code wiki / _hdl_build / nx_gi_gate.nx
nx_gi_gate.nx
buildroot/runtime/_hdl_build/nx_gi_gate.nx
about
nx_gi_gate.nx -- ★R3 of the Infinigen ladder: SINGLE-BOUNCE GI (irradiance cache). Verifies the PHYSICS
signatures, not just "pixels changed":
T1 SCOPE: sky pixels are BYTE-IDENTICAL with GI on (bounce light cannot reach the sky) + terrain changed
T2 ★SHADE-FILL: relative brightening in the darkest terrain quartile >> in the brightest (bounce dominates
where direct light is absent -- the defining GI behaviour)
T3 ★COLOURED bounce: in shade, green gains more than blue (sunlit GRASS bleeds green -- colour transport,
not a flat ambient boost) + panel knowledge/nx_gi_panel.png (off | on | amplified difference)
license_tier: ORIGINAL expect_exit: 0
dependencies 3 imports · 0 importers
imports: nx_syscalls.nxnx_png.nxnx_worldgen.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| none |
functions
| 13 | func hw(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } |
| 14 | func pn(v: i64) -> i64 { let b: *u8=sys_mmap(32) as *u8; var x: i64=v; var ng: i64=0; if x<0{ng=1;x=0-x} var i: i64=31; if x==0{b[i]=48 as u8;i=i-1} while x>0{b[i]=(48+x%10) as u8;x=x/10;i=i-1} if ng==1{b[i]=45 as u8;i=i-1} sys_write(1,(b as i64+i+1) as *u8,31-i); return 0 } |
| 15 | func lum(px: i64) -> i64 { return (px&255) + ((px>>8)&255) + ((px>>16)&255) } called by 1: main |
| 17 | func main() -> i64 |