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Two families appended after phacelle, cultmath_snoise(vec3) and cultmath_snoise_grad(vec3) over TiePoint3 (seven of eight cases on lattice diagonals, one of eight on (t, t, t)); the shared Random leaves every earlier family's draws unchanged. Both carry the tolerance text "ulp-bounded, on the simplex tie set" and share a glsl name with the random families, so a consumer tells them apart by index or tolerance. Regenerated on Yggdrasil (Linux, the fixture's platform) with CULTMATH_WRITE_GLSL=1. CultMath.glsl: the two tie lines, the constant, one comment sentence. Fixture: 41 cases of iv_snoise_ball(vec3) and iv_fbm_ball move with L, everything else is byte-identical before the appended families. Full suite on Yggdrasil: 290 of 290. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com> |
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| docs | ||
| native | ||
| scripts | ||
| shaders | ||
| src | ||
| tests | ||
| tools | ||
| unity/org.gamecult.cultmath | ||
| .gitignore | ||
| docs.meta | ||
| native.meta | ||
| README.md | ||
| README.md.meta | ||
| scripts.meta | ||
| shaders.meta | ||
| src.meta | ||
| tests.meta | ||
| THIRD-PARTY-NOTICES.md | ||
| THIRD-PARTY-NOTICES.md.meta | ||
| tools.meta | ||
| unity.meta | ||
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CultMath
CultMath is the project name. Its clean .NET package identity is
GameCult.Math, owned and released from the CultLib monorepo.
Clean-room math shaped for people who think in HLSL.
CultMath provides lowercase vector types, shader-style intrinsics, and native hot-path kernels so math-heavy renderer code can move between C#, Rust, and HLSL without turning every line into a translation exercise. It is not a Unity.Mathematics clone. It is a small, Aquarium-born library built from public shader semantics.
Current Surface
float2,float3,float4- component-wise arithmetic
- scalar-to-vector splats
- every HLSL swizzle (
xyzwandrgba, repeats readable, non-repeating masks writable) and every HLSL mixed constructor, generated bytools/generate-swizzles.ps1 - conversions to and from
System.Numerics Random, a compact deterministic XORShift stream with scalar and vector drawsBatchMathSoA kernels overSpan<float>/ReadOnlySpan<float>usingSystem.Numerics.Vector<float>when available, including radial falloff acceleration and semi-implicit Euler integrationmathintrinsics:radians,degrees,abs,floor,ceil,frac,min,max,clamp,saturate,lerp,step,smoothstep,dot,cross,length,distance,normalize,reflect,csum,erf,erfinv(scalar only), exponentialdecay/damp, intercept/segment helpers, Catmull-Rom, Bezier curves, and deterministic value-noise primitivesshaders/CultMath.hlsl, a canonical HLSL mirror include for shader-side parity. HLSL already ownsfloat2,float3, andfloat4; the include exposescultmath_*functions for shared semantics HLSL does not provide. It includesshaders/CultMath.Phacelle.hlsl(MPL-2.0) andshaders/CultMath.Interval.hlslfrom the same directory, so ship all three.- interval arithmetic for culling empty space with a proof:
iv_*functions overfloat2(lo, hi)(iv_add,iv_mul,iv_exp,iv_smoothstep, ...) andiv_snoise_ball/iv_fbm_ball, which boundsnoiseandfbm_gradover a ball, andiv_frustum_ball, the ball around a screen tile's rays over a depth segment, so one probe serves the whole tile (its radius carries its own float32 rounding bound). Every one returns an interval containing the function's value at every point of its input, so a raymarch can skip a segment whosehiis below its cutoff;cultmath_iv_*in HLSL. The bounds compose with a consumer's own analytic envelope (a height fog, a carved sphere): its interval over the segment proves empty space in one probe, and the noise ball is consulted only near the surface. Seedocs/design.md, "Intervals". shaders/CultMath.glsl(MIT), the samecultmath_*library in GLSL ES 3.00 for WebGL2, generated fromCultMath.hlsl(never edited by hand), andshaders/CultMath.Phacelle.glsl(MPL-2.0), generated fromCultMath.Phacelle.hlsl, which holdscultmath_phacellealone. GLSL has no#include: a WebGL consumer concatenatesCultMath.glslafter its own#version 300 esline andprecision highp float; precision highp int;(the library declares no precision, and its hashes need 32-bit integers), thenCultMath.Phacelle.glslonly if it callscultmath_phacelle, then its own shader source.Voronoi.SampleTones, a C# batch surface that calls the Rustcultmath-corenative kernel whencultmath_coreis available and falls back to the managed parity path otherwise.
Native Core
The canonical hot-path body lives in native/cultmath-core. It exports a C ABI
for batch kernels such as cultmath_apollonian_voronoi_tones.
Runtime wrappers own syntax and integration. Rust owns optimized primitive kernel behavior and parity fixtures.
Example
using CultMath;
float3 normal = math.normalize(new float3(0.25f, 1.0f, -0.1f));
float rim = math.saturate(1.0f - math.dot(normal, new float3(0.0f, 0.0f, -1.0f)));
float glow = math.smoothstep(0.2f, 1.0f, rim);
float grain = math.value_noise_bicubic(math.float2(12.0f, 3.5f));
#include "CultMath.hlsl"
float3 normal = normalize(float3(0.25, 1.0, -0.1));
float rim = cultmath_saturate(1.0 - dot(normal, float3(0.0, 0.0, -1.0)));
float glow = cultmath_smoothstep(0.2, 1.0, rim);
float grain = cultmath_value_noise_bicubic(float2(12.0, 3.5));
Provenance
The small spline, damping, and pursuit helpers were promoted from Aetheria's
local AetheriaMath surface. The value-noise family follows public shader
literature from Inigo Quilez's noise and mini-spline articles, expressed in
CultMath names with tests instead of copied project-local helper drift.
Build
dotnet build packages/cultmath/src/CultMath/CultMath.csproj
dotnet test packages/cultmath/tests/CultMath.Tests/CultMath.Tests.csproj
cargo test --manifest-path packages/cultmath/native/cultmath-core/Cargo.toml
cargo build --release --manifest-path packages/cultmath/native/cultmath-core/Cargo.toml
.\packages\cultmath\scripts\build-unity-package.ps1
Unity package
CultMath's Unity 2021.3 surface is the tracked precompiled package at
packages/cultmath/unity/org.gamecult.cultmath. Unity consumes CultMath.dll and the numeric
CultMath.hlsl; it does not compile the repository's current-language C# source
tree and does not require a consumer csc.rsp workaround.
"org.gamecult.cultmath": "https://github.com/GameCult/CultLib.git?path=/packages/cultmath/unity/org.gamecult.cultmath"
The repository root is not a Unity package. Build the tracked package with
packages/cultmath/scripts/build-unity-package.ps1; the script fresh-builds the netstandard2.1
assembly and rejects stale binaries, missing metadata, unexpected assemblies,
or leaked C# source.
Shader Tooling
CultMath keeps portable DXC outside git under packages/cultmath/.tools/:
.\packages\cultmath\tools\get-dxc.ps1
.\packages\cultmath\tools\get-spirv-cross.ps1
.\packages\cultmath\tools\compile-hlsl-spirv.ps1 `
-ShaderPath E:\Projects\Odin\crates\muninn-move-tracker\shaders\MoveSphereCandidate.comp.hlsl `
-OutputPath E:\Projects\Odin\crates\muninn-move-tracker\artifacts\shader\MoveSphereCandidate.comp.spv `
-IncludePath E:\Projects\CultLib\packages\cultmath\shaders
.\packages\cultmath\tools\compile-spirv-metal.ps1 `
-SpirvPath E:\Projects\Odin\crates\muninn-move-tracker\artifacts\shader\MoveSphereCandidate.comp.spv `
-OutputPath E:\Projects\Odin\crates\muninn-move-tracker\artifacts\shader\MoveSphereCandidate.comp.metal
DXC emits Vulkan SPIR-V with -spirv. -TargetEnv vulkan1.2 is exposed by the
script, but the current Windows DXC release compiled this shader successfully
with DXC's default Vulkan target while rejecting the dotted target-env value.
The SPIR-V script applies default Vulkan register shifts for cbuffers, textures,
UAVs, and samplers so cross-compiled Metal buffers do not alias by resource
class. SPIRV-Cross emits Metal Shading Language from SPIR-V on Windows; building
an iPad-ready .metallib still belongs to Apple's Metal compiler on an Apple
toolchain.
Doctrine
The goal is mechanical sympathy between CPU-side authoring, native kernels, and GPU-side shader math. If an intrinsic exists here, it should behave like the shader concept unless a runtime's numeric rules make that impossible. Weird deviations get tests and documentation, not folklore.
CultMath is still not a shader generator. Projects should include
shaders/CultMath.hlsl directly or add that directory to their shader include
path. If a shared operation needs CPU/GPU parity, put the primitive here and
test it here before copying local math helpers into a renderer or daemon.