Commit graph CultLib/packages/cultmath/shaders/CultMath.hlsl
Author SHA1 Message Date
Meta Vens
b6f61ea8c4 CultMath.hlsl: the capacity note names no resource type
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-17 16:50:15 +02:00
Meta Vens
a88df479b8 cultmath_weighted_lattice_cells: the ring exit takes (float)(k - 1), GLSL ES has no int-to-float promotion
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-17 16:23:43 +02:00
Meta Vens
150ea0a060 CultMath shaders: cultmath_power_border, cultmath_lattice_cell_distance and cultmath_weighted_lattice_cells over a fixed-capacity site array
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>
2026-10-17 16:09:18 +02:00
Meta Vens
8b31e47eee CultMath shaders: HLSL twins of the four lattice steps, both copies, regenerated GLSL and parity fixture (cut lattice-weighted-shaders)
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-17 11:31:46 +02:00
Meta Vens
16657fa20f CultMath shaders: restore the float2 segment overloads, sample close distinct sites, document the border step's owner contract
Shader overloads stay native (ruling shader-overloads-stay-native): cultmath_segment_closest and
cultmath_distance_to_segment have float2 and float3 forms again, with mirror asserts and fixture families.
The rejected "avoid overloads" comment and design text are gone. The border step's outside-cell behaviour
(distance 0 with that plane's normal) is documented in C# and the HLSL header and pinned by a test; the mirror
and fixture gain distinct sites closer than 1e-2. GLSL and fixture regenerate in the next commit; this one does
not pass CommittedGlslEqualsLowering.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 21:01:16 +02:00
Meta Vens
bcd8a58055 CultMath sites: exact power cell border (radical planes, midpoint form), validated cell spans, one shader name per segment function
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>
2026-10-16 19:15:55 +02:00
Meta Vens
e584bfaff2 CultMath HLSL: site cells, scores, border, Gabriel margin and segment distance twins (both copies, mirror asserts)
CommittedGlslEqualsLowering fails at this commit until the GLSL is regenerated in the next one.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-16 18:17:40 +02:00
Meta Vens
58a2d50a76 cultmath: one owner of the snoise read's absolute terms (SNOISE_READ_VALUE, SNOISE_READ_GRADIENT)
span_slack and af_snoise each spelled 2^-14 (value) and 2^-12 (gradient) inline, in C# and
HLSL. Both now read the constants beside SNOISE_HESSIAN (math.Affine.cs, CultMath.Affine.hlsl,
Unity copies), so a device-judged widening moves every reader. Bits unchanged. The test
oracles in AffineTests and GlslMirrorTests read the constants; a new test pins af_snoise's
allowance to span_slack's terms. span_slack's comment no longer claims it is the only
allowance. Does not build green yet: CultMath.glsl is not regenerated in this commit.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-16 06:34:21 +02:00
Meta Vens
2478a36a22 cultmath: span_rounding and span_slack own S_o and the span allowances (C#, HLSL, Unity copy)
The inline rounding and the three allowance literals of span_stage and cultmath_span_stage
move into internal span_rounding / span_slack and their HLSL twins; operations and order are
unchanged. CultMath.glsl is not regenerated in this commit, so
GlslMirrorTests.CommittedGlslEqualsLowering fails here; it compiles.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-16 04:49:12 +02:00
Meta Vens
9548e1d0e6 cultmath: HLSL span stage twins over struct arguments; mirror twin rule; span_l1 becomes csum(abs(..))
cultmath_span_stage, cultmath_span_fbm and cultmath_span_ridged with SpanPath, SpanStage and
SpanNoise, statement for statement from math.span_stage (no shader identity). They follow the
includes, not cultmath_ridged_grad: the bounds read the SNOISE_* constants the includes define.
The mirror comparison matches every mirror function to the math function of the same name,
public or private, with struct parameters mapped by name and fields; MirrorOnly is gone.
New tests: identity and realistic-span mirror sweeps, a large-octave-step fold test; the
near-origin fold test gains scales 1e-4 and 1e-2; the integral_clamp_linear tests also read the
committed fixture's cases.

The GLSL, the fixture families and the docs follow: CommittedGlslEqualsLowering and
GoldenFixtureMatchesCSharp are red at this commit. It builds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 02:58:05 +02:00
Meta Vens
b2852304b1 cultmath: flat integral_clamp_linear returns +0 for a zero-length span; HLSL guard, lo-normalise and pin tests behavioural; owned dxc compile script
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>
2026-10-16 01:01:54 +02:00
Meta Vens
6fd60a979f cultmath: integral_clamp_linear normalises lo before the flat branch (gpu-clamp-lo-above-hi-undefined)
lo = min(lo, hi) now precedes the b == 0 branch in C# and HLSL (Unity copy byte-identical, GLSL
regenerated), so no clamp ever sees lo above hi; GLSL leaves that undefined. The b == 0 path used to
call clamp(a, lo, hi) with the raw bounds. New tests: the flat and sloped lo > hi values, the
statement-order check on the committed HLSL and GLSL, and an appended glsl-parity.json family of lo > hi
and infinite-bound edge cases (every earlier case byte-identical).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-14 20:42:04 +02:00
Meta Vens
b042bf19be cultmath: integral_clamp_linear is finite for infinite clamp bounds (integral-infinite-bound-nan)
Each held stretch contributes only when its length is positive, so an infinite bound times a zero
length never forms: relu (hi = +inf) and its mirrors give the finite integral instead of NaN, in C#,
HLSL (Unity copy byte-identical) and the generated GLSL. Finite cases are unchanged.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-14 20:39:27 +02:00
Meta Vens
e3ea6d08d4 cultmath hlsl: type-neutral comment on snoise_hessian's matrix layout (lowers to GLSL unchanged in meaning)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 06:54:48 +02:00
Meta Vens
38473f3fa5 cultmath: snoise_hessian, integral_clamp_linear and SNOISE_THIRD scaffold (not yet measured or regenerated)
math.Span.cs adds the analytic Hessian of snoise(float3) on snoise_grad's tied kernel and the closed-form
integral of a clamped linear ramp; HLSL twins and the Unity copies follow, HessianNorm now reads the
library Hessian, the GLSL lowering gains float3x3 to mat3, and MeasureThird/ThirdConstantPinsSampled and
SpanPrimitiveTests land. SNOISE_THIRD is a placeholder (1) until MeasureThird runs; CultMath.glsl and the
fixture are not yet regenerated. Does not pass its tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 06:31:43 +02:00
Meta Vens
559800f494 CultMath: Cycles node semantics (Math, Map Range, Clamp, Mix, RGB to BW, ramp index) as math.Cycles.cs and CultMath.Cycles.hlsl under Apache-2.0
Ports of Blender v5.2.2's intern/cycles kernel functions, one function per node
operation, with the HLSL mirror, the Unity copy, the lowering table entry for a
separate Apache-2.0 GLSL file, the golden-fixture families, the package licence
expressions and the notices section.

Builds. Does not pass yet: CultMath.Cycles.glsl and the regenerated golden
fixture arrive in a later commit, so CommittedGlslEqualsLowering and
GoldenFixtureMatchesCSharp fail at this commit.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-12 03:59:59 +02:00
Meta Vens
e16edc0b70 Affine forms in HLSL: CultMath.Affine.hlsl mirrors math.Affine.cs bit for bit; iv_snoise_ball(float2); the GLSL lowering carries them
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-04 09:47:49 +02:00
Meta Vens
e89fd68778 snoise tie rule: x over y, y over z, x over z (a total order) in C# and both HLSL copies
The cyclic non-strict step(x0.yzx, x0.xyz) made the four corners a non-simplex
where x0's components are equal: the origin and every (t, t, t) read a different
function (snoise(0) was -0.4358730, jumps up to 0.77). One strict compare, z
against x, gives simplexnoise1234's order. Off the tie set old and new return
the same bits.

NoiseGradTests.SnoiseIsContinuousOnTheSimplexDiagonal fails against the old
rule (0.054 within 1 ulp of (-53.6, -53.6, -53.6)). The origin golden is 0 and a
(1.25, 1.25, 1.25) diagonal row joins it. SNOISE_LIPSCHITZ and the GLSL follow
in the next commits, so the ratio pin and CommittedGlslEqualsLowering are red here.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-04 03:15:32 +02:00
Meta Vens
0eeb619b35 CultMath HLSL: write the shader in the subset GLSL ES 3.00 shares, bit for bit
Each edit is legal HLSL that computes the same bits, and closes one dialect gap the GLSL lowering
would otherwise have to special-case:
- snoise and snoise_grad: step(h, 0.0) -> step(h, float4(0.0, 0.0, 0.0, 0.0)); GLSL has no
  step(genType, float).
- pcg: (state >> 28) + 4 -> + 4u; GLSL has no implicit int -> uint.
- cellular and phacelle jitter, cellular id: (float)((uint)hash.x >> 8) before the float
  multiply; GLSL has no implicit uint -> float.
- damp (float2/3/4): the scalar amount is splatted explicitly; GLSL has no lerp(vecN, vecN, float)
  promotion.
- pcg3d(float3) is defined before pcg3d(float2), which calls it; GLSL needs a declaration before use.
Both tracked copies; the C# mirror stays green, FXC cs_5_0 compiles both copies.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 20:09:44 +02:00
Meta Vens
bbf5269751 CultMath intervals: cultmath_iv_* over float2(lo, hi) in C# and HLSL, with snoise and fbm ball bounds
math.Interval.cs and shaders/CultMath.Interval.hlsl (included from CultMath.hlsl after Phacelle;
both tracked copies) add iv_point, iv_add, iv_sub, iv_neg, iv_mul, iv_scale, iv_abs, iv_min,
iv_max, iv_sqr, iv_sqrt, iv_exp, iv_clamp, iv_saturate, iv_smoothstep, iv_lerp, iv_snoise_ball
and iv_fbm_ball, and SNOISE_LIPSCHITZ = 10.099261 (1.10 x the refined max |snoise_grad| that
NoiseBoundTests.MeasureLipschitz prints). iv_exp and iv_smoothstep widen by one ulp through
asfloat(uint), added beside asuint as the HLSL intrinsic. The mirror test now compares 52
functions; the Unity package and the NuGet content files carry the new include.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 19:52:33 +02:00
Meta Vens
0acc3728ed CultMath: Phacelle port moves into MPL-2.0 files; prune cut pinned by boundary points
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>
2026-09-30 00:34:27 +02:00
Meta Vens
7904e15ed3 CultMath: phacelle, Johansen's Phacelle noise on 3D cells with an exact gradient
Cut 2a-ii-b. phacelle(float3 p, float3 side, float offset, float normalization)
returns CultPhasor { float4 cos; float4 sin }, each float4(gradient.xyz, value.w).

- 4x4x4 cells, pcg3d-hashed jitter in [-0.5, 0.5), weight max(0, exp(-2 d^2) - 0.01111),
  normalization as upstream (lpmitchell/AdvancedTerrainErosion PhacelleNoise). The
  caller supplies the stripe wave vector; offset is in cycles.
- The gradient is exact: weight derivatives and the normalization are included, not
  upstream's grad(cos) ~ -sin * side.
- Cells whose per-axis lower bound is at least 2.25 have weight exactly 0 and are
  skipped. An internal overload switches the prune off so the test can pin bit
  equality without a second copy of the loop.
- cultmath_phacelle and CultPhasor mirror it in both tracked CultMath.hlsl copies
  (the same blob). The mirror test compares the struct field by field; it now covers
  34 functions.
- PhacelleTests: value against an independent double-precision reference, quarter-cycle
  phase rotation, gradient against central differences on both sides of the
  normalization threshold (excluding the threshold and each cell's weight-support
  edge, where the exact gradient is discontinuous), stripes along the flow on the unit
  sphere (0.215 against the 0.25 bound), step-difference continuity across cell planes,
  and pruned == unpruned bit for bit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 23:51:02 +02:00
Meta Vens
8703b44636 CultMath: snoise(float3) takes the upstream simplex-boundary fix
Kernel radius^2 0.6 -> 0.5, scale 42 -> 105, permute (34x+1)x -> (34x+10)x, per
stegu/webgl-noise 22434e04d7 (fix 21d9fe23d7, scale ff3b5d34ea, permute a3e6d57095).
snoise_grad, fbm_grad, ridged_grad follow. C#, both HLSL copies, design.md and
THIRD-PARTY-NOTICES.md change together. The 2D snoise shares the permute helper, so
its values change too. Golden values are regenerated in the next commit.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 11:13:34 +02:00
Meta Vens
1249167989 cultmath: mirror snoise_grad, fbm_grad, ridged_grad to HLSL (cut 2a-ii-a)
cultmath_snoise_grad/fbm_grad/ridged_grad mirror the new C# math
functions in both tracked CultMath.hlsl copies, which stay one blob.
Extends the existing Ashima notice entry in both THIRD-PARTY-NOTICES.md
copies to cover the ported differentiation.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 02:36:59 +02:00
Meta Vens
9207a59280 cellular: hash the integer cell coordinate, correct the F6 near-side proof
Soul (cut 2a-i, pass 2) found two defects in cellular's own math.cs source
and its HLSL mirror:

- cellular hashed pcg3d/pcg4d over the FLOAT32 BIT PATTERN of each
  integer-valued cell coordinate (pcg3d(neighbor), pcg4d(float4(cellId, 0)))
  instead of the integer coordinate itself. Two adjacent cells' bit patterns
  share more structure (same exponent, mantissa one increment apart) than
  the integers do going into pcg3d's own mixing, and that structure survived
  into the jitter: measured chi-square 203.8 for jitter.x over 1,000,000
  cells against 15 degrees of freedom (critical value 37.7). Both call sites
  now hash int3(neighbor)/int4(int3(cellId), 0) directly, in C# and in the
  HLSL mirror (both shaders/CultMath.hlsl and the Unity copy, byte-identical
  as before). This changes cellular's noise output — nothing has shipped, so
  that is acceptable, but it is a real behavioural change, not a comment fix.

- The F6 exactness proof's "near-side neighbour" bound was wrong as written:
  picking the near-side neighbour on a FIXED axis is not always within
  sqrt(3) of the query (counterexample: u = (0.5, 0, 0) with the x-neighbour
  jittered to (-1, 1-2^-24, 1-2^-24) gives ~2.06, past the radius-2
  exclusion). The comment is rewritten to the correct argument: choose the
  axis whose u_i sits closest to a cell boundary (m = min(u_i, 1-u_i) <=
  1/2 on that axis), and the near-side neighbour on THAT axis has squared
  distance at most (1+m)^2 + 2*(1-m)^2 = 3 - 2m + 3m^2 <= 3 on [0, 1/2],
  strictly below 3 since the jitter never reaches the boundary. Margin
  2 - sqrt(3) ~= 0.268 (Soul's adversarial check: worst in-box F2 is exactly
  sqrt(3), only in the unattainable corner limit).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-25 23:13:09 +02:00
Meta Vens
f6fb589ac3 Fix batch 1 (cellular/smin_grad): exact search, decorrelated id, finite F2=0
Cut 2a-i fix batch 1, findings F1, F3, F4, F5, F6, F7 (Soul falsification of
the first landing):

- cellular now searches a provably exact 5x5x5 neighbourhood (radius 2), not
  3x3x3: 3x3x3 missed the true F2 for 9 of 400,000 sampled points. The
  comment in math.cs proves 5x5x5 always contains the true F1 and F2 (both
  are always < sqrt(3), every excluded cell is always > 2). A cheap
  position-only lower-bound prune skips the pcg3d/jitter/distance work for
  cells that provably cannot beat the running F2, without changing any
  output bit (F6).
- F2 = 0 now gets the same degenerate-gradient guard F1 = 0 already had,
  fixing a NaN that was reachable past |p| of about 2^23 (F3).
- id now comes from pcg4d over the winning cell alone, never from the pcg3d
  hash that produced that cell's jitter, so id and jitter are no longer
  deterministic functions of each other (F4).
- cellular_unit maps the top 24 bits instead of a plain divide-by-2^32, so
  the mapping is always inside [0, 1); the old formula rounded
  0xFFFFFF80..0xFFFFFFFF up to exactly 1.0f (F7).
- Central-difference tolerances tightened from 0.02 to 3e-4 (measured float
  noise at the committed eps is about 6e-5), and cellular's own gradient
  test now differentiates cellular's RETURNED .w values instead of a
  duplicate FindF1F2 search, so a mutant that corrupts only the returned
  gradient can't hide behind an independently-computed value (F1, F5).
- The struct-mirror comparison in HlslSourceCompatibilityTests now checks
  field name and declared type in declaration order, not just position, so
  a reordered-and-relabelled mirror struct (H2) or a renamed/retyped one
  (H3) both fail the walk instead of surviving on values alone (F2).
- FindF1F2 widened to a true independent 7x7x7 brute-force oracle; new tests
  pin production's exact agreement with it, the pruned search's bit-for-bit
  equivalence to an unpruned 5x5x5 reference, no NaN at 2^24, and id's
  correlation with jitter under 0.05.
- Comment/doc fix: smin_grad is Quilez's quadratic-polynomial smin, not
  cubic.

Both shaders/CultMath.hlsl and unity/.../Shaders/CultMath.hlsl stay
byte-identical.

Manually verified mutants M9 (grad1 x 1.01), M16 (grad2 x 1.01), and M18 (id
from hash.y) all die against these tests; H2/H3 struct mutants die via the
new comparator tests. Local dotnet test: 191/191 passing. FXC cs_5_0 compile
of a scratch kernel using both cultmath_smin_grad and cultmath_cellular
succeeds.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-25 20:40:28 +02:00
Meta Vens
1add078eea Delete cellular's unreachable F2=0 guard instead of leaving it undefended
Stryker (scoped to this cut's diff) survived two mutants on the grad2 ternary
in math.cellular: forcing the true branch unconditionally, and loosening
f2 > 0.0f to f2 >= 0.0f. Both are real findings about the code, not the
tests: F2 = 0 needs two distinct integer cells' pcg3d-jittered feature points
to land on the exact float32 value in every component, which the jitter's
~24-bit float precision makes unreachable for any p this function is
actually called with. The spec only asks for the degenerate guard at F1 = 0;
F2's copy of it was added for symmetry and had no reachable case to defend.

Deleted the guard (grad2 is now a bare (p - c2) / f2) in math.cs and both
HLSL mirrors, and corrected design.md's invariant-8 section, which had
overstated this as symmetric with F1's guard.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-25 19:47:36 +02:00
Meta Vens
d6bfc166da Mirror smin_grad and cellular in CultMath.hlsl
Adds cultmath_smin_grad, the CultCellular struct, and cultmath_cellular to
both tracked copies of CultMath.hlsl (packages/cultmath/shaders and the Unity
package), placed after cultmath_pcg4d so cultmath_cellular can call
cultmath_pcg3d and cultmath_distance, both of which HLSL requires to be
declared earlier in the file. Both copies stay byte-identical.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-25 19:18:01 +02:00
Meta Vens
0f2c1f04ef Add PCG integer hashes to CultMath and release 0.2.3
CultMath's hash is the shader-style frac(sin(x) * 43758.5453) and
returns float. Unity.Mathematics' hash returned a well-mixed uint, and
seeding from the float hash collapses: a 100x100 position grid gave 1625
distinct values in Aetheria's zone generator.

- math.pcg(uint), pcg3d(int3/float2/float3), and pcg4d(int4/float4)
  follow Jarzynski and Olano, "Hash Functions for GPU Rendering"
  (JCGT 9(3), 2020). pcg3d and pcg4d are the paper's code from page 32.
  pcg is O'Neill's RXS-M-XS 32/32 output over one LCG step, with the
  constants checked against pcg-c's pcg_variants.h.
- CultMath has no uint vectors, so pcg3d and pcg4d carry uint bit
  patterns in int3/int4. The float overloads hash IEEE-754 bits via the
  HLSL intrinsic asuint(float), which is new. pcg3d(float2) holds z at
  0, the paper's route for 2 -> N inputs.
- The HLSL mirror gains the same functions, written over scalar uints
  so the text compiles both in dxc 1.9.0.5402 (lib_6_3, HV 2021, clean)
  and in C#. HlslSourceCompatibilityTests now compares int and uint
  arguments and results by value; a wrong shift in the mirror's pcg4d
  gives 208 mismatches.
- Known-answer vectors come from an independent Python transcription.
  pcg3d separates a 100x100 half-unit grid (the full int3). One
  component alone has one birthday collision there, as a 32-bit value
  can. The same grid on the integer lattice has none.
- design.md states that the hashes are integer-exact in HLSL and on the
  CPU: dxc wraps uint multiply and add modulo 2^32, as C# unchecked does.
- Bump to 0.2.3 and rebuild the tracked Unity DLL and pdb.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 18:19:53 +02:00
Meta Vens
111b918ec0 Make CultMath normalize follow dxc and release 0.2.2
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>
2026-09-14 18:04:04 +02:00
Meta Vens
9407da0461 Match float min, max, clamp, and saturate to DXIL FMin/FMax/Saturate
dxc lowers float min/max/clamp to dx.op FMin/FMax (36/35) and saturate to
dx.op Saturate (7). DXIL.rst defines them: FMin(a, b) is a < b ? a : b,
FMax(a, b) is a >= b ? a : b, a NaN operand returns the other, and
Saturate is FMin(1, FMax(0, x)). C# used MathF.Min/Max, which pass NaN
through and order signed zeros, so saturate(NaN) was NaN instead of 0.

Every float overload now follows the spec, normalize uses the same max as
its mirror, and the mirror's saturate spells Saturate's operand order
(which maps -0 to +0, where clamp(x, 0, 1) keeps -0). Non-NaN results
change only in the sign of a zero. design.md records the rules and that
dxc marks float math fast, so GPU NaN results are not guaranteed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 14:32:19 +02:00
Meta Vens
e0a054a7b4 Match step's NaN result to what dxc emits
dxc 1.9.0.5402 (dxc_2026_07_29, lib_6_3, -HV 2021, -Od) lowers step(e, x) to
fcmp olt x, e; select 0 : 1, so NaN on either side gives 1. The previous
x >= e ? 1 : 0 rule came from prose, not the compiler. math.step and
cultmath_step now use x < e ? 0 : 1 for every overload; the mirror's
cultmath_step compiles to the same fcmp/select as the intrinsic. Unity shader
copy synced; DLL rebuilt and byte-checked by build-unity-package.ps1.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 14:09:49 +02:00
Meta Vens
360176a7da Compile the real HLSL mirror as C# and with dxc; fix its errors
HlslSourceCompatibilityTests now reads shaders/CultMath.hlsl, applies only
the documented transformations (drop include guards, drop Texture2D/
SamplerState functions, file-scope static const -> const, f literal
suffixes, wrap in a class), and compiles it with Roslyn against CultMath.
Any compile error fails the test (probed with an undeclared call). The
compiled cultmath_snoise(float3/float2) also matches math.snoise.

dxc -T lib_6_3 -HV 2021 rejected the mirror: cultmath_snoise(float2) called
the undeclared cultmath_simplex_mod289/permute. Renamed to the declared
cultmath_snoise_* helpers. Vector const locals became plain locals (C# const
is primitives only), and cultmath_step uses value >= edge like HLSL step and
the C# mirror. dxc 1.9.0.5402 now compiles the file cleanly. The Unity
package's Shaders copy is synced.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 13:57:03 +02:00
Meta Vens
d514efebba Make CultMath HLSL-shaped: writable components, bool-vector comparisons
HLSL is now CultMath's semantic authority where it defines one.

- float2/3/4, int2, double2/3, bool2 and quaternion are plain structs with
  public mutable fields instead of record structs. Indexers and swizzles
  (float2.yx; float3 xy xz yx yz zy xyz xzy yzx zyx; float4 xy xyz xyw yzx)
  have setters.
- ==, !=, <, >, <=, >= are component-wise and return bool2/3/4. Equals and
  GetHashCode stay value-based so vectors remain dictionary keys.
  quaternion is not an HLSL type and keeps a bool ==.
- Scalar/vector arithmetic and comparisons get explicit overloads on both
  sides instead of leaning on implicit splat.
- New types: bool3, bool4, int3, int4, float2x2, float3x3 (row-major like
  HLSL, _mRC fields, Rotate / RotateX/Y/Z / Euler with math.RotationOrder).
- New intrinsics: mul (matrix-vector both sides, matrix-matrix), any, all,
  select (HLSL argument order), log, vector pow/sqrt/sin/cos/acos/atan2,
  double min/max, int3/int4/bool3/bool4/float2x2/float3x3 constructor
  functions.
- simplex_noise is renamed snoise and gains the Ashima 3D variant; the HLSL
  mirror follows as cultmath_snoise(float2/float3).
- Random gains NextFloat3() and NextFloat3(float3 max) on the same draw order.

Tests pin snoise(float3), float3x3.Euler and float2x2.Rotate to
Unity.Mathematics reference values, and an HLSL-shaped source block compiles
under using static CultMath.math.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 13:29:59 +02:00
Meta Vens
ea88cfcd05 Move CultMath into the CultLib monorepo 2026-08-26 17:35:51 +02:00