code wiki / _hdl_build / nx_gx_eye_gate.nx
nx_gx_eye_gate.nx
buildroot/runtime/_hdl_build/nx_gx_eye_gate.nx
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nx_gx_eye_gate.nx -- Gx/FIDELITY rung 2: the EYE shader (cornea/iris/sclera) -- the #2 clay->flesh lever after SSS.
Two eyeballs, same light, side by side. LEFT = doll eye (white ball + flat brown disc + broad dull specular).
RIGHT = eye shader: corneal REFRACTION (the iris is seen THROUGH the cornea and appears magnified), radial iris
FIBERS (stroma spokes), LIMBAL RING (dark iris-sclera boundary), sharp corneal CATCHLIGHT (tiny, near-white --
the "alive" signal), and a WARM non-paper-white sclera. Every cue is measured against the doll eye in-gate.
Integer Q12, sovereign, zero libs. HONEST: shader-model rung ONLY -- no eyelids/lashes/tear-film meniscus/vessels,
bare eyeball geometry; a detail critic must still rank this below a photo. Those are the next rungs.
license_tier: ORIGINAL expect_exit: 0
dependencies 1 imports · 0 importers
imports: nx_png_write.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
| 11 | func eg_puts(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } called by 1: main |
| 12 | func eg_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 } called by 1: main |
| 13 | func eg_isqrt(n: i64) -> i64 { if n<=0 { return 0 } var x: i64=n; var y: i64=(x+n/x)/2; var it: i64=0; while it<64 { if y>=x { it=64 } else { x=y; y=(x+n/x)/2; it=it+1 } } return x } called by 1: main |
| 15 | func eg_dang(dx: i64, dy: i64, Q: i64) -> i64 called by 1: main |
| 26 | func eg_lum(rgb: *u8, W: i64, x: i64, y: i64) -> i64 called by 1: main |
| 34 | func main() -> i64 |