Classic Wave, Silk Ribbon, Kaleido Tunnel and Slow Orb all declared the `style` trait and honoured it with `col += sigGrain(uv)` and nothing else. A declared trait is a contract — the disqualification rule in Personality.js is the only thing keeping off-design scenes out of a track — so honouring it with dirt meant these four could not take the `texture: 0` opt-out the grain work introduced. Phase 9 measured their style response at exactly 0. They sat at texture: 0.35 as a stopgap, which kept speckle on the library's cleanest scenes purely to keep a gate green. Each already had the knob; it just was not wired to the track: - Classic Wave contrasts its wave through a bare smoothstep(0.2, 0.8). The transition width now comes from u_sigSoft and u_sigLine, centred on 0.5 so changing the hand does not change the exposure. Crest concentration is driven separately by u_sigLine, because a track is free to sample the scene's own u_softness at zero and the art direction must still show. - Silk Ribbon's strand width is u_sigLine and its falloff exponent u_sigSoft: a sharp track gets a filament with a defined edge, a soft one a haze. - Kaleido Tunnel drew its grid against a bare 0.42 — a line weight with no name. It is now a weight and a feather, both from the track. - Slow Orb's body edge multiplies the scene's softness by the video's, and gains a sigEdge rim so a sharp-handed track gets a defined limb. All four are now texture: 0. Style response measured against a maximally soft-handed versus maximally sharp-handed personality: Classic Wave 111, Silk Ribbon 216, Kaleido Tunnel 206, Slow Orb 102, out of 255 — previously 0. 104/104 checks pass including the slow set. See SIDE-QUESTS.md §1. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
74 lines
3.0 KiB
JavaScript
74 lines
3.0 KiB
JavaScript
// Geometric family: a kaleidoscopic tunnel. The default drop scene — strong
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// forward motion, hard symmetry, and it takes the beat well.
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export const kaleidoTunnel = {
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name: 'Kaleido Tunnel',
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family: 'geometric',
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kind: 'fragment',
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// Personality: see look/Personality.js.
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// Hard grid lines on flat colour: grain reads as dirt on the lens.
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texture: 0,
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traits: ['shape', 'camera', 'style'],
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params: {
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sides: { type: 'int', range: [2, 12], default: 6, uniform: 'u_sides' },
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depth: { type: 'float', range: [1, 8], default: 3.0, uniform: 'u_depth', bias: 'density' },
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speed: { type: 'float', range: [0.1, 1.5], default: 0.45, uniform: 'u_speed', bias: 'motion', rate: true },
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twist: { type: 'float', range: [0, 2], default: 0.5, uniform: 'u_twist' },
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rings: { type: 'float', range: [2, 24], default: 8, uniform: 'u_rings', bias: 'density' },
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glow: { type: 'float', range: [0, 1.5], default: 0.5, uniform: 'u_glow', bias: 'energy' },
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palette: { type: 'palette', count: 6 },
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},
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reactive: {
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glow: { feature: 'beat', amount: 0.45, response: 'spike' },
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twist: { feature: 'bandLow', amount: 0.3 },
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rings: { feature: 'bandHigh', amount: 0.2 },
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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_speed + u_seed;
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p = sigCamera(p);
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// A track with a signature polygon dictates the fold count — this is the
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// scene where that reads most strongly, so its own sides yields to it.
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float sides = u_sigSides > 2.5 ? u_sigSides : float(u_sides);
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// Cross-section measured in the signature form: the tunnel mouth is the
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// track's shape rather than a circle.
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float radius = max(sigShape(p) + 1.0, 1e-4);
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vec2 folded = kaleido(p, sides);
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float angle = atan(folded.y, folded.x);
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// Tunnel coordinates: 1/r is depth, angle is the wall.
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float z = u_depth / radius + t * 2.0;
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float wall = angle / 3.14159265 + sin(z * 0.5 + t) * u_twist * 0.25;
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float ringLines = abs(fract(z * u_rings * 0.1) - 0.5) * 2.0;
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float wallLines = abs(fract(wall * sides) - 0.5) * 2.0;
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// TRAIT style: the grid is the whole image, so the track draws it. The
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// threshold was a bare 0.42 — a line weight with no name. u_sigLine sets how
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// much of the cell the line occupies, u_sigSoft how far it feathers.
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float weight = mix(0.22, 0.6, sat(u_sigLine));
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float feather = weight * mix(0.15, 1.0, sat(u_sigSoft));
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float grid = smoothstep(weight, max(weight - feather, 0.0), ringLines)
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+ smoothstep(weight, max(weight - feather, 0.0), wallLines);
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vec3 col = palRamp(z * 0.05 + wall * 0.2) * 0.35;
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col += pal(int(mod(floor(z * u_rings * 0.1), 6.0))) * grid * 0.7;
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// Depth cue: far end of the tunnel darkens, mouth glows.
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float fade = smoothstep(0.0, 1.1, radius);
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col *= 0.25 + 0.9 * fade;
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col += pal(3) * (1.0 - fade) * u_glow * 0.6;
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col += sigGrain(uv);
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return vec4(col, 1.0);
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}
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`,
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};
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export default kaleidoTunnel;
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