# Design CultMath exists to make renderer math readable in every place it needs to live: Rust hot kernels, C# host code, and HLSL shader code. ## Rules - Keep type names HLSL-shaped: `float2`, `float3`, `float4`, and `math`. - Keep Rust as the owner of native hot-path kernels and parity fixtures. - Keep C#, shader, and scripting surfaces as runtime wrappers, not competing math authorities. - Keep `shaders/CultMath.hlsl` as the canonical shader mirror for shared intrinsics. Project-local shader helpers should move here once more than one organ needs them or once CPU/GPU parity matters. - Implement public shader semantics directly; do not copy Unity.Mathematics. - Prefer small immutable value types. - Prefer component-wise overloads over clever generic machinery until the API earns that complexity. - Keep the surface boring and exact. Noise primitives are allowed when they are source-grounded, shader-shaped, and shared by more than one project. Matrices, quaternions, and packing helpers still need an owner before they enter. ## Non-Goals - Compiling C# to shaders. - Generating HLSL from Rust or Rust from HLSL. - Replacing `System.Numerics` for general .NET work. - Recreating every Unity.Mathematics type because a spreadsheet somewhere says “coverage.” That way lies decorative obesity.