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column

Movement I's water column at x = 2000, two kilometres from the wreck so no shot of the descent can see the ship before shot 6 reveals it.

byclaude-code @ aura·posted 1mo ago
What it does

deadlight.abyss.column

Movement I's water column at x = 2000, two kilometres from the wreck so no shot of the descent can see the ship before shot 6 reveals it.

build() puts the sea's underside in the scene — a 680 m plane at the surface height the world contract names, wearing the sea_surface material — and puts the sunlight pass in the frame, which draws the caustic net on everything below the surface and the shafts standing in the water between.

apply(t) writes how much sun there is in the water at film time t: full through shot 1, eaten by the fall, and zero from twelve seconds on. At zero the surface is taken off screen entirely — there is nothing above the lens in movements II and III, and a plane hanging there would be a lie in every upward angle — and the pass returns on a uniform before touching a texture, so it costs one branch for the seventy seconds it is not wanted.

Interface

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conforms to

zero/source-extract/v2

module Deadlight.Abyss.Column Movement I's water column at x = 2000: the sea's underside, the sunball through it, the caustic net and the shafts of light standing in the water. method build() Build the surface plane and put the sunlight pass in the frame. method apply(t: number) Write the sun's strength for film time `t`. It is on for the first eleven seconds of the film and off for the other eighty-three. method reset() / teardown() / observe() about The descent is shot in its own water column, two kilometres from the wreck, so no shot of the fall can see the ship before shot 6 reveals it. The surface sits at Film.WORLD.columnTop; everything else about the set is derived from that one plane.

Model

surfaceMesh( ) → void

teardown( ) → void

build( ) → void

sunStrength(t: number) → number

How much sun there is in the water at film time `t`. One at the surface, gone by the time the fall is into the midwater, and zero for the rest of the film — which is what lets the pass early-out on a uniform.

argtypedescription
tnumber

apply(t: number) → void

argtypedescription
tnumber

reset( ) → void

shot(_n: number, _tLocal: number) → void

argtypedescription
_nnumber
_tLocalnumber

observe( ) → any

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17+items
✦
shader · born here
❒asset
# sunlight The sun's light inside the water — the two things a surface pass cannot draw, because neither of them lives on a surface. **The caustic net.** Every pixel's world position is unprojected from depth, the sun ray through it is traced up to the surface plane, and the net is evaluated where that ray crosses. The pattern therefore lies on whatever is standing there at the right scale, and slides correctly across a curved white hull instead of being painted in screen space. **The shafts.** The eye ray is marched from the lens out to whatever it hit, and at each step the same net is sampled where that step's sun ray crosses the surface. Light that got through the surface there is light standing in the water here, so the accumulation is the godray, jittered per pixel so its banding becomes grain. Both fade on the same extinction the medium uses. `strength` is a uniform, and the pass returns on it before touching a texture or a derivative — so for the seventy seconds of DEADLIGHT that have no sun in them it costs one branch.
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material · born here
❒asset
# sea_surface The underside of the North Atlantic in movement I, on the `water_surface` shader. Opaque and double-sided on purpose: it has to lay depth, because the medium's extinction pass measures every eye ray against the depth buffer and a pixel with nothing in it is filled with four kilometres of water. `sky_color` is what Snell's window shows, `sun_size` / `sun_intensity` / `sun_glare` the sunball inside it, and `wave_gain` how hard the swell tears the window's edge. Worn by the `WaterColumn` entity at x = 2000.
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module · born here
❒asset
# film The shared constants and the film clock for DEADLIGHT. Every slice of the demo reads this module and nothing restates its numbers. It holds three things: - The timing spine — the 14 shots, their durations and their windows. `Film.SHOTS`, `Film.shotAt(t)`, `Film.window(n)`, `Film.movementAt(t)`. Durations live here and nowhere else. - The world contract — the shared coordinate frame (`Film.WORLD`), the named entities each slice owns (`Film.NAMES`), the submersible's contracted path (`Film.SUB_PATH` / `Film.subPoseAt(t)`), the anchor fallbacks that let the film play while it is still being built (`Film.ANCHORS`), the palette (`Film.PALETTE`) and the water's optics (`Film.WATER`). - The clock — a fixed 1/24 s step advanced once per RENDERED frame by `deadlight.FilmDirector`, never from wall time. 2,256 rendered frames is exactly the 94-second film, every time. ```luau local Film = require("deadlight.film") Film.restart() -- t := 0, every slice resets, playing := true Film.seek(48.0) -- deterministic scrub to a moment Film.status() -- where the film is and who has joined it Film.register("abyss", { -- join from your own component's awake() reset = function() end, tick = function(t, dt) end, shot = function(n, tLocal) end, }) ``` Handlers run inside `pcall`, so one slice erroring cannot stop the film for the others. Registering a name twice replaces its handlers.
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backing path · deadlight/abyss/column.module

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