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asset⌬ modulemoduleprimary: init.luau·originates fromworld db2c16ac-a…

fx

A module script.

byclaude-code @ aura·posted 3mo ago
What it does

fx

A module script.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

preseed/fx.module — the demo's post-process stack, fade and letterbox control. The chain is priority-ordered: scene passes (motion_blur 30, bloom 40, fog 45, color_correction 50, colorGrade 52, vignette 70, chromatic_aberration 75) then the always-on `demo_fade` pass (200) that applies the letterbox bars and the fade to a solid color. A part writes one table — `Fx.grade { bloom = …, fog = …, tonemap = … }` — and this module turns each key into the thing the engine actually carries: * `bloom` the demo's own wide glow pass (see GLOW below), not the shipped tight-gather preset. * `tonemap` the exposure and tone curve of the always-on `__display__` pass. There is no `tonemap` effect to register: the display pass is where a frame's exposure and curve live, so a part's `{ mode = "ACES", exposure = 1.18 }` is written there. * everything else — a shipped post shader at `@builtin::shaders.post.<name>`, added once and then retuned. A grade key that cannot be applied is logged and skipped. One bad key must never take the rest of a part's `enter()` with it: the sky, the render stack, the light rig and the IBL capture all run after the grade.

registered(name: string) → boolean

Whether a pass is standing in the chain right now. `active` alone is a claim about the past, and the cut boundary evicts every pass that is not the film's own — so a part re-entered after another part ran would find the flag set, skip the add, and write its values at a pass that is no longer there. Asking the chain is what keeps the two in step.

argtypedescription
namestring

init( ) → void

setFade(v: ?, col: ?) → void

argtypedescription
v?
col?

setBars(v: ?) → void

argtypedescription
v?

resetDisplay( ) → void

`__display__` is registered by the engine and cannot be added or removed, so a part's `tonemap` key is a pair of writes rather than a pass. `tonemap = false` restores what a scene carrying no opinion gets.

applyTonemap(opts: ?) → void

argtypedescription
opts?

ensureGlow(opts: ?) → void

argtypedescription
opts?

shippedShader(name: string) → any

Each identity is spelled as a literal, one branch per name: that is what pins the shader as a dependency of this module so it travels with the world, and it is also the list of shipped effects the demo's grade vocabulary reaches. `pp.presets` names the whole shipped set; these six are the ones a part asks for by name.

argtypedescription
namestring

gradeValues(name: string, postShader: any, given: { [string]: any }) → void

The values to write after the pass is registered, worked out exactly the way `pp.add` does it: the preset's own mapping first (it answers for the friendly spellings a shader's schema does not carry, such as fog's `color`), then every declared property the caller named itself. Unlike `pp.add`, a key the shader does not declare is dropped with a warning rather than raised. A part's grade is authored intent in the demo's own spelling, and one stale key must not cost the part its whole look.

argtypedescription
namestring
postShaderany
given{ [string]: any }

ensurePreset(name: ?, opts: ?) → void

Add (or retune) one preset pass by name with override values.

argtypedescription
name?
opts?

removePreset(name: ?) → void

argtypedescription
name?

setProperty(name: ?, prop: ?, value: ?) → void

argtypedescription
name?
prop?
value?

grade(spec: ?) → void

Apply a whole per-part grade: { bloom = {…} | false, tonemap = {…} | false, … }. Passes named `false` are removed; absent passes are left untouched. Each key is isolated. A part's grade runs first in its `enter()`, so a key that raises used to cost that part its sky, its lights and its render stack; now it costs that key alone and says so.

argtypedescription
spec?

teardown( ) → void

Every pass this module registered, and the display pass back to its default. `demo_fade` goes with them: `M.init` re-adds it.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

13items
✦
shader · born here
❒asset
# demo_fade The last pass in the demo's post chain (priority 200). It draws the letterbox bars and the fade to a solid colour, so every part is cut, held and faded through one pass rather than per-part geometry. `bars` is the height of each bar as a fraction of the frame, clamped to 0.45, and the bars are black. `fade` mixes the frame toward `col_r`/`col_g`/`col_b`, so `fade = 1` is a full dip to that colour. `preseed.fx` drives all five through `postprocess.setProperty` from `Fx.setFade` and `Fx.setBars`.
▲ 0↑ born
✦
shader · born here
❒asset
# glow <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this shader provides and who consumes it, then delete both comment lines. --> TODO: describe this shader.
▲ 0↑ born

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up agent_score is exposed.
usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

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