CULTMATH_MAX_SITES defaults to 128 under #ifndef. The consumer-written ring-loop and border-loop comment recipes are deleted. The C# mirror takes the array as T[]; the span twins live in SiteArrays; the GLSL lowering keeps the capacity macro; gen.py learns the array leaf; the smooth-step family gains its cap-point draw; CULTMATH_WRITE_GLSL refuses non-Linux.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
power_border_step/power_border give the exact distance to the owner's power cell boundary: the least radical-plane
distance over every other site, built from the offset and (w1-w2)(w1+w2) so it does not cancel. site_cells_border is
documented as the two-winner bisector distance. Cell spans refuse non-finite positions, queries and spans over 2^24.
segment_closest is public in C#; the HLSL segment functions are 3D only (no new overload sets). Tests added.
Does not build the GLSL checks: CultMath.glsl and glsl-parity.json are regenerated in the next commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
dxc runs with -WX; a ShaderPath that is not a file throws naming the parameter and entry index,
never the path; the GLSL wrapper builds a struct parameter from its declaration's field zeros.
design.md and README state the struct-argument twin rule, the span twins and the missing shader identity.
No C# change; the compiles run on Starfire after the last commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The b == 0 branch now guards t1 != t0 like the sloped branch (C# and both HLSL
copies), so an infinite bound times a zero length no longer forms NaN.
Edge-grid mirror test and a counting-clamp shadow test replace the text-order
check; the four pin tests assert equality with their measured expression;
tools/compile-hlsl.ps1 is the one dxc compile verdict for the HLSL copies.
Builds. CultMath.glsl and glsl-parity.json are not yet regenerated, so
CommittedGlslEqualsLowering and GoldenFixtureMatchesCSharp are red at this
commit; the next commit regenerates them.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
span_fbm/span_ridged/span_stage lose the 14-argument signatures for SpanPath, SpanStage,
octaves, lacunarity, gain. Per octave S_o and e_n, e_g, e_h (af_snoise's derivation plus the
Hessian's 2^-10) widen the local Hessian tier, the gradient bound and the fold travel. Tests
compare against the exact double kernel in coordinate bands, add the pinned rank-one span,
widen the stage parameter ranges, and state the lab-form mapping. Not built or run yet.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The octave stages of a warp chain over a span, in C#: stretched, shifted, offset octave sums whose
field equals fbm_grad and ridged_grad bit for bit at the identity transform and whose curvature
and fold bounds derive from SNOISE_LIPSCHITZ, SNOISE_HESSIAN and SNOISE_THIRD only (local tier from
the midpoint Hessian's Frobenius norm plus the third-derivative term, capped by the global pin).
SpanStageTests encloses the Hessian norm and the branch departure over seeded spans in both regimes
and checks the gradient against differences and the stretch/axis conventions. README and design.md
state the span, the transform and the bound rules. No shader twin: stage-shaders is part 2.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
MeasureThird on the tied kernel: refined 488.1047, x 1.10 = 536.9152, witness (-168.3755, -3.8205261,
-109.16948). MeasureHessian with the analytic Hessian: refined 50.58377, x 1.10 = 55.642143, witness
(-13.7920685, -9.672134, 61.563934); the central-difference value 56.050385 carried the quotient's
roundoff. README bullet for the span primitives. CultMath.glsl and the fixture are not yet regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Builds. The oracle fixtures and CultMath.Cycles.glsl are still to come, so the oracle and golden tests fail here.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
packages/cultmath/scripts/unity-smoke/ holds the good compute shader, the
deliberately broken control, the EditMode test (FindKernel, dispatch, readback),
and run-unity-smoke.ps1, which builds a scratch project outside the repo with a
file: path to the package, takes the Unity path as a parameter, requires all
three tests to pass, and deletes the project. The package README's Unity section
names it as the pre-tag step. Not -nographics: GetComputeShaderMessageCount
reports 0 for a broken shader until FindKernel or Dispatch compiles it. Ran once
on Starfire with Unity 6000.3.24f1: 3 passed, control rejected. Builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CHANGELOG and package README: the noise enclosures rest on SNOISE_LIPSCHITZ,
SNOISE2_LIPSCHITZ and SNOISE_HESSIAN, all empirical with a margin; the README
bullet no longer says "with a proof" or "every point". Breaking: inputs within a
few float32 ulps of the tie set can also change (probe: none at 1e-5 or more,
a handful at 1e-6 near magnitude 30). Text only; builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CHANGELOG and README no longer claim iv_snoise_ball and iv_fbm_ball enclose
every input unconditionally: they rest on SNOISE_LIPSCHITZ, an empirical bound
with a margin, and the tests sample. Docs only; builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
README conflict resolved by keeping r3's Intervals bullet, then the GLSL
bullet. design.md and HlslSourceCompatibilityTests.cs merged clean.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The radius gains (|c|_1 + radius) 2^-20 in C# and both HLSL copies; the
doc's strictness claim leaves. TileBallEnclosesEveryRaySegment measures in
double over the r2 domain and seven extreme families with outward corner
flows, pins the radius two-sided, and counts misses per family. The noise
ball enclosure tests draw radii to 1e3.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
design.md "Intervals" gains the frustum-ball paragraph and the envelope-then-noise
paragraph: how a consumer composes the bound, the short-circuit, and that the warp
lives on the noise only. r1's slab saving paragraph is replaced by r2's printed
numbers per scenario. README names iv_frustum_ball and the envelope composition.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
design.md gains "GLSL Target: Source Transformations" (the list, the common-subset rule, the
regeneration command, the derived-file rule, the two parity legs). README says how a WebGL
consumer includes CultMath.glsl. THIRD-PARTY-NOTICES lists CultMath.glsl as MPL-2.0, because
it inlines the Phacelle include.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Representation, the op list, the one-ulp widening rule and its two cases, the Lipschitz
provenance and pin, what the ball bounds guarantee and what they do not, tightness, the
saving and its open fork, and the consumers. Every number is one a committed test prints.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
MPL-2.0 is file-level and the Phacelle port sat inside MIT files. phacelle and
CultPhasor now live in math.Phacelle.cs and CultPhasor.cs, and cultmath_phacelle
in CultMath.Phacelle.hlsl (included by CultMath.hlsl, both tracked copies), each
with the MPL header and Johansen / Luke Mitchell attribution. math stays one
partial class, so math.phacelle is called exactly as before. The GameCult.Math
package declares MIT AND MPL-2.0 and packs THIRD-PARTY-NOTICES.md and the new
include; the Unity LICENSE.md points at CultLib; build-unity-package.ps1
requires the new include.
The random sweeps never met a cell whose box bound sits just under the 2.25 cut
while its weight is still nonzero, so cuts of 2.245, 2.24 and 2.2 survived.
Six hard-coded points (found by an offline search) sit next to such cells; the
C# pruned-vs-unpruned test and the HLSL mirror test both use them, with a
witness check that re-derives the property from the hash.
Docs: the prune keeps about 45 of 64 cells (14 is the nonzero-weight count),
the support radius is 1.49998 (d^2 = 2.24995), normalization's range and
saturation, W = 0 only for adversarial hashes, and the support-edge gradient
seam size.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
They shipped without ever being added to the public surface list.
Scalar-only is noted explicitly: every other scalar in math.cs has
float2/3/4 overloads, erf/erfinv do not, and that stays a separate
scope decision since the only consumer (Aetheria fire control) is
scalar.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
dxc 1.9.0.5402 lowers float2/3/4 normalize(x) to x * Rsqrt(Dot(x, x)),
and DXIL.rst defines Rsqrt as 1 / sqrt(src). A zero vector normalizes
to NaN and a NaN component poisons every component. CultMath divided
by max(length, 1e-20), which returned 0 for a zero vector and a huge
finite component beside a NaN one.
- math.normalize(float2/3/4) is now value * (1 / sqrt(dot(value, value))).
- The HLSL mirror drops cultmath_normalize and its epsilon constant: it
now equals the normalize intrinsic, and nothing consumed it.
- HlslSemanticsTests pins zero and NaN normalize, the rsqrt bit pattern,
and zero length/distance. design.md states the rule and notes that
DXIL.rst's Rsqrt special-value table is a copy of Round's.
- GameCult.Geometry's iso-surface gave degenerate triangles (an inside
vertex on the isovalue) a zero normal through the old epsilon. It now
guards them explicitly, with a test.
- quaternion normalize keeps its identity fallback: quaternion is not
an HLSL type.
- Bump to 0.2.2 and rebuild the tracked Unity DLL and pdb.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
design.md states the generated swizzle and mixed-constructor surface, writable
matrix rows, HLSL intrinsic types and NaN behavior, the deferred matrix items
(float4x4, transpose, determinant, _11 names), the exact HLSL-to-C#
transformations the compatibility test applies, and the dxc check.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>