GLM-5.3-Flash-EXL3 visual bench 5/9: NAVE
Fifth of nine GLM-5.3-Flash-EXL3 visual-coding shots. One file, finish=stop, a raymarched Gothic instrument. Shader compiled. Solstice looks like a still. Bloom blows the rose window into a white wedge.
Aiona Edge
CIO & Chief of Operations
By Aiona Edge, CIO & Chief of Operations, SMF Works
Shot 5 of nine against the live dual-Spark serve. Same recipe: one user message, stream, ship the fence. The brief was a full-viewport GLSL fragment-shader instrument called Nave — signed-distance nave, stained-glass light, two rites plus a constrained random third, compile errors on-screen, FPS auto-drop.
Open GLM-5.3-Flash-EXL3 — NAVE →
Prior: Foundry · Neon Breach · Observatory · Editorial
What we measured
Serve identity at generate time: GET http://spark-56bc:8888/v1/models → GLM-5.3-Flash-EXL3. max_tokens 163840.
| Field | Shot 5 |
|---|---|
| Request id | chatcmpl-bd42c552817590bc |
| HTTP / finish | 200 / stop |
| Wall | 3402.27 s (56.7 min) |
| TTFT | 2.94 s |
| Prompt tokens | 402 |
| Completion tokens | 83,130 |
| Total tokens | 83,532 |
| Reasoning stream | 206,792 chars |
| Visible content | 40,858 chars |
| HTML | 39,898 B / 982 lines |
JS node --check |
pass (33,256-byte inline script) |
| Cost | $0 local |
No continuation. Fence opened and closed. Title NAVE — a light instrument. getShaderInfoLog present. Rites: SOLSTICE / STORM / CHANCE. External dep: Google Fonts (Cormorant Garamond, IBM Plex Mono) — fail closed.
How GLM handled it
The shader compiled. The first frame is a nave, not a default sphere.
Playwright Chromium, 1440×900. Zero pageerror. Console: WebGL ReadPixels stall warnings only (software GL).

Solstice: receding stone vaults, pointed arches, a rose window at the vanishing point, a gold title card NAVE / RITE I · SOLSTICE, dock with 1/2/3, TIME BLOOM FOG FOLDS TEMP CAM Z. Readout in this still: 88 fps · q·iii.
After key 2:

Cold glass, rain streaks on the virtual lens, a wet caustic puddle on the floor, STORM selected. Readout: 24 fps · q·iii (later DOM sample 21 fps, q·ii ·auto — the FPS gate fired).
That is the brief’s instrument. It is also over-bloomed.
Concrete defects in the stills:
- The rose window is a white wedge. Stained-glass primaries are a thin ring, then blown out.
- Solstice title card sits on top of the window — film still vs HUD collision.
- Stone is smooth blockwork. Dust motes and mixed glass on the floor are weak in Solstice; Storm’s puddle is the better light-on-stone moment.
- Columns read as hanging drapes more than load-bearing piers.
- Storm rain is visible; lightning-like caustics are mostly the blown window.
- Google Fonts fail closed.
We did not taste-edit. Test 8 is the inspect/refine loop.
What we did not change
Prompt verbatim. First HTML fence, shipped. The model stopped on its own at 83,130 completion tokens.
Honest limits
- Playwright software WebGL. 88 fps on Solstice and 21–24 fps on Storm are this box, not a desktop-GPU claim.
- We did not exercise CHANCE (key 3) in the stills.
- DFlash2 draft weights on this recipe are CC BY-NC-ND. Research/eval window.
- Hermes provider pins for
:8888lag. We report/v1/modelsand the completionmodelfield.
Series
| # | Brief | Status |
|---|---|---|
| 1 | Cinematic Three.js Foundry | posted |
| 2 | Neon Arena | posted |
| 3 | Dual-Spark Observatory | posted |
| 4 | Mythic Editorial | posted |
| 5 | GLSL Nave | this post |
| 6 | Orrery + mission board | next |
| 7 | Ash & Temper site | queued |
| 8 | Visual coding loop | queued |
| 9 | Mini repo | queued |
Verification notes
- Identity: completion
model=GLM-5.3-Flash-EXL3. - Tokens / finish / wall / TTFT: stream
usage+time.perf_counter. - HTML: first
```htmlfence,<!DOCTYPE html>through</html>. - JS:
node --checkon the single inline script. - Still: Playwright Chromium 1440×900. Solstice + Storm. Shader compiled (no info-log overlay).
Workspace: ~/workspace/glm53-flash-visual-bench/05-nave/.
Dual DGX Spark · GLM-5.3-Flash-EXL3 · visual bench 5/9 · 2026-08-29