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tools/refined-backlit3.mjs
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260
tools/refined-backlit3.mjs
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/* ============================================================
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refined-backlit3.mjs — SUN-ABOVE, BOLDER · LARGE TRACES.
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One frame (plate Nº 217, exposure 19:04, MESON-5113). This
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generation commits to LARGER bubble traces throughout and a
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generally BOLDER read; each render plays the waves differently
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(count / depth / line weight / chaos). The pressure disc is
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FADED INTO THE BACK — its heart fully hollowed and the whole
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sun dimmed + pushed behind the sea, a ghost the tracks cross.
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Film grain + distressing (foxing / dust / scratches) stay ON.
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Usage: node tools/refined-backlit3.mjs [size]
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→ fable/REFINED_Backlit3/
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============================================================ */
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import { writeFileSync, mkdirSync } from 'node:fs';
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import { carpetSVG } from '../src/qft/carpet.js';
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import { generateScene } from '../src/scene/scene.js';
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import { renderSVG } from '../src/render/svgVector.js';
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import { paramsFromSeed as bcParams } from '../src/scene/params.js';
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import { GROUPS, TOGGLES, FIXED } from '../src/ui/controls.js';
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import { makeRng } from '../src/rng.js';
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const SIZE = +(process.argv[2] || 1500);
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const OUT = 'fable/REFINED_Backlit3';
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mkdirSync(OUT, { recursive: true });
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const u = SIZE / 1000;
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const dataUri = (svg) => 'data:image/svg+xml;base64,' + Buffer.from(svg).toString('base64');
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/* ---- the world constants: identical to One Sun Setting ---- */
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const SEED = 'MESON-5113';
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const BASE = 'rgb(227,220,200)';
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const HORIZON = 0.37;
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const YH = HORIZON * 2 - 1;
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const FILM = { seed: 41, density: 0.6 };
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/* ---- film / grain / aging (unchanged from refined-backlit) ---- */
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function filmSVG(o = {}) {
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const { seed = 7, freq = 0.0016, octaves = 4, tone = [236, 228, 208], density = 0.55 } = o;
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const t = tone.map(v => (v / 255).toFixed(3));
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return `<svg xmlns="http://www.w3.org/2000/svg" width="${SIZE}" height="${SIZE}" viewBox="0 0 ${SIZE} ${SIZE}">
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<defs><filter id="fog" x="0" y="0" width="100%" height="100%">
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<feTurbulence type="fractalNoise" baseFrequency="${freq}" numOctaves="${octaves}" seed="${seed}" stitchTiles="stitch" result="n"/>
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<feColorMatrix in="n" type="matrix" values="0 0 0 0 ${t[0]} 0 0 0 0 ${t[1]} 0 0 0 0 ${t[2]} 0 0 0 ${density} 0"/>
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</filter></defs><rect width="${SIZE}" height="${SIZE}" filter="url(#fog)"/></svg>`;
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}
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function grainSVG(o = {}) {
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const { seed = 19, tone = [38, 32, 26], amount = 0.5 } = o;
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const t = tone.map(v => (v / 255).toFixed(3));
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return `<svg xmlns="http://www.w3.org/2000/svg" width="${SIZE}" height="${SIZE}" viewBox="0 0 ${SIZE} ${SIZE}">
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<defs><filter id="g" x="0" y="0" width="100%" height="100%">
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<feTurbulence type="fractalNoise" baseFrequency="0.9" numOctaves="2" seed="${seed}" stitchTiles="stitch" result="n"/>
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<feColorMatrix in="n" type="matrix" values="0 0 0 0 ${t[0]} 0 0 0 0 ${t[1]} 0 0 0 0 ${t[2]} 0 0 0 ${amount} 0"/>
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</filter></defs><rect width="${SIZE}" height="${SIZE}" filter="url(#g)"/></svg>`;
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}
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function agingSVG(o = {}) {
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const { seed = 5, scratches = 6, dust = 0.5, foxing = 0.55, tone = [60, 48, 34] } = o;
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const t = tone.map(v => (v / 255).toFixed(3));
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const rng = makeRng(SEED, 'aging' + seed);
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let lines = '';
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for (let i = 0; i < scratches; i++) {
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const x = rng() * SIZE, y0 = rng() * SIZE * 0.4, len = (0.3 + rng() * 0.6) * SIZE;
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const x2 = x + (rng() - 0.5) * 40, y2 = y0 + len;
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lines += `<line x1="${x.toFixed(0)}" y1="${y0.toFixed(0)}" x2="${x2.toFixed(0)}" y2="${y2.toFixed(0)}" stroke="rgb(${tone.join(',')})" stroke-opacity="${(0.05 + rng() * 0.12).toFixed(3)}" stroke-width="${(0.4 + rng() * 0.8).toFixed(2)}"/>`;
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}
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return `<svg xmlns="http://www.w3.org/2000/svg" width="${SIZE}" height="${SIZE}" viewBox="0 0 ${SIZE} ${SIZE}">
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<defs>
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<filter id="dust" x="0" y="0" width="100%" height="100%"><feTurbulence type="turbulence" baseFrequency="0.5" numOctaves="2" seed="${seed + 5}" stitchTiles="stitch" result="n"/><feColorMatrix in="n" type="matrix" values="0 0 0 0 ${t[0]} 0 0 0 0 ${t[1]} 0 0 0 0 ${t[2]} 0 0 0 ${(dust * 0.5).toFixed(3)} -0.18"/></filter>
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<filter id="fox" x="0" y="0" width="100%" height="100%"><feTurbulence type="fractalNoise" baseFrequency="0.004" numOctaves="3" seed="${seed + 9}" stitchTiles="stitch" result="n"/><feColorMatrix in="n" type="matrix" values="0 0 0 0 0.42 0 0 0 0 0.30 0 0 0 0 0.16 0 0 0 ${(foxing * 0.32).toFixed(3)} -0.12"/></filter>
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</defs>
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<rect width="${SIZE}" height="${SIZE}" filter="url(#fox)"/>
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<rect width="${SIZE}" height="${SIZE}" filter="url(#dust)"/>
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${lines}</svg>`;
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}
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/* ---- the sea deck, scale-parameterised ----
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rows: wave count · overlap: amplitude vs row gap (depth) ·
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strokeMul: line weight multiplier on the per-sheet stroke table */
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function deck(sea, warpFn) {
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const rows = sea.rows ?? 40, overlap = sea.overlap ?? 2.2, sm = sea.strokeMul ?? 1.35; // v3: bolder default line
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const chaosMax = sea.chaos ?? 0.8, blips = sea.blips ?? 1.4;
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const base = { mode: 'plate', rows, horizon: HORIZON, wFar: 0.58, wNear: 0.7,
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overlap, mound: 0.4, sat: 0.58, lightNear: 0.33, lightFar: 0.56, blips, warpFn };
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const lerp = (a, b, t) => a + (b - a) * t;
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const strokes = [{ near: 2.6, far: 1.0 }, { near: 1.6, far: 0.6 }, { near: 1.0, far: 0.38 }];
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return [0, 1, 2].map(i => {
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const t = i / 2;
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return carpetSVG(SIZE, { ...base, salt: 'field' + i,
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hue: lerp(0.55, 0.47, t), hue2: lerp(0.55, 0.47, t) + 0.035,
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chaos: lerp(chaosMax * 0.8, chaosMax, t),
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strokeNear: strokes[i].near * sm, strokeFar: strokes[i].far * sm });
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});
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}
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/* ---- iron filings (identical logic, geometry follows the sea's scale) ---- */
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function buildAttraction(below, shock, sunSubmerged) {
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const S = (v) => SIZE / 2 + v * (SIZE / 2) * 0.98;
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const pts = [];
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for (const t of below) for (let i = 0; i < t.pts.length; i += 5)
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pts.push({ x: S(t.pts[i].x), y: S(t.pts[i].y), w: 1 });
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if (sunSubmerged) pts.push({ x: S(shock.x), y: S(shock.y), w: 12 });
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const G = 72, cell = SIZE / G, sig = 0.045 * SIZE;
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const fy = new Float32Array(G * G);
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for (let gy = 0; gy < G; gy++) for (let gx = 0; gx < G; gx++) {
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const x = (gx + 0.5) * cell, y = (gy + 0.5) * cell;
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let dy = 0, wsum = 0;
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for (const p of pts) {
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const dx0 = p.x - x, dy0 = p.y - y;
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const k = p.w * Math.exp(-(dx0 * dx0 + dy0 * dy0) / (2 * sig * sig));
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dy += k * Math.max(-sig, Math.min(sig, dy0));
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wsum += k;
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}
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fy[gy * G + gx] = wsum > 0.02 ? (dy / (wsum + 1.2)) / sig : 0;
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}
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return (x, y) => {
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const fx0 = Math.min(G - 1.001, Math.max(0, x / cell - 0.5));
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const fy0 = Math.min(G - 1.001, Math.max(0, y / cell - 0.5));
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const ix = Math.floor(fx0), iy = Math.floor(fy0), ax = fx0 - ix, ay = fy0 - iy;
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const v00 = fy[iy * G + ix], v10 = fy[iy * G + ix + 1];
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const v01 = fy[(iy + 1) * G + ix], v11 = fy[(iy + 1) * G + ix + 1];
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return (v00 * (1 - ax) + v10 * ax) * (1 - ay) + (v01 * (1 - ax) + v11 * ax) * ay;
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};
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}
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function warpFor(sample, pullPx, sea) {
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const rows = sea.rows ?? 40, overlap = sea.overlap ?? 2.2;
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const hY = HORIZON * SIZE, bottom = 0.99 * SIZE;
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return (t, d) => {
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const half = (0.58 + 0.12 * d) * SIZE;
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const x = SIZE / 2 - half + t * 2 * half;
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const y = hY + (bottom - hY) * Math.pow(d, 1.7);
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const localGap = (bottom - hY) * 1.7 * Math.pow(Math.max(d, 0.02), 0.7) / (rows - 1);
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const amp = Math.max(2 * u, overlap * localGap);
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const n = sample(x, y) * pullPx / amp;
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return Math.max(-0.9, Math.min(0.9, n));
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};
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}
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/* ---- the event: sun-above config, colours fixed ---- */
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// seed drives ONLY the stochastic realization; the MESON-5113 parameter
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// fingerprint (event position, counts, physics, sun) is held constant, so a
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// new seed re-rolls the bubble layout without changing the piece's character.
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function bcAssembleParams(over = {}, seed = SEED) {
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const p = { ...FIXED, ...bcParams(SEED) };
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for (const g of GROUPS) for (const c of g.controls) if (!(c.id in p)) p[c.id] = c.value;
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for (const t of TOGGLES) if (!(t.id in p)) p[t.id] = t.value;
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Object.assign(p, {
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invert: true, transparentPaper: true, vign: 0,
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showHeader: false, showBoundary: false, showFiducials: false,
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annotate: 0, reseau: 0, filmEdge: false, splice: false, artifacts: 0,
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palette: 'magbeta', saturation: 1.0,
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diskBubbles: false, diskPressure: 0.9, diskSoften: 1.4, // softer → the disc reads as a haze behind, not an object
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shockStriations: 1.0, diskHollow: 1.0, // heart fully open: the sun is a ring of light, not a plug
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depth: 0.3, aging: 0.28, // distressing up a touch (bolder document)
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eventX: -0.14, eventY: -0.37,
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sweepers: 5, primaries: 17, eloss: 0.34, deltaRate: 0.8,
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bgEvents: 2, shockX: -0.55, shockY: -0.72, shockSize: 0.17, shockIntensity: 0.8,
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}, over, { seed });
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return p;
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}
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/* ---- the SUN and the WAVE-FIELD are fixed across the whole set (base seed),
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so the sea is byte-identical per iteration and only the ink is re-rolled ---- */
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const baseP = bcAssembleParams();
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const baseScene = generateScene(baseP);
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const baseBare = { ...baseScene, instrument: null, artifacts: null, media: null };
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const diskImg = dataUri(renderSVG({ ...baseBare, tracks: [], shock: baseScene.shock }, { ...baseP, emit: ['disk'] }, SIZE));
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const baseBelow = baseScene.tracks
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.map(t => ({ ...t, pts: t.pts.filter(pt => pt.y > YH) }))
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.filter(t => t.pts.length);
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const fieldSample = buildAttraction(baseBelow, baseScene.shock, false); // waves attend to the base event only
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function renderVariant(v, i) {
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// unique bubble-trace seed per iteration; waves + sun stay put
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const p = bcAssembleParams(v.traces || {}, `${SEED}#${String(i).padStart(2, '0')}`);
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const scene = generateScene(p);
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const bare = { ...scene, instrument: null, artifacts: null, media: null };
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const sea = v.sea || {};
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// REVERTED 2026-07-17: no waterline split, no refraction — the traces are ONE
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// object drawn cleanly ON TOP of the sea; the water neither fronts nor tints them.
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const tracksImg = dataUri(renderSVG({ ...bare, tracks: scene.tracks, shock: null }, { ...p, emit: ['bubble'] }, SIZE));
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const sheets = deck(sea, warpFor(fieldSample, 7 * u, sea)).map(dataUri);
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const film = dataUri(filmSVG(FILM));
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const grain = dataUri(grainSVG({ amount: 0.52 })); // bolder film grain
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const aging = dataUri(agingSVG({ seed: 5, scratches: 8, dust: 0.6, foxing: 0.62 })); // heavier distressing
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const hpx = (HORIZON * SIZE).toFixed(1);
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const IMG = (href, attrs = '') => `<image x="0" y="0" width="${SIZE}" height="${SIZE}" href="${href}" ${attrs}/>`;
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const diskFade = v.diskFade ?? 0.5; // the sun receded into the back: a dim haze the evidence crosses
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const svg = `<svg xmlns="http://www.w3.org/2000/svg" width="${SIZE}" height="${SIZE}" viewBox="0 0 ${SIZE} ${SIZE}">
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<defs>
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<filter id="b3" x="-8%" y="-8%" width="116%" height="116%"><feGaussianBlur stdDeviation="${(2.6 * u).toFixed(2)}"/></filter>
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<filter id="b2" x="-6%" y="-6%" width="112%" height="112%"><feGaussianBlur stdDeviation="${(1.1 * u).toFixed(2)}"/></filter>
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<filter id="subD" x="-10%" y="-10%" width="120%" height="120%">
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<feColorMatrix type="matrix" values="0.80 0 0 0 0.012 0 0.93 0 0 0.024 0 0 0.95 0 0.024 0 0 0 1.00 0"/>
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<feGaussianBlur stdDeviation="${(0.6 * u).toFixed(2)}"/>
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</filter>
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<filter id="diskback" x="-12%" y="-12%" width="124%" height="124%"><feGaussianBlur stdDeviation="${(2.2 * u).toFixed(2)}"/></filter>
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<clipPath id="skyc"><rect x="0" y="0" width="${SIZE}" height="${hpx}"/></clipPath>
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<clipPath id="seac"><rect x="0" y="${hpx}" width="${SIZE}" height="${(SIZE - HORIZON * SIZE).toFixed(1)}"/></clipPath>
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</defs>
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<rect width="${SIZE}" height="${SIZE}" fill="${BASE}"/>
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${IMG(film, 'opacity="0.6"')}
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<g clip-path="url(#skyc)">${IMG(diskImg, `filter="url(#diskback)" opacity="${diskFade.toFixed(2)}"`)}</g>
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${IMG(sheets[0], 'filter="url(#b3)" opacity="0.5"')}
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<g clip-path="url(#seac)">${IMG(diskImg, `filter="url(#subD)" opacity="${(0.7 + 0.3 * diskFade).toFixed(2)}"`)}</g>
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<rect x="0" y="${hpx}" width="${SIZE}" height="${SIZE}" fill="rgb(96,138,128)" opacity="0.07"/>
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${IMG(sheets[1], `filter="url(#b2)" opacity="0.72"`)}
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${IMG(sheets[2], 'opacity="0.95"')}
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${IMG(tracksImg)}
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${IMG(aging, 'opacity="0.5" style="mix-blend-mode:multiply"')}
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${IMG(grain, `opacity="0.45" style="mix-blend-mode:multiply"`)}
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</svg>`;
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writeFileSync(`${OUT}/${v.name}.svg`, svg);
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console.log(` ${v.name} ${v.note}`);
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}
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/* ============================================================
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THE STUDIES — single axes first, then two deliberate chords.
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============================================================ */
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// Every variant carries LARGE bubble traces (evidence on top of the sea) and a
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// generally bolder read; the sun is faded into the back. Each render moves the
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// WAVES somewhere different — count, depth, line weight, chaos.
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const VARIANTS = [
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{ name: '00_bold-base', note: 'large ink · sea baseline (rows 40 · overlap 2.2 · line ×1.35)',
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traces: { size: 1.5, density: 1.0 }, sea: {}, diskFade: 0.5 },
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{ name: '01_broad-swell', note: 'few broad swells (rows 24 · overlap 2.6)',
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traces: { size: 1.55, density: 1.0 }, sea: { rows: 24, overlap: 2.6 }, diskFade: 0.5 },
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{ name: '02_fine-ripple', note: 'dense fine ripple (rows 82 · line ×0.9)',
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traces: { size: 1.5, density: 1.0 }, sea: { rows: 82, strokeMul: 0.9 }, diskFade: 0.5 },
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{ name: '03_deep-heave', note: 'deep undulation (overlap 3.4)',
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traces: { size: 1.55, density: 1.0 }, sea: { overlap: 3.4 }, diskFade: 0.45 },
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{ name: '04_etched-sea', note: 'heavy carved wave line (line ×2.6)',
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traces: { size: 1.5, density: 1.05 }, sea: { strokeMul: 2.6 }, diskFade: 0.5 },
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{ name: '05_glassy-calm', note: 'shallow glassy water (overlap 1.3 · rows 52)',
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traces: { size: 1.6, density: 0.95 }, sea: { overlap: 1.3, rows: 52 }, diskFade: 0.55 },
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{ name: '06_turbulent', note: 'turbulent, blip-rich sea (chaos 1.0 · blips 2.2 · overlap 2.8)',
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traces: { size: 1.5, density: 1.05 }, sea: { chaos: 1.0, blips: 2.2, overlap: 2.8 }, diskFade: 0.45 },
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{ name: '07_woodcut', note: 'heavy carved swell (rows 26 · line ×2.8 · overlap 3.0)',
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traces: { size: 1.55, density: 1.0 }, sea: { rows: 26, strokeMul: 2.8, overlap: 3.0 }, diskFade: 0.5 },
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{ name: '08_giant-ink-calm', note: 'giant evidence over quiet fine water (size 1.9 · rows 78 · line ×0.8 · overlap 1.5)',
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traces: { size: 1.9, density: 0.9 }, sea: { rows: 78, strokeMul: 0.8, overlap: 1.5 }, diskFade: 0.55 },
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{ name: '09_max-bold', note: 'everything loud (size 1.8 · rows 32 · line ×2.4 · overlap 3.0 · chaos 0.95)',
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traces: { size: 1.8, density: 1.1 }, sea: { rows: 32, strokeMul: 2.4, overlap: 3.0, chaos: 0.95, blips: 1.8 }, diskFade: 0.4 },
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];
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console.log(`SUN-ABOVE · BOLD/LARGE-TRACE STUDIES — ${VARIANTS.length} renders → ${OUT}/`);
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VARIANTS.forEach(renderVariant);
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writeFileSync(`${OUT}/index.html`, `<!DOCTYPE html><html><head><meta charset="utf-8"><title>REFINED_Backlit3 · bold large-trace studies</title>
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<style>body{margin:0;background:#0b0b0b;color:#bbb;font:12px/1.5 ui-monospace,monospace;padding:26px}
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h1{font-weight:400;letter-spacing:.22em;text-transform:uppercase;font-size:13px;color:#d9b48a}
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.row{display:grid;grid-template-columns:repeat(3,1fr);gap:12px;margin-top:16px}
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figure{margin:0;background:#fff;overflow:hidden}img{width:100%;display:block}
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figcaption{padding:6px 8px;color:#e8e4d8;background:#111;font-size:11px}</style></head><body>
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<h1>Sun-above — bold, large traces on top · waves varied · sun faded back</h1>
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<div class="row">${VARIANTS.map(v => `<figure><img src="${v.name}.svg"><figcaption>${v.name.replace(/^\d+_/, '')} — ${v.note}</figcaption></figure>`).join('')}</div>
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</body></html>`);
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console.log(`gallery -> ${OUT}/index.html`);
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