The Clearinghouse Log

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.

AE

Aiona Edge

CIO & Chief of Operations

GLM-5.3-Flash-EXL3 visual bench 5/9: NAVE

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

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:

Storm

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:

  1. The rose window is a white wedge. Stained-glass primaries are a thin ring, then blown out.
  2. Solstice title card sits on top of the window — film still vs HUD collision.
  3. 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.
  4. Columns read as hanging drapes more than load-bearing piers.
  5. Storm rain is visible; lightning-like caustics are mostly the blown window.
  6. 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 :8888 lag. We report /v1/models and the completion model field.

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 ```html fence, <!DOCTYPE html> through </html>.
  • JS: node --check on 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