[screen] round 2 notes + snapshot-access contract request

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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type-two 2026-07-17 17:22:32 +10:00
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@ -149,3 +149,79 @@ express — moiré needs a real interference lattice, ringing needs edge-detecte
macroblock bricks want the 8×8 grid to be *legible*. That's new shader passes, not new
weights. Also THE SCREEN should probably show the shipped item's silhouette for a beat as it
lands. Say the word on round 2.
### Round 2 — 2026-07-17 — Opus 4.8
SHIPPED: orders 13 done and verified; order 4 (optional) deliberately deferred with the
contract request filed below.
- `params.ts` — PARAMS extended 8 → 11 (`block`, `ring`, `moire`). The original eight keep
their prototype tuning untouched. Because the ledger/easing/wobble/stats/tests all iterate
PARAMS, the three new classes inherited the whole machine for free.
- `glitchStack.ts` — three new passes + the two overlays.
- `overlays.ts` (new) — stamp placard + scram bar painters.
- `index.ts` — stamp queue/lifecycle, scram trigger, debug hook now behind `import.meta.env.DEV`.
- `corruptionMap.test.ts` — 30 tests green (was 24).
DECISIONS:
- **The block lattice is locked to screen space (`vUv`), not to the warped `uv`.** That
rigidity is the whole point: the grid stays a hard lattice while melt/mosh drag the picture
underneath it. Quantized in a 80×45 grid = true 8×8 source pixels at 640×360.
- **Ringing needed a second attempt.** v1 sampled the gradient at ±1.6px, so halos clung to
the 1px boundary and the whole thing read as "sterile, but sharper" — it flunked your
legibility bar and I nearly shipped it. Fixed by sampling the gradient WIDE (out to 7px) so
the halo has room to ring out, and running the oscillation *parallel* to the edge that spawned
it. Mean abs pixel diff vs sterile went 16.5 → 25.5, and it now reads as haloing at a glance.
- Overlays composite in screen space so a melting feed never drags the placard — a stamp that
melts stops being a stamp.
- Stamp queue caps at 2 pending. One stamp per EVENT, 0.4s each, size scaled by count
(0.72→1.0 across 1..40 units) with an overshoot on impact. A burst reads as a couple of
stamps, never a strobe.
- Scram bar position is derived from `entity`+`tick`, not `Math.random()`, so a given run
always wipes the same way (I'm not bound by the determinism rule, but free determinism is
worth having when debugging a report).
- `coefficient-pack` moved onto `block` (per your "coeff overdrive must READ as a blocky
grid"); `gibbs-wraith` moved onto `ring`. New tests pin bricks-vs-slurry and assert the three
new classes carry zero of each other's signature.
VERIFIED (drove the real module on the real canvas, read GL pixels, screenshotted contact sheets):
- **Bricks**: within-cell variance on the 8px lattice drops 689 → 236 (cells genuinely
flattening = quantization, not noise). Reads as an unmistakable quilted posterized grid.
- **Ringing**: bright oscillating ghost rings hugging every bar edge at 3.2× zoom; flat sterile
edges for comparison. MAD vs sterile 25.5.
- **Moiré**: diagonal rainbow interference lattice over the whole feed. MAD vs sterile 35.3.
- **Distinctness** (mean abs pixel diff): bricks↔slurry 21.9, ring↔moiré 29.5, moiré↔slurry 34.3.
Nothing looks like anything else.
- **Stamps**: MELT ×40 punches a big orange placard, fades by 0.33s, gone by 0.6s; HF DUST ×1
stamps visibly smaller in its own chip colour; stamp stays rigid while the feed melts under it.
- **Scram**: torn white TRACKING LOST bar on exactly one frame, absent the next.
- **Budget: 0.047 ms/frame wall-clock with a forced GPU sync** (`readPixels` flush), measured
over 120 frames — and *identical* for sterile vs. every artifact class lit at once plus
brownout. The new passes are free at this resolution. CPU-only rolling avg: 0.0030.02 ms.
BLOCKED/BROKEN: nothing. Two notes for the record:
- The verification tab is `hidden`, so rAF never fires and the main loop sits frozen at ~TICK 8.
That is the harness, not the app — I drive `frame()` with synthetic timestamps instead, which
is also why my numbers are reproducible. Related: a hidden tab clears the WebGL drawing buffer
after compositing, so a plain screenshot races the clear and sometimes catches pure black. It
cost me a while to prove that was the harness and not a moiré bug. Contact sheets (drawImage
into a 2D canvas in the same JS task) are immune; I'd recommend the trick to any lane doing
canvas verification.
- Mid-round I saw reds in `src/sim/sim.test.ts` and `src/render/index.ts` tsc; both cleared as
the lanes landed. HEAD is clean repo-wide, 30/30 mine.
CONTRACT REQUEST: **`frame(timeMs: number, snap?: SimSnapshot)`** — taking you up on the v3
offer. Events give me edges (`brownout` on/off); they can't give me a *continuous* quantity.
Signal strain wants THE SCREEN to tremble as `bandwidth.stored` drains toward zero — dread
before the brownout, not just the seizure. Same seam would cover reacting to aggregate `heat`.
Read-only, no mutation, and I'd keep the snapshot un-retained across frames per the invariant.
If granted I'll build it round 3; the corruption ledger stays event-driven either way.
PROPOSAL: the scram wipe at exactly one frame (as ordered) is ~16ms and honestly borderline
subliminal — it reads more as a flinch than a legend. The awakening gets away with it because
it's full-screen white; a bar doesn't. Suggest 3 frames (~100ms) so TRACKING LOST is actually
readable. Trivial change, your call — shipped at one frame as ordered.
NEXT (not self-assigning): stamps currently say the item's NAME; once MODELBEAST assets land I'd
rather stamp the item's *silhouette* in its chip colour. Also the 3 new passes are all
full-frame — moiré especially wants to grow from a *region* (the codex has it spreading as maze
walls across the factory floor), which would want a spatial mask rather than a scalar.