@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 D — engine/graphics feature subsystems (ecs, particles, trail, impostors, sh3, shadows)
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-
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- Source root for all paths: `H:/git/moh/app/src/mir-engine/meep/src/`
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-
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- Every finding below was verified by opening the cited files. Line numbers are from the working tree
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- at the time of the audit.
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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 | CRITICAL | **Octahedral impostor GLSL library copy-pasted 9× inside the domain, plus 3 more name-colliding variants.** `VecToSphereOct` / `VecToHemiSphereOct` / `VectorToGrid` / `OctaSphereDec` / `OctaHemiSphereDec` / `GridToVector` / `FrameToRay` / `ComputeFrameXform` / `BilinearWeights` / `apply_frame_xform` — ~90 lines of GLSL | `engine/graphics/impostors/octahedral/shader/ImpostorShaderV0.js:71`, `ImpostorShaderDepthV0.js:59`, `ImpostorShaderNormalsV0.js:52`, `ImpostorShaderViewportDepthV0.js:46`, `ImpostorShaderWireframeV0.js:31`, `ImpostorShaderPerPixelV0.js:39` **and** `:178` (both stages), `ImpostorShaderLitV0.js:65` **and** `:328` (both stages). Incompatible same-named variants: `shader/glsl/common.glsl:25,57`, `shader/glsl/v1/common.glsl:1,45`, `shader/glsl/v1/vertex.glsl:42,86` | 9 byte-identical copies (verified with `awk` extraction — all identical). Whole-file line overlap against `ImpostorShaderV0.js`: Depth 70%, PerPixel 85%, Wireframe 86%, ViewportDepth 65%, Normals 61%. **Drift already present**: all 9 GPU copies use `sign(v)` where the CPU reference `core/geom/3d/octahedra/octahedral_direction_to_uv.js:25` deliberately uses `sign_not_zero()` — `sign(0.0)==0.0` shrinks the L1 norm and mis-folds a direction with an exactly-zero component. The bake side (`impostors/octahedral/grid/OctahedralUvEncoder.js:7`) and the sample side must agree; they are two independent transcriptions of one invariant. `glsl/common.glsl` declares `VecToSphereOct`/`GridToVector`/`VectorToGrid` with *different* semantics (y-fold via `_ImposterFullSphere`, HLSL intrinsics `frac`/`saturate`/`tex2Dgrad`) | UNJUSTIFIED | One `engine/graphics/impostors/octahedral/shader/chunk_octahedral.js` exporting a GLSL string (or a `.glsl` file — precedent exists, `ImpostorShaderV1.js:10` already imports `./glsl/v1/vertex.glsl` through the raw loader), interpolated into every shader. Delete `glsl/common.glsl`'s colliding declarations or rename them | Medium effort / Low risk — string extraction, shaders compile-checked by the existing prototype harness |
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- | 2 | CRITICAL | **The production GI probe-depth GLSL library is copy-pasted into two debug visualisers.** `sign_not_zero` (3 overloads), `quadBlendWieghts`, `VecToSphereOct`, `SampleBlended`, `lpv_probe_getDepth{,Bilinear,Triangular}`, `lpv_bilinear_lerp` (2 overloads), `lpv_sample_bilinear`, `wrapOctahedralTexelCoordinates`, `lpv_probe_getPosition` | `engine/graphics/sh3/gi/material/common.js:76-298` (production) ⟷ `engine/graphics/sh3/lpv/depth/octahedral/v2/visualise.frag.glsl:26-408` ⟷ `engine/graphics/sh3/lpv/depth/octahedral/shader/visualize.frag.glsl:1-97` | Measured line-level overlap: **220 of 320** non-empty lines of `v2/visualise.frag.glsl` (68.8%) appear verbatim in `gi/material/common.js`; 51 of 97 (52.6%) for `shader/visualize.frag.glsl`. Smoking gun: the misspelling `quadBlendWieghts` is present in both (`common.js:95`, `v2/visualise.frag.glsl:45`). The whole point of the visualiser is to show what the production sampler sees — a forked copy can silently show something else | UNJUSTIFIED | Extract `engine/graphics/sh3/lpv/depth/chunk_probe_depth.js` (GLSL string) consumed by `gi/material/common.js` and by both visualiser shaders. Note `VecToSphereOct` here folds on `v.y<0` returning `.xz` while `lpv/depth/.../shader/visualize.frag.glsl:29` folds on `direction.z<0` returning `.xy` — reconcile before extracting | Medium effort / Medium risk — the two visualisers may currently rely on their divergent fold |
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- | 3 | HIGH | **`AbstractMaterialTransformer.transform()` marker-guard / clone / compose protocol copied 3×, already diverged** | `engine/graphics/render/forward_plus/plugin/MaterialTransformer.js:91` `transform`; `engine/graphics/sh3/gi/material/MaterialTransformer.js:294` `transform`; `engine/graphics/sh3/lpg/material/LightProbeGridMaterialTransformer.js:207` `transform` | The 11-line "already transformed / different instance → throw" guard is byte-identical in all three. The clone step is not: FP does `result = source.clone()` (`:107`), gi does **`result.clone();`** (`MaterialTransformer.js:311`) — a discarded expression statement, so gi mutates the caller's material in place; lpg dropped the clone entirely (`:219-223`). `AbstractMaterialTransformer` (`engine/graphics/material/manager/AbstractMaterialTransformer.js:1`) is an empty 10-line stub that owns none of this. `#onBeforeCompile` is also identical between gi (`:133`) and lpg (`:77`) — same `switch(ProbeResolutionStage)` dispatch, 14 lines | UNJUSTIFIED | Move the guard + clone + `composeCompile` wiring into `AbstractMaterialTransformer` as a concrete `transform(source)` calling an abstract `_install(material)`; subclasses supply only the marker symbol and the compile hook. Typed inheritance, no registry | Low effort / Medium risk — fixing gi's dropped clone changes behaviour (correctly) |
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- | 4 | HIGH | **`Trail3DSystem` is a whole-file fork of `Trail2DSystem`, and the fork's bug fix never went back** | `engine/graphics/ecs/trail2d/Trail2DSystem.js` (274 lines) ⟷ `engine/graphics/ecs/trail3d/Trail3DSystem.js` (280 lines). Method pairs: `constructor` `:66`/`:90`, `startup` `:96`/`:110`, `__build_trail`/`#build_trail` `:129`/`:141`, `link` `:191`/`:200`, `unlink` `:210`/`:221`, `updateTrailEntity` `:224`/`:233`, `update` `:260`/`:266` | Every method is identical modulo `ribbon`↔`tube`, `Point`↔`Knot`, plugin class and layer name. **Divergence with consequences**: `Trail3DSystem.js:47` extracts `compute_head_position(result, trail, transform)` = `offset.applyMatrix4(transform.matrix)` and its 15-line comment states build-time seeding and the per-frame head update *must* agree or "the head's first move draws a segment bridging the two — a one-frame streak". `Trail2DSystem.js:157-159` still seeds with `trail_offset.x + transform_position.x` (translation only) while `Trail2DSystem.js:235-236` updates the head with `applyMatrix4` — under any rotation or scale the two disagree, which is exactly the documented defect | UNJUSTIFIED | The two ribbon/tube backends genuinely differ, but the *system* does not. Extract the shared body into `TrailSystemBase` (typed abstract class holding bvh/renderLayer/plugin-ref lifecycle + `updateTrailEntity`) with abstract `#seed_geometry` / `#obtain_plugin`. At minimum promote `compute_head_position` into `engine/graphics/trail/` and call it from both build paths | Medium effort / Medium risk — Trail2D seeding change is a behaviour fix, covered by `Trail2DSystem.spec.js` |
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- | 5 | HIGH | **Trail spawn/aging state machine duplicated** — reseed-on-clear, `refitTimeDelta = maxAge/count`, head-moved detection, distance accumulation, `TrailSpawnMode.Distance ? distance>=spawnDistance : time>=refitTimeDelta`, rotate, head age/alpha/thickness write | `engine/graphics/ecs/trail2d/Trail2D.js:298` `updateHead` ⟷ `engine/graphics/ecs/trail3d/Trail3D.js:417` `updateHead`; also `Trail2D.js:210` `clear` ⟷ `Trail3D.js:275` `clear` | MinHash sim 0.766 on 309/322 tokens; reading them confirms the *policy* is line-for-line the same (~45 lines), differing only by accessor names and 3D's extra `#updateHeadFrame` call. The alpha fade law `(1 - clamp01(head_age/maxAge)) * this.color.w` is restated in both and must match the simulators (`TubeXFixedPhysicsSimulator.js:28`, `RibbonXFixedPhysicsSimulator.js:27`) — 4 copies of one law | UNJUSTIFIED | Extract `trail_update_head(trail, buffer_adapter, x, y, z, head_age)` in `engine/graphics/trail/`, where the adapter is a small typed interface (`getCount/getHeadIndex/getPosition/setPosition/rotate/setAge/setAlpha/setThickness`). Simplest alternative: rename `TubeX`'s `*Knot*` methods to `*Point*` so one function serves both | Medium effort / Medium risk — per-frame code, but not per-particle; specs exist for both components |
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- | 6 | HIGH | **Voxel-impostor splat expansion GLSL copied 5×, carrying a stated cross-shader invariant** | `engine/graphics/impostors/voxel/shader/VoxelImpostorShaderV0.js:45-61`, `VoxelImpostorShaderNormalsV0.js:24-31`, `VoxelImpostorShaderDepthV0.js:31-41`, `VoxelImpostorShaderViewportDepthV0.js:22-30`, `VoxelImpostorShaderLitV0.js:57-68` | The block (`model_scale = length(modelMatrix[0].xyz)` → `radius_OS` → `centre_OS = iPosition - iNormal * radius_OS` → view-space corner offset) is identical in all five. `VoxelImpostorShaderDepthV0.js:35-37` states: *"Inward-shift must match the colour pass exactly so the cast silhouette agrees with the visible one"* — the invariant is documented but not enforced, because it lives in five separate string literals | UNJUSTIFIED | `engine/graphics/impostors/voxel/shader/chunk_voxel_splat_vertex.js` exporting the shared vertex body; the five materials interpolate it and add only their own varyings | Low effort / Low risk |
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- | 7 | HIGH | **Spherical-harmonic cosine-lobe irradiance evaluator implemented 4× and the copies disagree on sign convention** | `core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.js:36-48` (JS); `engine/graphics/sh3/shader/visualize.frag.js:11` `shGetIrradianceAt` (GLSL); `engine/graphics/sh3/gi/material/chunk_lpv_get_irradiance_at.js:5` `lpv_get_irradiance_at` (GLSL); `engine/graphics/sh3/lpg/material/chunk_lpg_get_irradiance_at.js:9` `lpg_get_irradiance_at` (GLSL, first two bands only) | Same magic constants (`0.8862269254527579`, `1.0233267079464885`, `0.8580855308097834`, `0.4290427654048917`, `0.7431238683011272`) in all four. Signs differ: the core JS and `visualize.frag.js` negate coefficients 1, 3, 5, 7 (three.js convention); the two chunk files use `+=` throughout. `lpg/material/chunk_lpg_get_irradiance_at.js:3` even documents itself as *"first two bands of chunk_lpv_get_irradiance_at"* — an acknowledged copy. (The sign divergence is already logged in `src/REVIEW_2026_08_06/adv-gfx.md:359`; cited here only as proof the duplication produced a real defect) | UNJUSTIFIED | One `engine/graphics/sh3/chunk_sh_irradiance.js` GLSL module exporting an L2 evaluator plus a truncated L1 evaluator over `vec3[4]`, next to the single JS `sh3_sample_irradiance_by_direction`. Pin one sign convention and state it in a comment at both | Low effort / High risk — changing signs changes rendered output; needs a bake-vs-shader A/B first |
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- | 8 | MEDIUM | **Three highlight systems are the same `System` + `Supplier` scaffold with a 15-line hole** | `engine/graphics/ecs/highlight/system/MeshHighlightSystem.js` (162 ln), `RenderableHighlightSystem.js` (164 ln), `ShadedGeometryHighlightSystem.js` (175 ln). Duplicated members: `class Supplier` `:9`/`:9`/`:8`, `collect` `:33`/`:38`/`:44`, `shutdown` `:121`/`:125`/`:137`, `startup` `:137`/`:143`/`:154`, and the whole `constructor` | `diff -u` between Renderable and ShadedGeometry shows the *only* semantic differences are the traversal component pair and how the three.js object is obtained; between Mesh and Renderable, only the visibility-flag check and the object accessor. ~130 of ~165 lines are common to all three | UNJUSTIFIED | Abstract `HighlightSystemBase extends System` owning the `OutlineRenderPlugin` reference lifecycle and the `Supplier` (which delegates to an abstract `visit(highlight, component, entity)`); three thin typed subclasses. Plain inheritance — no registry, no strings | Low effort / Low risk (`ShadedGeometryHighlightSystem.spec.js` exists) |
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- | 9 | MEDIUM | **Neighbour-average flood-fill ("dilate") written twice — 2D lightmap and 3D probe grid** | `engine/graphics/sh3/lightmap/lightmap_dilate.js:18` `lightmap_dilate` (4-connected, `channels` values/texel) ⟷ `engine/graphics/sh3/lpg/light_probe_grid_dilate.js:29` `light_probe_grid_dilate` (6-connected, 12 values/probe) | Identical algorithm: skip covered cells; accumulate valid neighbours into a `Float64Array` accumulator; if `n===0` continue; write `acc[c]/n`; mark newly covered; repeat. Even the guard shape (`x > 0 && coverage[index-1] !== 0`) matches per-axis. Only the pass-snapshot mechanism differs (`newly[]` array vs `__source_validity` copy) and the termination (iteration cap vs run-to-convergence). Invisible to the mechanical pass — different identifiers and one extra loop level put it under the MinHash threshold | UNJUSTIFIED | One `core/collection/grid/grid_dilate_average(data, coverage, size_x, size_y, size_z, channels, iterations)`; the lightmap call passes `size_z = 1`. Note `lightmap_dilate.js:24` allocates `newly` per iteration — folding into the LPG's snapshot form removes that too | Medium effort / Low risk — both have specs (`lightmap_dilate.spec.js`, `light_probe_grid_dilate.spec.js`) |
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- | 10 | MEDIUM | **Area-weighted triangle surface sampling copy-pasted instead of reusing the function next door** | `engine/graphics/particles/particular/engine/utils/distributeParticlesOnObject3D.js:169-233` ⟷ `engine/graphics/particles/particular/engine/utils/distrubuteParticlesOnMesh.js:112-187` `distributePointsOnMesh` | ~65 lines verbatim: same `poly:` label, same `roundFair(placementCount, random)`, same index/vertex fetch, same barycentric picking including the identical source-URL comment (`https://math.stackexchange.com/questions/538458/...`) and the same `r1 = random() * (1 - r0)` sampling. `distributePointsOnMesh` is already the generic, callback-driven form and is exported — `distributeParticlesOnObject3D` just doesn't call it. There is no other area-weighted triangle sampler in the codebase (grep for the URL and for `random point on the triangle` returns exactly these two files) | UNJUSTIFIED | Split `distributePointsOnMesh` into `distribute_points_on_indexed_triangles(count, points, indices, polygon_count, transform, seed, callback)` plus the two thin `Mesh` / `Object3D` front-ends. `distributeParticlesOnObject3D`'s `visitObject` (`:20`) already flattens the hierarchy into `buffer_points`/`buffer_indices` — it only needs to hand those to the shared loop | Low effort / Low risk |
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- | 11 | MEDIUM | **Two-record swap across an array of `BufferAttribute`s written twice** | `engine/graphics/particles/particular/engine/emitter/ParticlePool.js:202` `swap` ⟷ `engine/graphics/particles/particular/group/ParticleGroup.js:550` `swapAttributeValues` | MinHash sim 0.953. 25 lines, identical down to `const offsetA = indexA * itemSize`; only the temp variable name (`temp` vs `elementA`) and a trailing `attribute.needsUpdate = true` differ. Both operate on the same shape (array of three.js `BufferAttribute`) | UNJUSTIFIED | `engine/graphics/geometry/buffer_attributes_swap_records(attributes, index_a, index_b)` in `engine/graphics/geometry/`; both call it, `ParticleGroup` sets `needsUpdate` itself afterwards | Low effort / Low risk |
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- | 12 | MEDIUM | **Nearest-point-on-triangle leaf handler duplicated across the two BVH nearest queries** | `engine/graphics/geometry/buffered/query/query_bvh_geometry_nearest.js:164-203` ⟷ `engine/graphics/geometry/buffered/query/bvh32_geometry_nearest.js:203-242` | The traversal halves legitimately differ (pointer-based `BVH` vs implicit-index `BinaryUint32BVH`), but the leaf halves are byte-identical for 40 lines: `tri3_closest_point_barycentric` → `w = 1-u-v` → `contact = a*u + b*v + c*w` → `v3_distance_sqr` → early-out → `result.position.set` → `tri3_compute_normal` → `result.index`. The barycentric-reconstruction convention (which of u/v/w pairs with which vertex) is the subtle part and it is stated twice | UNJUSTIFIED | Extract `tri3_nearest_accept(result, x, y, z, ax..cz, triangle_index, best_distance_sqr) -> number` (returns the new best, or the old one). Both queries call it from their leaf branch. Function-call overhead in the leaf is negligible next to the barycentric solve | Low effort / Low risk (both have specs) |
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- | 13 | MEDIUM | **`load-from-storage-else-build-and-cache` + scene-bounds traversal duplicated between LPG and LPV** | `engine/graphics/sh3/lpg/light_probe_grid_obtain_storage_cached.js:18` ⟷ `engine/graphics/sh3/lpv/lpv_obtain_storage_cached_volume.js:18` | MinHash sim 0.953, 198/200 tokens. Lines 44-65 vs 46-67 are byte-identical: build an `AABB3`, `setNegativelyInfiniteBounds()`, `ecd.traverseEntities([ShadedGeometry, Transform], ...)`, allocate a fresh `AABB3` **inside the visitor** (a per-entity allocation, duplicated), `mesh_bounds.union(box)`. The un-awaited `engine.storage.promiseStoreBinary(key, buffer.data)` with no error path is also duplicated (`:81` / `:83`) | UNJUSTIFIED | Promote `scene_compute_shaded_geometry_bounds(out_aabb3, ecd)` into `engine/graphics/ecs/mesh-v2/` next to the existing `sg_hierarchy_compute_bounding_box_via_parent_entity.js:28`, using a module-static scratch box. The load/build/store protocol can stay per-subsystem (the adapter types are genuinely different) | Low effort / Low risk |
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- | 14 | MEDIUM | **Bake-task-with-progress-overlay scaffold duplicated** | `engine/graphics/sh3/lpg/build_light_probe_grid_for_scene.js:18` `light_probe_grid_bake_via_task` ⟷ `engine/graphics/sh3/lpv/build_probes_for_scene.js:20` `lpv_volume_bake_via_task` | MinHash sim 0.922. ~25 lines identical: `makeSimpleTaskProgressView({task, localization, size: new Vector2(512,64)})`, a throwaway `Entity` with `GUIElement.fromView` + `ViewportPosition.fromJSON({position:(0,1), anchor:(0,1), offset:(16,-16)})`, `task.promise().finally(() => progress_entity.destroy())`, `engine.executor.runGroup(task)`, `await task.promise()`. Only the baker class differs. `makeSimpleTaskProgressView` has exactly two non-prototype callers — both of these | PROMOTION | `engine/run_task_with_progress_overlay(task, engine, ecd)` beside `engine/makeSimpleTaskProgressView.js`. Both bakers call it | Low effort / Low risk |
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- | 15 | MEDIUM | **Camera depth-plane construction + render-layer depth-range accumulation duplicated** | `engine/graphics/ecs/camera/auto_set_camera_clipping_planes.js:60-84` ⟷ `engine/graphics/ecs/light/shadow/extend_shadow_camera_near_for_casters.js:69-90` | Two verbatim blocks. (a) The three.js matrix convention `nx=-m[8], ny=-m[9], nz=-m[10]`, `plane_constant = -(nx*m[12]+ny*m[13]+nz*m[14])` — a vendor-layout invariant restated twice. (b) `scratch_range.near = +Infinity; far = -Infinity;` then `layers.traverse(layer => { if(!layer.state.visible) return; const compute = layer.compute_depth_range; if (compute === null) return; compute(...) })` — identical including the null guard and the sentinel initialisation | PROMOTION | `engine/graphics/render/layers/render_layers_compute_depth_range(out_range, layers, planes, matrix_world_elements)` doing both halves. Both callers shrink to a call plus their own clamping policy | Low effort / Low risk (`auto_set_camera_clipping_planes.spec.js` exists) |
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- | 16 | MEDIUM | **`compute_depth_range` BVH closure written 7× verbatim** | `engine/graphics/ecs/trail2d/Trail2DSystem.js:110`, `engine/graphics/ecs/trail3d/Trail3DSystem.js:124`, `engine/graphics/ecs/mesh/MeshSystem.js:162`, `engine/graphics/ecs/mesh-v2/ShadedGeometrySystem.js:269`, `engine/graphics/ecs/water/WaterSystem.js:110`, `engine/graphics/particles/ecs/ParticleEmitterSystem.js:104`, `engine/ecs/renderable/RenderSystem.js:74` | All seven are `const bvh = <this bvh>; layer.compute_depth_range = (result, frustum, nx, ny, nz, c) => { bvh_query_depth_range_in_frustum(result, bvh, frustum, nx, ny, nz, c); };`. The sibling helper `make_bvh_visibility_builder` already exists in `engine/graphics/render/` and is used by six of these — the depth-range half was never given the same treatment | PROMOTION | `engine/graphics/render/make_bvh_depth_range_computer(bvh)` next to `make_bvh_visibility_builder.js`; all seven become one-liners | Low effort / Low risk |
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- | 17 | MEDIUM | **`DataTexture3D` configuration boilerplate restated 4×** | `engine/graphics/sh3/gi/material/makeLookupTexture3D.js:8`, `engine/graphics/sh3/lpg/light_probe_grid_textures.js:39` `make_light_probe_grid_luma_texture` and `:78` `make_light_probe_grid_chroma_texture`, `engine/graphics/render/forward_plus/LightManager.js:169` | MinHash sim 0.938 on the first three. Each restates the same 12-property incantation — `flipY=false`, `generateMipmaps=false`, `mag/minFilter`, `wrapS/T/R = ClampToEdgeWrapping`, `type`, `format`, `internalFormat`, `unpackAlignment = 4`, `needsUpdate = true` — differing only in filter mode and the type/format triple. House rule "confine vendor imports to boundaries": this is repeated three.js translation logic | UNJUSTIFIED | `engine/graphics/texture/make_data_texture_3d({data, width, height, depth, type, format, internal_format, filter, name})` — explicit typed parameters, no registry | Low effort / Low risk (`light_probe_grid_textures.spec.js` exists) |
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- | 18 | MEDIUM | **Axis tick-label drawing duplicated, and the fix landed only in the copy** | `engine/graphics/canvas/canvas2d_draw_linear_scale.js:18` ⟷ `engine/animation/curve/editor/canvas2dDrawWorldAxisLabels.js:17` | MinHash sim 0.75. Lines 26-42 are byte-identical (spacing guard, delta/`v2_length`/zero guard, direction normalisation). `canvas2d_draw_linear_scale.js:44-46` uses `Math.floor` with a comment explaining that `ceil` *"would place a final tick past position_1 with an extrapolated value"*; `canvas2dDrawWorldAxisLabels.js:44` still uses `Math.ceil` — the documented defect is live in the copy | UNJUSTIFIED | `engine/graphics/canvas/canvas2d_draw_axis_ticks({ctx, position_x0..y1, spacing, label})` where `label(index, fraction)` returns the string. Both callers keep their own value/format policy; uniform control flow, no sentinel parameter | Low effort / Low risk |
30
- | 19 | MEDIUM | **Full-screen-quad `ShaderMaterial` option block restated 4× in one directory, with a typo divergence** | `engine/graphics/ecs/highlight/renderer/makeBlurShader_9.js:17-24`, `makeDilationShader.js:16-23`, `HighlightDecodeShader.js:57-63`, `OutlineRenderer.js:146-153` | The same 8 properties (`blending: NoBlending, lights: false, fog: false, depthTest: false, depthWrite: false, transparent: true, vertexColors: false, vertexShader: ScreenSpaceQuadShader.vertexShader()`). `makeBlurShader_9.js:18` writes **`light: false`** — three.js has no `light` property, so `Material.setValues` warns and the intended flag is never set. Classic copy-paste transcription error | UNJUSTIFIED | `engine/graphics/shaders/make_screen_space_quad_material({uniforms, fragmentShader})` beside `ScreenSpaceQuadShader.js`; the four call sites keep only their uniforms + fragment source | Low effort / Low risk |
31
- | 20 | MEDIUM | **Octahedral depth-probe ray kernel duplicated between the two bakers** | `engine/graphics/sh3/lpv/depth/octahedral/bake_octahedral_depth_map.js:95-133` ⟷ `bake_octahedral_depth_map_fibonacci.js:98-141` | ~40 lines byte-identical: `scene.trace` → `distance < 0 ? max_depth` → read `ray_hit[0..5]` → sink the contact along the hit normal by `NORMAL_BIAS` → `v3_distance` from the ray origin → `weight = pow(max2(0, dot(ray_dir, probe_dir)), DEPTH_SHARPNESS)`. The two sampling strategies (per-texel Hammersley jitter vs global Fibonacci splatting) genuinely differ; the shading kernel does not, and if the bias/weight law drifts the two bakers produce different depth for the same scene | UNJUSTIFIED | `trace_biased_depth_sample(scratch_ray, scene, max_depth, ray_direction, probe_direction) -> {distance, weight}` (or two out-params) in the same directory; both bakers call it inside their own sampling loop | Low effort / Low risk |
32
- | 21 | MEDIUM | **Per-entity event-rule subscription bookkeeping duplicated** | `engine/graphics/ecs/animation/AnimationControllerSystem.js:24` `registerRule` / `:64` `unlink` ⟷ `engine/sound/ecs/SoundControllerSystem.js:62` `registerRule` / `:103` `unlink` | `unlink` is byte-identical (9 lines). `registerRule`'s tail — `if (typeof r.stopEvent === "string") { addEntityEventListener(...); callbacks.push({name, handler}) }` then the same for `startEvent`, then `component.rules.forEach(registerRule)` — is identical modulo the parameter name. Only the two handler bodies (create an `AnimationClip` vs a `SoundTrack`) are subsystem-specific | UNJUSTIFIED | `engine/ecs/EntityEventRuleBinder` (typed class): `bind(dataset, entity, rules, {on_start, on_stop})` and `release(entity)`. Both systems keep only their handler bodies | Low effort / Low risk |
33
- | 22 | MEDIUM | **The impostor atlas uniform contract restated in 8 material classes** | `engine/graphics/impostors/octahedral/shader/ImpostorShaderV0.js:410`, `ImpostorShaderDepthV0.js:369`, `ImpostorShaderNormalsV0.js:356`, `ImpostorShaderViewportDepthV0.js:332`, `ImpostorShaderPerPixelV0.js:368`, `ImpostorShaderWireframeV0.js:162`, `ImpostorShaderStandard.js:256`, `ImpostorShaderV1.js:14` — all `constructor` | Token-identical constructor bodies at 117 tokens ×4 and 99 tokens ×3. Same `tBase / tGeometry / tMaterial / uFrames / uRadius / uOffset / uIsFullSphere / uDepthScale` set with the same JSDoc text, so an atlas format change (e.g. a fourth channel plane) must be made in eight places. This is not per-class `hash()`/`equals()` shape — it is one data contract restated | UNJUSTIFIED | `make_impostor_atlas_uniforms()` returning a fresh uniform object; each constructor spreads it and adds its own extras (`uParallaxStrength` etc.). Still typed and explicit — no string keys, no registry | Low effort / Low risk |
34
- | 23 | MEDIUM | **Diffuse-texture async binding duplicated between the two trail plugins, already diverged** | `engine/graphics/trail/tube/TubeXPlugin.js:48` `#build_material` (lines 57-77) ⟷ `engine/graphics/trail/x/RibbonXPlugin.js:96` `__build_material` (lines 110-130) | Identical: `if (typeof spec.diffuse === "string")` → `am.get({path, type: GameAssetType.Texture, callback: asset => { texture = asset.create(); texture.generateMipmaps = true; material.uniforms.uDiffuse.value = texture; }, failure: console.warn})` → `material.defines.USE_TEXTURE = true`. Tube adds `material.needsUpdate = true` (`:76`); Ribbon does not. Tube also routes through `getMaterialManager().obtain()` (`:84`, with a comment explaining Forward+ requires it); Ribbon returns the raw material (`:133`) | UNJUSTIFIED | `engine/graphics/material/bind_diffuse_texture_async(asset_manager, material, path)` handling the define + `needsUpdate`. The material-manager routing difference should be reconciled separately | Low effort / Low risk |
35
- | 24 | MEDIUM | **The four gi/lpg shader-builder glue functions and two transform-shader files are interchangeable** | `engine/graphics/sh3/gi/material/space_fragment/build_fragment_shader.js:40` and `build_vertex_shader.js:12`; `space_vertex/build_fragment_shader.js:19` and `build_vertex_shader.js:51`; the four identically-named `engine/graphics/sh3/lpg/material/...` counterparts; `gi/material/space_fragment/space_fragment_transform_shader.js:8` ⟷ `lpg/.../space_fragment_transform_shader.js:8`; `gi/.../space_vertex_transform_shader.js:8` ⟷ `lpg/.../space_vertex_transform_shader.js:8` | All eight builders are `result = PREAMBLE (+ PREAMBLE_COMMON) + source; result = insert_after(result, ANCHOR, CHUNK); return result;`. Both `*_transform_shader.js` pairs are 12-line files that are 90% line-identical. The anchors (`#include <lights_fragment_begin>`, `#include <fog_vertex>`) are the load-bearing part and appear in 4 separate string literals | PROMOTION | `engine/graphics/material/build_injected_shader(source, preamble, anchor, chunk)` in the material layer; the eight modules collapse to data (a preamble string, an anchor constant, a chunk string). Anchors become named constants in one place, matching the Forward+ marker contract | Low effort / Low risk (`LightProbeGridMaterialTransformer.spec.js` covers the LPG path) |
36
- | 25 | LOW | **`packDepthToRGBA` — a verbatim reimplementation of three.js's `<packing>` chunk — appears twice** | `engine/graphics/impostors/octahedral/shader/ImpostorShaderDepthV0.js:264-272` ⟷ `engine/graphics/impostors/voxel/shader/VoxelImpostorShaderDepthV0.js:55-63` | Identical `PackUpscale`/`PackFactors`/`ShiftRight8` constants and body. Both files are `RawShaderMaterial` so three's automatic chunk prefix does not apply — but `ShaderChunk.packing` is importable and splice-able. `VoxelImpostorShaderDepthV0.js:13` even says *"Mirrors three.js's packDepthToRGBA … identical encoding to ImpostorShaderDepthV0"*. If three changes the shadow-map depth encoding, both copies silently break | UNJUSTIFIED | Import `ShaderChunk.packing` from three at one boundary module (`engine/graphics/shaders/chunk_packing.js`) and interpolate it — house rule "confine vendor imports to boundaries" | Low effort / Low risk |
37
- | 26 | LOW | **Bake-camera frame reconstruction duplicated inside one file** | `engine/graphics/impostors/voxel/bake/read_atlas_to_samples.js:78-96` (`decode_normal_to_object_space`) ⟷ `:145-165` (`reconstruct_position`) | ~20 lines identical: the `abs(Dy) > 0.99999` polar nudge (`Dz + 0.0001`, renormalise), `right = normalize(cross((0,1,0), D))` written out as `(Dz, 0, -Dx)`, `up = cross(D, right)`. `:145` comments *"Same polar nudge as the normal decoder, so right/up agree"* — an explicit must-agree invariant left as two copies. Separately, the same frame concept appears 9× in GLSL as `up_OS`/`tangent_OS`/`binormal_OS` (`ImpostorShaderV0.js:245`, `DepthV0:197`, `NormalsV0:175`, `ViewportDepthV0:163`, `WireframeV0:135`, `PerPixelV0:142` and `:320`, `LitV0:191`) with a *different* degeneracy threshold (`0.999`) and a *different* fallback (swap the up vector rather than nudge Z) | UNJUSTIFIED | Extract a file-local `bake_frame_from_direction(out9, D_frame)` used by both functions in `read_atlas_to_samples.js`; fold the GLSL copies into finding #1's shared chunk | Low effort / Low risk |
38
- | 27 | LOW | **Two byte-size/component-count switch tables over the *same* enum** | `engine/graphics/particles/node-based/codegen/glsl/getTypeByteSize.js:8` ⟷ `engine/graphics/particles/node-based/particle/ParticleAttributeSpecification.js:23` `computeComponentCount` | Both switch on `ParticleDataTypes` over `Float/Vector2/Vector3/Vector4` and both throw on everything else; the first returns exactly 4× the second. The relationship is implicit — adding a non-4-byte component type makes them silently disagree. (`engine/graphics/particles/particular/group/itemSizeFromAttributeType.js:7` is a third table but over a different, older enum, so it is a separate concern) | UNJUSTIFIED | Keep `computeComponentCount` as the single table; `getTypeByteSize(type)` becomes `component_count(type) * BYTES_PER_COMPONENT`, or the byte width becomes a second explicit case list only if a type ever needs one | Low effort / Low risk |
39
- | 28 | LOW | **`TubeXFixedPhysicsSimulator` / `RibbonXFixedPhysicsSimulator`** | `engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.js:18` `update` ⟷ `engine/graphics/trail/x/simulator/RibbonXFixedPhysicsSimulator.js:17` `update` | Token-identical (75 tokens ×2). 12-line loop: increment age, `clamp01(age/max_age)`, `setAlpha((1-relative_age)*alpha)`, write the flow UV. Only the method names differ (`incrementKnotAttribute_Scalar` vs `incrementPointAttribute_Scalar`, `setKnotAlpha` vs `setPointAlpha`) | UNJUSTIFIED (small) | Falls out of finding #5: unify `TubeX`'s `*Knot*` accessors with `RibbonX`'s `*Point*` names and keep one `TrailXFixedPhysicsSimulator`. Not worth an adapter interface on its own | Low effort / Low risk (`RibbonXFixedPhysicsSimulator.spec.js` exists) |
40
- | 29 | LOW | **`SimulationStep*` per-particle loop scaffolding ×4** | `engine/graphics/particles/particular/engine/simulator/SimulationStepApplyForce.js:7`, `SimulationStepCurlNoiseAcceleration.js:20`, `SimulationStepCurlNoiseVelocity.js:21`, `SimulationStepFixedPhysics.js:53` — all `execute` | The 12-line preamble + layer-mask gate (`readAttributeScalar(i, PARTICLE_ATTRIBUTE_LAYER_POSITION)`, `if ((layerMask & (1 << layer_position)) === 0) continue;`, `params = layer_parameters[layer_position]`) is identical in all four. The Acceleration/Velocity pair additionally share the 6-line `power_*`/`scale_*` unpack and the `noise[k] * power_k` application | **JUSTIFIED (hot loop)** for the scaffolding — this is a genuine per-particle JS inner loop; hoisting the body into a callback would make the call site megamorphic across four step types and defeat the reason the mask test is inlined. The `power/scale` unpack shared by the two curl-noise steps is *marginal* — a shared `CurlNoiseStepBase` holding the six-parameter unpack would remove it without adding a per-particle indirection | If touched at all: `AbstractCurlNoiseSimulationStep` holding `parameter_schema` and a `#unpack(params)`; leave the loops inline | Low effort / Low risk — but measure first; not worth doing blind |
41
-
42
- ### The headline lead, quantified: `sh3/gi` + `sh3/lpv` vs `sh3/lpg`
43
-
44
- I measured verbatim line overlap for every corresponding file pair (non-empty, whitespace-normalised):
45
-
46
- | lpg file | lpg lines | gi/lpv lines | verbatim-shared | % of lpg |
47
- |---|---|---|---|---|
48
- | `lpg/material/LightProbeGridMaterialTransformer.js` | 187 | 256 | 104 | 56% |
49
- | `lpg/material/space_fragment/build_fragment_shader.js` | 30 | 32 | 24 | 80% |
50
- | `lpg/material/space_fragment/build_vertex_shader.js` | 38 | 22 | 19 | 50% |
51
- | `lpg/material/space_vertex/build_fragment_shader.js` | 22 | 21 | 19 | 86% |
52
- | `lpg/material/space_vertex/build_vertex_shader.js` | 33 | 48 | 20 | 61% |
53
- | `lpg/material/space_fragment/space_fragment_transform_shader.js` | 10 | 10 | 9 | 90% |
54
- | `lpg/material/space_vertex/space_vertex_transform_shader.js` | 10 | 10 | 9 | 90% |
55
- | `lpg/light_probe_grid_textures.js` | 126 | 28 | 20 | 16% |
56
- | `lpg/light_probe_grid_obtain_storage_cached.js` | 61 | 63 | 40 | 66% |
57
- | `lpg/build_light_probe_grid_for_scene.js` | 66 | 103 | 43 | 65% |
58
- | `lpg/material/common.js` | 55 | 426 | 10 | 18% |
59
- | `lpg/material/chunk_lpg_get_irradiance_at.js` | 18 | 21 | 9 | 50% |
60
- | **total** | **656** | **1040** | **326** | **50%** |
61
-
62
- **Verdict: the fork is roughly 250 deduplicable lines out of ~1700; the rest is genuinely different and
63
- should stay separate.** Concretely:
64
-
65
- - **Mechanically copied (findings #3, #7, #13, #14, #17, #24)**: the transformer skeleton (marker guard,
66
- `#onBeforeCompile` stage dispatch, `intensity` accessor, `#uniform_version` gate) ~70 lines ×2 (plus a
67
- third copy in `render/forward_plus`); the six shader-builder glue functions ~60 lines; the two
68
- `*_transform_shader.js` files ~24 lines; the storage-cached scene-bounds + load/build/store protocol
69
- ~45 lines ×2; the bake-via-task overlay ~25 lines ×2; the `DataTexture3D` incantation ~25 lines ×3.
70
- - **Genuinely different, leave alone**: `gi/material/common.js`'s 426 lines are the tetrahedral walk
71
- (`lpv_walk_to_tetrahedron`, `lpv_guess_initial_tet`, barycentric masking, octahedral depth visibility) —
72
- the LPG replaces all of it with a 3-line 3D-texture fetch. `lpg/light_probe_grid_textures.js`'s YCoCg
73
- half-float/8-bit split encoding has no LPV counterpart. The SH truncation (L2→L1) is a real design
74
- difference. `ProbeResolutionStage` is *already* correctly shared (`lpg/material/LightProbeGridMaterialTransformer.js:6`
75
- imports it from `gi/material/`), which shows the seam is reachable.
76
- - **Where the seam belongs**: one `AbstractProbeFieldMaterialTransformer` in
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- `engine/graphics/material/manager/` owning the marker/clone/compose/stage-dispatch, plus the four
78
- small promotions in findings #13/#14/#17/#24. Nothing about the tetrahedral-vs-grid lookup needs to
79
- be unified.
80
-
81
- ## Dismissed leads
82
-
83
- - `TubeX.js` (557 ln) vs `RibbonX.js` (578 ln) — genuine rewrite, not a copy: `#private` fields, ring topology with a duplicated seam vertex, `v3_orthonormal_matrix_from_normal`, documented throughout. Only the accessor naming (`Knot` vs `Point`) is gratuitously divergent.
84
- - `particles/node-based/` vs `particles/particular/` — **not a fork**. `node-based` is a GLSL-codegen design with zero importers outside its own tree; `particular` is the live CPU simulator. The two `ParticleSpecification` classes (`node-based/particle/ParticleSpecification.js` vs `particular/group/ParticleSpecification.js`) share only a name — different fields, different purpose. The `particular` one is already marked `@deprecated use AttributeGroupSpec`. This is an unfinished parallel system plus an export-name collision, not duplication.
85
- - `particles/node-based/nodes/math/Vector3{Add,Divide,Multiply,Subtract}.js` (13 lines each, 79-84% file similarity) — per-node typed classes; house rule explicitly prefers this over a string-keyed operator registry.
86
- - `AnimationGraph.getStateByDefinition` / `getTransitionByDefinition` / `TextureAtlas.getPatch` / `StaticKnowledgeDatabase.getDescriptorById` — generic "linear scan a small array by field equality"; too small and too type-specific to share.
87
- - `AnimationGraph.equals` / `AnimationTransitionDefinition.equals` / `AnimationState.equals` — per-class `equals()`; deliberate per house rules.
88
- - `AttributeGroupSpec.getAttributeByName` / `ParticleSpecification.getByName` / `ParameterTrackSet.getTrackByName` — same 8-line linear scan, but over three unrelated element types in three unrelated collections, and `ParticleSpecification` is deprecated. Not worth a generic.
89
- - `SGMeshHighlightSystem.js` — despite the name, a different system (propagates highlight down an SGMesh hierarchy), not a fourth copy of finding #8.
90
- - `engine/graphics/ecs/water` vs `water2` — `water2` contains only a shader plus a browser harness; no forked logic.
91
- - The "read indices a/b/c then fetch 9 floats at `*3`" block (8+ sites incl. `computeMeshSurfaceArea.js:20`, `tri3_ray_intersection_indexed.js`, `construct_ray_hit_from_geometry.js`) — all inner-loop; a shared reader would need nine out-params or an out-array, which costs more than it saves. `geometry_construct_triangle_normal.js:12` already exists for the one case where the payload justifies it.
92
- - `setFlag`/`clearFlag`/`writeFlag`/`getFlag` across 30 files (brief §E) — engine-wide component convention, not a domain issue.
93
- - `inline_lerp` / `inline_length3` hits in `lightmap_seam_fix.js`, `read_atlas_to_samples.js`, `voxelize_samples.js` — per-texel/per-sample loops; inlining is the right call.
94
- - **Browser harnesses (out of scope, one note as instructed)**: `makeConfig`, `configuration`, `init`, `debug_button`, `catmullRom`, `sample_style_entity` and `makeMovingShadedGeometry` are copy-pasted across at least 12 harnesses — `testPathDisplaySystem.js`, `prototypeAnimatedPathMask.js`, `testShadowMapRendering.js`, `testPointShadowMapRendering.js`, `prototypeBaker.js`, `prototype_voxel_impostors.js`, `prototypeLightProbeGrid.js`, `prototypeSH3Probe.js`, `prototypeShadedGeometry.js`, `prototype_sg_raycast.js`, `prototypeHiZ.js`, `prototypeNormalFrameBuffer.js`, `prototypeParticleVolume.js`, `testClippingPlaneComputation.js`, `testWaterShader.js`, `ptototypeFPPlugin.js`, `prototypeDecalEditor.js`, `prototypeDecalSystem.js`. A shared internal `engine/graphics/harness/` module (engine bootstrap + dat.GUI config + debug button + a spline sampler) would remove several hundred lines. Not counted as a finding.
95
-
96
- ## Notes
97
-
98
- Three structural forces produce nearly all the duplication in this domain.
99
-
100
- **1. "V2 by copy".** Every second-generation subsystem here was started by duplicating the first and
101
- editing: `trail3d` from `trail2d`, `lpg` from `lpv`/`gi`, `mesh-v2` from `mesh`, `water2` from `water`,
102
- `decal/v2`. That is a defensible way to start, but nothing was ever pulled back afterwards, so the
103
- newer copy accumulates fixes the older one never receives. Findings #3, #4 and #18 are all the same
104
- failure mode with the same signature: **the newer file carries a comment explaining a bug, and the
105
- older file still has that bug.** `Trail3DSystem.js:31-45` documents the head-position mismatch that
106
- `Trail2DSystem.js:157` still exhibits; `canvas2d_draw_linear_scale.js:44` documents the `ceil`
107
- over-extrapolation that `canvas2dDrawWorldAxisLabels.js:44` still exhibits; `MaterialTransformer.js:107`
108
- clones the material where `sh3/gi/material/MaterialTransformer.js:311` throws the clone away. When
109
- auditing this codebase, an explanatory comment in one of a pair is a reliable index into a live defect
110
- in the other.
111
-
112
- **2. No shader-chunk mechanism.** GLSL lives in template literals inside `.js` files, and the codebase
113
- has no include mechanism for it (three's `ShaderChunk` is used only through three's own automatic
114
- prefix, which `RawShaderMaterial` skips). The result: every shader that needs octahedral mapping,
115
- depth packing, or SH evaluation gets its own transcription. The webpack raw-loader path already exists
116
- (`ImpostorShaderV1.js:10-11` imports `./glsl/v1/vertex.glsl`), and the `sh3/gi` side already
117
- demonstrates the string-export pattern (`chunk_lpv_get_irradiance_at.js`, `common.js` as a default
118
- string export) — the tooling is there, it just wasn't applied to the impostor family.
119
-
120
- **3. `System` boilerplate has no base.** `System` is a bare interface, so every renderable system
121
- re-implements the same three chores: create a render layer, wire `buildVisibleSet` + `compute_depth_range`
122
- to a BVH, acquire/release a plugin `Reference` in `startup`/`shutdown`. `make_bvh_visibility_builder`
123
- shows someone already noticed half of it. Findings #8 and #16 are the tail of that.
124
-
125
- ### GLSL duplication
126
-
127
- This is where the mechanical pass is blind, and it is by far the largest volume of duplication in the
128
- domain. Token-based clone detection sees a shader as one string literal, so none of the following
129
- appeared in the brief:
130
-
131
- - **`VecToSphereOct` is declared 17 times** across `.js` template literals and `.glsl` files, in **four
132
- mutually incompatible conventions**: the impostor family folds on `octahedron.y < 0` and returns
133
- `.xz` using `sign()` (9 copies); `sh3/gi/material/common.js:118` uses an `l1norm` formulation, folds
134
- on `v.y < 0`, returns `v.xz`; `sh3/lpv/depth/octahedral/{shader,stitching,v2}` folds on
135
- `direction.z < 0` and returns `.xy` using `sign_not_zero` (4 copies); `impostors/octahedral/shader/glsl/common.glsl:57`
136
- and `glsl/v1/*` are HLSL-derived and use `frac`/`saturate`/`tex2Dgrad` (3 copies). Meanwhile
137
- `core/geom/3d/octahedra/octahedral_direction_to_uv.js` is the *single* JS implementation and is the
138
- one the bake path uses. A shader author reading `VecToSphereOct` in this repo cannot tell which
139
- mapping they will get.
140
- - **The whole octahedral-impostor sampling library (~90 lines)** appears 9 times (finding #1),
141
- including twice within `ImpostorShaderPerPixelV0.js` and twice within `ImpostorShaderLitV0.js`
142
- because each embeds it in both the vertex and the fragment stage.
143
- - **The probe-depth library (~220 lines)** is copied from production into a debug visualiser
144
- (finding #2), typo included.
145
- - **The billboard card frame** (`up_OS` pole fallback → `tangent_OS = normalize(cross(up_OS, normal_OS))`
146
- → `binormal_OS = cross(normal_OS, tangent_OS)`) appears 9 times in the octahedral shaders, and a
147
- differently-thresholded CPU cousin appears twice in `read_atlas_to_samples.js` (finding #26).
148
- - **The voxel splat expansion** appears 5 times (finding #6), carrying an invariant its own comments
149
- say must be kept in sync by hand.
150
- - **`packDepthToRGBA`** — three.js's own `<packing>` chunk — is retyped twice (finding #25).
151
- - **The SH cosine-lobe evaluator** appears 3 times in GLSL with two different sign conventions
152
- (finding #7).
153
- - Smaller repeats not worth individual findings: `vec3 inverseTransformDirection(...)` retyped in
154
- `sh3/shader/visualize.frag.js:5`, `sh3/lpv/depth/octahedral/shader/visualize.frag.glsl:1` and
155
- `.../v2/visualise.frag.glsl:1` (three.js provides it in the standard prefix, but these are
156
- `RawShaderMaterial`); the `#ifdef USE_TEXTURE { texel = texture2D(uDiffuse, vUv); diffuseColor *= texel; }`
157
- block in `RibbonMaterialX.js:95` and `TubeMaterialX.js:99`; `sign_not_zero` with three overloads in
158
- `gi/material/common.js:76-93` and `v2/visualise.frag.glsl:26-43`.
159
-
160
- The single highest-leverage change in this domain is not any individual extraction — it is establishing
161
- one GLSL chunk directory (`engine/graphics/shaders/chunks/`) with the octahedral, SH, packing and
162
- frame-construction primitives as named string exports, and then deleting the transcriptions. That one
163
- move retires findings #1, #2, #6, #7, #25 and #26 and removes roughly 1,400 lines of copied shader
164
- source.
1
+ # Domain D — engine/graphics feature subsystems (ecs, particles, trail, impostors, sh3, shadows)
2
+
3
+ Source root for all paths: `H:/git/moh/app/src/mir-engine/meep/src/`
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+
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+ Every finding below was verified by opening the cited files. Line numbers are from the working tree
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+ at the time of the audit.
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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 | CRITICAL | **Octahedral impostor GLSL library copy-pasted 9× inside the domain, plus 3 more name-colliding variants.** `VecToSphereOct` / `VecToHemiSphereOct` / `VectorToGrid` / `OctaSphereDec` / `OctaHemiSphereDec` / `GridToVector` / `FrameToRay` / `ComputeFrameXform` / `BilinearWeights` / `apply_frame_xform` — ~90 lines of GLSL | `engine/graphics/impostors/octahedral/shader/ImpostorShaderV0.js:71`, `ImpostorShaderDepthV0.js:59`, `ImpostorShaderNormalsV0.js:52`, `ImpostorShaderViewportDepthV0.js:46`, `ImpostorShaderWireframeV0.js:31`, `ImpostorShaderPerPixelV0.js:39` **and** `:178` (both stages), `ImpostorShaderLitV0.js:65` **and** `:328` (both stages). Incompatible same-named variants: `shader/glsl/common.glsl:25,57`, `shader/glsl/v1/common.glsl:1,45`, `shader/glsl/v1/vertex.glsl:42,86` | 9 byte-identical copies (verified with `awk` extraction — all identical). Whole-file line overlap against `ImpostorShaderV0.js`: Depth 70%, PerPixel 85%, Wireframe 86%, ViewportDepth 65%, Normals 61%. **Drift already present**: all 9 GPU copies use `sign(v)` where the CPU reference `core/geom/3d/octahedra/octahedral_direction_to_uv.js:25` deliberately uses `sign_not_zero()` — `sign(0.0)==0.0` shrinks the L1 norm and mis-folds a direction with an exactly-zero component. The bake side (`impostors/octahedral/grid/OctahedralUvEncoder.js:7`) and the sample side must agree; they are two independent transcriptions of one invariant. `glsl/common.glsl` declares `VecToSphereOct`/`GridToVector`/`VectorToGrid` with *different* semantics (y-fold via `_ImposterFullSphere`, HLSL intrinsics `frac`/`saturate`/`tex2Dgrad`) | UNJUSTIFIED | One `engine/graphics/impostors/octahedral/shader/chunk_octahedral.js` exporting a GLSL string (or a `.glsl` file — precedent exists, `ImpostorShaderV1.js:10` already imports `./glsl/v1/vertex.glsl` through the raw loader), interpolated into every shader. Delete `glsl/common.glsl`'s colliding declarations or rename them | Medium effort / Low risk — string extraction, shaders compile-checked by the existing prototype harness |
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+ | 2 | CRITICAL | **The production GI probe-depth GLSL library is copy-pasted into two debug visualisers.** `sign_not_zero` (3 overloads), `quadBlendWieghts`, `VecToSphereOct`, `SampleBlended`, `lpv_probe_getDepth{,Bilinear,Triangular}`, `lpv_bilinear_lerp` (2 overloads), `lpv_sample_bilinear`, `wrapOctahedralTexelCoordinates`, `lpv_probe_getPosition` | `engine/graphics/sh3/gi/material/common.js:76-298` (production) ⟷ `engine/graphics/sh3/lpv/depth/octahedral/v2/visualise.frag.glsl:26-408` ⟷ `engine/graphics/sh3/lpv/depth/octahedral/shader/visualize.frag.glsl:1-97` | Measured line-level overlap: **220 of 320** non-empty lines of `v2/visualise.frag.glsl` (68.8%) appear verbatim in `gi/material/common.js`; 51 of 97 (52.6%) for `shader/visualize.frag.glsl`. Smoking gun: the misspelling `quadBlendWieghts` is present in both (`common.js:95`, `v2/visualise.frag.glsl:45`). The whole point of the visualiser is to show what the production sampler sees — a forked copy can silently show something else | UNJUSTIFIED | Extract `engine/graphics/sh3/lpv/depth/chunk_probe_depth.js` (GLSL string) consumed by `gi/material/common.js` and by both visualiser shaders. Note `VecToSphereOct` here folds on `v.y<0` returning `.xz` while `lpv/depth/.../shader/visualize.frag.glsl:29` folds on `direction.z<0` returning `.xy` — reconcile before extracting | Medium effort / Medium risk — the two visualisers may currently rely on their divergent fold |
14
+ | 3 | HIGH | **`AbstractMaterialTransformer.transform()` marker-guard / clone / compose protocol copied 3×, already diverged** | `engine/graphics/render/forward_plus/plugin/MaterialTransformer.js:91` `transform`; `engine/graphics/sh3/gi/material/MaterialTransformer.js:294` `transform`; `engine/graphics/sh3/lpg/material/LightProbeGridMaterialTransformer.js:207` `transform` | The 11-line "already transformed / different instance → throw" guard is byte-identical in all three. The clone step is not: FP does `result = source.clone()` (`:107`), gi does **`result.clone();`** (`MaterialTransformer.js:311`) — a discarded expression statement, so gi mutates the caller's material in place; lpg dropped the clone entirely (`:219-223`). `AbstractMaterialTransformer` (`engine/graphics/material/manager/AbstractMaterialTransformer.js:1`) is an empty 10-line stub that owns none of this. `#onBeforeCompile` is also identical between gi (`:133`) and lpg (`:77`) — same `switch(ProbeResolutionStage)` dispatch, 14 lines | UNJUSTIFIED | Move the guard + clone + `composeCompile` wiring into `AbstractMaterialTransformer` as a concrete `transform(source)` calling an abstract `_install(material)`; subclasses supply only the marker symbol and the compile hook. Typed inheritance, no registry | Low effort / Medium risk — fixing gi's dropped clone changes behaviour (correctly) |
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+ | 4 | HIGH | **`Trail3DSystem` is a whole-file fork of `Trail2DSystem`, and the fork's bug fix never went back** | `engine/graphics/ecs/trail2d/Trail2DSystem.js` (274 lines) ⟷ `engine/graphics/ecs/trail3d/Trail3DSystem.js` (280 lines). Method pairs: `constructor` `:66`/`:90`, `startup` `:96`/`:110`, `__build_trail`/`#build_trail` `:129`/`:141`, `link` `:191`/`:200`, `unlink` `:210`/`:221`, `updateTrailEntity` `:224`/`:233`, `update` `:260`/`:266` | Every method is identical modulo `ribbon`↔`tube`, `Point`↔`Knot`, plugin class and layer name. **Divergence with consequences**: `Trail3DSystem.js:47` extracts `compute_head_position(result, trail, transform)` = `offset.applyMatrix4(transform.matrix)` and its 15-line comment states build-time seeding and the per-frame head update *must* agree or "the head's first move draws a segment bridging the two — a one-frame streak". `Trail2DSystem.js:157-159` still seeds with `trail_offset.x + transform_position.x` (translation only) while `Trail2DSystem.js:235-236` updates the head with `applyMatrix4` — under any rotation or scale the two disagree, which is exactly the documented defect | UNJUSTIFIED | The two ribbon/tube backends genuinely differ, but the *system* does not. Extract the shared body into `TrailSystemBase` (typed abstract class holding bvh/renderLayer/plugin-ref lifecycle + `updateTrailEntity`) with abstract `#seed_geometry` / `#obtain_plugin`. At minimum promote `compute_head_position` into `engine/graphics/trail/` and call it from both build paths | Medium effort / Medium risk — Trail2D seeding change is a behaviour fix, covered by `Trail2DSystem.spec.js` |
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+ | 5 | HIGH | **Trail spawn/aging state machine duplicated** — reseed-on-clear, `refitTimeDelta = maxAge/count`, head-moved detection, distance accumulation, `TrailSpawnMode.Distance ? distance>=spawnDistance : time>=refitTimeDelta`, rotate, head age/alpha/thickness write | `engine/graphics/ecs/trail2d/Trail2D.js:298` `updateHead` ⟷ `engine/graphics/ecs/trail3d/Trail3D.js:417` `updateHead`; also `Trail2D.js:210` `clear` ⟷ `Trail3D.js:275` `clear` | MinHash sim 0.766 on 309/322 tokens; reading them confirms the *policy* is line-for-line the same (~45 lines), differing only by accessor names and 3D's extra `#updateHeadFrame` call. The alpha fade law `(1 - clamp01(head_age/maxAge)) * this.color.w` is restated in both and must match the simulators (`TubeXFixedPhysicsSimulator.js:28`, `RibbonXFixedPhysicsSimulator.js:27`) — 4 copies of one law | UNJUSTIFIED | Extract `trail_update_head(trail, buffer_adapter, x, y, z, head_age)` in `engine/graphics/trail/`, where the adapter is a small typed interface (`getCount/getHeadIndex/getPosition/setPosition/rotate/setAge/setAlpha/setThickness`). Simplest alternative: rename `TubeX`'s `*Knot*` methods to `*Point*` so one function serves both | Medium effort / Medium risk — per-frame code, but not per-particle; specs exist for both components |
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+ | 6 | HIGH | **Voxel-impostor splat expansion GLSL copied 5×, carrying a stated cross-shader invariant** | `engine/graphics/impostors/voxel/shader/VoxelImpostorShaderV0.js:45-61`, `VoxelImpostorShaderNormalsV0.js:24-31`, `VoxelImpostorShaderDepthV0.js:31-41`, `VoxelImpostorShaderViewportDepthV0.js:22-30`, `VoxelImpostorShaderLitV0.js:57-68` | The block (`model_scale = length(modelMatrix[0].xyz)` → `radius_OS` → `centre_OS = iPosition - iNormal * radius_OS` → view-space corner offset) is identical in all five. `VoxelImpostorShaderDepthV0.js:35-37` states: *"Inward-shift must match the colour pass exactly so the cast silhouette agrees with the visible one"* — the invariant is documented but not enforced, because it lives in five separate string literals | UNJUSTIFIED | `engine/graphics/impostors/voxel/shader/chunk_voxel_splat_vertex.js` exporting the shared vertex body; the five materials interpolate it and add only their own varyings | Low effort / Low risk |
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+ | 7 | HIGH | **Spherical-harmonic cosine-lobe irradiance evaluator implemented 4× and the copies disagree on sign convention** | `core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.js:36-48` (JS); `engine/graphics/sh3/shader/visualize.frag.js:11` `shGetIrradianceAt` (GLSL); `engine/graphics/sh3/gi/material/chunk_lpv_get_irradiance_at.js:5` `lpv_get_irradiance_at` (GLSL); `engine/graphics/sh3/lpg/material/chunk_lpg_get_irradiance_at.js:9` `lpg_get_irradiance_at` (GLSL, first two bands only) | Same magic constants (`0.8862269254527579`, `1.0233267079464885`, `0.8580855308097834`, `0.4290427654048917`, `0.7431238683011272`) in all four. Signs differ: the core JS and `visualize.frag.js` negate coefficients 1, 3, 5, 7 (three.js convention); the two chunk files use `+=` throughout. `lpg/material/chunk_lpg_get_irradiance_at.js:3` even documents itself as *"first two bands of chunk_lpv_get_irradiance_at"* — an acknowledged copy. (The sign divergence is already logged in `src/REVIEW_2026_08_06/adv-gfx.md:359`; cited here only as proof the duplication produced a real defect) | UNJUSTIFIED | One `engine/graphics/sh3/chunk_sh_irradiance.js` GLSL module exporting an L2 evaluator plus a truncated L1 evaluator over `vec3[4]`, next to the single JS `sh3_sample_irradiance_by_direction`. Pin one sign convention and state it in a comment at both | Low effort / High risk — changing signs changes rendered output; needs a bake-vs-shader A/B first |
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+ | 8 | MEDIUM | **Three highlight systems are the same `System` + `Supplier` scaffold with a 15-line hole** | `engine/graphics/ecs/highlight/system/MeshHighlightSystem.js` (162 ln), `RenderableHighlightSystem.js` (164 ln), `ShadedGeometryHighlightSystem.js` (175 ln). Duplicated members: `class Supplier` `:9`/`:9`/`:8`, `collect` `:33`/`:38`/`:44`, `shutdown` `:121`/`:125`/`:137`, `startup` `:137`/`:143`/`:154`, and the whole `constructor` | `diff -u` between Renderable and ShadedGeometry shows the *only* semantic differences are the traversal component pair and how the three.js object is obtained; between Mesh and Renderable, only the visibility-flag check and the object accessor. ~130 of ~165 lines are common to all three | UNJUSTIFIED | Abstract `HighlightSystemBase extends System` owning the `OutlineRenderPlugin` reference lifecycle and the `Supplier` (which delegates to an abstract `visit(highlight, component, entity)`); three thin typed subclasses. Plain inheritance — no registry, no strings | Low effort / Low risk (`ShadedGeometryHighlightSystem.spec.js` exists) |
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+ | 9 | MEDIUM | **Neighbour-average flood-fill ("dilate") written twice — 2D lightmap and 3D probe grid** | `engine/graphics/sh3/lightmap/lightmap_dilate.js:18` `lightmap_dilate` (4-connected, `channels` values/texel) ⟷ `engine/graphics/sh3/lpg/light_probe_grid_dilate.js:29` `light_probe_grid_dilate` (6-connected, 12 values/probe) | Identical algorithm: skip covered cells; accumulate valid neighbours into a `Float64Array` accumulator; if `n===0` continue; write `acc[c]/n`; mark newly covered; repeat. Even the guard shape (`x > 0 && coverage[index-1] !== 0`) matches per-axis. Only the pass-snapshot mechanism differs (`newly[]` array vs `__source_validity` copy) and the termination (iteration cap vs run-to-convergence). Invisible to the mechanical pass — different identifiers and one extra loop level put it under the MinHash threshold | UNJUSTIFIED | One `core/collection/grid/grid_dilate_average(data, coverage, size_x, size_y, size_z, channels, iterations)`; the lightmap call passes `size_z = 1`. Note `lightmap_dilate.js:24` allocates `newly` per iteration — folding into the LPG's snapshot form removes that too | Medium effort / Low risk — both have specs (`lightmap_dilate.spec.js`, `light_probe_grid_dilate.spec.js`) |
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+ | 10 | MEDIUM | **Area-weighted triangle surface sampling copy-pasted instead of reusing the function next door** | `engine/graphics/particles/particular/engine/utils/distributeParticlesOnObject3D.js:169-233` ⟷ `engine/graphics/particles/particular/engine/utils/distrubuteParticlesOnMesh.js:112-187` `distributePointsOnMesh` | ~65 lines verbatim: same `poly:` label, same `roundFair(placementCount, random)`, same index/vertex fetch, same barycentric picking including the identical source-URL comment (`https://math.stackexchange.com/questions/538458/...`) and the same `r1 = random() * (1 - r0)` sampling. `distributePointsOnMesh` is already the generic, callback-driven form and is exported — `distributeParticlesOnObject3D` just doesn't call it. There is no other area-weighted triangle sampler in the codebase (grep for the URL and for `random point on the triangle` returns exactly these two files) | UNJUSTIFIED | Split `distributePointsOnMesh` into `distribute_points_on_indexed_triangles(count, points, indices, polygon_count, transform, seed, callback)` plus the two thin `Mesh` / `Object3D` front-ends. `distributeParticlesOnObject3D`'s `visitObject` (`:20`) already flattens the hierarchy into `buffer_points`/`buffer_indices` — it only needs to hand those to the shared loop | Low effort / Low risk |
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+ | 11 | MEDIUM | **Two-record swap across an array of `BufferAttribute`s written twice** | `engine/graphics/particles/particular/engine/emitter/ParticlePool.js:202` `swap` ⟷ `engine/graphics/particles/particular/group/ParticleGroup.js:550` `swapAttributeValues` | MinHash sim 0.953. 25 lines, identical down to `const offsetA = indexA * itemSize`; only the temp variable name (`temp` vs `elementA`) and a trailing `attribute.needsUpdate = true` differ. Both operate on the same shape (array of three.js `BufferAttribute`) | UNJUSTIFIED | `engine/graphics/geometry/buffer_attributes_swap_records(attributes, index_a, index_b)` in `engine/graphics/geometry/`; both call it, `ParticleGroup` sets `needsUpdate` itself afterwards | Low effort / Low risk |
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+ | 12 | MEDIUM | **Nearest-point-on-triangle leaf handler duplicated across the two BVH nearest queries** | `engine/graphics/geometry/buffered/query/query_bvh_geometry_nearest.js:164-203` ⟷ `engine/graphics/geometry/buffered/query/bvh32_geometry_nearest.js:203-242` | The traversal halves legitimately differ (pointer-based `BVH` vs implicit-index `BinaryUint32BVH`), but the leaf halves are byte-identical for 40 lines: `tri3_closest_point_barycentric` → `w = 1-u-v` → `contact = a*u + b*v + c*w` → `v3_distance_sqr` → early-out → `result.position.set` → `tri3_compute_normal` → `result.index`. The barycentric-reconstruction convention (which of u/v/w pairs with which vertex) is the subtle part and it is stated twice | UNJUSTIFIED | Extract `tri3_nearest_accept(result, x, y, z, ax..cz, triangle_index, best_distance_sqr) -> number` (returns the new best, or the old one). Both queries call it from their leaf branch. Function-call overhead in the leaf is negligible next to the barycentric solve | Low effort / Low risk (both have specs) |
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+ | 13 | MEDIUM | **`load-from-storage-else-build-and-cache` + scene-bounds traversal duplicated between LPG and LPV** | `engine/graphics/sh3/lpg/light_probe_grid_obtain_storage_cached.js:18` ⟷ `engine/graphics/sh3/lpv/lpv_obtain_storage_cached_volume.js:18` | MinHash sim 0.953, 198/200 tokens. Lines 44-65 vs 46-67 are byte-identical: build an `AABB3`, `setNegativelyInfiniteBounds()`, `ecd.traverseEntities([ShadedGeometry, Transform], ...)`, allocate a fresh `AABB3` **inside the visitor** (a per-entity allocation, duplicated), `mesh_bounds.union(box)`. The un-awaited `engine.storage.promiseStoreBinary(key, buffer.data)` with no error path is also duplicated (`:81` / `:83`) | UNJUSTIFIED | Promote `scene_compute_shaded_geometry_bounds(out_aabb3, ecd)` into `engine/graphics/ecs/mesh-v2/` next to the existing `sg_hierarchy_compute_bounding_box_via_parent_entity.js:28`, using a module-static scratch box. The load/build/store protocol can stay per-subsystem (the adapter types are genuinely different) | Low effort / Low risk |
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+ | 14 | MEDIUM | **Bake-task-with-progress-overlay scaffold duplicated** | `engine/graphics/sh3/lpg/build_light_probe_grid_for_scene.js:18` `light_probe_grid_bake_via_task` ⟷ `engine/graphics/sh3/lpv/build_probes_for_scene.js:20` `lpv_volume_bake_via_task` | MinHash sim 0.922. ~25 lines identical: `makeSimpleTaskProgressView({task, localization, size: new Vector2(512,64)})`, a throwaway `Entity` with `GUIElement.fromView` + `ViewportPosition.fromJSON({position:(0,1), anchor:(0,1), offset:(16,-16)})`, `task.promise().finally(() => progress_entity.destroy())`, `engine.executor.runGroup(task)`, `await task.promise()`. Only the baker class differs. `makeSimpleTaskProgressView` has exactly two non-prototype callers — both of these | PROMOTION | `engine/run_task_with_progress_overlay(task, engine, ecd)` beside `engine/makeSimpleTaskProgressView.js`. Both bakers call it | Low effort / Low risk |
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+ | 15 | MEDIUM | **Camera depth-plane construction + render-layer depth-range accumulation duplicated** | `engine/graphics/ecs/camera/auto_set_camera_clipping_planes.js:60-84` ⟷ `engine/graphics/ecs/light/shadow/extend_shadow_camera_near_for_casters.js:69-90` | Two verbatim blocks. (a) The three.js matrix convention `nx=-m[8], ny=-m[9], nz=-m[10]`, `plane_constant = -(nx*m[12]+ny*m[13]+nz*m[14])` — a vendor-layout invariant restated twice. (b) `scratch_range.near = +Infinity; far = -Infinity;` then `layers.traverse(layer => { if(!layer.state.visible) return; const compute = layer.compute_depth_range; if (compute === null) return; compute(...) })` — identical including the null guard and the sentinel initialisation | PROMOTION | `engine/graphics/render/layers/render_layers_compute_depth_range(out_range, layers, planes, matrix_world_elements)` doing both halves. Both callers shrink to a call plus their own clamping policy | Low effort / Low risk (`auto_set_camera_clipping_planes.spec.js` exists) |
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+ | 16 | MEDIUM | **`compute_depth_range` BVH closure written 7× verbatim** | `engine/graphics/ecs/trail2d/Trail2DSystem.js:110`, `engine/graphics/ecs/trail3d/Trail3DSystem.js:124`, `engine/graphics/ecs/mesh/MeshSystem.js:162`, `engine/graphics/ecs/mesh-v2/ShadedGeometrySystem.js:269`, `engine/graphics/ecs/water/WaterSystem.js:110`, `engine/graphics/particles/ecs/ParticleEmitterSystem.js:104`, `engine/ecs/renderable/RenderSystem.js:74` | All seven are `const bvh = <this bvh>; layer.compute_depth_range = (result, frustum, nx, ny, nz, c) => { bvh_query_depth_range_in_frustum(result, bvh, frustum, nx, ny, nz, c); };`. The sibling helper `make_bvh_visibility_builder` already exists in `engine/graphics/render/` and is used by six of these — the depth-range half was never given the same treatment | PROMOTION | `engine/graphics/render/make_bvh_depth_range_computer(bvh)` next to `make_bvh_visibility_builder.js`; all seven become one-liners | Low effort / Low risk |
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+ | 17 | MEDIUM | **`DataTexture3D` configuration boilerplate restated 4×** | `engine/graphics/sh3/gi/material/makeLookupTexture3D.js:8`, `engine/graphics/sh3/lpg/light_probe_grid_textures.js:39` `make_light_probe_grid_luma_texture` and `:78` `make_light_probe_grid_chroma_texture`, `engine/graphics/render/forward_plus/LightManager.js:169` | MinHash sim 0.938 on the first three. Each restates the same 12-property incantation — `flipY=false`, `generateMipmaps=false`, `mag/minFilter`, `wrapS/T/R = ClampToEdgeWrapping`, `type`, `format`, `internalFormat`, `unpackAlignment = 4`, `needsUpdate = true` — differing only in filter mode and the type/format triple. House rule "confine vendor imports to boundaries": this is repeated three.js translation logic | UNJUSTIFIED | `engine/graphics/texture/make_data_texture_3d({data, width, height, depth, type, format, internal_format, filter, name})` — explicit typed parameters, no registry | Low effort / Low risk (`light_probe_grid_textures.spec.js` exists) |
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+ | 18 | MEDIUM | **Axis tick-label drawing duplicated, and the fix landed only in the copy** | `engine/graphics/canvas/canvas2d_draw_linear_scale.js:18` ⟷ `engine/animation/curve/editor/canvas2dDrawWorldAxisLabels.js:17` | MinHash sim 0.75. Lines 26-42 are byte-identical (spacing guard, delta/`v2_length`/zero guard, direction normalisation). `canvas2d_draw_linear_scale.js:44-46` uses `Math.floor` with a comment explaining that `ceil` *"would place a final tick past position_1 with an extrapolated value"*; `canvas2dDrawWorldAxisLabels.js:44` still uses `Math.ceil` — the documented defect is live in the copy | UNJUSTIFIED | `engine/graphics/canvas/canvas2d_draw_axis_ticks({ctx, position_x0..y1, spacing, label})` where `label(index, fraction)` returns the string. Both callers keep their own value/format policy; uniform control flow, no sentinel parameter | Low effort / Low risk |
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+ | 19 | MEDIUM | **Full-screen-quad `ShaderMaterial` option block restated 4× in one directory, with a typo divergence** | `engine/graphics/ecs/highlight/renderer/makeBlurShader_9.js:17-24`, `makeDilationShader.js:16-23`, `HighlightDecodeShader.js:57-63`, `OutlineRenderer.js:146-153` | The same 8 properties (`blending: NoBlending, lights: false, fog: false, depthTest: false, depthWrite: false, transparent: true, vertexColors: false, vertexShader: ScreenSpaceQuadShader.vertexShader()`). `makeBlurShader_9.js:18` writes **`light: false`** — three.js has no `light` property, so `Material.setValues` warns and the intended flag is never set. Classic copy-paste transcription error | UNJUSTIFIED | `engine/graphics/shaders/make_screen_space_quad_material({uniforms, fragmentShader})` beside `ScreenSpaceQuadShader.js`; the four call sites keep only their uniforms + fragment source | Low effort / Low risk |
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+ | 20 | MEDIUM | **Octahedral depth-probe ray kernel duplicated between the two bakers** | `engine/graphics/sh3/lpv/depth/octahedral/bake_octahedral_depth_map.js:95-133` ⟷ `bake_octahedral_depth_map_fibonacci.js:98-141` | ~40 lines byte-identical: `scene.trace` → `distance < 0 ? max_depth` → read `ray_hit[0..5]` → sink the contact along the hit normal by `NORMAL_BIAS` → `v3_distance` from the ray origin → `weight = pow(max2(0, dot(ray_dir, probe_dir)), DEPTH_SHARPNESS)`. The two sampling strategies (per-texel Hammersley jitter vs global Fibonacci splatting) genuinely differ; the shading kernel does not, and if the bias/weight law drifts the two bakers produce different depth for the same scene | UNJUSTIFIED | `trace_biased_depth_sample(scratch_ray, scene, max_depth, ray_direction, probe_direction) -> {distance, weight}` (or two out-params) in the same directory; both bakers call it inside their own sampling loop | Low effort / Low risk |
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+ | 21 | MEDIUM | **Per-entity event-rule subscription bookkeeping duplicated** | `engine/graphics/ecs/animation/AnimationControllerSystem.js:24` `registerRule` / `:64` `unlink` ⟷ `engine/sound/ecs/SoundControllerSystem.js:62` `registerRule` / `:103` `unlink` | `unlink` is byte-identical (9 lines). `registerRule`'s tail — `if (typeof r.stopEvent === "string") { addEntityEventListener(...); callbacks.push({name, handler}) }` then the same for `startEvent`, then `component.rules.forEach(registerRule)` — is identical modulo the parameter name. Only the two handler bodies (create an `AnimationClip` vs a `SoundTrack`) are subsystem-specific | UNJUSTIFIED | `engine/ecs/EntityEventRuleBinder` (typed class): `bind(dataset, entity, rules, {on_start, on_stop})` and `release(entity)`. Both systems keep only their handler bodies | Low effort / Low risk |
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+ | 22 | MEDIUM | **The impostor atlas uniform contract restated in 8 material classes** | `engine/graphics/impostors/octahedral/shader/ImpostorShaderV0.js:410`, `ImpostorShaderDepthV0.js:369`, `ImpostorShaderNormalsV0.js:356`, `ImpostorShaderViewportDepthV0.js:332`, `ImpostorShaderPerPixelV0.js:368`, `ImpostorShaderWireframeV0.js:162`, `ImpostorShaderStandard.js:256`, `ImpostorShaderV1.js:14` — all `constructor` | Token-identical constructor bodies at 117 tokens ×4 and 99 tokens ×3. Same `tBase / tGeometry / tMaterial / uFrames / uRadius / uOffset / uIsFullSphere / uDepthScale` set with the same JSDoc text, so an atlas format change (e.g. a fourth channel plane) must be made in eight places. This is not per-class `hash()`/`equals()` shape — it is one data contract restated | UNJUSTIFIED | `make_impostor_atlas_uniforms()` returning a fresh uniform object; each constructor spreads it and adds its own extras (`uParallaxStrength` etc.). Still typed and explicit — no string keys, no registry | Low effort / Low risk |
34
+ | 23 | MEDIUM | **Diffuse-texture async binding duplicated between the two trail plugins, already diverged** | `engine/graphics/trail/tube/TubeXPlugin.js:48` `#build_material` (lines 57-77) ⟷ `engine/graphics/trail/x/RibbonXPlugin.js:96` `__build_material` (lines 110-130) | Identical: `if (typeof spec.diffuse === "string")` → `am.get({path, type: GameAssetType.Texture, callback: asset => { texture = asset.create(); texture.generateMipmaps = true; material.uniforms.uDiffuse.value = texture; }, failure: console.warn})` → `material.defines.USE_TEXTURE = true`. Tube adds `material.needsUpdate = true` (`:76`); Ribbon does not. Tube also routes through `getMaterialManager().obtain()` (`:84`, with a comment explaining Forward+ requires it); Ribbon returns the raw material (`:133`) | UNJUSTIFIED | `engine/graphics/material/bind_diffuse_texture_async(asset_manager, material, path)` handling the define + `needsUpdate`. The material-manager routing difference should be reconciled separately | Low effort / Low risk |
35
+ | 24 | MEDIUM | **The four gi/lpg shader-builder glue functions and two transform-shader files are interchangeable** | `engine/graphics/sh3/gi/material/space_fragment/build_fragment_shader.js:40` and `build_vertex_shader.js:12`; `space_vertex/build_fragment_shader.js:19` and `build_vertex_shader.js:51`; the four identically-named `engine/graphics/sh3/lpg/material/...` counterparts; `gi/material/space_fragment/space_fragment_transform_shader.js:8` ⟷ `lpg/.../space_fragment_transform_shader.js:8`; `gi/.../space_vertex_transform_shader.js:8` ⟷ `lpg/.../space_vertex_transform_shader.js:8` | All eight builders are `result = PREAMBLE (+ PREAMBLE_COMMON) + source; result = insert_after(result, ANCHOR, CHUNK); return result;`. Both `*_transform_shader.js` pairs are 12-line files that are 90% line-identical. The anchors (`#include <lights_fragment_begin>`, `#include <fog_vertex>`) are the load-bearing part and appear in 4 separate string literals | PROMOTION | `engine/graphics/material/build_injected_shader(source, preamble, anchor, chunk)` in the material layer; the eight modules collapse to data (a preamble string, an anchor constant, a chunk string). Anchors become named constants in one place, matching the Forward+ marker contract | Low effort / Low risk (`LightProbeGridMaterialTransformer.spec.js` covers the LPG path) |
36
+ | 25 | LOW | **`packDepthToRGBA` — a verbatim reimplementation of three.js's `<packing>` chunk — appears twice** | `engine/graphics/impostors/octahedral/shader/ImpostorShaderDepthV0.js:264-272` ⟷ `engine/graphics/impostors/voxel/shader/VoxelImpostorShaderDepthV0.js:55-63` | Identical `PackUpscale`/`PackFactors`/`ShiftRight8` constants and body. Both files are `RawShaderMaterial` so three's automatic chunk prefix does not apply — but `ShaderChunk.packing` is importable and splice-able. `VoxelImpostorShaderDepthV0.js:13` even says *"Mirrors three.js's packDepthToRGBA … identical encoding to ImpostorShaderDepthV0"*. If three changes the shadow-map depth encoding, both copies silently break | UNJUSTIFIED | Import `ShaderChunk.packing` from three at one boundary module (`engine/graphics/shaders/chunk_packing.js`) and interpolate it — house rule "confine vendor imports to boundaries" | Low effort / Low risk |
37
+ | 26 | LOW | **Bake-camera frame reconstruction duplicated inside one file** | `engine/graphics/impostors/voxel/bake/read_atlas_to_samples.js:78-96` (`decode_normal_to_object_space`) ⟷ `:145-165` (`reconstruct_position`) | ~20 lines identical: the `abs(Dy) > 0.99999` polar nudge (`Dz + 0.0001`, renormalise), `right = normalize(cross((0,1,0), D))` written out as `(Dz, 0, -Dx)`, `up = cross(D, right)`. `:145` comments *"Same polar nudge as the normal decoder, so right/up agree"* — an explicit must-agree invariant left as two copies. Separately, the same frame concept appears 9× in GLSL as `up_OS`/`tangent_OS`/`binormal_OS` (`ImpostorShaderV0.js:245`, `DepthV0:197`, `NormalsV0:175`, `ViewportDepthV0:163`, `WireframeV0:135`, `PerPixelV0:142` and `:320`, `LitV0:191`) with a *different* degeneracy threshold (`0.999`) and a *different* fallback (swap the up vector rather than nudge Z) | UNJUSTIFIED | Extract a file-local `bake_frame_from_direction(out9, D_frame)` used by both functions in `read_atlas_to_samples.js`; fold the GLSL copies into finding #1's shared chunk | Low effort / Low risk |
38
+ | 27 | LOW | **Two byte-size/component-count switch tables over the *same* enum** | `engine/graphics/particles/node-based/codegen/glsl/getTypeByteSize.js:8` ⟷ `engine/graphics/particles/node-based/particle/ParticleAttributeSpecification.js:23` `computeComponentCount` | Both switch on `ParticleDataTypes` over `Float/Vector2/Vector3/Vector4` and both throw on everything else; the first returns exactly 4× the second. The relationship is implicit — adding a non-4-byte component type makes them silently disagree. (`engine/graphics/particles/particular/group/itemSizeFromAttributeType.js:7` is a third table but over a different, older enum, so it is a separate concern) | UNJUSTIFIED | Keep `computeComponentCount` as the single table; `getTypeByteSize(type)` becomes `component_count(type) * BYTES_PER_COMPONENT`, or the byte width becomes a second explicit case list only if a type ever needs one | Low effort / Low risk |
39
+ | 28 | LOW | **`TubeXFixedPhysicsSimulator` / `RibbonXFixedPhysicsSimulator`** | `engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.js:18` `update` ⟷ `engine/graphics/trail/x/simulator/RibbonXFixedPhysicsSimulator.js:17` `update` | Token-identical (75 tokens ×2). 12-line loop: increment age, `clamp01(age/max_age)`, `setAlpha((1-relative_age)*alpha)`, write the flow UV. Only the method names differ (`incrementKnotAttribute_Scalar` vs `incrementPointAttribute_Scalar`, `setKnotAlpha` vs `setPointAlpha`) | UNJUSTIFIED (small) | Falls out of finding #5: unify `TubeX`'s `*Knot*` accessors with `RibbonX`'s `*Point*` names and keep one `TrailXFixedPhysicsSimulator`. Not worth an adapter interface on its own | Low effort / Low risk (`RibbonXFixedPhysicsSimulator.spec.js` exists) |
40
+ | 29 | LOW | **`SimulationStep*` per-particle loop scaffolding ×4** | `engine/graphics/particles/particular/engine/simulator/SimulationStepApplyForce.js:7`, `SimulationStepCurlNoiseAcceleration.js:20`, `SimulationStepCurlNoiseVelocity.js:21`, `SimulationStepFixedPhysics.js:53` — all `execute` | The 12-line preamble + layer-mask gate (`readAttributeScalar(i, PARTICLE_ATTRIBUTE_LAYER_POSITION)`, `if ((layerMask & (1 << layer_position)) === 0) continue;`, `params = layer_parameters[layer_position]`) is identical in all four. The Acceleration/Velocity pair additionally share the 6-line `power_*`/`scale_*` unpack and the `noise[k] * power_k` application | **JUSTIFIED (hot loop)** for the scaffolding — this is a genuine per-particle JS inner loop; hoisting the body into a callback would make the call site megamorphic across four step types and defeat the reason the mask test is inlined. The `power/scale` unpack shared by the two curl-noise steps is *marginal* — a shared `CurlNoiseStepBase` holding the six-parameter unpack would remove it without adding a per-particle indirection | If touched at all: `AbstractCurlNoiseSimulationStep` holding `parameter_schema` and a `#unpack(params)`; leave the loops inline | Low effort / Low risk — but measure first; not worth doing blind |
41
+
42
+ ### The headline lead, quantified: `sh3/gi` + `sh3/lpv` vs `sh3/lpg`
43
+
44
+ I measured verbatim line overlap for every corresponding file pair (non-empty, whitespace-normalised):
45
+
46
+ | lpg file | lpg lines | gi/lpv lines | verbatim-shared | % of lpg |
47
+ |---|---|---|---|---|
48
+ | `lpg/material/LightProbeGridMaterialTransformer.js` | 187 | 256 | 104 | 56% |
49
+ | `lpg/material/space_fragment/build_fragment_shader.js` | 30 | 32 | 24 | 80% |
50
+ | `lpg/material/space_fragment/build_vertex_shader.js` | 38 | 22 | 19 | 50% |
51
+ | `lpg/material/space_vertex/build_fragment_shader.js` | 22 | 21 | 19 | 86% |
52
+ | `lpg/material/space_vertex/build_vertex_shader.js` | 33 | 48 | 20 | 61% |
53
+ | `lpg/material/space_fragment/space_fragment_transform_shader.js` | 10 | 10 | 9 | 90% |
54
+ | `lpg/material/space_vertex/space_vertex_transform_shader.js` | 10 | 10 | 9 | 90% |
55
+ | `lpg/light_probe_grid_textures.js` | 126 | 28 | 20 | 16% |
56
+ | `lpg/light_probe_grid_obtain_storage_cached.js` | 61 | 63 | 40 | 66% |
57
+ | `lpg/build_light_probe_grid_for_scene.js` | 66 | 103 | 43 | 65% |
58
+ | `lpg/material/common.js` | 55 | 426 | 10 | 18% |
59
+ | `lpg/material/chunk_lpg_get_irradiance_at.js` | 18 | 21 | 9 | 50% |
60
+ | **total** | **656** | **1040** | **326** | **50%** |
61
+
62
+ **Verdict: the fork is roughly 250 deduplicable lines out of ~1700; the rest is genuinely different and
63
+ should stay separate.** Concretely:
64
+
65
+ - **Mechanically copied (findings #3, #7, #13, #14, #17, #24)**: the transformer skeleton (marker guard,
66
+ `#onBeforeCompile` stage dispatch, `intensity` accessor, `#uniform_version` gate) ~70 lines ×2 (plus a
67
+ third copy in `render/forward_plus`); the six shader-builder glue functions ~60 lines; the two
68
+ `*_transform_shader.js` files ~24 lines; the storage-cached scene-bounds + load/build/store protocol
69
+ ~45 lines ×2; the bake-via-task overlay ~25 lines ×2; the `DataTexture3D` incantation ~25 lines ×3.
70
+ - **Genuinely different, leave alone**: `gi/material/common.js`'s 426 lines are the tetrahedral walk
71
+ (`lpv_walk_to_tetrahedron`, `lpv_guess_initial_tet`, barycentric masking, octahedral depth visibility) —
72
+ the LPG replaces all of it with a 3-line 3D-texture fetch. `lpg/light_probe_grid_textures.js`'s YCoCg
73
+ half-float/8-bit split encoding has no LPV counterpart. The SH truncation (L2→L1) is a real design
74
+ difference. `ProbeResolutionStage` is *already* correctly shared (`lpg/material/LightProbeGridMaterialTransformer.js:6`
75
+ imports it from `gi/material/`), which shows the seam is reachable.
76
+ - **Where the seam belongs**: one `AbstractProbeFieldMaterialTransformer` in
77
+ `engine/graphics/material/manager/` owning the marker/clone/compose/stage-dispatch, plus the four
78
+ small promotions in findings #13/#14/#17/#24. Nothing about the tetrahedral-vs-grid lookup needs to
79
+ be unified.
80
+
81
+ ## Dismissed leads
82
+
83
+ - `TubeX.js` (557 ln) vs `RibbonX.js` (578 ln) — genuine rewrite, not a copy: `#private` fields, ring topology with a duplicated seam vertex, `v3_orthonormal_matrix_from_normal`, documented throughout. Only the accessor naming (`Knot` vs `Point`) is gratuitously divergent.
84
+ - `particles/node-based/` vs `particles/particular/` — **not a fork**. `node-based` is a GLSL-codegen design with zero importers outside its own tree; `particular` is the live CPU simulator. The two `ParticleSpecification` classes (`node-based/particle/ParticleSpecification.js` vs `particular/group/ParticleSpecification.js`) share only a name — different fields, different purpose. The `particular` one is already marked `@deprecated use AttributeGroupSpec`. This is an unfinished parallel system plus an export-name collision, not duplication.
85
+ - `particles/node-based/nodes/math/Vector3{Add,Divide,Multiply,Subtract}.js` (13 lines each, 79-84% file similarity) — per-node typed classes; house rule explicitly prefers this over a string-keyed operator registry.
86
+ - `AnimationGraph.getStateByDefinition` / `getTransitionByDefinition` / `TextureAtlas.getPatch` / `StaticKnowledgeDatabase.getDescriptorById` — generic "linear scan a small array by field equality"; too small and too type-specific to share.
87
+ - `AnimationGraph.equals` / `AnimationTransitionDefinition.equals` / `AnimationState.equals` — per-class `equals()`; deliberate per house rules.
88
+ - `AttributeGroupSpec.getAttributeByName` / `ParticleSpecification.getByName` / `ParameterTrackSet.getTrackByName` — same 8-line linear scan, but over three unrelated element types in three unrelated collections, and `ParticleSpecification` is deprecated. Not worth a generic.
89
+ - `SGMeshHighlightSystem.js` — despite the name, a different system (propagates highlight down an SGMesh hierarchy), not a fourth copy of finding #8.
90
+ - `engine/graphics/ecs/water` vs `water2` — `water2` contains only a shader plus a browser harness; no forked logic.
91
+ - The "read indices a/b/c then fetch 9 floats at `*3`" block (8+ sites incl. `computeMeshSurfaceArea.js:20`, `tri3_ray_intersection_indexed.js`, `construct_ray_hit_from_geometry.js`) — all inner-loop; a shared reader would need nine out-params or an out-array, which costs more than it saves. `geometry_construct_triangle_normal.js:12` already exists for the one case where the payload justifies it.
92
+ - `setFlag`/`clearFlag`/`writeFlag`/`getFlag` across 30 files (brief §E) — engine-wide component convention, not a domain issue.
93
+ - `inline_lerp` / `inline_length3` hits in `lightmap_seam_fix.js`, `read_atlas_to_samples.js`, `voxelize_samples.js` — per-texel/per-sample loops; inlining is the right call.
94
+ - **Browser harnesses (out of scope, one note as instructed)**: `makeConfig`, `configuration`, `init`, `debug_button`, `catmullRom`, `sample_style_entity` and `makeMovingShadedGeometry` are copy-pasted across at least 12 harnesses — `testPathDisplaySystem.js`, `prototypeAnimatedPathMask.js`, `testShadowMapRendering.js`, `testPointShadowMapRendering.js`, `prototypeBaker.js`, `prototype_voxel_impostors.js`, `prototypeLightProbeGrid.js`, `prototypeSH3Probe.js`, `prototypeShadedGeometry.js`, `prototype_sg_raycast.js`, `prototypeHiZ.js`, `prototypeNormalFrameBuffer.js`, `prototypeParticleVolume.js`, `testClippingPlaneComputation.js`, `testWaterShader.js`, `ptototypeFPPlugin.js`, `prototypeDecalEditor.js`, `prototypeDecalSystem.js`. A shared internal `engine/graphics/harness/` module (engine bootstrap + dat.GUI config + debug button + a spline sampler) would remove several hundred lines. Not counted as a finding.
95
+
96
+ ## Notes
97
+
98
+ Three structural forces produce nearly all the duplication in this domain.
99
+
100
+ **1. "V2 by copy".** Every second-generation subsystem here was started by duplicating the first and
101
+ editing: `trail3d` from `trail2d`, `lpg` from `lpv`/`gi`, `mesh-v2` from `mesh`, `water2` from `water`,
102
+ `decal/v2`. That is a defensible way to start, but nothing was ever pulled back afterwards, so the
103
+ newer copy accumulates fixes the older one never receives. Findings #3, #4 and #18 are all the same
104
+ failure mode with the same signature: **the newer file carries a comment explaining a bug, and the
105
+ older file still has that bug.** `Trail3DSystem.js:31-45` documents the head-position mismatch that
106
+ `Trail2DSystem.js:157` still exhibits; `canvas2d_draw_linear_scale.js:44` documents the `ceil`
107
+ over-extrapolation that `canvas2dDrawWorldAxisLabels.js:44` still exhibits; `MaterialTransformer.js:107`
108
+ clones the material where `sh3/gi/material/MaterialTransformer.js:311` throws the clone away. When
109
+ auditing this codebase, an explanatory comment in one of a pair is a reliable index into a live defect
110
+ in the other.
111
+
112
+ **2. No shader-chunk mechanism.** GLSL lives in template literals inside `.js` files, and the codebase
113
+ has no include mechanism for it (three's `ShaderChunk` is used only through three's own automatic
114
+ prefix, which `RawShaderMaterial` skips). The result: every shader that needs octahedral mapping,
115
+ depth packing, or SH evaluation gets its own transcription. The webpack raw-loader path already exists
116
+ (`ImpostorShaderV1.js:10-11` imports `./glsl/v1/vertex.glsl`), and the `sh3/gi` side already
117
+ demonstrates the string-export pattern (`chunk_lpv_get_irradiance_at.js`, `common.js` as a default
118
+ string export) — the tooling is there, it just wasn't applied to the impostor family.
119
+
120
+ **3. `System` boilerplate has no base.** `System` is a bare interface, so every renderable system
121
+ re-implements the same three chores: create a render layer, wire `buildVisibleSet` + `compute_depth_range`
122
+ to a BVH, acquire/release a plugin `Reference` in `startup`/`shutdown`. `make_bvh_visibility_builder`
123
+ shows someone already noticed half of it. Findings #8 and #16 are the tail of that.
124
+
125
+ ### GLSL duplication
126
+
127
+ This is where the mechanical pass is blind, and it is by far the largest volume of duplication in the
128
+ domain. Token-based clone detection sees a shader as one string literal, so none of the following
129
+ appeared in the brief:
130
+
131
+ - **`VecToSphereOct` is declared 17 times** across `.js` template literals and `.glsl` files, in **four
132
+ mutually incompatible conventions**: the impostor family folds on `octahedron.y < 0` and returns
133
+ `.xz` using `sign()` (9 copies); `sh3/gi/material/common.js:118` uses an `l1norm` formulation, folds
134
+ on `v.y < 0`, returns `v.xz`; `sh3/lpv/depth/octahedral/{shader,stitching,v2}` folds on
135
+ `direction.z < 0` and returns `.xy` using `sign_not_zero` (4 copies); `impostors/octahedral/shader/glsl/common.glsl:57`
136
+ and `glsl/v1/*` are HLSL-derived and use `frac`/`saturate`/`tex2Dgrad` (3 copies). Meanwhile
137
+ `core/geom/3d/octahedra/octahedral_direction_to_uv.js` is the *single* JS implementation and is the
138
+ one the bake path uses. A shader author reading `VecToSphereOct` in this repo cannot tell which
139
+ mapping they will get.
140
+ - **The whole octahedral-impostor sampling library (~90 lines)** appears 9 times (finding #1),
141
+ including twice within `ImpostorShaderPerPixelV0.js` and twice within `ImpostorShaderLitV0.js`
142
+ because each embeds it in both the vertex and the fragment stage.
143
+ - **The probe-depth library (~220 lines)** is copied from production into a debug visualiser
144
+ (finding #2), typo included.
145
+ - **The billboard card frame** (`up_OS` pole fallback → `tangent_OS = normalize(cross(up_OS, normal_OS))`
146
+ → `binormal_OS = cross(normal_OS, tangent_OS)`) appears 9 times in the octahedral shaders, and a
147
+ differently-thresholded CPU cousin appears twice in `read_atlas_to_samples.js` (finding #26).
148
+ - **The voxel splat expansion** appears 5 times (finding #6), carrying an invariant its own comments
149
+ say must be kept in sync by hand.
150
+ - **`packDepthToRGBA`** — three.js's own `<packing>` chunk — is retyped twice (finding #25).
151
+ - **The SH cosine-lobe evaluator** appears 3 times in GLSL with two different sign conventions
152
+ (finding #7).
153
+ - Smaller repeats not worth individual findings: `vec3 inverseTransformDirection(...)` retyped in
154
+ `sh3/shader/visualize.frag.js:5`, `sh3/lpv/depth/octahedral/shader/visualize.frag.glsl:1` and
155
+ `.../v2/visualise.frag.glsl:1` (three.js provides it in the standard prefix, but these are
156
+ `RawShaderMaterial`); the `#ifdef USE_TEXTURE { texel = texture2D(uDiffuse, vUv); diffuseColor *= texel; }`
157
+ block in `RibbonMaterialX.js:95` and `TubeMaterialX.js:99`; `sign_not_zero` with three overloads in
158
+ `gi/material/common.js:76-93` and `v2/visualise.frag.glsl:26-43`.
159
+
160
+ The single highest-leverage change in this domain is not any individual extraction — it is establishing
161
+ one GLSL chunk directory (`engine/graphics/shaders/chunks/`) with the octahedral, SH, packing and
162
+ frame-construction primitives as named string exports, and then deleting the transcriptions. That one
163
+ move retires findings #1, #2, #6, #7, #25 and #26 and removes roughly 1,400 lines of copied shader
164
+ source.