points.frustumCulled = false;
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scene.add(points);
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return { points, geometry, material, positions, colors, phases, max };
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},
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update({ instance, camera, timeline, features, params, palette }) {
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const { geometry, material, positions, colors, phases, max } = instance;
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const count = Math.min(max, Math.round(params.count));
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const t = timeline.time;
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const spread = params.spread;
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const depth = params.depth;
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const swirl = params.swirl;
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const rise = params.rise;
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const brightness = Math.max(0, params.brightness);
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const colorCount = palette && palette.length ? palette.length : 0;
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for (let i = 0; i < count; i++) {
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const phase = phases[i * 4 + 0];
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const radiusFactor = phases[i * 4 + 1];
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const depthSeed = phases[i * 4 + 2];
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const speed = phases[i * 4 + 3];
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const angle = phase + t * swirl * speed * 0.35;
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const radius = radiusFactor * spread * 0.5;
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// Depth wraps analytically: fract() of a linear ramp, so a seek to
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// any frame reproduces the exact same layout.
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const z = ((depthSeed + t * rise * 0.05 * speed) % 1 + 1) % 1;
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positions[i * 3 + 0] = Math.cos(angle) * radius;
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positions[i * 3 + 1] = Math.sin(angle) * radius * 0.6
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+ Math.sin(t * 0.4 * speed + phase) * 0.6;
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positions[i * 3 + 2] = -z * depth;
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// Fade with depth so the field reads as volume rather than confetti.
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const fade = (1 - z) * brightness;
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if (colorCount) {
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const c = palette[i % colorCount];
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colors[i * 3 + 0] = c[0] * fade;
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colors[i * 3 + 1] = c[1] * fade;
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colors[i * 3 + 2] = c[2] * fade;
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} else {
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colors[i * 3 + 0] = colors[i * 3 + 1] = colors[i * 3 + 2] = fade;
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}
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}
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geometry.setDrawRange(0, count);
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geometry.attributes.position.needsUpdate = true;
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geometry.attributes.color.needsUpdate = true;
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material.size = params.size;
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material.opacity = 1;
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camera.position.set(0, 0, 4);
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camera.lookAt(0, 0, -depth * 0.4);
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},
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};
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export default particleField;
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