@woosh/meep-engine 3.0.2 → 3.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1823) hide show
  1. package/LICENSE +188 -188
  2. package/README.md +152 -145
  3. package/editor/Editor.js +598 -598
  4. package/editor/EditorCameraNavigation.js +205 -205
  5. package/editor/EditorKeyMap.js +182 -182
  6. package/editor/SelectionVisualizer.js +127 -127
  7. package/editor/actions/concrete/ActionInvalidateSampler.js +27 -27
  8. package/editor/actions/concrete/PatchTerrainHeightAction.js +85 -85
  9. package/editor/camera/camera_framing.js +104 -104
  10. package/editor/clipboard.js +184 -184
  11. package/editor/ecs/component/editors/ObservedIntegerEditor.js +22 -22
  12. package/editor/ecs/component/editors/ObservedStringEditor.js +34 -34
  13. package/editor/ecs/component/editors/common/two_way_sync.js +50 -50
  14. package/editor/ecs/component/editors/ecs/GridObstacleEditor.js +19 -19
  15. package/editor/ecs/component/editors/ecs/ParameterLookupTableEditor.js +35 -35
  16. package/editor/ecs/component/editors/ecs/ParameterTrackEditor.js +17 -17
  17. package/editor/ecs/component/editors/ecs/SGMeshEditor.js +24 -24
  18. package/editor/ecs/component/editors/ecs/ShadedGeometryEditor.js +33 -33
  19. package/editor/ecs/component/editors/ecs/Trail3DEditor.js +45 -45
  20. package/editor/ecs/component/editors/ecs/buildGridObstaclePreview.js +19 -19
  21. package/editor/ecs/component/editors/ecs/terrain/TerrainEditor.js +72 -72
  22. package/editor/ecs/component/editors/shade/MeshletGeometryEditor.js +30 -30
  23. package/editor/ecs/component/editors/shade/ShadeImageEditor.js +70 -70
  24. package/editor/ecs/component/editors/shade/ShadeMaterialEditor.js +34 -34
  25. package/editor/ecs/component/editors/shade/ShadeTextureEditor.js +46 -46
  26. package/editor/ecs/component/editors/shade/StandardShadeMaterialEditor.js +24 -24
  27. package/editor/ecs/component/prototypeObjectEditor.js +265 -265
  28. package/editor/ecs/component/registerBasicTypeEditors.js +100 -100
  29. package/editor/ecs/component/registerEngineComponentEditors.js +95 -95
  30. package/editor/entity_world_bounds.js +27 -27
  31. package/editor/particles/lut_ops.js +148 -148
  32. package/editor/particles/particleEditEvents.js +12 -12
  33. package/editor/particles/rebuildParticleEmitter.js +31 -31
  34. package/editor/persistence/EditorLayoutStore.js +71 -71
  35. package/editor/persistence/SceneMetadata.js +52 -52
  36. package/editor/persistence/SceneSlotManager.js +144 -144
  37. package/editor/persistence/buildNewSceneDataset.js +67 -67
  38. package/editor/persistence/files.js +68 -68
  39. package/editor/persistence/scene_import.js +143 -143
  40. package/editor/persistence/scene_serialization.js +79 -79
  41. package/editor/persistence/string_buffer_codec.js +41 -41
  42. package/editor/process/GridDisplayProcess.js +125 -125
  43. package/editor/process/SymbolicDisplayProcess.js +106 -108
  44. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  45. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  46. package/editor/process/symbolic/PathSymbolicDisplay.js +118 -118
  47. package/editor/process/symbolic/PositionedMarkerSymbolicDisplay.js +79 -79
  48. package/editor/process/symbolic/SoundEmitterSymbolicDisplay.js +57 -57
  49. package/editor/process/symbolic/SymbolicDisplay.js +62 -62
  50. package/editor/process/symbolic/gizmo_draw_wire_box_oriented.js +85 -85
  51. package/editor/process/symbolic/gizmo_draw_wire_circle.js +53 -53
  52. package/editor/prototypeEditorShell.js +156 -156
  53. package/editor/selection/editor_pick.js +130 -130
  54. package/editor/selection/screen_rect_frustum.js +119 -119
  55. package/editor/style/controls.scss +168 -168
  56. package/editor/style/inspector.scss +223 -223
  57. package/editor/templates/entity_templates.js +167 -167
  58. package/editor/tools/GridPaintTool.js +273 -273
  59. package/editor/tools/SelectionTool.js +307 -307
  60. package/editor/tools/TransformToolV2.js +378 -378
  61. package/editor/tools/engine/ToolEngine.js +188 -188
  62. package/editor/tools/paint/TerrainTexturePaintTool.js +250 -250
  63. package/editor/tools/v2/BlenderCameraOrientationGizmo.js +501 -501
  64. package/editor/tools/v2/TransformControls.js +971 -971
  65. package/editor/tools/v2/handle/gizmo_drag_plane.js +141 -141
  66. package/editor/tools/v2/handle/gizmo_draw.js +399 -399
  67. package/editor/tools/v2/handle/gizmo_handles.js +364 -364
  68. package/editor/tools/v2/handle/gizmo_ray_shapes.js +239 -239
  69. package/editor/view/ecs/HierarchicalEntityListView.js +339 -339
  70. package/editor/view/ecs/components/DatGuiController.js +2 -2
  71. package/editor/view/ecs/components/common/AutoCanvasView.js +100 -100
  72. package/editor/view/ecs/components/common/TextController.js +59 -59
  73. package/editor/view/library/MeshLibraryView.js +175 -175
  74. package/editor/view/library/mesh_library_drag.js +63 -63
  75. package/editor/view/library/model_thumbnail_source.js +86 -86
  76. package/editor/view/makeEntityDecorators.js +125 -125
  77. package/editor/view/node-graph/NodeGraphSelection.js +89 -89
  78. package/editor/view/node-graph/NodeView.js +211 -211
  79. package/editor/view/node-graph/actions/ConnectionDeleteAction.js +36 -36
  80. package/editor/view/node-graph/actions/NodesMoveAction.js +41 -41
  81. package/editor/view/node-graph/connection_wire_geometry.js +107 -107
  82. package/editor/view/particles/ColorLutGradientView.js +291 -291
  83. package/editor/view/particles/ScalarLutCurveView.js +279 -279
  84. package/editor/view/prepareMeshLibrary.js +188 -188
  85. package/editor/view/shell/SceneTreePanelView.js +119 -119
  86. package/editor/view/v2/SplitView.js +2 -2
  87. package/package.json +94 -94
  88. package/samples/generation/generators/interactive/mir_generator_place_buff_objects.js +362 -362
  89. package/src/DUPLICATION_AUDIT_2026_08_07/00_core_reuse_surface.md +738 -738
  90. package/src/DUPLICATION_AUDIT_2026_08_07/A_core_math_geom.md +79 -79
  91. package/src/DUPLICATION_AUDIT_2026_08_07/B_core_data.md +93 -93
  92. package/src/DUPLICATION_AUDIT_2026_08_07/C_gfx_render.md +80 -80
  93. package/src/DUPLICATION_AUDIT_2026_08_07/D_gfx_features.md +164 -164
  94. package/src/DUPLICATION_AUDIT_2026_08_07/E_physics.md +69 -69
  95. package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +102 -102
  96. package/src/DUPLICATION_AUDIT_2026_08_07/G_net_save.md +129 -129
  97. package/src/DUPLICATION_AUDIT_2026_08_07/H_engine_misc.md +72 -72
  98. package/src/DUPLICATION_AUDIT_2026_08_07/I_generation_view.md +74 -74
  99. package/src/DUPLICATION_AUDIT_2026_08_07/K_crosscutting.md +169 -169
  100. package/src/DUPLICATION_AUDIT_2026_08_07.md +254 -254
  101. package/src/DUPLICATION_AUDIT_REMEDIATION.md +250 -250
  102. package/src/REVIEW_2026_08_06/adv-core.md +511 -511
  103. package/src/REVIEW_2026_08_06/adv-gfx.md +480 -480
  104. package/src/REVIEW_2026_08_06/adv-view.md +446 -446
  105. package/src/REVIEW_2026_08_06/api-core.md +296 -296
  106. package/src/REVIEW_2026_08_06/api-engine.md +195 -195
  107. package/src/REVIEW_2026_08_06/bvh-phys-sound-net.md +507 -507
  108. package/src/REVIEW_2026_08_06/core-binary.md +348 -348
  109. package/src/REVIEW_2026_08_06/core-collection.md +376 -376
  110. package/src/REVIEW_2026_08_06/core-math.md +221 -221
  111. package/src/REVIEW_2026_08_06/core-process.md +266 -266
  112. package/src/REVIEW_2026_08_06/core-science.md +223 -223
  113. package/src/REVIEW_2026_08_06/engine-ai-nav.md +279 -279
  114. package/src/REVIEW_2026_08_06/engine-animation.md +167 -167
  115. package/src/REVIEW_2026_08_06/engine-asset.md +166 -166
  116. package/src/REVIEW_2026_08_06/engine-ecs.md +920 -920
  117. package/src/REVIEW_2026_08_06/engine-input.md +197 -197
  118. package/src/REVIEW_2026_08_06/engine-misc.md +248 -248
  119. package/src/REVIEW_2026_08_06/engine-terrain.md +52 -52
  120. package/src/REVIEW_2026_08_06/generation.md +176 -176
  121. package/src/REVIEW_2026_08_06/geom-2d.md +434 -434
  122. package/src/REVIEW_2026_08_06/geom-3d.md +117 -117
  123. package/src/REVIEW_2026_08_06/gfx-gi.md +143 -143
  124. package/src/REVIEW_2026_08_06/gfx-render.md +740 -740
  125. package/src/REVIEW_2026_08_06/gfx-texture.md +690 -690
  126. package/src/REVIEW_2026_08_06/prior-criticals.md +49 -49
  127. package/src/REVIEW_2026_08_06/prior-highs.md +138 -138
  128. package/src/REVIEW_2026_08_06/test-gaps.md +364 -364
  129. package/src/REVIEW_2026_08_06/view.md +667 -667
  130. package/src/REVIEW_2026_08_06.md +610 -610
  131. package/src/avif/codec/dec/avif_dec.cpp +233 -233
  132. package/src/avif/codec/dec/avif_dec.js +16 -16
  133. package/src/core/binary/BitImage2.js +246 -246
  134. package/src/core/binary/align_32.js +21 -21
  135. package/src/core/binary/data_view/DataType2DataViewReaders.js +23 -23
  136. package/src/core/binary/data_view/DataType2DataViewWriters.js +25 -25
  137. package/src/core/binary/hash/XXH128Hash.js +55 -55
  138. package/src/core/binary/hash/XXH3_SECRET.js +25 -25
  139. package/src/core/binary/hash/xxh3_128.js +341 -341
  140. package/src/core/binary/hash/xxh3_64.js +241 -241
  141. package/src/core/binary/hash/xxh3_common.js +476 -476
  142. package/src/core/binary/lz4/LZ4_MAX_INPUT_SIZE.js +9 -9
  143. package/src/core/binary/lz4/lz4_compress_block.js +385 -385
  144. package/src/core/binary/lz4/lz4_compress_bound.js +25 -25
  145. package/src/core/binary/lz4/lz4_decompress_block.js +139 -139
  146. package/src/core/binary/lz4/lz4_decompress_bound.js +30 -30
  147. package/src/core/binary/meshopt/MESHOPT_GROUP_SIZE.js +18 -18
  148. package/src/core/binary/meshopt/MeshoptCompressionFilter.js +30 -30
  149. package/src/core/binary/meshopt/MeshoptCompressionMode.js +21 -21
  150. package/src/core/binary/meshopt/__meshopt_test_streams.js +237 -237
  151. package/src/core/binary/meshopt/meshopt_decode.js +73 -73
  152. package/src/core/binary/meshopt/meshopt_decode_byte_group.js +67 -67
  153. package/src/core/binary/meshopt/meshopt_decode_data_block.js +59 -59
  154. package/src/core/binary/meshopt/meshopt_decode_filter_color.js +69 -69
  155. package/src/core/binary/meshopt/meshopt_decode_filter_exponential.js +43 -43
  156. package/src/core/binary/meshopt/meshopt_decode_filter_octahedral.js +60 -60
  157. package/src/core/binary/meshopt/meshopt_decode_filter_quaternion.js +71 -71
  158. package/src/core/binary/meshopt/meshopt_decode_index_buffer.js +294 -294
  159. package/src/core/binary/meshopt/meshopt_decode_index_sequence.js +115 -115
  160. package/src/core/binary/meshopt/meshopt_decode_vertex_buffer.js +381 -381
  161. package/src/core/binary/meshopt/meshopt_read_uint_var.js +59 -59
  162. package/src/core/binary/reinterpret_float32_as_uint32.js +13 -13
  163. package/src/core/binary/reinterpret_uint32_as_float32.js +14 -14
  164. package/src/core/binary/type/DataType2TypedArrayConstructorMapping.js +35 -35
  165. package/src/core/bvh2/bvh3/ebvh_geometry_query_any_triangle_ray.js +149 -149
  166. package/src/core/bvh2/bvh3/ebvh_sort_for_traversal_depth_first.js +96 -96
  167. package/src/core/bvh2/bvh3/query/bvh_query_depth_range_in_frustum.js +101 -101
  168. package/src/core/bvh2/bvh3/query/bvh_query_leaves_generic.js +77 -77
  169. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray.js +90 -90
  170. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray_segment.js +94 -94
  171. package/src/core/bvh2/bvh3/query/bvh_query_user_data_generic.js +86 -86
  172. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_capsule.js +101 -101
  173. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_sphere.js +92 -92
  174. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray.js +96 -96
  175. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray_segment.js +100 -100
  176. package/src/core/bvh2/visual/BVHGeometry.js +131 -131
  177. package/src/core/bvh8/BVH8.js +436 -436
  178. package/src/core/bvh8/aabb3_round_to_float32.js +22 -22
  179. package/src/core/bvh8/build/BVH8Converter.js +588 -588
  180. package/src/core/bvh8/build/TriangleCluster.js +122 -122
  181. package/src/core/bvh8/build/aabb3_compute_merge_cost.js +28 -28
  182. package/src/core/bvh8/build/aabb3_from_triangle_by_index.js +17 -17
  183. package/src/core/bvh8/build/bvh8_build_for_geometry.js +303 -303
  184. package/src/core/bvh8/build/bvh8_from_proxy.js +256 -256
  185. package/src/core/bvh8/build/byte.js +9 -9
  186. package/src/core/bvh8/build/encode_bounds_e.js +11 -11
  187. package/src/core/bvh8/bvh8_convert_to_dot.js +132 -132
  188. package/src/core/bvh8/bvh8_count_primitives.js +98 -98
  189. package/src/core/bvh8/bvh8_geometry_validate.js +138 -138
  190. package/src/core/bvh8/bvh8_geometry_validate_indirect.js +166 -166
  191. package/src/core/bvh8/bvh8_get_node_bounds.js +34 -34
  192. package/src/core/bvh8/bvh8_get_node_child_bounds.js +52 -52
  193. package/src/core/bvh8/bvh8_node_child_surface_area.js +18 -18
  194. package/src/core/bvh8/bvh8_node_count_triangles.js +27 -27
  195. package/src/core/bvh8/bvh8_quality.js +72 -72
  196. package/src/core/bvh8/bvh8_validate_structure.js +87 -87
  197. package/src/core/clipboard/obtainClipBoard.js +29 -29
  198. package/src/core/clipboard/safeClipboardReadText.js +55 -55
  199. package/src/core/clipboard/safeClipboardWriteText.js +23 -23
  200. package/src/core/collection/array/typed/typed_array_value_denormalize.js +52 -52
  201. package/src/core/collection/array/typed/typed_array_value_normalize.js +51 -51
  202. package/src/core/collection/union-find/union_find.js +79 -79
  203. package/src/core/color/YCoCg/rgb_to_ycocg.js +20 -20
  204. package/src/core/color/YCoCg/ycocg_to_rgb.js +17 -17
  205. package/src/core/color/colormap/MAGMA_LUT.js +26 -26
  206. package/src/core/color/illuminant/D65_TRISTIMULUS_XYZ.js +19 -19
  207. package/src/core/color/lab/lab_apply_hunt_adjustment.js +27 -27
  208. package/src/core/color/lab/lab_distance_hyab.js +23 -23
  209. package/src/core/color/lab/xyz_to_lab.js +62 -62
  210. package/src/core/color/operations/color_darken.js +24 -24
  211. package/src/core/color/operations/color_desaturate.js +24 -24
  212. package/src/core/color/operations/color_lighten.js +24 -24
  213. package/src/core/color/operations/color_saturate.js +24 -24
  214. package/src/core/color/operations/color_scale_okhsv_channel.js +45 -45
  215. package/src/core/color/tonemap/tonemap_aces.js +41 -41
  216. package/src/core/color/ycxcz/xyz_to_ycxcz.js +28 -28
  217. package/src/core/color/ycxcz/ycxcz_to_xyz.js +19 -19
  218. package/src/core/dom/isImageBitmap.js +12 -12
  219. package/src/core/function/frameThrottle.js +23 -23
  220. package/src/core/geom/2d/aabb/aabb2_array_combine.js +7 -7
  221. package/src/core/geom/2d/aabb/aabb2_compute_area.js +7 -7
  222. package/src/core/geom/2d/aabb/aabb2_compute_center_from_multiple.js +7 -7
  223. package/src/core/geom/2d/aabb/aabb2_compute_overlap.js +7 -7
  224. package/src/core/geom/2d/aabb/aabb2_from_v2_array.js +7 -7
  225. package/src/core/geom/2d/aabb/aabb2_intersects_point.js +7 -7
  226. package/src/core/geom/2d/aabb/aabb2_overlap_exists.js +7 -7
  227. package/src/core/geom/2d/circle/circle_compute_circle_intersection.js +7 -7
  228. package/src/core/geom/2d/circle/circle_compute_circle_penetration.js +7 -7
  229. package/src/core/geom/2d/circle/circle_intersects_point.js +7 -7
  230. package/src/core/geom/2d/compute_polygon_area_2d.js +7 -7
  231. package/src/core/geom/2d/convex-hull/fixed_convex_hull_humus.js +7 -7
  232. package/src/core/geom/2d/convex-hull/fixed_convex_hull_relaxation.js +7 -7
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  234. package/src/core/geom/2d/intersect_ray_2d.js +7 -7
  235. package/src/core/geom/2d/line/line2_distance_to_point_sqr.js +7 -7
  236. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.js +44 -44
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  238. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_array_2d.js +7 -7
  239. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_2d.js +7 -7
  240. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_array_2d.js +7 -7
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  242. package/src/core/geom/2d/line/line_segment_line_segment_intersection_exists_2d.js +7 -7
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  246. package/src/core/geom/2d/oriented-box/min_area_rect_2d.js +69 -69
  247. package/src/core/geom/2d/polygon/TRIANGULATION_DESIGN.md +433 -433
  248. package/src/core/geom/2d/polygon/polygon2_clip_axis_halfplane.js +51 -51
  249. package/src/core/geom/2d/polygon/polygon2_clip_halfplane.js +50 -50
  250. package/src/core/geom/2d/polygon/polygon2_is_counter_clockwise.js +84 -84
  251. package/src/core/geom/2d/polygon/polygon2_signed_area.js +52 -52
  252. package/src/core/geom/2d/polygon/polygon2_triangulate.corpus.js +86 -86
  253. package/src/core/geom/2d/polygon/polygon2_triangulate.js +1280 -1280
  254. package/src/core/geom/2d/polygon/polygon2_triangulation_deviation.js +77 -77
  255. package/src/core/geom/2d/quad-tree/qt_collect_by_circle.js +39 -39
  256. package/src/core/geom/2d/quad-tree/qt_match_data_by_circle.js +101 -101
  257. package/src/core/geom/2d/quad-tree/qt_query_data_nearest_to_point.js +7 -7
  258. package/src/core/geom/2d/rectangle_to_aabb.js +7 -7
  259. package/src/core/geom/2d/spline_bezier2_2d.js +7 -7
  260. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.js +99 -99
  261. package/src/core/geom/2d/triangle/tri2_signed_area.js +35 -35
  262. package/src/core/geom/2d/triangle2d_compute_area.js +7 -7
  263. package/src/core/geom/2d/triangle2d_contains_point.js +7 -7
  264. package/src/core/geom/2d/triangle2d_get_barycentric.js +7 -7
  265. package/src/core/geom/2d/v2_morton_encode.js +23 -23
  266. package/src/core/geom/3d/aabb/aabb3_array_intersects_frustum_degree.js +7 -7
  267. package/src/core/geom/3d/aabb/aabb3_box_surface_area_2.js +7 -7
  268. package/src/core/geom/3d/aabb/aabb3_build_frustum.js +5 -5
  269. package/src/core/geom/3d/aabb/aabb3_closest_point_on_surface.js +57 -57
  270. package/src/core/geom/3d/aabb/aabb3_combined_surface_area.js +7 -7
  271. package/src/core/geom/3d/aabb/aabb3_compute_half_surface_area.js +7 -7
  272. package/src/core/geom/3d/aabb/aabb3_compute_projected_area.js +7 -7
  273. package/src/core/geom/3d/aabb/aabb3_compute_surface_area.js +7 -7
  274. package/src/core/geom/3d/aabb/aabb3_detailed_volume_intersection.js +7 -7
  275. package/src/core/geom/3d/aabb/aabb3_estimate_projected_area2.js +7 -7
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- # Domain C — engine/graphics (render, material, texture, geometry, shaders)
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-
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- All paths are relative to `H:/git/moh/app/src/mir-engine/meep/src/`.
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- Every finding below was verified by opening both (all) sites.
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-
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- ## Findings
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-
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- | # | Severity | Concept | Sites | Evidence | Verdict | Proposed common path | Effort/Risk |
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- |---|---|---|---|---|---|---|---|
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- | 1 | HIGH | Triangle-vertex fetch from a possibly-normalized, possibly-implicitly-indexed vertex buffer (~45 lines: index resolve → 3 addresses → 9 reads → 9 denormalize + 6 asserts) | `engine/graphics/geometry/buffered/query/bvh32_geometry_nearest.js:151-201` (leaf block of `bvh32_geometry_nearest`) — `.../bvh32_geometry_raycast.js:59-109` (`bvh32_geometry_raycast`) — `.../bvh32_geometry_overlap_clipping_volume.js:46-96` (`bvh32_geometry_overlap_clipping_volume`) | Character-identical apart from the local name of the triangle index. Same assert strings verbatim (`'triangle index overflow, possibly geometry changed but tree was not rebuilt?'`, `'a-vertex overflow'`). Any change to the interleaved/normalized contract must be made in 3 places. | UNJUSTIFIED | New `engine/graphics/geometry/buffered/read_triangle_vertices.js` — `read_triangle_vertices(out9, vertices, vertex_offset, vertex_stride, vertex_data_normalized, indices, triangle_index)` writing into a module-static `Float64Array(9)`. Asserts stay (free in prod). | M / low — 3 mechanical call-site rewrites, covered by `bvh32_geometry_nearest.spec.js` |
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- | 2 | HIGH | Nearest-point-on-mesh BVH query: ordered child descent by `aabb3_unsigned_distance_sqr_to_point` + leaf `tri3_closest_point_barycentric` → barycentric reconstruct → `v3_distance_sqr` → write `SurfacePoint3` + `tri3_compute_normal` | `engine/graphics/geometry/buffered/query/bvh32_geometry_nearest.js:37-247` — `engine/graphics/geometry/buffered/query/query_bvh_geometry_nearest.js:35-208` | Two whole implementations of the same algorithm against two BVH layouts (`BinaryUint32BVH` implicit-index vs `BVH` pointer nodes). Child-ordering block (`bvh32:110-130` vs `query:114-134`) and the entire leaf body (`bvh32:203-242` vs `query:164-203`) are token-identical. `query_bvh_geometry_nearest` has exactly one caller (`engine/graphics/sh3/path_tracer/BufferedGeometryBVH.js:286`). | UNJUSTIFIED (traversal genuinely differs; the leaf work does not) | Extract the leaf into `engine/graphics/geometry/buffered/query/nearest_point_on_triangle_record.js` — `(result, triangle_index, best_distance_sqr, x,y,z, ax..cz) → number` returning the new best distance (or `-1` when not improved); both traversals call it. | M / medium — behaviour-preserving, both have specs |
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- | 3 | HIGH | Material-texture coalescing loop over `TextureAttachmentsByMaterialType` + identically-configured `Cache<Texture,Texture>` | `engine/graphics/material/manager/compilers/CoalesceTextures.js:18-22` + `:25-69` (`transform`) — `engine/asset/loaders/material/StaticMaterialCache.js:27-31` + `:48-89` (`acquire`) | Lines 48-89 of `StaticMaterialCache.acquire` are byte-identical to lines 26-66 of `CoalesceTextures.transform`, comment-for-comment (`//check cache`, `//console.log('Re-using texture', existingTexture);`, `//texture was not in cache, cache it`). **The extracted helper already exists** — `engine/asset/loaders/material/traverseMaterialTextures.js:9-37` is exactly this traversal — and neither caller uses it. | UNJUSTIFIED | Give `engine/asset/loaders/material/` a `TextureCoalescer` class holding the `Cache` and a `coalesce(material)` method built on `traverseMaterialTextures`; `CoalesceTextures` (transformer) and `StaticMaterialCache` both own one. | S / low |
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- | 4 | HIGH | "Marked material transform" protocol: own-property marker check → throw on foreign transformer → clone → `composeCompile` → stamp marker | `engine/graphics/render/forward_plus/plugin/MaterialTransformer.js:91-124` (`transform`) — `engine/graphics/sh3/gi/material/MaterialTransformer.js:294-321` (`transform`) | Same 5-step protocol, same error string verbatim (`'The material is already transformed, but is associated with a different transformer instance'`). **The copy has already diverged into a defect**: `sh3/gi` line 311 is `result.clone();` — the clone's return value is discarded, so it mutates the *caller's* material; it also omits the `source.isShaderMaterial` uniforms/defines copy that the FP version does at `:110-114`. `AbstractMaterialTransformer` (`engine/graphics/material/manager/AbstractMaterialTransformer.js`) is an empty 10-line stub that could own this. | UNJUSTIFIED | Move the protocol into `AbstractMaterialTransformer` as a final `transform(source)` that calls an abstract `#build(source)`; both concrete transformers implement only the shader-patching hook. Also fixes the `sh3/gi` clone bug. | M / medium — touches the Forward+ contract, but `MaterialManager.spec.js` covers the chain |
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- | 5 | HIGH | Iterative (stack-based) quicksort partition loop | `engine/graphics/render/forward_plus/sort_decal_data.js:47-102` (`sort_decal_data`) — `core/collection/array/array_quick_sort_by_comparator.js:11-75` — `core/collection/array/array_sort_quick.js:17-…` — `view/minimap/gl/MinimapMarkersGL.js:141-198` (`__sortByZIndex`) | Identical stack/pivot/partition/recursion skeleton (`stackPointer -= 2`, `(left + right) >> 1`, same `/* partition */` and `/* recursion */` comments). **The copy has diverged into a hazard**: both core versions capture the pivot *value* first (`const pivot = data[pivotIndex]`), while `sort_decal_data.js:70,74` re-reads `lookup[pivotIndex]` through `compare_decals` on every comparison — and `lookup[pivotIndex]` is itself swapped during partitioning, so the pivot changes mid-partition. `array_sort_quick` already supports a custom `swap_operator`, which is precisely what both copies needed. | UNJUSTIFIED | `sort_decal_data` should call `core/collection/array/array_quick_sort_by_comparator.js` with a bound comparator (and, if the lookup indirection must stay, extend that primitive with the `swap_operator` parameter `array_sort_quick` already has). | S / medium — fixes a latent ordering bug; decal draw order is visible |
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- | 6 | MEDIUM | Frustum corner extraction: which triple of planes produces which of the 8 corners, and in what output order | `engine/graphics/render/forward_plus/computeFrustumCorners.js:9-68` (`computeFrustumCorners`, three.js `Plane[]`) — `core/geom/3d/frustum/frustum_compute_corners.js:13-…` (`frustum_compute_corners`, flat array) | Same 8-entry corner table, same output stride, only the plane accessor differs. The vendor→flat converter already exists (`core/geom/3d/frustum/frustum3_planes_to_flat_from_three.js`) and **`LightManager.js` already imports it at line 28** while also importing `computeFrustumCorners` at line 48. The JSDoc even points at the twin (`computeFrustumCorners.js:5`). Violates "confine vendor imports to boundaries". | UNJUSTIFIED | Delete the body: `computeFrustumCorners` becomes `frustum3_planes_to_flat_from_three(planes, scratch)` + `frustum_compute_corners(result, 0, scratch, 0)`. Keep the export (public surface). | S / low — `frustum_compute_corners.spec.js` exists |
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- | 7 | MEDIUM | GPU internal-format string, hand-written instead of derived | 22 literal sites; in-domain: `engine/graphics/render/buffer/buffers/NormalFrameBuffer.js:44` `'RGBA16F'` — `.../ColorAndDepthFrameBuffer.js:58` — `.../simple-fx/ao/AmbientOcclusionPostProcessEffect.js:97,388` — `.../ao/generateHilbertNoiseTexture.js:27` — `.../forward_plus/LightManager.js:185` — `.../visibility/hiz/buffer/HierarchicalZBuffer.js:99` — `.../hiz/query/BatchOcclusionQuery.js:32` — `engine/graphics/texture/atlas/AtlasLookupTexture.js:34` — `.../texture/virtual/VirtualTextureMemoryMapping.js:51` — `.../virtual/VirtualTexturePage.js:184` — `.../virtual/VirtualTextureUsageUpdater.js:112` — `engine/graphics/sh3/gi/material/makeLookupTexture3D.js:30`, `makeOctahedralDepthAtlas.js:26`, `sh3/lpg/light_probe_grid_textures.js:61,100` | `engine/graphics/texture/computeThreeTextureInternalFormatFromDataType.js` and `.../normalized_internal_format.js` exist precisely to derive this from (`BinaryDataType`, channel count) — only 6 files use them. The `format` / `type` / `internalFormat` triple must agree or the texture silently fails to upload; three copies of the knowledge (three enum, three enum, GL string) are maintained by hand at each site. Note `AtlasLookupTexture.js:32-34` carries a comment explaining a past mismatch — i.e. this has already bitten. | UNJUSTIFIED | Route every site through the existing `engine/graphics/texture/computeThreeTextureInternalFormatFromDataType.js` / `normalized_internal_format.js` (both already in the right home). | M / low — mechanical, per-site verifiable |
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- | 8 | MEDIUM | `DataTexture3D` construction recipe (name, `flipY=false`, `generateMipmaps=false`, min/mag filter, `wrapS/T/R = ClampToEdgeWrapping`, type, format, internalFormat, `unpackAlignment = 4`, `needsUpdate = true`) | `engine/graphics/sh3/gi/material/makeLookupTexture3D.js:8-36` — `engine/graphics/sh3/lpg/light_probe_grid_textures.js:39-68` (`make_light_probe_grid_luma_texture`) — `.../light_probe_grid_textures.js:78-107` (`make_light_probe_grid_chroma_texture`) | Three copies of the same 12-property block; the two in `light_probe_grid_textures.js` differ only in typed-array constructor / type / format / internalFormat. 2D siblings of the same recipe: `engine/graphics/sh3/gi/material/makeOctahedralDepthAtlas.js:8-30`, `engine/graphics/texture/virtual/VirtualTextureMemoryMapping.js:31-58`, `engine/graphics/texture/atlas/AtlasLookupTexture.js:25-34`. | UNJUSTIFIED | New `engine/graphics/texture/3d/make_data_texture_3d.js` taking an `AttributeSpec` + resolution + a `TextureFilterMode` enum value, deriving format/type/internalFormat via the helpers in finding #7 (this is the natural home per the task brief). A 2D sibling `engine/graphics/texture/make_data_texture_2d.js` covers the other three. | M / low |
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- | 9 | MEDIUM | "Data render target" option object: `{minFilter/magFilter: NearestFilter, format, type, internalFormat, depthBuffer:false, stencilBuffer:false, wrapS/T: ClampToEdgeWrapping, generateMipmaps:false}` | `engine/graphics/ecs/highlight/renderer/OutlineRenderer.js:232-273` (**five** near-identical literals in one constructor) — `engine/graphics/render/visibility/hiz/buffer/HierarchicalZBuffer.js:94-105` — `engine/graphics/render/visibility/hiz/query/BatchOcclusionQuery.js:41-52` — `engine/graphics/texture/virtual/VirtualTextureUsageUpdater.js:105-117` — `engine/graphics/render/buffer/simple-fx/ao/AmbientOcclusionPostProcessEffect.js:91-101` — `engine/graphics/filter/ImageFilter.js:46-51` — `engine/graphics/render/visibility/hiz/buildCanvasViewFromTexture.js:167-172` — `engine/graphics/util/renderObjectToSampler2D.js:29-36` | Ten+ copies of one recipe, each independently re-picking the three.js enums. This is the exact "same three.js translation logic repeated" case the house rule names. Divergences are already visible: `BatchOcclusionQuery.js:46` has the `internalFormat` commented out; `ImageFilter` uses `LinearFilter` where its twin `renderObjectToSampler2D` sets `magFilter` too. | UNJUSTIFIED | New `engine/graphics/texture/make_data_render_target.js` — typed parameters (resolution, `AttributeSpec`, a project-owned `TextureFilterMode`, `depth: boolean`), all three.js enums confined inside. | M / low |
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- | 10 | MEDIUM | Offscreen full-screen-quad pass → `readPixels` into a `Sampler2D`/typed array, with `getRenderTarget()`/`setRenderTarget()` save-restore | `engine/graphics/filter/ImageFilter.js:14-77` (`processTexture`) — `engine/graphics/render/visibility/hiz/buildCanvasViewFromTexture.js:139-227` (`renderSamplerFromTexture`) — `engine/graphics/util/renderObjectToSampler2D.js:15-83` | All three build their own `OrthographicCamera(-1,1,1,-1,0,1)` + `Scene` + `Mesh(FULL_SCREEN_TRIANGLE_GEOMETRY)`, their own `renderTargetOptions` literal (same variable name in all three), then `renderer.getContext(); gl.readPixels(0,0,w,h,gl.RGBA,gl.UNSIGNED_BYTE, dest)` and restore. **The scene/camera/quad half already exists** as `engine/graphics/render/utils/renderScreenSpace.js:6-33` (module-static, matrix-auto-update disabled) — none of the three use it. | UNJUSTIFIED | Two steps: (a) all three switch the draw to `renderScreenSpace(renderer, material)`; (b) extract `engine/graphics/render/utils/read_render_target_to_sampler2d.js` for the RT+readPixels+restore half. | M / medium — `renderObjectToSampler2D` feeds the model-preview path |
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- | 11 | MEDIUM | Forward+ uniform block (`fp_t_light_tiles`, `fp_t_light_lookup`, `fp_t_light_data`, `fp_t_decal_atlas`, `fp_t_decal_atlas_resolution`, `fp_v3_light_cluster_resolution`, `fp_f_camera_near`, `fp_f_camera_far`, `fp_resolution`) declared in JS | `engine/graphics/render/forward_plus/materials/ForwardPlusThreeMaterial.js:9-40` — `engine/graphics/render/forward_plus/plugin/MaterialTransformer.js:23-56` — `engine/graphics/render/forward_plus/materials/FPlusDebugMaterial.js:105-130` — matching GLSL declarations in `engine/graphics/render/forward_plus/materials/FP_SHADER_CHUNK_PREAMBLE.js:8-31` | Four hand-maintained copies of one uniform contract. They have **already drifted**: `ForwardPlusThreeMaterial` omits `fp_t_decal_atlas_resolution` and `fp_v3_light_cluster_resolution` that the preamble declares; `MaterialTransformer.js:40-43` declares `fp_t_decal_atlas_resolution` with `type:'t'` while the GLSL declares it `uniform vec2`. A missing/mistyped uniform here degrades silently (decals/lights just stop). | UNJUSTIFIED | New `engine/graphics/render/forward_plus/materials/fp_make_common_uniforms.js` returning the typed uniform object, exported next to `FP_SHADER_CHUNK_PREAMBLE` so the GLSL and JS declarations live in one directory and are reviewed together. | S / medium — Forward+ contract; A/B by adding a clustered point light |
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- | 12 | MEDIUM | GLSL: concentric-disk mapping + cosine-weighted hemisphere sample + branchless (Duff/Frisvad) orthonormal basis | `engine/graphics/render/buffer/simple-fx/ao/SAOShader.js:173-219` (`sampleUniformDiskConcentric`, `sampleCosineWeightedHemisphere`, `buildOrthonormalBasis`) — `engine/graphics/shaders/AmbientOcclusionShader.js:174-219` (`sample_uniform_disk_concentric`, `sample_cosine_weighted_hemisphere`, `build_orthonormal_matrix_n`) | ~45 lines of GLSL, mathematically identical line-for-line (same branch structure, same `n.z < 0.0` split, same `a`/`b` temporaries); only identifier casing and `const float PI_4` vs inline `PI * 0.25` differ. Invisible to the token-based pass because both live inside template literals. | UNJUSTIFIED | New `engine/graphics/shaders/lib/GLSL_CHUNK_HEMISPHERE_SAMPLING.js` next to the existing `engine/graphics/shaders/lib/ShaderChunks.js` (which already is the project's GLSL-chunk home), interpolated into both shaders. | S / low — text move, verify by compiling both effects |
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- | 13 | MEDIUM | GLSL: depth decode / view-Z reconstruction / blue-noise permutation shared by the two halves of one effect | `engine/graphics/render/buffer/simple-fx/ao/SAOShader.js:86-92` (`getDepth`), `:94-100` (`getViewZ`), `:169-171` (`r2_marty`), `:47-54` (vertex shader), `:252` (Hilbert texelFetch) — `engine/graphics/render/buffer/simple-fx/ao/SAOUpscaleShader.js:79-85`, `:87-93`, `:96-98`, `:51-58`, `:129` | Verbatim, including the magic constants `vec2( 0.245122333753, 0.430159709002 )` and the `ivec2( gl_FragCoord.xy ) & 63` mask. The two shaders are a matched pair (the upscale explicitly reproduces the AO pass's depth-texel snapping — see its header comment); a change to `getDepth`/`getViewZ` in one and not the other silently breaks the pairing. | UNJUSTIFIED | Shared `engine/graphics/render/buffer/simple-fx/ao/SAO_GLSL_COMMON.js` exporting the `DEPTH_PACKING`/`PERSPECTIVE_CAMERA`-guarded depth chunk, `r2_marty`, and the vertex shader; both descriptors interpolate it. | S / low |
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- | 14 | MEDIUM | GLSL: `convert_depth_to_linear` + Forward+ cluster addressing (`textureSize` → `ivec3` cluster position → `texelFetch` metadata) | `engine/graphics/render/forward_plus/materials/FP_SHADER_CHUNK_DECODE_PARS.js:30-45` and `FP_SHADER_CHUNK_LOAD_METADATA.js:5-8` and `FP_SHADER_CHUNK_PREAMBLE.js:8-31` — re-typed by hand in `engine/graphics/render/forward_plus/materials/FPlusDebugMaterial.js:63-78` (`convert_depth_to_linear`), `:84-87` (cluster addressing), `:29-45` (uniform declarations) | `convert_depth_to_linear` is line-for-line identical between the chunk and the debug material. The cluster-addressing lines differ only in where the `1.0 - x` flip is applied (`fp_build_fragment_shader.js:15` does `clip_v.x = 1.0 - clip_v.x`; `FPlusDebugMaterial.js:85` inlines `( 1.0 - clip_v.x)`). This is the *debug visualiser for the binning* — if binning changes, the debug view silently keeps showing the old mapping and lies about the bug you are hunting. | UNJUSTIFIED | `FPlusDebugMaterial` should compose `FP_SHADER_CHUNK_PREAMBLE` + `FP_SHADER_CHUNK_DECODE_PARS` + `FP_SHADER_CHUNK_LOAD_METADATA` instead of re-typing them. | S / low |
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- | 15 | MEDIUM | GPU-resident growable typed-array-backed `DataTexture` (allocate from `BinaryDataType`, set format/type/internalFormat, nearest filters, no mipmaps, `dispose()` + copy-forward on resize) | `engine/graphics/texture/AttributeDataTexture.js:121-196` (`resize`, `build`) — `engine/graphics/texture/TextureBackedMemoryRegion.js:57-73` + `:187-227` (`build`) | Same responsibility, same three helper calls (`compute_typed_array_constructor_from_data_type`, `computeThreeTextureTypeFromDataType`, `computeThreeTextureInternalFormatFromDataType`), same dispose-then-reassign-`image.data` resize protocol. They differ only in how the element description arrives (`AttributeSpec` vs `NumericType`+`precision`+`channel_count`) and in row-packing policy. | UNJUSTIFIED | `TextureBackedMemoryRegion` should hold an `AttributeSpec` and delegate storage to `AttributeDataTexture` (which is the more complete of the two), keeping only its `DATA_TEXTURE_WIDTH`/grow-shrink policy. | M / medium — both are live GPU paths; `AttributeDataTexture.spec.js` exists |
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- | 16 | MEDIUM | Whole-file duplicate: `CopyShader` | `engine/graphics/postprocess/threejs/shaders/CopyShader.js:6-45` — `engine/graphics/shaders/CopyShader.js:5-47` | Identical uniforms + identical vertex and fragment source, differing only in shape (frozen object vs zero-arg factory returning a fresh object). The `postprocess/threejs/shaders/` directory contains nothing else. Only `engine/graphics/texture/sampler/convertTexture2Sampler2D.js:4` imports one of them; `engine/graphics/shaders/CopyShader.js` has no internal caller (public surface — keep). A *third* copy is pulled from `three/examples/jsm/shaders/CopyShader.js` in `prototypeNormalFrameBuffer.js:12`. | UNJUSTIFIED | Keep `engine/graphics/shaders/CopyShader.js` as the home; make `engine/graphics/postprocess/threejs/shaders/CopyShader.js` a one-line re-export (`export default CopyShader()` shape shim) marked `@deprecated`, per the library rule. Then delete the empty `postprocess/` tree in a later pass. | S / low |
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- | 17 | MEDIUM | Sampler channel extremum scan (42 lines) | `engine/graphics/texture/sampler/sampler2d_channel_compute_max.js:9-51` — `engine/graphics/texture/sampler/sampler2d_channel_compute_min.js:9-51` | Byte-identical except the comparison operator on line 31 (`bestValue < value` vs `bestValue > value`). Same three asserts, same `//no data` comment, same `{index, value, x, y}` return shape, same `(bestIndex / itemSize) | 0` index→xy math. | UNJUSTIFIED | New `engine/graphics/texture/sampler/sampler2d_channel_compute_extreme.js` taking an explicit `ExtremumDirection` enum member (typed constant, not a string key, not a `null`-means-auto sentinel); both existing exports become 2-line wrappers and stay public. | S / low — both have specs |
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- | 18 | MEDIUM | Cloud-shadow uniform block (13 uniforms + the `SHADOWMAP_CLOUDS` define) | `engine/graphics/material/SplatMaterial.js:80-96` + `:116` — `engine/graphics/material/WaterMaterial.js:22-38` + `:53` | Verbatim apart from `f_CloudsIntensity` default (0.3 vs 0.5). The **GLSL** half of the same feature is already centralised (`engine/graphics/shaders/lib/ShaderChunks.js:8-54`, four chunks) and a third file drives them by name (`engine/ecs/terrain/TerrainClouds.js:98-118,192`). So one feature's uniform names live in four files with only three of them sharing a home. | UNJUSTIFIED | Export a `make_clouds_uniforms()` factory from `engine/graphics/shaders/lib/` alongside the chunks it feeds, so the GLSL declarations and the JS uniform objects sit in one module. | S / low |
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- | 19 | MEDIUM | Channel-count → format-prefix switch (`1→R, 2→RG, 3→RGB, 4→RGBA`, same throw message) | `engine/graphics/texture/computeThreeTextureInternalFormatFromDataType.js:43-60` — `engine/graphics/texture/normalized_internal_format.js:28-45` | 18 lines byte-identical including `` throw new Error(`Unsupported channel count '${channel_count}'`) ``. Only the *suffix* switch legitimately differs (integer vs normalized). | UNJUSTIFIED | New `engine/graphics/texture/channel_count_to_format_prefix.js`; both callers use it. | S / very low |
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- | 20 | MEDIUM | GLSL: full-screen quad vertex shader | `engine/graphics/FULL_SCREEN_QUAD_VERTEX_SHADER.js:1-10` — `engine/graphics/shaders/ScreenSpaceQuadShader.js:3-14` (`vertexShader()`) | Both emit the identical `varying vec2 vUv; void main(){ vUv = uv; gl_Position = vec4((uv - 0.5)*2.0, 0.0, 1.0); }`. Two shared homes for one shader: `FULL_SCREEN_QUAD_VERTEX_SHADER` is used by `engine/graphics/filter/ImageFilter.js:33` and `engine/ecs/fow/shader/screenSpaceFogOfWarShader.js:10`; `ScreenSpaceQuadShader.vertexShader()` by six other files. The separate `projectionMatrix * modelViewMatrix` variant is retyped in 7 more files (see GLSL section). | UNJUSTIFIED | Keep `engine/graphics/shaders/ScreenSpaceQuadShader.js` as the home (more consumers, co-located with `glsl_gen_swizzled_read`); make `FULL_SCREEN_QUAD_VERTEX_SHADER` re-export from it. | S / very low |
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- | 21 | LOW / PROMOTION | Screen-space material pass: build scene/camera/quad, bind material, draw | `engine/graphics/render/visibility/hiz/buildCanvasViewFromTexture.js:153-163` + `:196-213` (`renderSamplerFromTexture`) vs the existing `engine/graphics/render/utils/renderScreenSpace.js:6-33` and `engine/graphics/render/utils/renderTextureToScreenQuad.js:25-29` | `renderTextureToScreenQuad` is *exactly* what `renderSamplerFromTexture` re-implements, plus swizzle and integer-sampler support (`makeShader` at `:82-125`). Its `defineSamplerType`/`sampleTexel`/`scaleSample` helpers (`:30-74`) are generic texture-format→GLSL translation with no home. | PROMOTION | Move `defineSamplerType`/`sampleTexel`/`scaleSample` and the integer-capable swizzle shader into `engine/graphics/shaders/ScreenSpaceQuadShader.js` (extending it to integer formats), then have `renderSamplerFromTexture` use `renderScreenSpace`. | M / medium |
31
- | 22 | LOW / PROMOTION | Live-occupancy iteration over `VirtualTextureUsage` (occupancy array → fingerprint → count → skip ≤0 → decompose) | `engine/graphics/texture/virtual/debug/UsageDebugView.js:41-57` (`set usage`) — `engine/graphics/texture/virtual/debug/UsagePyramidDebugView.js:212-225` (`set usage`) — third raw consumer at `engine/graphics/texture/virtual/VirtualTexturePage.js:459-472` | Identical loop; the `count <= 0` skip is the non-obvious invariant (occupancy entries are not compacted) and it is re-stated in each consumer. `VirtualTextureUsage` exposes only `occupancy` / `occupancy_count` getters (`VirtualTextureUsage.js:42-51`). | PROMOTION | Add `traverse_live(callback, thisArg)` to `engine/graphics/texture/virtual/VirtualTextureUsage.js` and have all three consumers use it; the raw getters stay (public surface). | S / low — debug views only, plus one hot loop |
32
- | 23 | LOW | Numeric-type → channel-count-format dispatch | `engine/graphics/texture/attribute_spec_to_three_format.js:12-25` — `engine/graphics/texture/computeThreeTextureFormat.js:10-18` | Same `Uint/Int → channelCountToThreIntegerTextureType`, `Float → channelCountToThreeTextureFormat`, same throw message. `attribute_spec_to_three_format` only adds the `spec.normalized` pre-branch. | UNJUSTIFIED | `attribute_spec_to_three_format` should call `computeThreeTextureFormat(numeric_type, spec.itemSize)` for the non-normalized case. | S / very low |
33
- | 24 | LOW | Render-target save/restore idiom | 14 sites, 6 different local names: `engine/graphics/render/buffer/FrameBuffer.js:76` `_renderTarget` — `.../buffers/NormalFrameBuffer.js:124` `_state_rt` — `.../simple-fx/ao/AmbientOcclusionPostProcessEffect.js:255` `__old_state_rt` — `.../simple-fx/DepthLimitedBlur.js:130` `__old_state_rt` — `.../visibility/hiz/buffer/HierarchicalZBuffer.js:186` `__rt` — `.../hiz/query/BatchOcclusionQuery.js:167` `__rt` — `.../hiz/buildCanvasViewFromTexture.js:202` `_rt` — `engine/graphics/texture/virtual/VirtualTextureUsageUpdater.js:295` — `engine/graphics/ecs/highlight/renderer/OutlineRenderer.js:628` — `engine/graphics/filter/ImageFilter.js:55` — `engine/graphics/util/renderObjectToSampler2D.js:48` — `engine/graphics/shadows/ShadowMapRenderer.js:77` — `engine/graphics/sh3/lpv/WebGLCubeProbeRenderer.js:133` — `engine/graphics/impostors/octahedral/ImpostorBaker.js:78` | Not a *code* duplication so much as a repeated invariant ("restore or you corrupt the next pass"), and `DepthLimitedBlur.js:130-153` shows how much bigger it gets once clear-colour/alpha/`autoClear` join in. Low value on its own, but it is the through-line of findings #9 and #10. | UNJUSTIFIED (low) | A typed `RenderTargetScope` class in `engine/graphics/render/utils/` with `enter(renderer, target)` / `exit()` — no callbacks, no sentinels. Adopt opportunistically. | S / low |
34
- | 25 | LOW | Canvas + `createImageData` + `Sampler2D` over `imageData.data` + `putImageData` | `engine/graphics/makeModelView.js:15-35` — `engine/graphics/render/visibility/hiz/buildCanvasViewFromTexture.js:248-279` (`buildCanvasViewFromTexture`) | Same 4-step recipe (size canvas → `createImageData` → wrap the backing array in a `Sampler2D` → `putImageData` after each render). Related: `engine/graphics/texture/html_canvas_to_sampler2d.js:10-22` and `engine/graphics/texture/canvasDataToSampler.js:8-19` are two spellings of "getImageData → Sampler2D". | UNJUSTIFIED (low) | New `engine/graphics/texture/sampler/sampler2d_backed_canvas.js` returning `{canvas, sampler, present()}`; `canvasDataToSampler` delegates to `html_canvas_to_sampler2d`. | S / low |
35
- | 26 | LOW | Heat-map `ParameterLookupTable` colour ramp | `engine/graphics/render/forward_plus/debug/createScreenGrid.js:180-188` — `engine/ecs/terrain/util/paintTerrainOverlayViaLookupTable.js:11-20` — variant with an extra purple stop at `engine/graphics/render/forward_plus/materials/FPlusDebugMaterial.js:137-146` | The first two are byte-identical (same 6 RGBA stops, same `computeUniformPositions()` call). Debug-only, but three copies of one palette that is meant to be read comparatively across the two Forward+ debug views. | UNJUSTIFIED (low) | Export `make_heatmap_lut()` from `engine/graphics/render/forward_plus/debug/` (or `core/color/`) and use it in all three. | S / very low |
36
- | 27 | LOW | Direct `canvas.getContext("2d")` where a caching helper exists | `engine/graphics/texture/sampler/sampler2d_write_to_canvas_raw.js:31` — vs `engine/graphics/texture/html_canvas_to_rendering_context2d_cached.js:12-20` | The cached accessor exists specifically because repeated `getContext` on the same canvas is wasteful; `sampler2d_write_to_canvas_raw` (called per download/preview) bypasses it. Also `engine/graphics/texture/sampler/convertTexture2Sampler2D.js:62` and `engine/graphics/makeModelView.js:22`. | UNJUSTIFIED (low) | Use `html_canvas_to_rendering_context2d_cached`. | S / very low |
37
- | 28 | LOW | WebGL2 renderer construction (`createElement('canvas')` → `getContext('webgl2', …)` → `new WebGLRenderer({canvas, context, …})`) | `engine/graphics/render/RendererPool.js:9-16` (`WebGLRendererPool.get`) — `engine/graphics/GraphicsEngine.js:492-506` (`start`) | Same three-step vendor dance with divergent options (`antialias: true` on the context in the pool, `false` in the engine; `alpha: true` vs `powerPreference`). Two places to touch when a context attribute must change engine-wide. | UNJUSTIFIED (low) | New `engine/graphics/render/make_webgl2_renderer.js` taking a typed options object; both callers use it. | S / low |
38
-
39
- ## Dismissed leads
40
-
41
- - `engine/graphics/geometry/geometry_construct_triangle_normal.js` vs `core/geom/3d/triangle/tri3_compute_normal.js` — **not** a duplicate: it already delegates on line 30. It is the correct index-fetch adapter. (MinHash matched the shared index→address prologue, which is finding #1.)
42
- - `engine/graphics/geometry/buffered/geometry_compute_vertex_normals_indexed.js` vs `..._unindexed.js` — both delegate to `geometry_construct_triangle_normal`; the remaining difference (accumulate-then-normalize vs copy) is the actual semantic difference. Model of correct reuse.
43
- - `engine/graphics/texture/3d/scs3d_sample_linear.js` vs `scs3d_sample_linear3.js` — JUSTIFIED. The 3-channel version documents (lines 6-16) that it deliberately shares one index/weight computation across three grids for the fluid advection hot loop; the duplicated prologue *is* the optimisation.
44
- - `engine/graphics/render/forward_plus/model/Decal.js` vs `engine/graphics/ecs/decal/v2/Decal.js` — name collision only. One is an encoded GPU record extending `AbstractLight` (`toArray`, `getAABB`); the other is a serializable ECS component (`toJSON`/`hash`/`equals`). No shared code.
45
- - `MaterialTransformer` name collision (finding #4 covers the real duplication) — the classes are otherwise unrelated; renaming is a separate naming concern, not a reuse failure.
46
- - `engine/graphics/geometry/AttributeGroupSpec.js:211` `getByteSize` vs `core/process/task/TaskGroup.js:50` — both are "sum a field over an array"; unrelated domains, no shared abstraction worth naming.
47
- - `engine/graphics/geometry/AttributeGroupSpec.js:51` `getAttributeByName` vs `engine/graphics/particles/particular/group/ParticleSpecification.js:23` `getByName` — `ParticleSpecification` is already marked `@deprecated use AttributeGroupSpec` (line 3). Documented migration state, not a new finding.
48
- - `engine/graphics/geometry/AttributeSpec.js:157` `getByteSize` — already derives from the shared `core/binary/type/DataTypeByteSizes.js`; the particle-side `getTypeByteSize.js` / `itemSizeFromAttributeType.js` key off different enums (`ParticleDataTypes` / `ParticleAttributeType`) in different units (bytes vs items) and live outside this domain.
49
- - `engine/graphics/render/forward_plus/model/{PointLight,SpotLight,DirectionalLight}.js` `onX`/`offX` signal-pair mirrors — verbose typed code, exactly what the house rules prefer over a signal-list registry.
50
- - `engine/graphics/render/forward_plus/cluster/read_plane_pair.js` vs `core/geom/vec3/v3_copy_array.js` / `aabb3_array_size.js` — false positive; `read_plane_pair` negates the second plane, which is its whole reason to exist.
51
- - `engine/graphics/render/visibility/IncrementalDeltaSet.js:310` `pushOther` vs `engine/ecs/animation/AnimationOptimizer.js:123` — false positive (generic array append loop).
52
- - `engine/graphics/texture/atlas/TextureAtlas.js:98` `getPatch`, `engine/graphics/render/layers/RenderLayerManager.js:47` `hideAll` — false positives (linear scan / forEach).
53
- - `engine/graphics/render/forward_plus/query/query_bvh_frustum_from_texture.js` vs `core/bvh2/binary/2/bvh32_query_user_data_*.js` — shared stack-traversal *shape*, but the payload (frustum plane rejection against a texture-backed light record) is genuinely different. Not worth unifying.
54
- - `engine/graphics/render/forward_plus/materials/FPlusStandardMaterial.js` — 350 lines of uniform accessors mirroring three's `MeshStandardMaterial`. This is the vendor adapter boundary doing its job; typed verbosity is the house preference.
55
- - `prototype*.js` / `test*.js` browser harnesses (`prototypeNormalFrameBuffer.js`, `prototypeHiZ.js`, `ptototypeFPPlugin.js`, `testClippingPlaneComputation.js`, …) account for ~20 of the 32 MinHash pairs — they share a `makeConfig`/`init` harness boilerplate. Out of scope per instructions; one shared `makeHarnessConfig()` would cover them all if ever wanted.
56
-
57
- ## Notes
58
-
59
- Three structural reasons duplication accumulates in this domain:
60
-
61
- 1. **The three.js boundary is not actually a boundary.** There are ~208 `from 'three'` imports and no adapter layer: every call site that needs a texture or a render target independently re-picks `format` / `type` / `internalFormat` / `wrapS` / `minFilter`, and hand-writes the GL internal-format string even though `computeThreeTextureInternalFormatFromDataType` and `normalized_internal_format` exist two directories away. Findings #7, #8, #9, #15, #28 are all one root cause. The `engine/graphics/texture/` directory already contains a well-factored translation layer (`attribute_spec_to_three_format`, `channelCountToThree*`, `numericTypeFromBinaryDataType`, `formatToChannelCount`, `GL_RGBFormat`) — it is simply bypassed by most of the engine.
62
-
63
- 2. **Shared primitives exist but are not discovered.** In four separate findings the extracted helper was already in the tree and unused by its obvious callers: `traverseMaterialTextures` (#3), `frustum3_planes_to_flat_from_three` (#6 — imported in the same file that also imports the duplicate), `array_quick_sort_by_comparator` (#5), `renderScreenSpace` / `renderTextureToScreenQuad` (#10, #21). Naming is the likely cause: `computeFrustumCorners` and `frustum_compute_corners`, `sampler2d_to_texture` and `sampler2d_to_float32_texture`, `FULL_SCREEN_QUAD_VERTEX_SHADER` and `ScreenSpaceQuadShader.vertexShader()` are pairwise indistinguishable from an import list.
64
-
65
- 3. **Copies drift into defects.** Two findings are not hygiene items — the duplicate is already wrong. `engine/graphics/sh3/gi/material/MaterialTransformer.js:311` discards the result of `result.clone()` (mutating the caller's material) where its twin at `plugin/MaterialTransformer.js:107` assigns it; `engine/graphics/render/forward_plus/sort_decal_data.js:70,74` re-reads the pivot through a mutating array where both core quicksorts capture the pivot value first. That is the argument for consolidating: these bugs cannot exist in a single implementation.
66
-
67
- ### GLSL duplication
68
-
69
- Token-based detection is blind here — every one of these lives inside a template literal or a `[...].join("\n")` array. Verbatim-repeated fragments found:
70
-
71
- - **Concentric-disk → cosine-hemisphere → branchless orthonormal basis** (~45 lines, 3 functions). `render/buffer/simple-fx/ao/SAOShader.js:173-219` ⟷ `shaders/AmbientOcclusionShader.js:174-219`. Should live in `engine/graphics/shaders/lib/` (finding #12).
72
- - **`getDepth` (DEPTH_PACKING-guarded) + `getViewZ` (PERSPECTIVE_CAMERA-guarded) + `r2_marty` + the Hilbert `texelFetch(tHilbert, ivec2(gl_FragCoord.xy) & 63, 0).x` idiom.** `SAOShader.js:86-100,169-171,252` ⟷ `SAOUpscaleShader.js:79-93,96-98,129`. Should live in a `SAO_GLSL_COMMON.js` next to them (finding #13).
73
- - **`float convert_depth_to_linear(in float d)`** — 16 lines, identical. `render/forward_plus/materials/FP_SHADER_CHUNK_DECODE_PARS.js:30-45` ⟷ `render/forward_plus/materials/FPlusDebugMaterial.js:63-78`. The chunk is the home; the debug material should include it (finding #14).
74
- - **Forward+ cluster addressing** (`textureSize(fp_t_light_tiles,0)` → `ivec3` position → `texelFetch(...).rgba`). `FP_SHADER_CHUNK_LOAD_METADATA.js:5-8` ⟷ `FPlusDebugMaterial.js:84-87` (with the x-flip applied at a different place). Same home (finding #14).
75
- - **Forward+ uniform declarations** (`fp_t_light_tiles`, `fp_f_camera_near/far`, `fp_resolution`, `fp_v3_light_cluster_resolution`). `FP_SHADER_CHUNK_PREAMBLE.js:8-31` ⟷ `FPlusDebugMaterial.js:29-45`. Same home (finding #14); the JS-side twin is finding #11.
76
- - **Full-screen quad vertex shader, NDC form.** `FULL_SCREEN_QUAD_VERTEX_SHADER.js:1-10` ⟷ `shaders/ScreenSpaceQuadShader.js:3-14` — identical GLSL, two shared homes (finding #20).
77
- - **Full-screen quad vertex shader, `projectionMatrix * modelViewMatrix` form** — the same 5 lines (`varying vec2 vUv; void main(){ vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0); }`) retyped in **seven** places: `postprocess/threejs/shaders/CopyShader.js:15-26`, `shaders/CopyShader.js:16-27`, `shaders/AlphaBlendShader.js:10-21`, `shaders/ClearShader.js:8-16` (vUv-less variant), `shaders/NormalMapShader2.js:40-51`, `render/buffer/simple-fx/ao/SAOShader.js:47-54`, `render/buffer/simple-fx/ao/SAOUpscaleShader.js:51-58`, `render/visibility/hiz/buildCanvasViewFromTexture.js:94-103`. Belongs beside `ScreenSpaceQuadShader` as a second named export (the two forms are not interchangeable — the NDC form ignores the quad's model matrix — so they must both exist, but each only once).
78
- - **Cloud-shadow chunks** — correctly centralised already in `shaders/lib/ShaderChunks.js:8-54`; only the JS uniform block is duplicated (finding #18). Included here as the counter-example of what the rest should look like.
79
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80
- No duplicated octahedral encode/decode, normal/depth packing, tonemapping, sRGB conversion or IGN dithering was found *inside this domain* — those chunks are either single-sourced (`core/geom/3d/octahedra/**`), taken from three's `#include <packing>`, or live in `engine/graphics/impostors/**` and `engine/ecs/fow/**` which belong to other domains.
1
+ # Domain C — engine/graphics (render, material, texture, geometry, shaders)
2
+
3
+ All paths are relative to `H:/git/moh/app/src/mir-engine/meep/src/`.
4
+ Every finding below was verified by opening both (all) sites.
5
+
6
+ ## Findings
7
+
8
+ | # | Severity | Concept | Sites | Evidence | Verdict | Proposed common path | Effort/Risk |
9
+ |---|---|---|---|---|---|---|---|
10
+ | 1 | HIGH | Triangle-vertex fetch from a possibly-normalized, possibly-implicitly-indexed vertex buffer (~45 lines: index resolve → 3 addresses → 9 reads → 9 denormalize + 6 asserts) | `engine/graphics/geometry/buffered/query/bvh32_geometry_nearest.js:151-201` (leaf block of `bvh32_geometry_nearest`) — `.../bvh32_geometry_raycast.js:59-109` (`bvh32_geometry_raycast`) — `.../bvh32_geometry_overlap_clipping_volume.js:46-96` (`bvh32_geometry_overlap_clipping_volume`) | Character-identical apart from the local name of the triangle index. Same assert strings verbatim (`'triangle index overflow, possibly geometry changed but tree was not rebuilt?'`, `'a-vertex overflow'`). Any change to the interleaved/normalized contract must be made in 3 places. | UNJUSTIFIED | New `engine/graphics/geometry/buffered/read_triangle_vertices.js` — `read_triangle_vertices(out9, vertices, vertex_offset, vertex_stride, vertex_data_normalized, indices, triangle_index)` writing into a module-static `Float64Array(9)`. Asserts stay (free in prod). | M / low — 3 mechanical call-site rewrites, covered by `bvh32_geometry_nearest.spec.js` |
11
+ | 2 | HIGH | Nearest-point-on-mesh BVH query: ordered child descent by `aabb3_unsigned_distance_sqr_to_point` + leaf `tri3_closest_point_barycentric` → barycentric reconstruct → `v3_distance_sqr` → write `SurfacePoint3` + `tri3_compute_normal` | `engine/graphics/geometry/buffered/query/bvh32_geometry_nearest.js:37-247` — `engine/graphics/geometry/buffered/query/query_bvh_geometry_nearest.js:35-208` | Two whole implementations of the same algorithm against two BVH layouts (`BinaryUint32BVH` implicit-index vs `BVH` pointer nodes). Child-ordering block (`bvh32:110-130` vs `query:114-134`) and the entire leaf body (`bvh32:203-242` vs `query:164-203`) are token-identical. `query_bvh_geometry_nearest` has exactly one caller (`engine/graphics/sh3/path_tracer/BufferedGeometryBVH.js:286`). | UNJUSTIFIED (traversal genuinely differs; the leaf work does not) | Extract the leaf into `engine/graphics/geometry/buffered/query/nearest_point_on_triangle_record.js` — `(result, triangle_index, best_distance_sqr, x,y,z, ax..cz) → number` returning the new best distance (or `-1` when not improved); both traversals call it. | M / medium — behaviour-preserving, both have specs |
12
+ | 3 | HIGH | Material-texture coalescing loop over `TextureAttachmentsByMaterialType` + identically-configured `Cache<Texture,Texture>` | `engine/graphics/material/manager/compilers/CoalesceTextures.js:18-22` + `:25-69` (`transform`) — `engine/asset/loaders/material/StaticMaterialCache.js:27-31` + `:48-89` (`acquire`) | Lines 48-89 of `StaticMaterialCache.acquire` are byte-identical to lines 26-66 of `CoalesceTextures.transform`, comment-for-comment (`//check cache`, `//console.log('Re-using texture', existingTexture);`, `//texture was not in cache, cache it`). **The extracted helper already exists** — `engine/asset/loaders/material/traverseMaterialTextures.js:9-37` is exactly this traversal — and neither caller uses it. | UNJUSTIFIED | Give `engine/asset/loaders/material/` a `TextureCoalescer` class holding the `Cache` and a `coalesce(material)` method built on `traverseMaterialTextures`; `CoalesceTextures` (transformer) and `StaticMaterialCache` both own one. | S / low |
13
+ | 4 | HIGH | "Marked material transform" protocol: own-property marker check → throw on foreign transformer → clone → `composeCompile` → stamp marker | `engine/graphics/render/forward_plus/plugin/MaterialTransformer.js:91-124` (`transform`) — `engine/graphics/sh3/gi/material/MaterialTransformer.js:294-321` (`transform`) | Same 5-step protocol, same error string verbatim (`'The material is already transformed, but is associated with a different transformer instance'`). **The copy has already diverged into a defect**: `sh3/gi` line 311 is `result.clone();` — the clone's return value is discarded, so it mutates the *caller's* material; it also omits the `source.isShaderMaterial` uniforms/defines copy that the FP version does at `:110-114`. `AbstractMaterialTransformer` (`engine/graphics/material/manager/AbstractMaterialTransformer.js`) is an empty 10-line stub that could own this. | UNJUSTIFIED | Move the protocol into `AbstractMaterialTransformer` as a final `transform(source)` that calls an abstract `#build(source)`; both concrete transformers implement only the shader-patching hook. Also fixes the `sh3/gi` clone bug. | M / medium — touches the Forward+ contract, but `MaterialManager.spec.js` covers the chain |
14
+ | 5 | HIGH | Iterative (stack-based) quicksort partition loop | `engine/graphics/render/forward_plus/sort_decal_data.js:47-102` (`sort_decal_data`) — `core/collection/array/array_quick_sort_by_comparator.js:11-75` — `core/collection/array/array_sort_quick.js:17-…` — `view/minimap/gl/MinimapMarkersGL.js:141-198` (`__sortByZIndex`) | Identical stack/pivot/partition/recursion skeleton (`stackPointer -= 2`, `(left + right) >> 1`, same `/* partition */` and `/* recursion */` comments). **The copy has diverged into a hazard**: both core versions capture the pivot *value* first (`const pivot = data[pivotIndex]`), while `sort_decal_data.js:70,74` re-reads `lookup[pivotIndex]` through `compare_decals` on every comparison — and `lookup[pivotIndex]` is itself swapped during partitioning, so the pivot changes mid-partition. `array_sort_quick` already supports a custom `swap_operator`, which is precisely what both copies needed. | UNJUSTIFIED | `sort_decal_data` should call `core/collection/array/array_quick_sort_by_comparator.js` with a bound comparator (and, if the lookup indirection must stay, extend that primitive with the `swap_operator` parameter `array_sort_quick` already has). | S / medium — fixes a latent ordering bug; decal draw order is visible |
15
+ | 6 | MEDIUM | Frustum corner extraction: which triple of planes produces which of the 8 corners, and in what output order | `engine/graphics/render/forward_plus/computeFrustumCorners.js:9-68` (`computeFrustumCorners`, three.js `Plane[]`) — `core/geom/3d/frustum/frustum_compute_corners.js:13-…` (`frustum_compute_corners`, flat array) | Same 8-entry corner table, same output stride, only the plane accessor differs. The vendor→flat converter already exists (`core/geom/3d/frustum/frustum3_planes_to_flat_from_three.js`) and **`LightManager.js` already imports it at line 28** while also importing `computeFrustumCorners` at line 48. The JSDoc even points at the twin (`computeFrustumCorners.js:5`). Violates "confine vendor imports to boundaries". | UNJUSTIFIED | Delete the body: `computeFrustumCorners` becomes `frustum3_planes_to_flat_from_three(planes, scratch)` + `frustum_compute_corners(result, 0, scratch, 0)`. Keep the export (public surface). | S / low — `frustum_compute_corners.spec.js` exists |
16
+ | 7 | MEDIUM | GPU internal-format string, hand-written instead of derived | 22 literal sites; in-domain: `engine/graphics/render/buffer/buffers/NormalFrameBuffer.js:44` `'RGBA16F'` — `.../ColorAndDepthFrameBuffer.js:58` — `.../simple-fx/ao/AmbientOcclusionPostProcessEffect.js:97,388` — `.../ao/generateHilbertNoiseTexture.js:27` — `.../forward_plus/LightManager.js:185` — `.../visibility/hiz/buffer/HierarchicalZBuffer.js:99` — `.../hiz/query/BatchOcclusionQuery.js:32` — `engine/graphics/texture/atlas/AtlasLookupTexture.js:34` — `.../texture/virtual/VirtualTextureMemoryMapping.js:51` — `.../virtual/VirtualTexturePage.js:184` — `.../virtual/VirtualTextureUsageUpdater.js:112` — `engine/graphics/sh3/gi/material/makeLookupTexture3D.js:30`, `makeOctahedralDepthAtlas.js:26`, `sh3/lpg/light_probe_grid_textures.js:61,100` | `engine/graphics/texture/computeThreeTextureInternalFormatFromDataType.js` and `.../normalized_internal_format.js` exist precisely to derive this from (`BinaryDataType`, channel count) — only 6 files use them. The `format` / `type` / `internalFormat` triple must agree or the texture silently fails to upload; three copies of the knowledge (three enum, three enum, GL string) are maintained by hand at each site. Note `AtlasLookupTexture.js:32-34` carries a comment explaining a past mismatch — i.e. this has already bitten. | UNJUSTIFIED | Route every site through the existing `engine/graphics/texture/computeThreeTextureInternalFormatFromDataType.js` / `normalized_internal_format.js` (both already in the right home). | M / low — mechanical, per-site verifiable |
17
+ | 8 | MEDIUM | `DataTexture3D` construction recipe (name, `flipY=false`, `generateMipmaps=false`, min/mag filter, `wrapS/T/R = ClampToEdgeWrapping`, type, format, internalFormat, `unpackAlignment = 4`, `needsUpdate = true`) | `engine/graphics/sh3/gi/material/makeLookupTexture3D.js:8-36` — `engine/graphics/sh3/lpg/light_probe_grid_textures.js:39-68` (`make_light_probe_grid_luma_texture`) — `.../light_probe_grid_textures.js:78-107` (`make_light_probe_grid_chroma_texture`) | Three copies of the same 12-property block; the two in `light_probe_grid_textures.js` differ only in typed-array constructor / type / format / internalFormat. 2D siblings of the same recipe: `engine/graphics/sh3/gi/material/makeOctahedralDepthAtlas.js:8-30`, `engine/graphics/texture/virtual/VirtualTextureMemoryMapping.js:31-58`, `engine/graphics/texture/atlas/AtlasLookupTexture.js:25-34`. | UNJUSTIFIED | New `engine/graphics/texture/3d/make_data_texture_3d.js` taking an `AttributeSpec` + resolution + a `TextureFilterMode` enum value, deriving format/type/internalFormat via the helpers in finding #7 (this is the natural home per the task brief). A 2D sibling `engine/graphics/texture/make_data_texture_2d.js` covers the other three. | M / low |
18
+ | 9 | MEDIUM | "Data render target" option object: `{minFilter/magFilter: NearestFilter, format, type, internalFormat, depthBuffer:false, stencilBuffer:false, wrapS/T: ClampToEdgeWrapping, generateMipmaps:false}` | `engine/graphics/ecs/highlight/renderer/OutlineRenderer.js:232-273` (**five** near-identical literals in one constructor) — `engine/graphics/render/visibility/hiz/buffer/HierarchicalZBuffer.js:94-105` — `engine/graphics/render/visibility/hiz/query/BatchOcclusionQuery.js:41-52` — `engine/graphics/texture/virtual/VirtualTextureUsageUpdater.js:105-117` — `engine/graphics/render/buffer/simple-fx/ao/AmbientOcclusionPostProcessEffect.js:91-101` — `engine/graphics/filter/ImageFilter.js:46-51` — `engine/graphics/render/visibility/hiz/buildCanvasViewFromTexture.js:167-172` — `engine/graphics/util/renderObjectToSampler2D.js:29-36` | Ten+ copies of one recipe, each independently re-picking the three.js enums. This is the exact "same three.js translation logic repeated" case the house rule names. Divergences are already visible: `BatchOcclusionQuery.js:46` has the `internalFormat` commented out; `ImageFilter` uses `LinearFilter` where its twin `renderObjectToSampler2D` sets `magFilter` too. | UNJUSTIFIED | New `engine/graphics/texture/make_data_render_target.js` — typed parameters (resolution, `AttributeSpec`, a project-owned `TextureFilterMode`, `depth: boolean`), all three.js enums confined inside. | M / low |
19
+ | 10 | MEDIUM | Offscreen full-screen-quad pass → `readPixels` into a `Sampler2D`/typed array, with `getRenderTarget()`/`setRenderTarget()` save-restore | `engine/graphics/filter/ImageFilter.js:14-77` (`processTexture`) — `engine/graphics/render/visibility/hiz/buildCanvasViewFromTexture.js:139-227` (`renderSamplerFromTexture`) — `engine/graphics/util/renderObjectToSampler2D.js:15-83` | All three build their own `OrthographicCamera(-1,1,1,-1,0,1)` + `Scene` + `Mesh(FULL_SCREEN_TRIANGLE_GEOMETRY)`, their own `renderTargetOptions` literal (same variable name in all three), then `renderer.getContext(); gl.readPixels(0,0,w,h,gl.RGBA,gl.UNSIGNED_BYTE, dest)` and restore. **The scene/camera/quad half already exists** as `engine/graphics/render/utils/renderScreenSpace.js:6-33` (module-static, matrix-auto-update disabled) — none of the three use it. | UNJUSTIFIED | Two steps: (a) all three switch the draw to `renderScreenSpace(renderer, material)`; (b) extract `engine/graphics/render/utils/read_render_target_to_sampler2d.js` for the RT+readPixels+restore half. | M / medium — `renderObjectToSampler2D` feeds the model-preview path |
20
+ | 11 | MEDIUM | Forward+ uniform block (`fp_t_light_tiles`, `fp_t_light_lookup`, `fp_t_light_data`, `fp_t_decal_atlas`, `fp_t_decal_atlas_resolution`, `fp_v3_light_cluster_resolution`, `fp_f_camera_near`, `fp_f_camera_far`, `fp_resolution`) declared in JS | `engine/graphics/render/forward_plus/materials/ForwardPlusThreeMaterial.js:9-40` — `engine/graphics/render/forward_plus/plugin/MaterialTransformer.js:23-56` — `engine/graphics/render/forward_plus/materials/FPlusDebugMaterial.js:105-130` — matching GLSL declarations in `engine/graphics/render/forward_plus/materials/FP_SHADER_CHUNK_PREAMBLE.js:8-31` | Four hand-maintained copies of one uniform contract. They have **already drifted**: `ForwardPlusThreeMaterial` omits `fp_t_decal_atlas_resolution` and `fp_v3_light_cluster_resolution` that the preamble declares; `MaterialTransformer.js:40-43` declares `fp_t_decal_atlas_resolution` with `type:'t'` while the GLSL declares it `uniform vec2`. A missing/mistyped uniform here degrades silently (decals/lights just stop). | UNJUSTIFIED | New `engine/graphics/render/forward_plus/materials/fp_make_common_uniforms.js` returning the typed uniform object, exported next to `FP_SHADER_CHUNK_PREAMBLE` so the GLSL and JS declarations live in one directory and are reviewed together. | S / medium — Forward+ contract; A/B by adding a clustered point light |
21
+ | 12 | MEDIUM | GLSL: concentric-disk mapping + cosine-weighted hemisphere sample + branchless (Duff/Frisvad) orthonormal basis | `engine/graphics/render/buffer/simple-fx/ao/SAOShader.js:173-219` (`sampleUniformDiskConcentric`, `sampleCosineWeightedHemisphere`, `buildOrthonormalBasis`) — `engine/graphics/shaders/AmbientOcclusionShader.js:174-219` (`sample_uniform_disk_concentric`, `sample_cosine_weighted_hemisphere`, `build_orthonormal_matrix_n`) | ~45 lines of GLSL, mathematically identical line-for-line (same branch structure, same `n.z < 0.0` split, same `a`/`b` temporaries); only identifier casing and `const float PI_4` vs inline `PI * 0.25` differ. Invisible to the token-based pass because both live inside template literals. | UNJUSTIFIED | New `engine/graphics/shaders/lib/GLSL_CHUNK_HEMISPHERE_SAMPLING.js` next to the existing `engine/graphics/shaders/lib/ShaderChunks.js` (which already is the project's GLSL-chunk home), interpolated into both shaders. | S / low — text move, verify by compiling both effects |
22
+ | 13 | MEDIUM | GLSL: depth decode / view-Z reconstruction / blue-noise permutation shared by the two halves of one effect | `engine/graphics/render/buffer/simple-fx/ao/SAOShader.js:86-92` (`getDepth`), `:94-100` (`getViewZ`), `:169-171` (`r2_marty`), `:47-54` (vertex shader), `:252` (Hilbert texelFetch) — `engine/graphics/render/buffer/simple-fx/ao/SAOUpscaleShader.js:79-85`, `:87-93`, `:96-98`, `:51-58`, `:129` | Verbatim, including the magic constants `vec2( 0.245122333753, 0.430159709002 )` and the `ivec2( gl_FragCoord.xy ) & 63` mask. The two shaders are a matched pair (the upscale explicitly reproduces the AO pass's depth-texel snapping — see its header comment); a change to `getDepth`/`getViewZ` in one and not the other silently breaks the pairing. | UNJUSTIFIED | Shared `engine/graphics/render/buffer/simple-fx/ao/SAO_GLSL_COMMON.js` exporting the `DEPTH_PACKING`/`PERSPECTIVE_CAMERA`-guarded depth chunk, `r2_marty`, and the vertex shader; both descriptors interpolate it. | S / low |
23
+ | 14 | MEDIUM | GLSL: `convert_depth_to_linear` + Forward+ cluster addressing (`textureSize` → `ivec3` cluster position → `texelFetch` metadata) | `engine/graphics/render/forward_plus/materials/FP_SHADER_CHUNK_DECODE_PARS.js:30-45` and `FP_SHADER_CHUNK_LOAD_METADATA.js:5-8` and `FP_SHADER_CHUNK_PREAMBLE.js:8-31` — re-typed by hand in `engine/graphics/render/forward_plus/materials/FPlusDebugMaterial.js:63-78` (`convert_depth_to_linear`), `:84-87` (cluster addressing), `:29-45` (uniform declarations) | `convert_depth_to_linear` is line-for-line identical between the chunk and the debug material. The cluster-addressing lines differ only in where the `1.0 - x` flip is applied (`fp_build_fragment_shader.js:15` does `clip_v.x = 1.0 - clip_v.x`; `FPlusDebugMaterial.js:85` inlines `( 1.0 - clip_v.x)`). This is the *debug visualiser for the binning* — if binning changes, the debug view silently keeps showing the old mapping and lies about the bug you are hunting. | UNJUSTIFIED | `FPlusDebugMaterial` should compose `FP_SHADER_CHUNK_PREAMBLE` + `FP_SHADER_CHUNK_DECODE_PARS` + `FP_SHADER_CHUNK_LOAD_METADATA` instead of re-typing them. | S / low |
24
+ | 15 | MEDIUM | GPU-resident growable typed-array-backed `DataTexture` (allocate from `BinaryDataType`, set format/type/internalFormat, nearest filters, no mipmaps, `dispose()` + copy-forward on resize) | `engine/graphics/texture/AttributeDataTexture.js:121-196` (`resize`, `build`) — `engine/graphics/texture/TextureBackedMemoryRegion.js:57-73` + `:187-227` (`build`) | Same responsibility, same three helper calls (`compute_typed_array_constructor_from_data_type`, `computeThreeTextureTypeFromDataType`, `computeThreeTextureInternalFormatFromDataType`), same dispose-then-reassign-`image.data` resize protocol. They differ only in how the element description arrives (`AttributeSpec` vs `NumericType`+`precision`+`channel_count`) and in row-packing policy. | UNJUSTIFIED | `TextureBackedMemoryRegion` should hold an `AttributeSpec` and delegate storage to `AttributeDataTexture` (which is the more complete of the two), keeping only its `DATA_TEXTURE_WIDTH`/grow-shrink policy. | M / medium — both are live GPU paths; `AttributeDataTexture.spec.js` exists |
25
+ | 16 | MEDIUM | Whole-file duplicate: `CopyShader` | `engine/graphics/postprocess/threejs/shaders/CopyShader.js:6-45` — `engine/graphics/shaders/CopyShader.js:5-47` | Identical uniforms + identical vertex and fragment source, differing only in shape (frozen object vs zero-arg factory returning a fresh object). The `postprocess/threejs/shaders/` directory contains nothing else. Only `engine/graphics/texture/sampler/convertTexture2Sampler2D.js:4` imports one of them; `engine/graphics/shaders/CopyShader.js` has no internal caller (public surface — keep). A *third* copy is pulled from `three/examples/jsm/shaders/CopyShader.js` in `prototypeNormalFrameBuffer.js:12`. | UNJUSTIFIED | Keep `engine/graphics/shaders/CopyShader.js` as the home; make `engine/graphics/postprocess/threejs/shaders/CopyShader.js` a one-line re-export (`export default CopyShader()` shape shim) marked `@deprecated`, per the library rule. Then delete the empty `postprocess/` tree in a later pass. | S / low |
26
+ | 17 | MEDIUM | Sampler channel extremum scan (42 lines) | `engine/graphics/texture/sampler/sampler2d_channel_compute_max.js:9-51` — `engine/graphics/texture/sampler/sampler2d_channel_compute_min.js:9-51` | Byte-identical except the comparison operator on line 31 (`bestValue < value` vs `bestValue > value`). Same three asserts, same `//no data` comment, same `{index, value, x, y}` return shape, same `(bestIndex / itemSize) | 0` index→xy math. | UNJUSTIFIED | New `engine/graphics/texture/sampler/sampler2d_channel_compute_extreme.js` taking an explicit `ExtremumDirection` enum member (typed constant, not a string key, not a `null`-means-auto sentinel); both existing exports become 2-line wrappers and stay public. | S / low — both have specs |
27
+ | 18 | MEDIUM | Cloud-shadow uniform block (13 uniforms + the `SHADOWMAP_CLOUDS` define) | `engine/graphics/material/SplatMaterial.js:80-96` + `:116` — `engine/graphics/material/WaterMaterial.js:22-38` + `:53` | Verbatim apart from `f_CloudsIntensity` default (0.3 vs 0.5). The **GLSL** half of the same feature is already centralised (`engine/graphics/shaders/lib/ShaderChunks.js:8-54`, four chunks) and a third file drives them by name (`engine/ecs/terrain/TerrainClouds.js:98-118,192`). So one feature's uniform names live in four files with only three of them sharing a home. | UNJUSTIFIED | Export a `make_clouds_uniforms()` factory from `engine/graphics/shaders/lib/` alongside the chunks it feeds, so the GLSL declarations and the JS uniform objects sit in one module. | S / low |
28
+ | 19 | MEDIUM | Channel-count → format-prefix switch (`1→R, 2→RG, 3→RGB, 4→RGBA`, same throw message) | `engine/graphics/texture/computeThreeTextureInternalFormatFromDataType.js:43-60` — `engine/graphics/texture/normalized_internal_format.js:28-45` | 18 lines byte-identical including `` throw new Error(`Unsupported channel count '${channel_count}'`) ``. Only the *suffix* switch legitimately differs (integer vs normalized). | UNJUSTIFIED | New `engine/graphics/texture/channel_count_to_format_prefix.js`; both callers use it. | S / very low |
29
+ | 20 | MEDIUM | GLSL: full-screen quad vertex shader | `engine/graphics/FULL_SCREEN_QUAD_VERTEX_SHADER.js:1-10` — `engine/graphics/shaders/ScreenSpaceQuadShader.js:3-14` (`vertexShader()`) | Both emit the identical `varying vec2 vUv; void main(){ vUv = uv; gl_Position = vec4((uv - 0.5)*2.0, 0.0, 1.0); }`. Two shared homes for one shader: `FULL_SCREEN_QUAD_VERTEX_SHADER` is used by `engine/graphics/filter/ImageFilter.js:33` and `engine/ecs/fow/shader/screenSpaceFogOfWarShader.js:10`; `ScreenSpaceQuadShader.vertexShader()` by six other files. The separate `projectionMatrix * modelViewMatrix` variant is retyped in 7 more files (see GLSL section). | UNJUSTIFIED | Keep `engine/graphics/shaders/ScreenSpaceQuadShader.js` as the home (more consumers, co-located with `glsl_gen_swizzled_read`); make `FULL_SCREEN_QUAD_VERTEX_SHADER` re-export from it. | S / very low |
30
+ | 21 | LOW / PROMOTION | Screen-space material pass: build scene/camera/quad, bind material, draw | `engine/graphics/render/visibility/hiz/buildCanvasViewFromTexture.js:153-163` + `:196-213` (`renderSamplerFromTexture`) vs the existing `engine/graphics/render/utils/renderScreenSpace.js:6-33` and `engine/graphics/render/utils/renderTextureToScreenQuad.js:25-29` | `renderTextureToScreenQuad` is *exactly* what `renderSamplerFromTexture` re-implements, plus swizzle and integer-sampler support (`makeShader` at `:82-125`). Its `defineSamplerType`/`sampleTexel`/`scaleSample` helpers (`:30-74`) are generic texture-format→GLSL translation with no home. | PROMOTION | Move `defineSamplerType`/`sampleTexel`/`scaleSample` and the integer-capable swizzle shader into `engine/graphics/shaders/ScreenSpaceQuadShader.js` (extending it to integer formats), then have `renderSamplerFromTexture` use `renderScreenSpace`. | M / medium |
31
+ | 22 | LOW / PROMOTION | Live-occupancy iteration over `VirtualTextureUsage` (occupancy array → fingerprint → count → skip ≤0 → decompose) | `engine/graphics/texture/virtual/debug/UsageDebugView.js:41-57` (`set usage`) — `engine/graphics/texture/virtual/debug/UsagePyramidDebugView.js:212-225` (`set usage`) — third raw consumer at `engine/graphics/texture/virtual/VirtualTexturePage.js:459-472` | Identical loop; the `count <= 0` skip is the non-obvious invariant (occupancy entries are not compacted) and it is re-stated in each consumer. `VirtualTextureUsage` exposes only `occupancy` / `occupancy_count` getters (`VirtualTextureUsage.js:42-51`). | PROMOTION | Add `traverse_live(callback, thisArg)` to `engine/graphics/texture/virtual/VirtualTextureUsage.js` and have all three consumers use it; the raw getters stay (public surface). | S / low — debug views only, plus one hot loop |
32
+ | 23 | LOW | Numeric-type → channel-count-format dispatch | `engine/graphics/texture/attribute_spec_to_three_format.js:12-25` — `engine/graphics/texture/computeThreeTextureFormat.js:10-18` | Same `Uint/Int → channelCountToThreIntegerTextureType`, `Float → channelCountToThreeTextureFormat`, same throw message. `attribute_spec_to_three_format` only adds the `spec.normalized` pre-branch. | UNJUSTIFIED | `attribute_spec_to_three_format` should call `computeThreeTextureFormat(numeric_type, spec.itemSize)` for the non-normalized case. | S / very low |
33
+ | 24 | LOW | Render-target save/restore idiom | 14 sites, 6 different local names: `engine/graphics/render/buffer/FrameBuffer.js:76` `_renderTarget` — `.../buffers/NormalFrameBuffer.js:124` `_state_rt` — `.../simple-fx/ao/AmbientOcclusionPostProcessEffect.js:255` `__old_state_rt` — `.../simple-fx/DepthLimitedBlur.js:130` `__old_state_rt` — `.../visibility/hiz/buffer/HierarchicalZBuffer.js:186` `__rt` — `.../hiz/query/BatchOcclusionQuery.js:167` `__rt` — `.../hiz/buildCanvasViewFromTexture.js:202` `_rt` — `engine/graphics/texture/virtual/VirtualTextureUsageUpdater.js:295` — `engine/graphics/ecs/highlight/renderer/OutlineRenderer.js:628` — `engine/graphics/filter/ImageFilter.js:55` — `engine/graphics/util/renderObjectToSampler2D.js:48` — `engine/graphics/shadows/ShadowMapRenderer.js:77` — `engine/graphics/sh3/lpv/WebGLCubeProbeRenderer.js:133` — `engine/graphics/impostors/octahedral/ImpostorBaker.js:78` | Not a *code* duplication so much as a repeated invariant ("restore or you corrupt the next pass"), and `DepthLimitedBlur.js:130-153` shows how much bigger it gets once clear-colour/alpha/`autoClear` join in. Low value on its own, but it is the through-line of findings #9 and #10. | UNJUSTIFIED (low) | A typed `RenderTargetScope` class in `engine/graphics/render/utils/` with `enter(renderer, target)` / `exit()` — no callbacks, no sentinels. Adopt opportunistically. | S / low |
34
+ | 25 | LOW | Canvas + `createImageData` + `Sampler2D` over `imageData.data` + `putImageData` | `engine/graphics/makeModelView.js:15-35` — `engine/graphics/render/visibility/hiz/buildCanvasViewFromTexture.js:248-279` (`buildCanvasViewFromTexture`) | Same 4-step recipe (size canvas → `createImageData` → wrap the backing array in a `Sampler2D` → `putImageData` after each render). Related: `engine/graphics/texture/html_canvas_to_sampler2d.js:10-22` and `engine/graphics/texture/canvasDataToSampler.js:8-19` are two spellings of "getImageData → Sampler2D". | UNJUSTIFIED (low) | New `engine/graphics/texture/sampler/sampler2d_backed_canvas.js` returning `{canvas, sampler, present()}`; `canvasDataToSampler` delegates to `html_canvas_to_sampler2d`. | S / low |
35
+ | 26 | LOW | Heat-map `ParameterLookupTable` colour ramp | `engine/graphics/render/forward_plus/debug/createScreenGrid.js:180-188` — `engine/ecs/terrain/util/paintTerrainOverlayViaLookupTable.js:11-20` — variant with an extra purple stop at `engine/graphics/render/forward_plus/materials/FPlusDebugMaterial.js:137-146` | The first two are byte-identical (same 6 RGBA stops, same `computeUniformPositions()` call). Debug-only, but three copies of one palette that is meant to be read comparatively across the two Forward+ debug views. | UNJUSTIFIED (low) | Export `make_heatmap_lut()` from `engine/graphics/render/forward_plus/debug/` (or `core/color/`) and use it in all three. | S / very low |
36
+ | 27 | LOW | Direct `canvas.getContext("2d")` where a caching helper exists | `engine/graphics/texture/sampler/sampler2d_write_to_canvas_raw.js:31` — vs `engine/graphics/texture/html_canvas_to_rendering_context2d_cached.js:12-20` | The cached accessor exists specifically because repeated `getContext` on the same canvas is wasteful; `sampler2d_write_to_canvas_raw` (called per download/preview) bypasses it. Also `engine/graphics/texture/sampler/convertTexture2Sampler2D.js:62` and `engine/graphics/makeModelView.js:22`. | UNJUSTIFIED (low) | Use `html_canvas_to_rendering_context2d_cached`. | S / very low |
37
+ | 28 | LOW | WebGL2 renderer construction (`createElement('canvas')` → `getContext('webgl2', …)` → `new WebGLRenderer({canvas, context, …})`) | `engine/graphics/render/RendererPool.js:9-16` (`WebGLRendererPool.get`) — `engine/graphics/GraphicsEngine.js:492-506` (`start`) | Same three-step vendor dance with divergent options (`antialias: true` on the context in the pool, `false` in the engine; `alpha: true` vs `powerPreference`). Two places to touch when a context attribute must change engine-wide. | UNJUSTIFIED (low) | New `engine/graphics/render/make_webgl2_renderer.js` taking a typed options object; both callers use it. | S / low |
38
+
39
+ ## Dismissed leads
40
+
41
+ - `engine/graphics/geometry/geometry_construct_triangle_normal.js` vs `core/geom/3d/triangle/tri3_compute_normal.js` — **not** a duplicate: it already delegates on line 30. It is the correct index-fetch adapter. (MinHash matched the shared index→address prologue, which is finding #1.)
42
+ - `engine/graphics/geometry/buffered/geometry_compute_vertex_normals_indexed.js` vs `..._unindexed.js` — both delegate to `geometry_construct_triangle_normal`; the remaining difference (accumulate-then-normalize vs copy) is the actual semantic difference. Model of correct reuse.
43
+ - `engine/graphics/texture/3d/scs3d_sample_linear.js` vs `scs3d_sample_linear3.js` — JUSTIFIED. The 3-channel version documents (lines 6-16) that it deliberately shares one index/weight computation across three grids for the fluid advection hot loop; the duplicated prologue *is* the optimisation.
44
+ - `engine/graphics/render/forward_plus/model/Decal.js` vs `engine/graphics/ecs/decal/v2/Decal.js` — name collision only. One is an encoded GPU record extending `AbstractLight` (`toArray`, `getAABB`); the other is a serializable ECS component (`toJSON`/`hash`/`equals`). No shared code.
45
+ - `MaterialTransformer` name collision (finding #4 covers the real duplication) — the classes are otherwise unrelated; renaming is a separate naming concern, not a reuse failure.
46
+ - `engine/graphics/geometry/AttributeGroupSpec.js:211` `getByteSize` vs `core/process/task/TaskGroup.js:50` — both are "sum a field over an array"; unrelated domains, no shared abstraction worth naming.
47
+ - `engine/graphics/geometry/AttributeGroupSpec.js:51` `getAttributeByName` vs `engine/graphics/particles/particular/group/ParticleSpecification.js:23` `getByName` — `ParticleSpecification` is already marked `@deprecated use AttributeGroupSpec` (line 3). Documented migration state, not a new finding.
48
+ - `engine/graphics/geometry/AttributeSpec.js:157` `getByteSize` — already derives from the shared `core/binary/type/DataTypeByteSizes.js`; the particle-side `getTypeByteSize.js` / `itemSizeFromAttributeType.js` key off different enums (`ParticleDataTypes` / `ParticleAttributeType`) in different units (bytes vs items) and live outside this domain.
49
+ - `engine/graphics/render/forward_plus/model/{PointLight,SpotLight,DirectionalLight}.js` `onX`/`offX` signal-pair mirrors — verbose typed code, exactly what the house rules prefer over a signal-list registry.
50
+ - `engine/graphics/render/forward_plus/cluster/read_plane_pair.js` vs `core/geom/vec3/v3_copy_array.js` / `aabb3_array_size.js` — false positive; `read_plane_pair` negates the second plane, which is its whole reason to exist.
51
+ - `engine/graphics/render/visibility/IncrementalDeltaSet.js:310` `pushOther` vs `engine/ecs/animation/AnimationOptimizer.js:123` — false positive (generic array append loop).
52
+ - `engine/graphics/texture/atlas/TextureAtlas.js:98` `getPatch`, `engine/graphics/render/layers/RenderLayerManager.js:47` `hideAll` — false positives (linear scan / forEach).
53
+ - `engine/graphics/render/forward_plus/query/query_bvh_frustum_from_texture.js` vs `core/bvh2/binary/2/bvh32_query_user_data_*.js` — shared stack-traversal *shape*, but the payload (frustum plane rejection against a texture-backed light record) is genuinely different. Not worth unifying.
54
+ - `engine/graphics/render/forward_plus/materials/FPlusStandardMaterial.js` — 350 lines of uniform accessors mirroring three's `MeshStandardMaterial`. This is the vendor adapter boundary doing its job; typed verbosity is the house preference.
55
+ - `prototype*.js` / `test*.js` browser harnesses (`prototypeNormalFrameBuffer.js`, `prototypeHiZ.js`, `ptototypeFPPlugin.js`, `testClippingPlaneComputation.js`, …) account for ~20 of the 32 MinHash pairs — they share a `makeConfig`/`init` harness boilerplate. Out of scope per instructions; one shared `makeHarnessConfig()` would cover them all if ever wanted.
56
+
57
+ ## Notes
58
+
59
+ Three structural reasons duplication accumulates in this domain:
60
+
61
+ 1. **The three.js boundary is not actually a boundary.** There are ~208 `from 'three'` imports and no adapter layer: every call site that needs a texture or a render target independently re-picks `format` / `type` / `internalFormat` / `wrapS` / `minFilter`, and hand-writes the GL internal-format string even though `computeThreeTextureInternalFormatFromDataType` and `normalized_internal_format` exist two directories away. Findings #7, #8, #9, #15, #28 are all one root cause. The `engine/graphics/texture/` directory already contains a well-factored translation layer (`attribute_spec_to_three_format`, `channelCountToThree*`, `numericTypeFromBinaryDataType`, `formatToChannelCount`, `GL_RGBFormat`) — it is simply bypassed by most of the engine.
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+ 2. **Shared primitives exist but are not discovered.** In four separate findings the extracted helper was already in the tree and unused by its obvious callers: `traverseMaterialTextures` (#3), `frustum3_planes_to_flat_from_three` (#6 — imported in the same file that also imports the duplicate), `array_quick_sort_by_comparator` (#5), `renderScreenSpace` / `renderTextureToScreenQuad` (#10, #21). Naming is the likely cause: `computeFrustumCorners` and `frustum_compute_corners`, `sampler2d_to_texture` and `sampler2d_to_float32_texture`, `FULL_SCREEN_QUAD_VERTEX_SHADER` and `ScreenSpaceQuadShader.vertexShader()` are pairwise indistinguishable from an import list.
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+ 3. **Copies drift into defects.** Two findings are not hygiene items — the duplicate is already wrong. `engine/graphics/sh3/gi/material/MaterialTransformer.js:311` discards the result of `result.clone()` (mutating the caller's material) where its twin at `plugin/MaterialTransformer.js:107` assigns it; `engine/graphics/render/forward_plus/sort_decal_data.js:70,74` re-reads the pivot through a mutating array where both core quicksorts capture the pivot value first. That is the argument for consolidating: these bugs cannot exist in a single implementation.
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+ ### GLSL duplication
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+ Token-based detection is blind here — every one of these lives inside a template literal or a `[...].join("\n")` array. Verbatim-repeated fragments found:
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+ - **Concentric-disk → cosine-hemisphere → branchless orthonormal basis** (~45 lines, 3 functions). `render/buffer/simple-fx/ao/SAOShader.js:173-219` ⟷ `shaders/AmbientOcclusionShader.js:174-219`. Should live in `engine/graphics/shaders/lib/` (finding #12).
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+ - **`getDepth` (DEPTH_PACKING-guarded) + `getViewZ` (PERSPECTIVE_CAMERA-guarded) + `r2_marty` + the Hilbert `texelFetch(tHilbert, ivec2(gl_FragCoord.xy) & 63, 0).x` idiom.** `SAOShader.js:86-100,169-171,252` ⟷ `SAOUpscaleShader.js:79-93,96-98,129`. Should live in a `SAO_GLSL_COMMON.js` next to them (finding #13).
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+ - **`float convert_depth_to_linear(in float d)`** — 16 lines, identical. `render/forward_plus/materials/FP_SHADER_CHUNK_DECODE_PARS.js:30-45` ⟷ `render/forward_plus/materials/FPlusDebugMaterial.js:63-78`. The chunk is the home; the debug material should include it (finding #14).
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+ - **Forward+ cluster addressing** (`textureSize(fp_t_light_tiles,0)` → `ivec3` position → `texelFetch(...).rgba`). `FP_SHADER_CHUNK_LOAD_METADATA.js:5-8` ⟷ `FPlusDebugMaterial.js:84-87` (with the x-flip applied at a different place). Same home (finding #14).
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+ - **Forward+ uniform declarations** (`fp_t_light_tiles`, `fp_f_camera_near/far`, `fp_resolution`, `fp_v3_light_cluster_resolution`). `FP_SHADER_CHUNK_PREAMBLE.js:8-31` ⟷ `FPlusDebugMaterial.js:29-45`. Same home (finding #14); the JS-side twin is finding #11.
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+ - **Full-screen quad vertex shader, NDC form.** `FULL_SCREEN_QUAD_VERTEX_SHADER.js:1-10` ⟷ `shaders/ScreenSpaceQuadShader.js:3-14` — identical GLSL, two shared homes (finding #20).
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+ - **Full-screen quad vertex shader, `projectionMatrix * modelViewMatrix` form** — the same 5 lines (`varying vec2 vUv; void main(){ vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0); }`) retyped in **seven** places: `postprocess/threejs/shaders/CopyShader.js:15-26`, `shaders/CopyShader.js:16-27`, `shaders/AlphaBlendShader.js:10-21`, `shaders/ClearShader.js:8-16` (vUv-less variant), `shaders/NormalMapShader2.js:40-51`, `render/buffer/simple-fx/ao/SAOShader.js:47-54`, `render/buffer/simple-fx/ao/SAOUpscaleShader.js:51-58`, `render/visibility/hiz/buildCanvasViewFromTexture.js:94-103`. Belongs beside `ScreenSpaceQuadShader` as a second named export (the two forms are not interchangeable — the NDC form ignores the quad's model matrix — so they must both exist, but each only once).
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+ - **Cloud-shadow chunks** — correctly centralised already in `shaders/lib/ShaderChunks.js:8-54`; only the JS uniform block is duplicated (finding #18). Included here as the counter-example of what the rest should look like.
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+ No duplicated octahedral encode/decode, normal/depth packing, tonemapping, sRGB conversion or IGN dithering was found *inside this domain* — those chunks are either single-sourced (`core/geom/3d/octahedra/**`), taken from three's `#include <packing>`, or live in `engine/graphics/impostors/**` and `engine/ecs/fow/**` which belong to other domains.