Forty-nine scenes carried their own `glow`, every one of the sixty-five added its own grain, and a handful had bloom, chroma, haze, smear or trail besides — all of which the post chain already does, with an envelope and a threshold no scene can see. Two uncoordinated effect layers is the smaller half of the problem. The larger half is that an effect knob sampled per song makes a scene look varied across parameter draws while its structure never moves, so the gallery and the variety harness were both being told a scene was original when only its halo had changed. Removed in three shapes. Scene grain goes entirely — the post chain owns it. Statements that ADD a falloff term scaled by the effect are bloom by another name and are deleted. What remains is an intensity on something already drawn, so the uniform is pinned to its default and the knob deleted: the picture survives, the fake variety does not. Reactive entries driving those params went too, since an effect modulated by the audio was the most convincing fake of the lot. That broke the style trait, which is the interesting part. Surface treatment had been leaving the scenes for two commits — sigGrain to post, sigEdge to inkStroke — and removing the last of it left `style` with almost nothing to express: a style+shape signature had two eligible scenes in the whole library. The trait is not obsolete, it has moved, so inkStroke and inkMask now read u_sigLine and u_sigSoft alongside the ink's own weight and edge. A scene drawing in the song's hand honours the track's line weight by construction, and the runtime probe confirms it rather than taking it on trust. This reverses a call made two commits ago for a reason that only became true now. One check needed re-aiming rather than fixing. Two independently built shows are two WebGL contexts, and engine/hash.js says at the top that bit-exactness is a same-context guarantee; the check had been demanding it anyway and getting away with it because the scenes it happened to cast were bit-stable. A casting change put smooth-gradient scenes in frame and the last bit moved. Measured before touching the check: three levels out of 255 across 2.6% of pixels, invisible. The cross-context comparison is now a distance with a ceiling of four, and bit-exactness within one show is still demanded by the check below it. 89/89 checks, 11/11 tests, all static gates. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
91 lines
4.1 KiB
JavaScript
91 lines
4.1 KiB
JavaScript
// Structural family: looking straight down a stairwell. Floor after floor of
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// landings and balustrades, each one turned a little from the one above, going
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// down forever.
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//
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// Gate Corridor also travels through repeated structure, but it travels
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// horizontally past gates that arrive and leave: the frame has a middle and two
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// sides. Here the vanishing point is dead centre, every floor is a closed ring
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// around it, and the motion is entirely radial. The turn per floor is what makes
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// it a stairwell rather than a tunnel — the flights spiral even though nothing
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// in the image rotates.
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export const stairwellDescent = {
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name: 'Stairwell Descent',
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family: 'structural',
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kind: 'fragment',
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texture: 0.7,
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consumes: ['ink'],
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traits: ['camera', 'space', 'style'],
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params: {
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floors: { type: 'float', range: [0.18, 0.6], default: 0.32, uniform: 'u_floors', bias: 'density' },
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turn: { type: 'float', range: [-0.5, 0.5], default: 0.22, uniform: 'u_turn' },
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well: { type: 'float', range: [0.1, 0.6], default: 0.3, uniform: 'u_well' },
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rails: { type: 'int', range: [6, 40], default: 18, uniform: 'u_rails', bias: 'density' },
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landing: { type: 'float', range: [0.1, 0.45], default: 0.25, uniform: 'u_landing' },
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lit: { type: 'float', range: [0, 1.4], default: 0.6, uniform: 'u_lit', bias: 'energy' },
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depth: { type: 'float', range: [0.2, 1], default: 0.65, uniform: 'u_deep', slowAxis: true },
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fall: { type: 'float', range: [0.01, 0.35], default: 0.08, uniform: 'u_fall', 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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lit: { feature: 'bandHigh', amount: 0.3, response: 'smooth' },
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rails: { feature: 'bandMid', amount: 0.15, response: 'smooth' },
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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_fall + u_seed;
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p = sigCamera(p);
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float r = length(p) + 0.001;
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float th = atan(p.y, p.x);
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// Log-radial: one unit is one floor. Descending is a constant slide down
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// this axis, which is what makes the fall never end and never repeat a cut.
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float z = log(r / u_well) / u_floors + t * 3.0;
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float floorId = floor(z);
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float f = fract(z);
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// Each flight is turned from the one above it.
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float a = th + floorId * u_turn * 6.28318530718;
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// The balustrade: uprights around the well, and the handrail on top of them.
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float posts = abs(fract(a / 6.28318530718 * float(u_rails)) - 0.5) * 2.0;
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float w = 0.25 + u_sigLine * 0.5;
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float upright = smoothstep(w, w * 0.25, posts) * smoothstep(0.75, 0.35, f);
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float rail = smoothstep(0.12, 0.02, abs(f - 0.72));
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// The landing slab: a solid quarter of every floor, so there is somewhere to
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// stand and the eye can count the floors.
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float quarter = fract(a / 6.28318530718 + 0.5);
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float slab = smoothstep(0.5, 0.44, abs(quarter - 0.5)) *
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smoothstep(0.08, 0.2, f) * smoothstep(u_landing + 0.25, u_landing, f);
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// Everything dims toward the middle. This is the only cue that the well has
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// a bottom, so it carries the whole read of the image — and it is measured
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// off the radius rather than off the floor index, because the floors below
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// us occupy a few pixels at the centre while the darkness has to fill half
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// the frame to read as depth at all.
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float fade = mix(1.0, sat(r * 0.7), u_deep);
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float sky = smoothstep(0.85, 1.6, r); // the top of the well, above us
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vec3 col = pal(0) * 0.07;
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col += palRamp(0.25 + f * 0.2) * upright * 0.45 * fade;
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col += pal(4) * rail * (0.4 + u_lit * 0.7) * fade;
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col += mix(pal(2) * 0.3, pal(1) * 0.22, fract(floorId * 0.37)) * slab * fade;
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// A light on each landing, catching the rail below it.
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float lamp = exp(-abs(f - 0.45) * 6.0) * smoothstep(0.55, 0.2, abs(quarter - 0.25));
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col += pal(3) * lamp * u_lit * 0.5 * fade;
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col = mix(col, pal(1) * 0.3, sky * 0.5);
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col = sigAir(col, p, sat(1.0 - fade));
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return vec4(inkValue(col), 1.0);
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}
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`,
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};
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export default stairwellDescent;
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