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4th-model pass (DeepSeek V4-Pro, max reasoning, steered at the GPU numerics the other 3 didn't audit) found a NEW bug class none of them connected: The compute pass soft-wraps ALL of pos including z into [-1,1] (fract(pos*0.5+0.5)*2-1). The vertex shader derived particle depth/size from a NON-periodic linear function of that wrapped z (depth = 1.7 + z*0.5), so every time a particle crossed the z=+/-1 seam its depth jumped 2.2 -> 1.2 and its rendered size ~doubled (1.83x) in a single frame — a continuous popping that breaks the volumetric-cloud illusion. Fix: make depth periodic across the seam with sin(z*pi)*0.5 — it's 0 at both z=+/-1 (size continuous across the wrap) and still sweeps depth over [1.2, 2.2]. Verified continuous: depth(z=+1)=depth(z=-1)=1.7. (Also fixed a self-inflicted gate catch: the explanatory comment originally contained a backtick, which terminated the WGSL template literal early and broke svelte-check — caught by the gate before commit, now ASCII-only.) svelte-check 0 errors / 967 files. Visual capture still pending a live backend. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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