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>
2D snoise keeps r^2 0.5 and scale 130; only the permutation (+10) changed.
package.json license and LICENSE.md now match CultMath.csproj: MIT overall,
Phacelle files MPL-2.0 (operator ruling cultmath-license-mit-and-mpl).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Output of packages/cultmath/scripts/build-unity-package.ps1; reruns of the
script exit 0 with a clean tree.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Does not carry the rebuilt DLL yet; the Unity package script's version
parity check fails until the binary follows in the next commit.
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>
design.md names CultPhasor as the second struct-return consumer and describes
phacelle (stripe wave vector, weight, normalization, exact gradient and its two
discontinuity classes, exact pruning). THIRD-PARTY-NOTICES.md, in both the package
root and the Unity package, cites Rune Skovbo Johansen's Phacelle Noise (MPL-2.0)
and records that the 3D-cell generalisation, the caller-supplied side vector, the
exact gradient and the exact pruning are new.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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>
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>
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>
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>
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>
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>
Soul: a git-URL package lands read-only in Unity's cache, where a file with
no meta is warned about and ignored on every import.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
math.erf/math.erfinv (source, tests, README) already landed on main via
87b95ae, b688cb2, fc9ce97, 4cdc02b, 6e8362b, cc71f17. This is the release
step 0.2.3 skipped needing: bump the package version, rebuild the tracked
Unity DLL/pdb deterministically, and add the CHANGELOG.md this package
never had (docs/semver-policy.md names this exact gap).
- packages/cultmath/src/CultMath/CultMath.csproj: Version 0.2.3 -> 0.2.4.
- packages/cultmath/unity/org.gamecult.cultmath/package.json: 0.2.3 -> 0.2.4.
- packages/cultmath/unity/org.gamecult.cultmath/CHANGELOG.md: new, [0.2.4]
entry only (Added: erf, erfinv). Earlier versions are not backfilled, per
the semver policy's own ruling on this package's pre-existing gap.
- packages/cultmath/unity/org.gamecult.cultmath/Runtime/Plugins/CultMath.dll
and .pdb: rebuilt via packages/cultmath/scripts/build-unity-package.ps1
(dotnet build, netstandard2.1, Release, --no-incremental, no Source Link).
Built on Windows; the assembly is platform-neutral IL. The script's own
determinism check (fresh build hash == tracked hash) and its version-parity
check (package.json version == assembly FileVersion) both pass.
- No HLSL mirror change: erf/erfinv are C#-only, and
packages/cultmath/shaders/CultMath.hlsl already matches the copy under
unity/org.gamecult.cultmath/Shaders/CultMath.hlsl byte for byte.
Verified independent of build-unity-package.ps1's own checks: a scratch
console app loaded the tagged cultmath-unity-v0.2.3 DLL and this build's
fresh DLL into separate AssemblyLoadContexts and diffed their public
surface. Only two members were added (math.erf(float), math.erfinv(float)),
none removed; AssemblyVersion/FileVersion/InformationalVersion match apart
from the 0.2.3 -> 0.2.4 bump; TargetFrameworkAttribute is unchanged
(.NETStandard,Version=v2.1). erf/erfinv round-trip and domain-edge behavior
(erfinv(+-1) = +-Infinity, erfinv(1.5) = NaN) verified by invoking the
loaded methods directly.
dotnet test packages/cultmath/tests/CultMath.Tests -c Release: 102 passed,
0 failed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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>
Bump the package and assembly version and rebuild the tracked Unity
DLL and pdb from a deterministic build.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
dxc lowers double min/max to dx.op.binary.f64 opcodes 36/35 (FMin/FMax),
the same operations as float, so Math.Min/Math.Max (NaN-propagating) was the
wrong rule. Double min/max now use the float formulas, with NaN and signed-zero
assertions beside the float ones. Tracked Unity DLL rebuilt.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
The previous commit's DLL and pdb came from an incremental build that did
not recompile after the Source Link switch, so the pdb still carried the
commit URL. The script now builds with --no-incremental, so a stale obj
directory cannot decide what the byte check compares.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The tracked DLL is committed with its source, so a build that embeds the
commit can never match it. Two places named the commit: the informational
version (0.2.0+<sha>) and Source Link's commit URL in the pdb, whose content
id the DLL also carries. The csproj drops the revision from the version, and
the Unity build turns Source Link off; NuGet packs keep it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The operator kept the [UnscopedRef] ref this[int] row indexer as is. design.md
and the float2x2/float3x3 indexers now say where m[r][c] = v lands: locals,
array elements, class fields, and ref locals keep the write; a readonly field,
in parameter, property (auto-properties too), or static readonly identity
takes a defensive copy, so the write compiles and is lost. Fix: copy to a
local, write, assign back. Verified by compiling and running each case with
Roslyn against CultMath (no diagnostics; writes land 5, lost 0).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
Fresh deterministic netstandard2.1 build from the CRLF working copy a checkout
produces; build-unity-package.ps1 byte check passes. The DLL grows from
66,048 to 297,472 bytes, almost all generated swizzles.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
build-unity-package.ps1 read the bridge's file names to decide whether it
re-declared core CultMath sources. It now parses declarations: core type
names come from src/CultMath (comments stripped), and every bridge source may
declare types only in CultMath.UnityBridge and never a core type name.
Probed by injecting "struct float3" into UnityConversions.cs: the script
throws.
Strips the UTF-8 BOMs this branch added to both Unity package.json files.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
The previous prebuilt DLL/PDB came from LF working-copy files. The PDB embeds
source checksums, so a text=auto checkout (CRLF on Windows) built different
bytes and build-unity-package.ps1 would reject the tracked artifact. Rebuilt
from a clean checkout of the committed sources and re-verified.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- Bump GameCult.Math and org.gamecult.cultmath to 0.2.0; the CultCache
Unity tools package now depends on cultmath 0.2.0.
- Rebuild the tracked netstandard2.1 CultMath.dll/pdb with the builder's
deterministic command; build-unity-package.ps1 verifies it byte-for-byte.
- Add Runtime/UnityBridge (CultMath.UnityBridge asmdef) with ToCultMath /
ToUnity / ToColor extension methods for Vector2/3/4, Vector2Int/3Int,
Quaternion and Color. C# only admits conversion operators on the source
or target type, and the core DLL stays engine-free.
- The builder admits exactly that one bridge assembly: it must reference
UnityEngine and CultMath.dll, and no core source may be compiled in the
package.
- Sync the Unity copy of CultMath.hlsl and the third-party notice.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>