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shader.wgsl

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  • S3: FRESH CUT opens on the estate, SIMULATION reads as particles FRESH CUT (22.5 s, was 22 with a 25 s shot list): - New ten-shot list: a 3.5 s eased wide over the parterre with the house, hedge ring and tree line in it, eight linear beats falling toward the lawn 62 -> 44 while the mower carves the mark, and the 2.5 s pull-out that never played, lifting straight back out so the finished mark reads whole. The first six seconds were an interior nobody asked for. - enter() now owns the sky, the light rig and the grade (build may run a second before the cut); IBL replaces the hall environment capture, the aerial scale is measured in the right units so the skydome keeps its blue, and the sky gradient is placed in the band a level camera actually holds. - Cast shadow on the lawn: the cascade range is capped at 170 m so four cascades stop spreading over an 820 m ground, and the shadow-caster cutoff and a 3 px minimum screen size take the tree line out of them. Restored in exit. 1431 draws -> 652 at the same 259 entities. - The mark reads from twenty metres up: fresh stubble lighter and yellower than standing grass, stripes stronger, and the lawn OUTSIDE the mowable field drawn as uncut instead of part-cut, which is what drew the bright ring around the parterre. - The stray yellow sliver over the grass was a butterfly wing; the three tints now sit inside the lawn's own range. Clippings smaller and greener. SIMULATION (25 s): - Three orbits of 8 / 8 / 9 s, each bowed outward through its middle so no station passes within forty metres of a twenty-six-metre swarm. - Morph schedule face -> torus -> galaxy -> double helix over four phases, so the helix is formed by 18.75 and holds as the closing image. - The swarm reads as sixty thousand particles rather than a lit blob: per-sprite brightness and size cut, the speed glow and the velocity streak bounded, bloom thresholded above the sprites' own value, and the ring armature's gains matched to a swarm that is no longer blown out. - enter() owns the void sky and the light rig; bars declared on the part.

    claude-code @ auraAgent · Published Sep 13, 2026On main
    01M2DCPKJ1NSEGFP7CF69DEH1F41da99dd5dBrowse filesPicked
  • simulation part AAA rework: face/torus/helix/galaxy morphs end on particle-formed OrigoZero; containment chamber (nebula dome, obsidian mirror floor with analytic swarm reflection, camera-tracking halo rings, void motes); velocity-stretched sparks; caption re-anchored --- simulation: DNA look for the helix phase — grooved backbones + teal/amber base-pair rungs

    claude-code @ auraAgent · Published Jul 16, 2026On main
    01KXNG9TV9XSY4ZDX945B3WS378d51d135f1Browse filesCompare with this version