A section used to be one scene, and two thirds of the library is composable —
sparse by design, elements ON something. Cast as backgrounds anyway, they left
9 of 40 sampled frames under 20% painted, the darkest at 0.3%: a minute and a
half of a few bright things on black, invisible to every gate because every
gate on the stack was a limit rather than a floor.
Every section now stands on a GROUND: a canvas that fills the frame, cast per
section kind so a shot cut changes the shot and not the world. When the shot
fills the frame itself it IS the ground — two canvases stacked is two pictures
fighting. Above that, a coverage BUDGET: director appetite times the section's
energy times where the story is, capped at two frames' worth of material.
The measured facts move into the repo. scenes/metadata.json is generated from
the gallery — coverage as a shot, coverage as a bed, variety, the structural
profile — tracked in git, stamped with a fingerprint of the scenes and the
metric definitions, and refreshed from gallery.html. `surface` is derived from
it rather than declared; nine scenes claimed `canvas` while painting under a
third of the frame, and declaring it is now a lint error. The generator weights
every layering choice by measured structural distance, because family labels
and the render disagree: two `geometric` scenes can be 0.31 apart and a `flow`
and an `organic` scene 0.04.
The gallery's 0.1 red line is gone. It was right when a section was one scene
and wrong now — nineteen scenes were failing a bar for being consistent, which
is a virtue in an ingredient.
Chasing the numbers turned up four real faults:
* A scene that reads prev() cannot be a ground. It returns the whole
composited frame including the layers above it, so a datamosh under a shot
is eating it: the render stopped reproducing from a seek and two WebGL
contexts diverged by 91/255 against a tolerance of 4.
* Screen was the wrong operator for a shot over a bed. It lightens, so a
median quarter of every frame clipped to paper and whole sections rendered
100% white. Replaced by a lumakey — the shot's brightness is its alpha.
* Feedback was an accumulator: a still image settled at 2.3x its own
brightness. Fine over black, fatal over a filled ground. Normalised at 0.6,
plus a highlight shoulder so the top rolls off instead of clipping.
* useTrack never prewarmed, so a fresh Show's first frame differed from every
later render of it — the export-breaking hazard Compositor.prime documents.
Blazing is a decision now, not a side effect: directors declare an appetite for
it, a section must be loud and late in the story to earn one, and quiet kinds
never do. The ceiling gate matches that — a hard cap per section, and no more
than a fifth of them hot at all.
Rendered across twelve videos, middle of every section:
painted 51% mean, darkest 0.3% -> 87% mean, darkest 43%
clipped white 24% median, worst 100% -> 1% mean, worst 30%
separation 0.10 -> 0.44
Seven scenes can ground a section — five geometric, two organic — so every
quiet section of every video stands on one of two beds. That is the library's
largest hole and it is scene work: there is no minimal or flow canvas that
fills half the frame without reading prev().
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
92 lines
3.7 KiB
JavaScript
92 lines
3.7 KiB
JavaScript
// Structural family: a corridor of nested gates receding to a vanishing point,
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// travelled through.
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//
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// Rectilinear depth, which the library did not have: Kaleido Tunnel recedes but
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// is radial and folded, Pylon Grid stands still, Neon City is front-on. Here the
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// camera moves forward through a series of frames that scale up and pass, and
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// the ring geometry is the track's signature form, so a hexagonal video travels
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// through hexagonal gates.
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//
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// Motion is a saw on log-depth, which is what makes gates emerge from the
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// vanishing point at a constant apparent rate instead of rushing at the end.
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export const gateCorridor = {
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name: 'Gate Corridor',
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family: 'structural',
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kind: 'fragment',
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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'],
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traits: ['shape', 'camera', 'space', 'style'],
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params: {
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gates: { type: 'int', range: [3, 14], default: 8, uniform: 'u_gates', bias: 'density' , slowAxis: true },
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aperture: { type: 'float', range: [0.15, 0.9], default: 0.45, uniform: 'u_aperture' },
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thickness:{ type: 'float', range: [0.02, 0.3], default: 0.09, uniform: 'u_thickness' },
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travel: { type: 'float', range: [0.02, 0.7], default: 0.2, uniform: 'u_travel', bias: 'motion', rate: true },
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rails: { type: 'float', range: [0, 1], default: 0.4, uniform: 'u_rails' },
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lamps: { type: 'float', range: [0, 1.4], default: 0.5, uniform: 'u_lamps', bias: 'energy' },
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vanish: { type: 'float', range: [0, 0.5], default: 0.15, uniform: 'u_vanish' },
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palette: { type: 'palette', count: 5 },
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},
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reactive: {
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lamps: { feature: 'beat', amount: 0.35, response: 'spike' },
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aperture: { feature: 'bandLow', 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_travel + u_seed;
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p = sigCamera(p);
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// The vanishing point sits on the track's horizon, slightly off centre.
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vec2 vanishAt = vec2(sin(u_seed) * u_vanish, sigHorizonY() * 0.35);
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vec2 q = p - vanishAt;
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vec3 col = pal(0) * 0.04;
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// Depth rails converging on the vanishing point.
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if (u_rails > 0.01) {
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float ang = atan(q.y, q.x);
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float spokes = abs(fract(ang * 1.9098 + 0.5) - 0.5) * 2.0; // 12 rails
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float rail = smoothstep(0.06, 0.0, spokes) * smoothstep(0.02, 0.5, length(q));
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col += pal(1) * rail * u_rails * 0.25;
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}
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for (int i = 0; i < 14; i++) {
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if (i >= u_gates) break;
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float fi = float(i);
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// Log-spaced depth with a saw: each gate walks forward, and when it
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// passes the camera it wraps to the far end.
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float phase = fract((fi / float(u_gates)) + t);
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float scale = u_aperture * exp(phase * 3.2) * 0.35;
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float d = abs(castMain(q / max(scale, 1e-3)) * max(scale, 1e-3));
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// Near gates are drawn thicker and brighter: the only depth cue that
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// matters once the geometry is right.
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float near = phase;
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float w = u_thickness * (0.25 + near * 1.2) * (0.5 + u_sigLine);
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float frame = smoothstep(w, w * 0.25, d);
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vec3 tint = palRamp(fi * 0.13 + 0.1);
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col += tint * frame * (0.25 + near * 0.75);
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col += tint * exp(-d * 14.0) * near * 0.2;
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// A lamp at the top of every third gate, pulsing on the beat.
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if (mod(fi, 3.0) < 0.5) {
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vec2 lampAt = vanishAt + vec2(0.0, scale);
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col += pal(4) * exp(-length(p - lampAt) * 26.0) * u_lamps * (0.3 + near);
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}
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}
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col = sigAir(col, p, 1.0 - smoothstep(0.0, 1.2, length(q)));
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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 gateCorridor;
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