Commit graph CultLib/packages/cultmath/shaders
Author SHA1 Message Date
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