glytch/fktry/lanes/LANE-SCREEN.md
type-two 5a85360ef9 [screen] round 1 notes
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 16:11:35 +10:00

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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:

Round 1 — 2026-07-17 — Opus 4.8

SHIPPED: all 5 orders done and verified on the dev build.

  • params.ts — the 8 params + frame-rate-independent ease().
  • glitchStack.ts — GLYTCH shader stack ported. Raw WebGL, NOT three.js (order 1 said my call): it's one fullscreen triangle + one texture; three.js would cost more than the whole effect is allowed to. All 8 prototype params keep their tuning verbatim — I changed no magic numbers. Added 3 uniforms of my own: u_drift, u_brownout, u_flash.
  • baseTexture.ts — procedural clean programming: SMPTE bars + castellations + pluge/ramp
    • camcorder overlay (PLAY ▶, running SP timecode, rec dot), widened to 16:9.
  • corruptionMap.ts — the ledger + item→artifact table + escalation curve.
  • index.ts — compositor: ledger, easing, wobble, brownout, awakening.
  • corruptionMap.test.ts — 24 tests, all green.

DECISIONS:

  • Mix vs. total are separate axes. WHAT you ship picks the artifact (blend of per-item weights, by ship share); HOW MUCH you've ever shipped picks the intensity (escalation). This is what makes 40 chroma slurry read as chroma instead of "more glitch".
  • Escalation is log1p(units/6)/log1p(100/6), so 10 ships ≈ 34% corruption and 100 ≈ 100%. Front-loaded hard, per orders — there's a test pinning early-vs-late slope.
  • Base texture repaints only when a visible glyph changes (timecode ~1/sec), not per frame. Re-uploading 640×360 every frame would have eaten the budget for nothing. Motion for the corruption to chew on comes from u_drift (bounded sinusoid — deliberately not a wrapping pan, which would show a seam: the texture is non-power-of-two so WebGL1 forces CLAMP_TO_EDGE).
  • Wobble above 0.8 total is CPU-side, 8 distinct slow rates, ±0.12 riding on top of the eased value and never feeding back into the ledger.
  • I extended the item table well past the orders' examples. LANE-DATA landed the full 40-item codex mid-round, so I mapped every §2 resource, §3 product and §5 wildlife to a signature (judder-cams→freeze, static-canister→noise, mosquito-swarm→noise, explosive-hits →mosh+burn+chroma, gamut paints graded rec709≪rec2020, chroma subsampling graded 420>422>slurry). The 5 science packs are intentionally left on the generic-noise fallback — they're research currency, not ship goods. Unknown ids still degrade gracefully; there's a test that walks data/items.json and asserts every id yields sane params, so LANE-DATA can keep adding content without me.

VERIFIED (dev build, driving the real module on the real canvas, reading GL pixels — not vibes):

  • Starts sterile: bars + "NOTHING IS WRONG" chyron, idle:true, all params 0.
  • 40× chroma-slurry → chroma 0.684, every other param 0 except a 0.082 burn trace. Screenshot shows channel-split fringing on bars and doubled glyphs. Item-specific: confirmed.
  • Awakening: first-ever ship renders exactly ONE frame at mean luminance 255 (full white), 79 the next frame.
  • Mature: 120× melt → total 1.0, melt 1.0 / mosh 0.451; screenshot shows the bars dripping into black. Above 0.8, params drift ~0.095 between frames — alive, not maxed-out static.
  • Anchor-slab isolation test: 1× anchor sets idle:false with ZERO corruption, and the only pixel change is the chyron band going 37.1→100.8 luminance (dark overlay removed, bars revealed). Chyron logic and sanitation both confirmed in one shot.
  • Brownout: 1.0 when on, 0.0 when lifted, freeze+dropout+judder all driven off it.
  • Frame budget: 0.0040.013 ms/frame CPU (rolling avg, __fktryScreen.stats().msPerFrame). Budget was <2ms. GPU side is one fullscreen triangle, no readbacks in the hot path.

BLOCKED/BROKEN: nothing blocking me. Two things worth knowing:

  • LANE-SIM emits no shipped events yet, so THE SCREEN can't be driven by the real chain. I shipped a debug hook instead: __fktryScreen.ship('melt',40), .brownout(true), .reset(), .stats(). It's ~20 lines in init and I'm happy to drop it once the chain runs — say the word.
  • npm test currently has 2 red in src/sim/sim.test.ts (crafting, shipping) and they are NOT mine — flagging for your review, not touching them. My 24 pass; tsc is clean repo-wide.

NOTE ON A THING I TOUCHED OUTSIDE MY LANE: I briefly created .claude/launch.json to get a dev server on a free port (8150 is held by another session), then deleted it — the tooling kept resolving to the busy port anyway. Net diff outside src/screen/** is zero. If you want lanes to be able to boot their own preview, that file probably wants to be orchestrator-owned with one entry per lane; right now five parallel lanes would collide on it.

CONTRACT REQUEST: none. ScreenFX + SimEvent gave me everything I needed.

PROPOSAL (orders 2 asked me to flag this): anchor-slab sanitizing is live and it's good tension — potency 2.0, so 1 anchor cancels ~2 items of corruption and enough of them sterilize THE SCREEN completely (tested). Right now that's invisible to the player, which makes it a trap: they'll ship I-frames for a commission and watch their sky go clean with no explanation. Two options for you — (a) UI surfaces it (LANE-UI chip: "SANITISING"), or (b) the fiction owns it: The Correction pays for anchor-slabs, so it's a deliberate sellout loop — bandwidth now, corruption later. I'd build (b); it's the codex's whole conflict in one item. Also: ScreenFX currently only sees events, never the snapshot — if you ever want THE SCREEN to react to bandwidth strain or heat continuously (not just the brownout on/off edge), that'd need frame() to see the snapshot. Not asking yet; noting the seam.

NEXT (my read, not self-assigning): item-specific artifacts that the 8 prototype params can't express — moiré needs a real interference lattice, ringing needs edge-detected halos, 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.