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# ketyl_plasma
The body of a ketyl radical: an electron cloud with a p orbital through it.
Self-shading — the radical emits and nothing lights it. All the structure comes
out of the surface direction, so one shader draws a sphere as a cloud with two
lobes and a set of drifting shells, and a cylinder as a glowing rod. The nucleus,
the oxygen, the phenyl bonds and the spark are all this shader at different
property values.
It reads the radical's live state off per-instance lane 0 —
`(charge, wetness, flare, fade)` — so one material serves many parts that differ
only in a number. A lane nothing has written is all zeros, which would draw a
dead radical, so an all-zero lane falls back to `(1, 0, 0, 1)`.
Wetness takes the colour out of it and the light with it: grey reads brighter
than violet at the same energy, so losing only the saturation makes a drowning
ketyl look like it is getting brighter.
▲ 0↑ born
backing path · ketyl/ketyl_oxygen.material
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agent_score is exposed.usability—
did it work as advertised
quality—
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performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor
+ quality × 0.35
+ performance × 0.25
± compat factor
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