The cast and ink slice lowered the floor as predicted but left `scale` — feature
size — consistently WORSE than the legacy arm, 0.033 against 0.053 and well
outside the noise. Every stage still chose its own element size from its own
param range, so every song landed in the same place: the videos shared a cast
and also, accidentally, shared how big everything was.
Staging is the third artifact. A lattice — grid, radial, spiral, scatter,
strata — with jitter, spread, a size hierarchy and a bias toward the middle or
the edges, transported the same way the cast is: uniforms plus a `stageNode`
function in the preamble, no new engine plumbing. Constellation, Swarm and
Procession place on it; the stage keeps its motion and gives up its composition.
Soloist takes only the scale, since a close-up has no composition to share.
`elementScale` is the part that mattered. It is the song's answer to "how big is
this made of", spanning about a factor of six, and it is the decision that was
missing rather than mis-set. Measured, over twelve songs and three runs:
stages spread +0.0111 ±0.0043 → +0.0143 ±0.0008
scale block 0.033 ±0.004 → 0.041 ±0.007
Against the legacy arm at +0.0108 ±0.0071 the harness still says
indistinguishable, and it is right to: the gap is +0.0035 and the legacy arm's
own run-to-run range is twice that. What can be said is narrower and holds up.
Stages have the lowest floor of the three arms by a clear margin — 0.082 against
0.095 and 0.104 — so sharing content does make a video look like itself, which
was the central prediction. And the targeted fix moved the block it was aimed at
in the direction it was aimed.
Also added: a lint check that the shader preamble contains no backticks. Twice
now one has closed the template literal and produced a check page that hangs on
"starting…" with an empty console, which is an expensive way to find a typo.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
294 lines
14 KiB
JavaScript
294 lines
14 KiB
JavaScript
#!/usr/bin/env node
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// Static gates that don't need a GPU:
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//
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// 1. Determinism grep — no wall-clock or unseeded randomness in engine/scene code.
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// 2. Scene schema lint — the params block and the shader source must agree,
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// in BOTH directions. A declared param that no shader reads is dead weight;
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// a uniform the shader reads that nothing declares is a silent zero, which
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// is the single most annoying way for a scene to look subtly wrong.
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//
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// Run: npm run lint:scenes
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import { readdirSync, readFileSync, statSync } from 'fs';
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import { join, relative, dirname } from 'path';
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import { fileURLToPath, pathToFileURL } from 'url';
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const root = join(dirname(fileURLToPath(import.meta.url)), '..');
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const SRC = join(root, 'src');
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let failures = 0;
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const fail = (msg) => { console.error(` ✗ ${msg}`); failures++; };
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const ok = (msg) => console.log(` ✓ ${msg}`);
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function walk(dir, out = []) {
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for (const entry of readdirSync(dir)) {
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const full = join(dir, entry);
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if (statSync(full).isDirectory()) walk(full, out);
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else if (entry.endsWith('.js')) out.push(full);
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}
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return out;
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}
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// ---------------------------------------------------------------- grep gate
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const FORBIDDEN = [
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{ pattern: /\bMath\.random\s*\(/, name: 'Math.random()', why: 'use Rng — unseeded randomness breaks reproducibility' },
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{ pattern: /\bperformance\.now\s*\(/, name: 'performance.now()', why: 'use Timeline — wall clock breaks preview/export parity' },
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{ pattern: /\bDate\.now\s*\(/, name: 'Date.now()', why: 'use Timeline' },
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{ pattern: /\bnew Date\s*\(/, name: 'new Date()', why: 'use Timeline' },
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];
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// Directories whose output must be a pure function of (seed, params, frame).
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const DETERMINISTIC_DIRS = ['engine', 'scenes', 'look', 'audio', 'params'];
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// Files legitimately allowed a wall clock: perf measurement, not image content.
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const ALLOWED = new Set(['engine/perf.js']);
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console.log('\ndeterminism grep');
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{
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let checked = 0;
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for (const dir of DETERMINISTIC_DIRS) {
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const full = join(SRC, dir);
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let files;
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try { files = walk(full); } catch { continue; }
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for (const file of files) {
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const rel = relative(SRC, file).replace(/\\/g, '/');
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if (ALLOWED.has(rel)) continue;
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checked++;
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const source = readFileSync(file, 'utf8');
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const lines = source.split('\n');
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lines.forEach((line, i) => {
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if (/^\s*(\/\/|\*)/.test(line)) return; // comments may name them
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for (const f of FORBIDDEN) {
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if (f.pattern.test(line)) fail(`${rel}:${i + 1} uses ${f.name} — ${f.why}`);
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}
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});
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}
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}
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if (!failures) ok(`${checked} files clean of wall-clock and unseeded randomness`);
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}
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// ------------------------------------------------------------- scene lint
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const CONTRACT_UNIFORMS = new Set([
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'u_resolution', 'u_aspect', 'u_pixelScale', 'u_time', 'u_frame', 'u_progress',
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'u_seed', 'u_opacity', 'u_colors', 'u_colorCount', 'u_prev', 'u_hasPrev',
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'u_loudness', 'u_rms', 'u_bandSub', 'u_bandLow', 'u_bandMid', 'u_bandHigh',
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'u_bandAir', 'u_flux', 'u_centroid', 'u_flatness', 'u_width', 'u_beat',
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'u_beatPhase', 'u_barPhase', 'u_phrasePhase', 'u_sectionProgress',
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'u_sectionEnergy', 'u_buildSlope',
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'u_sigSides', 'u_sigRound', 'u_sigElong', 'u_sigTilt',
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'u_sigDrift', 'u_sigSway', 'u_sigSwayRate', 'u_sigSpin', 'u_sigBreathe',
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'u_sigHorizon', 'u_sigDepth', 'u_sigWash',
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'u_sigLine', 'u_sigSoft', 'u_sigTexture', 'u_sigFold',
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]);
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/**
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* What counts as honouring a personality trait, in shader source.
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*
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* The disqualification rule in look/Personality.js is only as good as these
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* declarations: a scene that claims `shape` and draws circles anyway will be
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* cast in the hexagon video and be the one shot that looks filmed elsewhere.
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* So the claim is machine-checked against the source rather than trusted.
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*/
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// A stage that draws the song's CAST is expressing `shape` more completely than
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// sigShape ever did — the form is the subject rather than a hint applied to one
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// — so castMain/castChorus count as evidence. Likewise inkMask/inkValue are the
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// style trait carried out in full. See scenes/stage/README.md.
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const TRAIT_EVIDENCE = {
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shape: /\b(sig(Shape|Form)|cast(Main|Chorus|SDF))\s*\(/,
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camera: /\bsigCamera\s*\(/,
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space: /\b(sigHorizonY|sigAir)\s*\(|\bu_sig(Horizon|Depth|Wash)\b/,
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style: /\b(sigEdge|sigGrain|sigFolded|inkMask|inkValue|inkPattern)\s*\(|\bu_sig(Line|Soft|Texture|Fold)\b/,
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};
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// The shader preamble is a JS template literal, so a backtick anywhere inside
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// it silently closes the literal. Twice now that has produced a check page that
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// hangs on "starting…" with an empty console, which is an expensive way to find
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// a typo. One grep is cheaper.
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console.log('\nshader contract');
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{
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const src = readFileSync(join(SRC, 'engine/shader-contract.js'), 'utf8');
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const literal = src.slice(src.indexOf('export const PREAMBLE = `') + 25);
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const body = literal.slice(0, literal.indexOf('\n`;'));
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const stray = body.split('\n').filter((l) => l.includes('`') && !l.includes('${'));
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if (stray.length) {
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fail(`shader preamble contains a backtick, which closes the template literal:\n` +
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stray.map((l) => ` ${l.trim()}`).join('\n'));
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} else {
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ok('preamble has no stray backticks');
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}
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}
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console.log('\nscene schema lint');
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{
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const { scenes, FAMILIES } = await import(pathToFileURL(join(SRC, 'scenes/registry.js')).href);
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const { validateModule } = await import(pathToFileURL(join(SRC, 'params/schema.js')).href);
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if (!scenes.length) fail('no scenes registered');
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const seenNames = new Set();
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for (const module of scenes) {
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const id = module.name || '<unnamed>';
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for (const err of validateModule(module)) fail(err);
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if (seenNames.has(id)) fail(`duplicate scene name '${id}'`);
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seenNames.add(id);
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if (module.family && !FAMILIES[module.family]) {
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fail(`${id}: unknown family '${module.family}'`);
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}
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if (module.kind !== 'fragment') {
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// 3D modules honour traits in JS, against the `personality` handed
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// to update(); there is no shader source to grep, so the evidence
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// check is just that they read it at all.
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if ((module.traits || []).length && !/personality/.test(String(module.update))) {
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fail(`${id}: declares traits but update() never reads \`personality\``);
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}
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continue;
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}
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const src = module.shader || '';
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// Comment-free copy for rules that ask "does the code do X". A scene
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// that mentions prev() in a comment explaining why it does NOT rely on
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// prev() should not be failed for relying on prev().
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const code = src.replace(/\/\*[\s\S]*?\*\//g, '').replace(/\/\/[^\n]*/g, '');
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const declared = new Map();
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for (const [name, def] of Object.entries(module.params || {})) {
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if (def.uniform) declared.set(def.uniform, name);
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}
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// Collision with the shader contract. A param that reuses a contract
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// uniform name (u_width, u_time, u_seed...) is a GLSL redefinition error,
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// and the whole scene renders as a black frame with no other symptom.
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for (const [uniform, param] of declared) {
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if (CONTRACT_UNIFORMS.has(uniform)) {
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fail(`${id}: param '${param}' uses '${uniform}', which the shader ` +
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`contract already declares — pick another name`);
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}
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}
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// Direction 1: every declared uniform is actually read by the shader.
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for (const [uniform, param] of declared) {
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const used = new RegExp(`\\b${uniform}\\b`).test(src);
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if (!used) fail(`${id}: param '${param}' declares ${uniform}, but the shader never reads it`);
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}
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// Direction 2: every u_* the shader reads is declared somewhere.
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const referenced = new Set(src.match(/\bu_[A-Za-z0-9_]+\b/g) || []);
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for (const uniform of referenced) {
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if (CONTRACT_UNIFORMS.has(uniform)) continue;
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if (declared.has(uniform)) continue;
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fail(`${id}: shader reads ${uniform}, which no param declares (it will silently be 0)`);
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}
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// Personality traits: declaring one is a promise to express it.
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for (const trait of module.traits || []) {
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const evidence = TRAIT_EVIDENCE[trait];
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if (evidence && !evidence.test(src)) {
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fail(`${id}: declares trait '${trait}' but the shader never uses it — ` +
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`either express it or drop the claim, or the scene will be cast ` +
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`in tracks built on something it ignores`);
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}
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}
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// A dead camera: `p = sigCamera(p)` and then nothing reads p again.
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// This passed the evidence grep above, passed review, and shipped — the
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// Phase 9 render gate later measured the scene's response to the camera
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// at exactly zero. Cheaper to catch here than on a GPU.
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const cameraAssign = code.match(/(\w+)\s*=\s*sig(?:Camera|Folded)\s*\([^;]*\);/);
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if (cameraAssign) {
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const target = cameraAssign[1];
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const after = code.slice(code.indexOf(cameraAssign[0]) + cameraAssign[0].length);
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const reads = new RegExp(`\\b${target}\\b`).test(after);
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if (!reads) {
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fail(`${id}: assigns sigCamera to '${target}' and never reads it again — ` +
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`the trait is declared but the image cannot change`);
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}
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}
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// A scene whose only content is the previous frame is black on its first
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// frames and different after a seek than after playback.
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if (/\bprev\s*\(/.test(code)) {
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const bodyBeforePrev = code.slice(0, code.search(/\bprev\s*\(/));
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if (!/\b(pal|palRamp|fbm|vnoise|hash1[12])\s*\(/.test(bodyBeforePrev)) {
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fail(`${id}: reads prev() without generating a base image first — ` +
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`it will be black until feedback converges and will not survive a seek`);
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}
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}
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// Loop cost. GLSL needs a constant bound, so the pattern here is a
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// generous fixed bound plus an early break on the param that actually
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// decides the count — that break is what keeps the cost proportional to
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// what the look asked for. A big bound WITHOUT one runs every iteration
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// on every pixel at 4K, which the budget check will catch on a GPU and
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// this catches in a second.
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for (const loop of code.matchAll(/for\s*\(\s*int\s+\w+\s*=\s*0\s*;\s*\w+\s*<\s*(\d+)[^)]*\)/g)) {
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const bound = Number(loop[1]);
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const body = code.slice(code.indexOf(loop[0]) + loop[0].length, code.indexOf(loop[0]) + loop[0].length + 600);
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const breaksEarly = /\bbreak\s*;/.test(body);
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// Opt-out for a genuinely fixed-cost loop — sampling a curve at a
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// fixed resolution has nothing to break on. The author states it,
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// and the measured 4K budget check still governs.
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const at = src.indexOf(loop[0].replace(/\s+/g, ' ')) >= 0
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? src.indexOf(loop[0].replace(/\s+/g, ' '))
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: src.search(new RegExp(`for\\s*\\(\\s*int\\s+\\w+\\s*=\\s*0\\s*;\\s*\\w+\\s*<\\s*${bound}\\b`));
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const optOut = at >= 0 && /\/\/\s*lint:\s*fixed-cost/.test(
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src.slice(Math.max(0, at - 220), at));
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if (optOut) continue;
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if (bound > 64) {
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fail(`${id}: fixed loop bound ${bound} is too large whatever it breaks on`);
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} else if (bound > 16 && !breaksEarly) {
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fail(`${id}: loop of ${bound} with no early break — bound it on the param ` +
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`(\`if (i >= u_count) break;\`) so the cost follows what the look asked for`);
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}
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}
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// Rate params: anything the shader multiplies absolute time by must be
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// flagged `rate: true`, which stops reactivity and drift from touching it.
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// Modulating such a param jumps the phase by elapsed*delta — sixty seconds
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// in, a wobble of 0.05 throws the phase by three units between frames.
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// That measured as 6 flashes/second on Classic Wave, twice the WCAG 2.3.1
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// ceiling, and it gets worse the longer the track runs.
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const timeProducts = [
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...src.matchAll(/u_time\s*\*\s*(u_[A-Za-z0-9_]+)/g),
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...src.matchAll(/(u_[A-Za-z0-9_]+)\s*\*\s*u_time/g),
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];
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for (const match of timeProducts) {
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const uniform = match[1];
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const paramName = declared.get(uniform);
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if (!paramName) continue;
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if (!module.params[paramName].rate) {
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fail(`${id}: '${paramName}' (${uniform}) multiplies u_time but is not marked ` +
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`\`rate: true\` — reactivity or drift on it will cause phase jumps`);
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}
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}
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// A scene with a palette param should actually use the palette helpers,
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// otherwise the look generator cannot recolour it.
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const hasPalette = Object.values(module.params || {}).some((d) => d.type === 'palette');
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if (hasPalette && !/\b(pal|palRamp)\s*\(/.test(src)) {
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fail(`${id}: declares a palette but never calls pal()/palRamp()`);
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}
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// Hardcoded saturated colours are the thing that made the party-stage
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// shaders resist recolouring; flag the obvious cases.
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const literalColors = src.match(/vec3\s*\(\s*[01]\.\d+\s*,\s*[01]\.\d+\s*,\s*[01]\.\d+\s*\)/g) || [];
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const suspicious = literalColors.filter((c) => !/vec3\s*\(\s*0\.0*\s*,\s*0\.0*\s*,\s*0\.0*\s*\)/.test(c));
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if (hasPalette && suspicious.length > 2) {
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fail(`${id}: ${suspicious.length} hardcoded vec3 colour literals — use pal()`);
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}
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}
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if (!failures) ok(`${scenes.length} scenes: schemas and shaders agree both ways`);
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else console.log(` (${scenes.length} scenes checked)`);
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}
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console.log('');
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if (failures) {
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console.error(`FAILED — ${failures} problem${failures === 1 ? '' : 's'}\n`);
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process.exit(1);
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}
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console.log('all static gates passed\n');
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