/* ============================================================
refined-backlit.mjs — ONE SUN SETTING: five plates of a single
seed's world (seethe-bold's sea, MESON-5113) across which time
advances. The trigger event is byte-identical in every frame —
a single millisecond, embalmed — while everything around it
ages: the sun walks its setting diagonal L→R and sinks, the
chamber keeps running (background events accumulate), the
grain grows as the light dies, and THE WATER REMEMBERS.
The constitution (2026-07-05/06, from the maker):
· THE WORLD IS SOVEREIGN IN THE INSTANT — the sea never reacts
to the event within a frame; submerged evidence is refracted,
tinted, dimmed, and the waves pass in front of it.
· …BUT THE WATER REMEMBERS ACROSS EXPOSURES — frame by frame,
the wave rows bend around where the evidence has been sitting
(feDisplacementMap driven by the submerged ink, scale growing
with time). Influence arrives only through time.
· THE SKY IS THE MARGIN WHERE THE HAND LIVES — and the hand has
a JOB: it tracks the descent. A pencil ghost-ring marks where
the sun was in the PREVIOUS exposure; an altitude reading is
logged each frame; when the sun sinks, the ring stops — the
hand loses its subject and starts guessing (h −0·54?).
· β-LAW COLOUR, magenta-centred — transparent births, the family
holds hot magenta, violet is only the last word.
· EMBER HEART · EVEN DEMOCRACY · AGED DOCUMENT (foxing, dust,
scratches; grain ramps up as dusk falls).
Usage: node tools/refined-backlit.mjs [size]
→ fable/REFINED_Backlit/
============================================================ */
import { writeFileSync, mkdirSync } from 'node:fs';
import { carpetSVG } from '../src/qft/carpet.js';
import { generateScene } from '../src/scene/scene.js';
import { renderSVG } from '../src/render/svgVector.js';
import { paramsFromSeed as bcParams } from '../src/scene/params.js';
import { GROUPS, TOGGLES, FIXED } from '../src/ui/controls.js';
import { splitTracksAtWaterline } from '../src/compose/waterline.js';
import { chinagraphText } from '../src/scene/chinagraph.js';
import { makeRng, gauss } from '../src/rng.js';
const SIZE = +(process.argv[2] || 1500);
const HAND = process.argv[3] !== undefined ? +process.argv[3] : 0; // scanner's-hand presence: 0 silent … 1 full (2026-07-16: DISABLED for now — still not feeling it; ledger experiment kept behind the flag)
const OUT = process.argv[4] || 'fable/REFINED_Backlit';
const LEDGER = process.argv[5] === 'ledger'; // EXPERIMENT 2026-07-16: embalmed marks — written once, persist on every later exposure
mkdirSync(OUT, { recursive: true });
const u = SIZE / 1000;
const dataUri = (svg) => 'data:image/svg+xml;base64,' + Buffer.from(svg).toString('base64');
/* ---- the world constants: seethe-bold's own config ---- */
const SEED = 'MESON-5113';
const BASE = 'rgb(227,220,200)';
const HORIZON = 0.37;
const YH = HORIZON * 2 - 1; // -0.26 scene
const FILM = { seed: 41, density: 0.6 };
const GRAPHITE = '#39312a';
/* ---- film / grain / aging (the document's flesh) ---- */
function filmSVG(o = {}) {
const { seed = 7, freq = 0.0016, octaves = 4, tone = [236, 228, 208], density = 0.55 } = o;
const t = tone.map(v => (v / 255).toFixed(3));
return ``;
}
function grainSVG(o = {}) {
const { seed = 19, tone = [38, 32, 26], amount = 0.5 } = o;
const t = tone.map(v => (v / 255).toFixed(3));
return ``;
}
function agingSVG(o = {}) {
const { seed = 5, scratches = 6, dust = 0.5, foxing = 0.55, tone = [60, 48, 34] } = o;
const t = tone.map(v => (v / 255).toFixed(3));
const rng = makeRng(SEED, 'aging' + seed);
let lines = '';
for (let i = 0; i < scratches; i++) {
const x = rng() * SIZE, y0 = rng() * SIZE * 0.4, len = (0.3 + rng() * 0.6) * SIZE;
const x2 = x + (rng() - 0.5) * 40, y2 = y0 + len;
lines += ``;
}
return ``;
}
function deck(c, warpFn) {
const base = { mode: 'plate', rows: 46, horizon: HORIZON, wFar: 0.58, wNear: 0.7,
overlap: 1.9, mound: 0.4, sat: 0.58, lightNear: 0.33, lightFar: 0.56, blips: c.blips, warpFn };
const lerp = (a, b, t) => a + (b - a) * t;
const strokes = [{ near: 2.6, far: 1.0 }, { near: 1.6, far: 0.6 }, { near: 1.0, far: 0.38 }];
return [0, 1, 2].map(i => {
const t = i / 2;
return carpetSVG(SIZE, { ...base, salt: 'field' + i,
hue: lerp(0.55, 0.47, t), hue2: lerp(0.55, 0.47, t) + 0.035,
chaos: lerp(c.chaos * 0.8, c.chaos, t),
strokeNear: strokes[i].near, strokeFar: strokes[i].far });
});
}
/* ============================================================
IRON FILINGS — the field attends to the evidence.
A coarse attraction field is built from the submerged ink
(track points + the sunken sun); every carpet row point is
pulled TOWARD the nearest evidence, like filings onto a
magnet. Two time-scales: a faint instantaneous pull in every
frame (the field can never fully ignore the evidence) plus a
memory ramp that deepens across the exposures.
============================================================ */
function buildAttraction(below, shock, sunSubmerged) {
const S = (v) => SIZE / 2 + v * (SIZE / 2) * 0.98; // scene → px (renderSVG's mapping)
const pts = [];
for (const t of below) for (let i = 0; i < t.pts.length; i += 5)
pts.push({ x: S(t.pts[i].x), y: S(t.pts[i].y), w: 1 });
if (sunSubmerged) pts.push({ x: S(shock.x), y: S(shock.y), w: 12 });
const G = 72, cell = SIZE / G, sig = 0.045 * SIZE;
const fy = new Float32Array(G * G);
for (let gy = 0; gy < G; gy++) for (let gx = 0; gx < G; gx++) {
const x = (gx + 0.5) * cell, y = (gy + 0.5) * cell;
let dy = 0, wsum = 0;
for (const p of pts) {
const dx0 = p.x - x, dy0 = p.y - y;
const k = p.w * Math.exp(-(dx0 * dx0 + dy0 * dy0) / (2 * sig * sig));
dy += k * Math.max(-sig, Math.min(sig, dy0));
wsum += k;
}
fy[gy * G + gx] = wsum > 0.02 ? (dy / (wsum + 1.2)) / sig : 0; // → roughly -0.5..0.5, fades to 0 away from ink
}
return (x, y) => { // bilinear sample, px in → pull fraction out
const fx0 = Math.min(G - 1.001, Math.max(0, x / cell - 0.5));
const fy0 = Math.min(G - 1.001, Math.max(0, y / cell - 0.5));
const ix = Math.floor(fx0), iy = Math.floor(fy0), ax = fx0 - ix, ay = fy0 - iy;
const v00 = fy[iy * G + ix], v10 = fy[iy * G + ix + 1];
const v01 = fy[(iy + 1) * G + ix], v11 = fy[(iy + 1) * G + ix + 1];
return (v00 * (1 - ax) + v10 * ax) * (1 - ay) + (v01 * (1 - ax) + v11 * ax) * ay;
};
}
// reconstruct carpetSVG's own row geometry so the pull is expressed in the
// hook's normalized units (returned value is multiplied by the row's amp)
function warpFor(sample, pullPx) {
const hY = HORIZON * SIZE, bottom = 0.99 * SIZE;
return (t, d) => {
const half = (0.58 + 0.12 * d) * SIZE;
const x = SIZE / 2 - half + t * 2 * half;
const y = hY + (bottom - hY) * Math.pow(d, 1.7);
const localGap = (bottom - hY) * 1.7 * Math.pow(Math.max(d, 0.02), 0.7) / 45;
const amp = Math.max(2 * u, 1.9 * localGap);
const n = sample(x, y) * pullPx / amp;
return Math.max(-0.9, Math.min(0.9, n)); // pinch, don't shatter
};
}
/* ---- the scanner's marks (beyond glyphs) ---- */
function pencilRing(cx, cy, r, rng, ink, w) {
const n = 44, start = rng() * Math.PI * 2, turn = Math.PI * 2 * (1.04 + rng() * 0.1);
const dx = gauss(rng) * r * 0.05, dy = gauss(rng) * r * 0.05;
let d = '';
for (let i = 0; i <= n; i++) {
const a = start + turn * (i / n), rr = r * (1 + gauss(rng) * 0.045);
d += `${i ? 'L' : 'M'} ${(cx + Math.cos(a) * rr + dx * i / n).toFixed(1)} ${(cy + Math.sin(a) * rr + dy * i / n).toFixed(1)} `;
}
return ``;
}
function pencilArc(cx, cy, r, a0, a1, rng, ink, w) {
const n = 18; let d = '';
for (let i = 0; i <= n; i++) {
const a = a0 + (a1 - a0) * (i / n);
d += `${i ? 'L' : 'M'} ${(cx + Math.cos(a) * r + gauss(rng) * 1.4).toFixed(1)} ${(cy + Math.sin(a) * r + gauss(rng) * 1.4).toFixed(1)} `;
}
return ``;
}
/* ---- the event ---- */
function bcAssembleParams(over = {}) {
const p = { ...FIXED, ...bcParams(SEED) };
for (const g of GROUPS) for (const c of g.controls) if (!(c.id in p)) p[c.id] = c.value;
for (const t of TOGGLES) if (!(t.id in p)) p[t.id] = t.value;
Object.assign(p, {
invert: true, transparentPaper: true, vign: 0,
showHeader: false, showBoundary: false, showFiducials: false,
annotate: 0, reseau: 0, filmEdge: false, splice: false, artifacts: 0,
palette: 'magbeta', saturation: 1.0,
diskBubbles: false, diskPressure: 0.9, diskSoften: 0.8,
shockIntensity: 0.9, shockStriations: 1.0,
diskHollow: +(process.env.HOLLOW ?? 0.85), // open the sun's heart: centre fades to paper, ember gathers in a ring
depth: 0.3, aging: 0.25,
}, over);
return p;
}
const fx = (sx) => ((sx + 1) / 2), fy = (sy) => ((sy + 1) / 2); // scene → frame fraction
function renderPlate(v, i) {
const p = bcAssembleParams(v.bcOver);
const scene = generateScene(p);
const { above, below } = splitTracksAtWaterline(scene.tracks, YH, { kink: 0.016, compress: 0.95 });
const bare = { ...scene, instrument: null, artifacts: null, media: null };
// RECIPROCITY (asymmetric): the submerged trails pick up a subtle waviness
// along the field's rows — coerced, but far less than they coerce.
const wamp = v.wave;
const belowWavy = below.map(t => ({
...t,
pts: t.pts.map(pt => ({ ...pt, y: pt.y + wamp * Math.sin(pt.x * 34 + pt.y * 18) })),
}));
const trackSVG = (tracks) => renderSVG({ ...bare, tracks, shock: null }, { ...p, emit: ['bubble'] }, SIZE);
const diskSVG = () => renderSVG({ ...bare, tracks: [], shock: scene.shock }, { ...p, emit: ['disk'] }, SIZE);
const aboveImg = dataUri(trackSVG(above));
const belowImg = dataUri(trackSVG(belowWavy));
const diskImg = dataUri(diskSVG());
// IRON FILINGS: every wave row is pulled toward the submerged evidence.
const sunSubmerged = scene.shock && scene.shock.y > YH - scene.shock.r * 0.4;
const sample = buildAttraction(belowWavy, scene.shock, sunSubmerged);
const sheets = deck(v.sea, warpFor(sample, v.pull * u)).map(dataUri);
const film = dataUri(filmSVG(FILM));
const grain = dataUri(grainSVG({ amount: v.grain }));
const aging = dataUri(agingSVG({ seed: 5 + i, scratches: 6, dust: 0.5, foxing: 0.55 }));
const hpx = (HORIZON * SIZE).toFixed(1);
const m = v.muffle;
const IMG = (href, attrs = '') => ``;
/* ---- the hand: tracking the descent ---- */
const hRng = makeRng(SEED, 'hand:' + v.name);
const px = (f) => f * SIZE, py = (f) => f * SIZE;
let hand = '';
if (HAND > 0 && LEDGER) {
/* EMBALMED MARKS — one physical plate, five exposures. Each mark is
written ONCE, at its own exposure (rng seeded per mark, not per
plate), so its strokes are byte-identical on every later plate.
The ledger accumulates in the corner; the rings march down the
diagonal and stop where the water takes their subject. */
const rngFor = (tag) => makeRng(SEED, 'mark:' + tag);
const LX = 0.735; // ledger lives top-right: the north-west sky belongs to the sun's history
hand += chinagraphText('Nº 217', { x: px(LX), y: py(0.06), h: 20 * u, rng: rngFor('label'), ink: GRAPHITE, width: 2.6 * u });
for (let k = 0; k <= i; k++) {
const line = PLATES[k].time + ' h ' + alt(k) + (k === PLATES.length - 1 ? '?' : '');
hand += chinagraphText(line, { x: px(LX), y: py(0.102 + k * 0.031), h: 15 * u, rng: rngFor('line' + k), ink: GRAPHITE, width: 2.0 * u });
if (k < i && SUNPATH[k][1] < YH - 0.02)
hand += `${pencilRing(px(fx(SUNPATH[k][0])), py(fy(SUNPATH[k][1])), 0.05 * SIZE, rngFor('ring' + k), GRAPHITE, 2.2 * u)}`;
}
if (i >= 2) { // the θ measurement, taken at the third exposure, persists
const a = PLATES[2].arc;
hand += pencilArc(px(a.at[0]), py(a.at[1]), a.r * SIZE, a.a0, a.a1, rngFor('arc'), GRAPHITE, 2.2 * u);
hand += chinagraphText(a.text, { x: px(a.textAt[0]), y: py(a.textAt[1]), h: 17 * u, rng: rngFor('arctext'), ink: GRAPHITE, width: 2.2 * u });
}
} else if (HAND > 0) {
if (v.label) hand += chinagraphText(v.label, { x: px(0.065), y: py(0.085), h: 26 * u, rng: hRng, ink: GRAPHITE, width: 3.0 * u });
hand += chinagraphText(v.time, { x: px(0.065), y: py(0.125), h: 21 * u, rng: hRng, ink: GRAPHITE, width: 2.6 * u });
// ghost-ring where the sun was LAST exposure (only while that spot is in the sky)
if (v.ghost) {
const [gx, gy, gr] = v.ghost;
hand += `${pencilRing(px(gx), py(gy), gr * SIZE, hRng, GRAPHITE, 2.4 * u)}`;
}
// altitude reading, logged beside the sun's vertical
if (v.alt) hand += chinagraphText(v.alt.text, { x: px(v.alt.at[0]), y: py(v.alt.at[1]), h: 19 * u, rng: hRng, ink: GRAPHITE, width: 2.4 * u });
// plate 3: the measured angle lives ON the vertex, arc + reading
if (v.arc) {
const [ax, ay] = v.arc.at;
hand += pencilArc(px(ax), py(ay), v.arc.r * SIZE, v.arc.a0, v.arc.a1, hRng, GRAPHITE, 2.2 * u);
hand += chinagraphText(v.arc.text, { x: px(v.arc.textAt[0]), y: py(v.arc.textAt[1]), h: 19 * u, rng: hRng, ink: GRAPHITE, width: 2.4 * u });
}
}
if (HAND > 0 && HAND < 1) hand = `${hand}`; // the hand recedes into the wax
const svg = ``;
writeFileSync(`${OUT}/${v.name}.svg`, svg);
console.log(` ${v.name} sun(${v.bcOver.shockX},${v.bcOver.shockY}) bg=${v.bcOver.bgEvents} pull=${v.pull}`);
}
/* ============================================================
ONE SUN SETTING — five exposures of plate Nº 217.
The trigger is identical in every frame (embalmed); the sun
walks its setting diagonal; the chamber keeps running; the
grain grows; the water remembers.
============================================================ */
const EVENT = { eventX: -0.14, eventY: -0.37 };
const TRACES = { sweepers: 5, primaries: 17, eloss: 0.34, deltaRate: 0.8 };
const SUNPATH = [[-0.55, -0.72], [-0.37, -0.53], [0.02, YH], [0.22, 0.15], [0.4, 0.27]];
const alt = (i) => {
const h = YH - SUNPATH[i][1];
const s = Math.abs(h).toFixed(2).replace('0.', '0·');
return (h > 0.005 ? '+' : h < -0.005 ? '-' : '') + s;
};
const PLATES = [
{ name: '01_sun-above', time: '19:04', label: 'Nº 217',
muffle: 0, pull: 7, wave: 0.003, grain: 0.42,
sea: { chaos: 0.8, blips: 1.4 },
alt: { text: 'h ' + alt(0), at: [fx(SUNPATH[0][0]) + 0.1, fy(SUNPATH[0][1]) - 0.02] },
bcOver: { ...EVENT, ...TRACES, bgEvents: 2, aging: 0.2, shockX: SUNPATH[0][0], shockY: SUNPATH[0][1], shockSize: 0.17, shockIntensity: 0.8 } },
{ name: '02_sun-touching', time: '19:26',
muffle: 0.18, pull: 13, wave: 0.0045, grain: 0.46,
sea: { chaos: 0.84, blips: 1.2 },
ghost: [fx(SUNPATH[0][0]), fy(SUNPATH[0][1]), 0.055],
alt: { text: 'h ' + alt(1), at: [fx(SUNPATH[1][0]) + 0.11, fy(SUNPATH[1][1]) - 0.02] },
bcOver: { ...EVENT, ...TRACES, bgEvents: 4, aging: 0.3, shockX: SUNPATH[1][0], shockY: SUNPATH[1][1], shockSize: 0.19, shockIntensity: 0.85 } },
{ name: '03_sun-half', time: '19:47',
muffle: 0.4, pull: 20, wave: 0.006, grain: 0.5,
sea: { chaos: 0.88, blips: 1.0 },
ghost: [fx(SUNPATH[1][0]), fy(SUNPATH[1][1]), 0.06],
alt: { text: 'h 0·00', at: [fx(SUNPATH[2][0]) + 0.12, fy(YH) - 0.035] },
arc: { at: [fx(EVENT.eventX), fy(EVENT.eventY)], r: 0.055, a0: 2.4, a1: 3.4, text: 'θ 38°',
textAt: [fx(EVENT.eventX) - 0.185, fy(EVENT.eventY) + 0.045] },
bcOver: { ...EVENT, ...TRACES, bgEvents: 6, aging: 0.45, shockX: SUNPATH[2][0], shockY: SUNPATH[2][1], shockSize: 0.21 } },
{ name: '04_sun-drowned', time: '20:08', label: 'Nº 217',
muffle: 0.62, pull: 28, wave: 0.008, grain: 0.55,
sea: { chaos: 0.92, blips: 0.85 },
// no ghost-ring: the previous position is at the waterline — the hand
// cannot ring what the water has taken; only the reading continues
alt: { text: 'h ' + alt(3), at: [fx(SUNPATH[3][0]) + 0.1, fy(YH) - 0.03] },
bcOver: { ...EVENT, ...TRACES, bgEvents: 8, aging: 0.6, shockX: SUNPATH[3][0], shockY: SUNPATH[3][1], shockSize: 0.24 } },
{ name: '05_sun-gone', time: '20:31',
muffle: 0.85, pull: 36, wave: 0.01, grain: 0.6,
sea: { chaos: 0.96, blips: 0.7 },
alt: { text: 'h ' + alt(4) + '?', at: [fx(SUNPATH[4][0]) + 0.06, fy(YH) - 0.03] },
bcOver: { ...EVENT, ...TRACES, bgEvents: 10, aging: 0.75, shockX: SUNPATH[4][0], shockY: SUNPATH[4][1], shockSize: 0.27, shockStriations: 1.2 } },
];
console.log(`ONE SUN SETTING — ${PLATES.length} plates → ${OUT}/`);
PLATES.forEach(renderPlate);
const cap = (v) => v.name.replace(/^\d+_/, '').replace(/-/g, ' ');
writeFileSync(`${OUT}/index.html`, `
REFINED_Backlit · one sun setting
One sun setting — plate Nº 217, five exposures
The trigger event is identical in every frame — a single millisecond, embalmed — while everything around it ages: the sun walks its setting diagonal and sinks, the chamber keeps running (history accumulates), the grain grows as the light dies, and the water remembers: the wave rows slowly bend around the submerged evidence. The sea never reacts in the instant; influence arrives only through time. The hand tracks the descent — ghost-rings where the sun was, altitude readings, and when the sun is gone, a guess.