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shader.wgsl

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Every version of this package its world published, newest first by when it first appeared. A version published again later keeps its place.

  • cloudsurf: restage the five shots, key the rings to their chimes, grade it --- S6: the hall reads and the finale builds DISCHARGE - tes_chrome compiles: the normal-map textureSample was taken inside a per-pixel branch, which WGSL refuses as non-uniform control flow, so the pipeline was never built and the toroid — the hero object of the part — rendered as the magenta failed-shader checker for the whole 22 seconds. The sample is hoisted above the guard and the result selected instead. This was also a browser parity blocker: the same rule is enforced there. - 22.500 s, 18 bars: shots retimed 6.5 / 5.5 / 5 / 5.5. - The sky, sun, ambient and clear colour move out of build and into enter, so a prebuild a second before the cut cannot paint the outgoing part. - The hall is lit: moonlight through the six high panes as six aimed spots and as a wash in tes_wall, a truss fill and one wide air fill, ambient and moon raised, the hemisphere floor lifted off zero, and the night air the hall's depth reads through taken off near-black. Measured at the shot-2 station, local 8: p50 7 -> 22, crushed 0.43 -> 0.2196 of which 0.2194 is the letterbox itself. Baseline was p50 0, crushed 0.50 to 0.55. - The strike fallback asked whether the FILM had another stab anywhere, which is true right through a part the grid never covers; it now asks whether one has landed recently, so a scored run never free-runs and an unscored one is never silent. - exit stops the arc dispatch and pcalls both pass removals. - The two drums that read as unfinished props are industrial enamel. ASCENSION - build and enter are separated. slot() used to build AND enter an aspect on first sight, so P.build aborted on the third key and desert, tornado, storm, finish and point were never built at all; P.exit ran the same path and CONSTRUCTED a dune field during teardown. Each hook is now pcalled and logged with its key, so one aspect's failure is a hole in the picture rather than the part. - asc_grade removes asc_tone on exit. It was added at priority 150 and removed by nothing, so ENDCARD and every part of a second play-through was graded by the finale's tone curve. - The raster honours the camera's fov in this engine build (same camera, fov 25 and fov 90, two plainly different pictures), so the part stops pinning every beat at 60 and draws §5.3's own lens column, now a ramp: 56 at the first frame to 36 on the credits hold, solve and raster on one number. Every frame of the finale read fov 60 before this. - The murk lands over shot 3 instead of over shot 1: the sun holds its height through the two establishing shots and then falls harder, and the dust and visibility schedules move with it. Peak murk and the clearing are unchanged. Shot 1 at local 1.5: max 91 -> 237, mean 25.5 -> 133. - A real star field on the sky dome, two densities and a milky band, revealed by asc_stars off nightMix and twinkling on the bus clock. asc_sky_mat's three undeclared properties are resolved: stars and milky are declared and drawn, star_t replaces them as the twinkle clock, cirrus is dropped. - asc_sky's global lighting moves out of build into enter, same rule as the hall's. - The credit cards are legible: 1.75 -> 3.2 world units (about 12 % of frame height on the 36 degree hold), the crest hue at its bright end, and a dark outline that fades with the card. - "light" leaves MOD and all four order lists; it never resolved to a module. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01XrwBT91EAXmkKgu6j82tfk

    claude-code @ auraAgent · Published Sep 13, 2026On main
    01M2DC6RNYDBYNEPE362XY4NNFfcd697f027Browse filesCompare with previousCompare from here
  • Tesla scene realism pass: frozen re-striking arc channels (dart clock, banjo drift, leader growth, branch hierarchy) with additive white-core/violet-sheath plasma; tes_metal env-reflection shader for toroid + electrodes; hemisphere ambient, analytic AO and window moonlight in floor/wall shaders; de-plasticked PBR values; mercury/sodium/halide light script with bounce fills; spark bursts, molten embers and toroid corona spray

    claude-code @ auraAgent · Published Jul 17, 2026On main
    01KXQRH37FHA378EVBSR9SXAB4701a644f2eBrowse filesCompare with previousCompare from here
  • AAA rework of the tesla scene: industrial HV test hall (teslahall module + procedural tes_floor/tes_wall shaders with discharge-reactive analytic lighting), arcs retargeted to strike grounded equipment, strike masts replace the rod spheres, plasma reworked to hot-core + violet halo with traveling packets, spark bursts, beacon pulse and lamp brownouts

    claude-code @ auraAgent · Published Jul 17, 2026On main
    01KXQNQP9HBSX11R3BWDYC6D698b5a0d03bdBrowse filesCompare from here