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feat(cinema): full-spectrum rim-glow storm — kill the white-out, morphing forms
Memory Cinema storm color/shape overhaul (the crown-jewel pillar): - Fix the white-out root cause: emissiveNode was NEVER set, so the selective MRT bloom had no color to bloom and washed the frame white. Route the shared iridescent rainbow to BOTH colorNode and emissiveNode. - Rim glow (fresnel-style): bright glowing edges, dim readable center — the shareable luminous-shell / hollow-torus look. - Morphing geometry: the home target cycles sphere → torus → galaxy spiral → cube lattice → wave sheet, drifting continuously and snapping per beat. - Hyper-saturated full-spectrum palette (per-particle phase + radial shells + spatial bands + time) so the whole rainbow is present at once. - Spread the initial spawn across a wide hollow shell (was a tiny dense ball that boot-flashed white). - Act/beat-aware brightness: beats 0/1 fade in soft, Act I held calm, Acts II/III blaze at full. No white-out regressions. Gate: svelte-check 0/0, 937/937 tests pass (cinema auteur/pathfinder green), verified live in browser. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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3 changed files with 222 additions and 58 deletions
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@ -161,7 +161,9 @@
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const wp = currentPositions?.get(beat.nodeId);
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if (wp) {
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const mode: StormMode = shot?.stormMode ?? 'connection';
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sandbox.transitionTo(stormRole(mode), wp);
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// Pass act + 0-based beat index so the storm holds Act I dimmer AND
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// fades in extra-soft on beats 0/1 (which otherwise wash to white).
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sandbox.transitionTo(stormRole(mode), wp, shot?.act ?? 'I', index);
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}
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}
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}
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@ -166,10 +166,16 @@ export class CinemaSandbox {
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/** Retarget the storm's MODE/ignition for a beat. The storm is permanently
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* centered at the WORLD ORIGIN (see render) so it is always dead-center in
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* frame — worldPos here only conveys which node, not where the storm sits. */
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transitionTo(role: SemanticRole, _worldPos: THREE.Vector3): void {
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* frame — worldPos here only conveys which node, not where the storm sits.
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* `act` lets the storm hold Act I dimmer (it opens too hot otherwise). */
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transitionTo(
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role: SemanticRole,
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_worldPos: THREE.Vector3,
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act: 'I' | 'II' | 'III' = 'II',
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beatIndex = 99
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): void {
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if (!this.booted) return;
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this.storm.transitionTo(role, ORIGIN);
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this.storm.transitionTo(role, ORIGIN, act, beatIndex);
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}
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/** Render one frame. The storm is pinned to the origin and the camera always
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@ -45,6 +45,7 @@ import {
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floor,
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positionLocal,
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} from 'three/tsl';
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// note: .max()/.div()/.sub() etc. are fluent methods on TSL nodes — no import needed.
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export type SemanticRole = 'anchor' | 'connection' | 'contradiction';
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@ -92,7 +93,7 @@ export class SemanticComputeStorm {
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// the storm is visible on the very first frame (before any beat fires).
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private uTarget = uniform(new THREE.Vector3(0, 0, 0));
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private uTime = uniform(0);
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private uIgnition = uniform(0.6);
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private uIgnition = uniform(0.2);
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private uMode = uniform(0);
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// World-space radius the storm is contained within. Particles past this get
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// a spring force back so the storm NEVER flies off-screen. Sized to the
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@ -105,6 +106,19 @@ export class SemanticComputeStorm {
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// Detonation cycle: spikes to 1 on each beat (explosion), decays to 0
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// (crystallize/reform). Drives the explode→pixelate→reform look.
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private uBurst = uniform(0);
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// ACT DIMMER — a master brightness scalar set per beat from the narrative
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// act. Act I opens too hot (the cloud is still in its dense initial spawn and
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// the first ignition flash stacks on top), so we hold Act I dimmer and let
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// Acts II/III blaze at full. 1.0 = full brightness. Starts very low so the
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// pre-first-beat / beat-0 boot frames fade in soft instead of flashing white.
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private uActDim = uniform(0.12);
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// MORPH TARGET — which sculpted form the cloud reforms into. Advances slowly
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// over time and snaps to the next form on each beat, so the storm is forever
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// shape-shifting: sphere → torus → galaxy spiral → cube lattice → wave sheet →
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// (loops). The integer part selects the current form, the fractional part
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// cross-fades into the next, so morphs are fluid, never a hard pop.
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private uShape = uniform(0);
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private readonly shapeCount = 5;
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constructor(
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renderer: { computeAsync: (node: ComputeDispatch) => Promise<void> },
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@ -114,17 +128,29 @@ export class SemanticComputeStorm {
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this.renderer = renderer;
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this.scene = scene;
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this.count = opts.count ?? 150_000;
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// Spawn inside the contained zone so particles don't start outside the
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// shell and get yanked inward asymmetrically (which read as off-center).
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const spawn = opts.spawnRadius ?? 8;
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// Spawn particles ALREADY SPREAD across a wide spherical SHELL (not a tiny
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// dense ball at the origin). The old ±8 cube packed all 150k into a tiny
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// volume, so the very first frame (Beat 0, before the cloud expands to its
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// rim-falloff homes) was a solid white blob — additive overlap dominates at
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// high density regardless of per-particle dimming. Booting on a broad shell
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// means the storm reads as a calm colored cloud from frame one.
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const spawn = opts.spawnRadius ?? 34;
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const positions = new Float32Array(this.count * 3);
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const velocities = new Float32Array(this.count * 3);
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const phases = new Float32Array(this.count);
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for (let i = 0; i < this.count; i++) {
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positions[i * 3] = (Math.random() - 0.5) * spawn;
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positions[i * 3 + 1] = (Math.random() - 0.5) * spawn;
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positions[i * 3 + 2] = (Math.random() - 0.5) * spawn;
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// Uniform direction on a sphere, radius biased to the outer shell so the
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// boot cloud is hollow-cored like the rim look (never a dense center).
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const u1 = Math.random();
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const u2 = Math.random();
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const theta = u1 * Math.PI * 2;
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const z = u2 * 2 - 1;
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const r = Math.sqrt(Math.max(0, 1 - z * z));
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const rad = spawn * (0.55 + Math.random() * 0.45); // shell 0.55..1.0
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positions[i * 3] = Math.cos(theta) * r * rad;
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positions[i * 3 + 1] = z * rad;
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positions[i * 3 + 2] = Math.sin(theta) * r * rad;
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phases[i] = Math.random() * Math.PI * 2;
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}
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const bufferPos = new StorageBufferAttribute(positions, 3);
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@ -152,26 +178,92 @@ export class SemanticComputeStorm {
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const vel = velStore.element(instanceIndex);
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const phase = phaseStore.element(instanceIndex);
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// ── EACH PARTICLE'S "HOME" — a deterministic point on a volumetric
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// spherical shell around the ORIGIN, derived purely from its phase.
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// The cloud reforms to these homes between beats, so the centroid is
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// ANCHORED to origin and CANNOT drift (the bug that pushed it off-frame).
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// No swirl/orbital/attractor terms — those drew the ugly ribbons.
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// ── EACH PARTICLE'S "HOME" — a deterministic point on a SCULPTED FORM
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// around the ORIGIN, derived purely from its phase. The cloud reforms to
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// these homes between beats, so the centroid is ANCHORED to origin and
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// CANNOT drift. But instead of always a sphere, the home MORPHS through a
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// gallery of trippy forms (uShape) — the storm is forever shape-shifting.
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const a1 = phase.mul(12.9898).sin().mul(43758.5453);
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const a2 = phase.mul(78.233).sin().mul(12543.531);
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const a3 = phase.mul(39.346).sin().mul(24634.633);
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const u = fract(a1); // 0..1
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const v = fract(a2); // 0..1
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const theta = u.mul(6.28318); // azimuth
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const phi = v.mul(3.14159); // polar
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// Per-particle home radius fills the interior (0.30r..0.95r) for a
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// dense volumetric orb rather than a hollow shell.
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const homeFrac = float(0.3).add(fract(phase.mul(3.7)).mul(0.65));
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const homeR = this.uContainRadius.mul(homeFrac);
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const home = vec3(
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const w2 = fract(a3); // 0..1
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const theta = u.mul(6.28318); // azimuth 0..2π
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const phi = v.mul(3.14159); // polar 0..π
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const R = this.uContainRadius;
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// Per-particle radial fill biased to the OUTER shell (0.62..1.0) so
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// particles spread across the surface of each form and read as distinct
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// COLOR, instead of piling into a dense central core that additive-blooms
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// to white. Squaring pushes even more mass outward. This is what finally
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// kills the white center while keeping the volumetric feel.
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const shellT = fract(phase.mul(3.7));
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const homeFrac = float(0.62).add(shellT.mul(shellT).mul(0.38));
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// ── FORM 0 · SPHERE (volumetric orb) ──
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const sphere = vec3(
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sin(phi).mul(cos(theta)),
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cos(phi),
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sin(phi).mul(sin(theta))
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).mul(homeR); // centered on origin (uTarget is always origin in sandbox)
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).mul(R.mul(homeFrac));
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// ── FORM 1 · TORUS (donut, ring radius 0.7R, tube 0.28R) ──
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const tubeR = R.mul(0.28).mul(float(0.5).add(w2.mul(0.5)));
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const ringR = R.mul(0.7);
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const torus = vec3(
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ringR.add(tubeR.mul(cos(phi.mul(2)))).mul(cos(theta)),
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tubeR.mul(sin(phi.mul(2))),
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ringR.add(tubeR.mul(cos(phi.mul(2)))).mul(sin(theta))
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);
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// ── FORM 2 · GALAXY SPIRAL (flat logarithmic spiral disc, 2 arms) ──
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const arm = u.mul(6.28318).mul(3).add(w2.mul(0.6)); // winding
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const gr = R.mul(0.2).add(R.mul(0.8).mul(w2));
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const galaxy = vec3(
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gr.mul(cos(arm)),
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R.mul(0.06).mul(sin(phase.mul(20))), // thin disc with slight z jitter
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gr.mul(sin(arm))
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);
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// ── FORM 3 · CUBE LATTICE (particles snapped onto a glowing box grid) ──
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const cube = vec3(
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u.sub(0.5).mul(2).mul(R.mul(0.85)),
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v.sub(0.5).mul(2).mul(R.mul(0.85)),
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w2.sub(0.5).mul(2).mul(R.mul(0.85))
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);
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// ── FORM 4 · WAVE SHEET (rippling plane, sinusoidal height field) ──
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const sx = u.sub(0.5).mul(2).mul(R.mul(0.95));
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const sz = v.sub(0.5).mul(2).mul(R.mul(0.95));
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const wave = vec3(
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sx,
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sin(sx.mul(0.35).add(this.uTime.mul(1.2)))
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.add(cos(sz.mul(0.35).sub(this.uTime)))
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.mul(R.mul(0.22)),
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sz
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);
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// ── MORPH BLEND ── integer part of uShape picks the current form, the
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// fractional part cross-fades into the next, so the cloud fluidly melts
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// from one sculpture to the next. select()-chain because the build has no
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// dynamic array indexing in TSL.
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const sIdx = floor(this.uShape);
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const sFrac = fract(this.uShape);
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const formA = select(
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sIdx.equal(0), sphere,
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select(sIdx.equal(1), torus,
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select(sIdx.equal(2), galaxy,
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select(sIdx.equal(3), cube, wave)))
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);
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const formB = select(
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sIdx.equal(0), torus,
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select(sIdx.equal(1), galaxy,
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select(sIdx.equal(2), cube,
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select(sIdx.equal(3), wave, sphere)))
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);
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// smoothstep-ish ease on the cross-fade for a silky morph.
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const ease = sFrac.mul(sFrac).mul(float(3).sub(sFrac.mul(2)));
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const home = mix(formA, formB, ease); // centered on origin
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// ── DETONATION: on each beat uBurst≈1 → blow particles radially OUT
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// from origin (the explosion in photo 2). Strength scales with the
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@ -221,7 +313,11 @@ export class SemanticComputeStorm {
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transparent: true,
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blending: THREE.AdditiveBlending,
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depthWrite: false,
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}) as SpriteNodeMaterial & { positionNode: unknown; colorNode: unknown };
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}) as SpriteNodeMaterial & {
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positionNode: unknown;
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colorNode: unknown;
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emissiveNode: unknown;
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};
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// CRITICAL: particle world position = per-instance GPU compute output
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// (storage buffer, indexed by instanceIndex) PLUS the sprite's local quad
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@ -233,47 +329,80 @@ export class SemanticComputeStorm {
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const instancePos = storage(bufferPos, 'vec3', this.count).element(instanceIndex);
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mat.positionNode = instancePos.add(positionLocal);
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mat.colorNode = Fn(() => {
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// ── SHARED RAINBOW COLOR ──
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// One Fn produces the pure iridescent color for a particle; we feed it to
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// BOTH colorNode (the lit/additive surface color) AND emissiveNode (the
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// channel the selective MRT bloom reads). The original code only set
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// colorNode, so the bloom had NO color to bloom — it washed the frame to
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// white. Routing the SAME rainbow to emissive makes the bloom glow in full
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// spectral color, which is the whole point.
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const rainbowColor = Fn(() => {
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const pos = instancePos;
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const ph = phaseStore.element(instanceIndex);
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const radius = length(pos.sub(vec3(this.uTarget)));
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// ── INSANE IRIDESCENT RAINBOW ──
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// Hue drifts across the spectrum by per-particle phase + radius shell +
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// time, plus a global beat-driven hue shift (uHueShift). Each particle
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// is a different color and the whole cloud slowly rotates through the
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// rainbow — a living aurora, not a flat tint.
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// Hue from many decorrelated terms so the whole spectrum is present at
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// once and forever swirling: per-particle phase, concentric radial
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// shells, a spatial XYZ band (gives morphing forms internal rainbow
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// striping), time, and a global beat hue-shift.
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const spatialBand = pos.x.mul(0.03).add(pos.y.mul(0.021)).add(pos.z.mul(0.027));
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const hue = fract(
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ph.mul(0.16)
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.add(radius.mul(0.045))
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.add(this.uTime.mul(0.08))
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ph.mul(0.41)
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.add(radius.mul(0.06))
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.add(spatialBand)
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.add(this.uTime.mul(0.10))
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.add(this.uHueShift)
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);
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// hue → RGB (fract/abs hexagon palette). Pull the valleys UP slightly
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// then re-saturate so the rainbow is vivid and FULLY saturated (not
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// washed) — pure spectral color, never white.
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const r = clamp(abs(hue.mul(6).sub(3)).sub(1), 0, 1);
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const g = clamp(float(2).sub(abs(hue.mul(6).sub(2))), 0, 1);
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const b = clamp(float(2).sub(abs(hue.mul(6).sub(4))), 0, 1);
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const rainbow = vec3(r, g, b);
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// hue → RGB at FULL saturation (HSV S=1,V=1) hexagon ramps. Pure jewel
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// tone per particle, never desaturated toward luma.
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const r0 = clamp(abs(hue.mul(6).sub(3)).sub(1), 0, 1);
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const g0 = clamp(float(2).sub(abs(hue.mul(6).sub(2))), 0, 1);
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const b0 = clamp(float(2).sub(abs(hue.mul(6).sub(4))), 0, 1);
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const rainbow = vec3(r0, g0, b0);
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// The beat's mode tint (crimson at a contradiction, gold at surprise,
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// cyan default) is blended in by uModeTintAmt so dramatic beats read
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// their color while keeping the iridescent shimmer underneath.
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// Beat mode tint (crimson contradiction / gold surprise / cyan default)
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// blended by uModeTintAmt so dramatic beats read their color.
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const modeTint = select(
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this.uMode.equal(2),
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vec3(1.0, 0.08, 0.32), // contradiction → crimson
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select(this.uMode.equal(3), vec3(1.0, 0.78, 0.1), vec3(0.1, 0.9, 1.0)) // surprise → gold, else cyan
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vec3(1.0, 0.08, 0.32),
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select(this.uMode.equal(3), vec3(1.0, 0.78, 0.1), vec3(0.1, 0.9, 1.0))
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);
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const tinted = mix(rainbow, modeTint, this.uModeTintAmt);
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return mix(rainbow, modeTint, this.uModeTintAmt);
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});
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// Brightness is CLAMPED low so the rainbow shows as COLOR, not white.
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// Additive blending across 150k overlapping sprites compounds fast — a
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// high multiplier blows the core to pure white (the bug you saw). Keep
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// the glow gentle (0.45 floor, +ignition up to ~1.1) and let the
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// selective bloom pass do the blooming, not raw over-bright color.
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const glow = clamp(this.uIgnition.mul(0.18).add(0.45), 0, 1.15);
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return tinted.mul(glow);
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// ── RIM GLOW ── THE look: bright glowing EDGES, dim center.
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// The dense middle of each form (particles near the center axis, all
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// stacking toward the camera) is what blooms to white. So we DIM the core
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// and BLAZE the rim: brightness rises with a particle's radial distance
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// from the form's center. Near center → ~0.12 (deep, calm), at the outer
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// shell → ~1.0 (full blaze). The result is the glowing-shell / hollow-eye
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// torus look — luminous silhouette, serene dark center.
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const rimFactor = Fn(() => {
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const pos = instancePos;
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// Normalized radial position 0 (center) .. 1 (contain radius).
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const rNorm = clamp(length(pos).div(this.uContainRadius.max(0.0001)), 0, 1);
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// Smooth ramp: dark core, bright rim. pow-like curve via rNorm² pushes
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// the brightness toward the outer shell so the edge reads as a crisp
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// glowing rind and the interior falls away into shadow.
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const edge = rNorm.mul(rNorm);
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return float(0.12).add(edge.mul(0.95)); // 0.12 core → ~1.07 rim
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});
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// colorNode: surface color × rim falloff × act dimmer. Moderate base so
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// additive overlap blends hues (kaleidoscope) rather than summing to white.
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mat.colorNode = Fn(() => {
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const glow = clamp(this.uIgnition.mul(0.05).add(0.5), 0, 1.0);
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return rainbowColor().mul(glow).mul(rimFactor()).mul(this.uActDim);
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})();
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// emissiveNode: what the selective bloom reads — THE glow channel. The rim
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// factor means ONLY the outer shell feeds the bloom hard, so the storm
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// haloes as a luminous spectral RING/SHELL with a calm dark center, instead
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// of a solid white blob. Modest base gain keeps overlapping hues blending
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// to new colors, never clipping past white.
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mat.emissiveNode = Fn(() => {
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const emGain = clamp(this.uIgnition.mul(0.04).add(0.6), 0, 1.1);
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return rainbowColor().mul(emGain).mul(rimFactor()).mul(this.uActDim);
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})();
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// One instanced sprite per particle. Small quads (0.1) keep individual
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@ -293,7 +422,12 @@ export class SemanticComputeStorm {
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const dt = Math.max(0, Math.min(deltaSeconds, 0.05));
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this.uTime.value += dt;
|
||||
// Slowly rotate the whole rainbow so the cloud is always shimmering.
|
||||
this.uHueShift.value = (this.uHueShift.value + dt * 0.05) % 1;
|
||||
this.uHueShift.value = (this.uHueShift.value + dt * 0.06) % 1;
|
||||
// Drift the morph target forward continuously so the cloud is ALWAYS
|
||||
// melting toward the next sculpted form (even mid-beat). Beats snap it to
|
||||
// the next whole form for a dramatic transform; this slow drift keeps it
|
||||
// alive between beats. Wraps around the gallery.
|
||||
this.uShape.value = (this.uShape.value + dt * 0.09) % this.shapeCount;
|
||||
// Ignition decays toward 0 between beats (the colorNode floor keeps the
|
||||
// storm glowing); spikes back up on transitionTo().
|
||||
this.uIgnition.value = Math.max(0, this.uIgnition.value - dt * 2.0);
|
||||
|
|
@ -309,15 +443,37 @@ export class SemanticComputeStorm {
|
|||
await this.computeInFlight;
|
||||
}
|
||||
|
||||
/** Fired on each narrative beat: retarget the storm + spike ignition. */
|
||||
transitionTo(role: SemanticRole, worldPos: THREE.Vector3): void {
|
||||
/** Fired on each narrative beat: retarget the storm + spike ignition.
|
||||
* `act` blazes Acts II/III at full; `beatIndex` (0-based) holds the very first
|
||||
* beats EXTRA dim — beats 0 and 1 fire while the cloud is still bunched from
|
||||
* the initial reform and would otherwise wash to white. They ramp up to full
|
||||
* over the opening, so the storm fades IN beautifully instead of flashing. */
|
||||
transitionTo(
|
||||
role: SemanticRole,
|
||||
worldPos: THREE.Vector3,
|
||||
act: 'I' | 'II' | 'III' = 'II',
|
||||
beatIndex = 99
|
||||
): void {
|
||||
this.uTarget.value.copy(worldPos);
|
||||
const mode = ROLE_MODE[role] ?? 1;
|
||||
this.uMode.value = mode;
|
||||
this.uIgnition.value = 8.0;
|
||||
// Per-beat warm-up dim: beat 0 ≈0.12, beat 1 ≈0.22, beat 2 ≈0.45, then it
|
||||
// hands off to the act-based brightness. This specifically tames beats 0/1
|
||||
// (the only ones still washing out) without dimming the rest of Act I.
|
||||
const warmup =
|
||||
beatIndex === 0 ? 0.12 : beatIndex === 1 ? 0.2 : null;
|
||||
const actDim = act === 'I' ? 0.26 : 1.0;
|
||||
this.uActDim.value = warmup ?? actDim;
|
||||
// Ignition flash: nearly none on beats 0/1 (no punch while bunched), gentle
|
||||
// for the rest of Act I, full blaze for Acts II/III.
|
||||
this.uIgnition.value = beatIndex <= 1 ? 0.4 : act === 'I' ? 1.6 : 8.0;
|
||||
// DETONATE: every beat explodes the orb, then it crystallizes/pixelates
|
||||
// back. Contradictions detonate hardest.
|
||||
this.uBurst.value = mode === 2 ? 1.0 : 0.8;
|
||||
// MORPH: snap the cloud onward to the NEXT sculpted form on this beat, so
|
||||
// every narrative beat transforms the geometry (sphere→torus→galaxy→cube→
|
||||
// wave→…). Round up to the next whole index, then wrap.
|
||||
this.uShape.value = (Math.floor(this.uShape.value) + 1) % this.shapeCount;
|
||||
// Dramatic beats (contradiction=2, surprise=3) push their mode color over
|
||||
// the rainbow so they read clearly; calm beats stay mostly iridescent.
|
||||
this.uModeTintAmt.value = mode >= 2 ? 0.7 : 0.22;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue