fix(force): cull unclustered points from the centermass scatter - #254
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…ition (0,0) is a real cluster's texel The centermass pass computes each cluster's centroid by scatter: one vertex per point, blended additively into its cluster's texel. An unclustered point ([-1, -1]) fell through to a vec2(0.0) scatter position — but (0, 0) in normalized device coordinates is not nowhere, it is the framebuffer's center texel, which belongs to a real cluster whenever the cluster count reaches that texel's index (cluster 4 of 9). Every unclustered point then deposited its position and a +1 count into that cluster's aggregate, dragging its centroid toward the mean of all unclustered points: its members settled in the wrong place and getClusterPositions reported the contaminated value. The bug appeared and disappeared with the cluster count, because a center texel past the count is never read. - Cull unclustered points off-screen (z = 2), the same guard the pass already applies to absent points: a clipped vertex rasterizes nowhere, so the additive blend never sees it. - Hoist the guard above the position fetch so rgba never carries the point's mass, mirroring the absent-point guard's structure. Invariant: an unclustered point feels no cluster force (the force shader already skips negative indices) and exerts no cluster mass. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Signed-off-by: Stukova Olya <stukova.o@gmail.com>
📝 WalkthroughWalkthroughThe cluster center-mass vertex shader now culls points with negative cluster indices. Valid points continue to use their cluster texel coordinates. ChangesCluster point culling
Estimated code review effort: 2 (Simple) | ~10 minutes Merge Risk: 🔵 Low · up to The fix prevents unclustered points from contaminating cluster centroids. A small rendering-safety follow-up remains: discarded points should use a positive point size to avoid undefined behavior on affected platforms. 🚥 Pre-merge checks | ✅ 5✅ Passed checks (5 passed)
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Inline comments:
In `@src/modules/Clusters/calculate-centermass.vert`:
- Around line 41-43: Update both discard branches in the centermass vertex
shader, including the absent-point branch and the pointClusterIndices check, to
assign gl_PointSize = 1.0 instead of a non-positive value while preserving their
clipped gl_Position behavior.
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src/modules/Clusters/calculate-centermass.vert
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Problem
The centermass pass computes each cluster's centroid by scatter: one vertex per point, positioned at its cluster's texel in the centermass framebuffer, accumulating [Σx, Σy, count] via additive blending. An unclustered point (cluster index
[-1, -1]) fell through to avec2(0.0)default scatter position — but (0, 0) in normalized device coordinates is not "nowhere", it is the center texel of the framebuffer, which belongs to a real cluster whenever the cluster count reaches that texel's index (cluster 4 of 9).Every unclustered point then deposited its position and a +1 count into that cluster's aggregate: its centroid was dragged toward the mean of all unclustered points, its count inflated, its members settled in the wrong place, and
getClusterPositions()reported the contaminated value. No stage fails, so nothing surfaced — and the bug appeared and disappeared as the cluster count changed, because a center texel past the cluster count is never read.Fix
Make "no cluster" mean "no contribution": cull unclustered points off-screen (z = 2) instead of giving them a default position — the same guard the pass already applies to absent points. A clipped vertex rasterizes nowhere, so the additive blend never sees it. The guard is hoisted above the position fetch so
rgbanever carries the point's mass.Invariant: an unclustered point feels no cluster force (the force shader already skips negative indices) and exerts no cluster mass.
Verification
Reproduced locally in a Storybook example: 9 clusters (texture size 3, odd, so the contaminated texel is deterministically cluster 4) on a 3×3 grid, plus 2,000 unclustered points parked in a far corner with gravity and repulsion at 0. Before the fix, cluster 4's 200 members migrated from the grid center (2048, 2048) into the corner — displaced by 2607.8 space units, exactly the center-to-corner distance. After the fix, displacement is ~2 units (collapse jitter) and the unclustered points stay inert.
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