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>
70 lines
2.9 KiB
JavaScript
70 lines
2.9 KiB
JavaScript
// Ported from party-stage's "Floating Geometry". Shape count, size and motion
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// were fixed constants in the original; they are the whole point of the scene,
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// so they are now params the look generator can move.
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export const floatingGeometry = {
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name: 'Floating Geometry',
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family: 'geometric',
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kind: 'fragment',
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// Personality: see look/Personality.js. This scene is nothing but a handful
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// of shapes, so `shape` is the trait it exists to express.
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// Takes the track's surface grain, but lightly — this is drawn, not filmed.
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texture: 0.4,
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consumes: ['cast', 'ink', 'staging'],
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traits: ['shape', 'camera', 'style'],
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params: {
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count: { type: 'int', range: [2, 14], default: 6, uniform: 'u_count', bias: 'density' },
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size: { type: 'float', range: [0.04, 0.3],default: 0.15,uniform: 'u_size' },
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drift: { type: 'float', range: [0.1, 1.5], default: 0.4, uniform: 'u_drift', bias: 'motion', rate: true },
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spin: { type: 'float', range: [0, 2], default: 0.6, uniform: 'u_spin', rate: true },
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variety: { type: 'float', range: [0, 0.6], default: 0.25, uniform: 'u_variety' },
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spread: { type: 'float', range: [0.3, 1.2], default: 0.8, uniform: 'u_spread' },
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palette: { type: 'palette', count: 5 },
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},
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reactive: {
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size: { feature: 'beat', amount: 0.18, response: 'spike' },
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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_drift + u_seed;
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p = sigCamera(p);
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// Background wash from the two darkest palette entries.
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vec3 col = mix(pal(0) * 0.18, pal(1) * 0.24, sin(t) * 0.5 + 0.5);
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for (int i = 0; i < 14; i++) {
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if (i >= u_count) break;
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float fi = float(i);
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float s = u_seed + fi * 123.456;
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// The song's lattice sets where they hang; this scene keeps the float.
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vec3 node = stageNode(fi, float(u_count));
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vec2 pos = node.xy * u_spread * vec2(1.0, 0.55)
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+ vec2(sin(t * 0.5 + s), cos(t * 0.3 + s * 1.1)) * 0.18;
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vec2 sp = rot(t * (0.2 + fract(s) * u_spin)) * (p - pos);
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float size = u_size * node.z * (0.6 + fract(s * 0.7) * 0.8);
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// Every element is the song's protagonist. This scene used to pick
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// between a box and a circle per element, which is precisely the choice
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// the production design should be making — one video, one cast.
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// The variety param only scales them apart; it never changes what they are.
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float scale = size * (1.0 + (fract(s * 0.37) - 0.5) * u_variety);
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float d = castMain(sp / max(scale, 1e-3)) * scale;
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vec3 shapeColor = pal(i + int(floor(t * 0.3)));
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col = mix(col, shapeColor, inkMask(d, uv) * 0.85);
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col += shapeColor * (1.0 - smoothstep(0.0, size * 2.2, abs(d))) * 0.25;
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}
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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 floatingGeometry;
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