# LANE-SCREEN — THE SCREEN compositor & glitch shaders You are an Opus 4.8 executor on the SCREEN lane of FKTRY. Read `../MASTERPLAN.md` and `../CONTRACTS.md` first; world bible `../../docs/FKTRY_LORE.md` (§1 THE SCREEN, §3 products, §8 style). Also read `../../index.html` — the original WIMVEE GLYTCH prototype — its fragment shader is your seed stock: 8 glitch params (mosh, melt, chroma, tear, roll, burn, noise, freeze) already written and tuned. **Mission:** the payoff object. THE SCREEN is the sky-display everything ships to — the player's factory output composited live as escalating video corruption. When someone screenshots this game, they screenshot your canvas. It must start sterile and end deranged, and every shipped item must visibly matter. **Owned paths:** `src/screen/**`. **Never touch:** contracts, main.ts, other lanes, the GLYTCH prototype (read-only seed stock — port, don't move). **Standing rules (all rounds):** - WebGL (raw or three.js — your call, note it) on the provided 640×360 canvas. Budget: <2ms/frame; THE SCREEN is garnish, not the meal. - Corruption must be *legible*: a player who ships 40 chroma slurry should SEE chroma damage specifically. Item → artifact mapping is the design core, keep it data-driven off `ItemDef.id`. - Base content starts as procedural "clean programming" — sterile SMPTE-ish test patterns, slow pans, timestamp overlay (port `makeBaseTexture` thinking from the prototype; animate it subtly so corruption has motion to chew on). --- ## CURRENT ORDERS — Round 1 (goal: milestone M1 "FLOW") Replace the stub in `src/screen/index.ts`: 1. **Port the GLYTCH shader stack** into a proper module (`glitchStack.ts`): vertex + fragment shader with the 8 uniforms, compiled against your base texture. Keep param semantics identical to the prototype (it's tuned; respect the tuning). 2. **Corruption ledger.** `onEvents`: each `shipped` event adds to a per-item tally. Map items → param pressure in `corruptionMap.ts`, e.g. `melt → u_mosh+u_melt`, `chroma-slurry → u_chroma`, `hf-dust → u_noise`, `anchor-slab → REDUCES overall corruption slightly` (shipping clean anchors sanitizes — nice tension, note it for the orchestrator). Unknown items → small generic noise bump. Pressure eases toward its tally-driven target (lerp) so shipments feel like waves, not switches. 3. **Escalation curve.** Total corruption 0→1 over roughly the first 100 shipped items (tune by feel), log-ish so early shipments feel huge. Above 0.8, add compound wobble (params cross-modulate slowly) so a mature factory's SCREEN looks *alive*, not maxed-out static. 4. **Brownout reaction.** On `brownout:true`, freeze-frame + heavy dropout lines + desync judder until it lifts. The factory's pain shows in the sky. 5. **Idle charm.** With zero corruption, the clean feed runs bland loops with a "NOTHING IS WRONG" chyron. First shipment ever interrupts it with a single frame of full-white glitch — the awakening. Cheap, unforgettable. **Definition of done:** dev build — screen starts sterile; console-dispatch a few shipments (or wait for the real chain) and corruption rises, item-specifically; brownout visibly seizes it. `npm run check` clean, frame budget respected (note measured ms). NOTES written. --- ## NOTES (append-only log, newest at bottom) ``` ### Round N — YYYY-MM-DD — [your model] SHIPPED: / DECISIONS: / BLOCKED/BROKEN: / CONTRACT REQUEST: / PROPOSAL: / NEXT: ```