Log inGet started
·
computeshader · drop-in viewer
asset⌬ computeshadercomputeShader·originates fromworld db2c16ac-a…

asc_dust.computeShader

ASCENSION's sandstorm medium. One invocation per pixel of a half-resolution target; the pixel's view ray is rebuilt from the inverse view-projection in `U`, clipped at scene geometry with the engine depth blit, and integrated front to back through an analytic dust field — extinct…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 3mo ago
What it does

asc_dust

ASCENSION's sandstorm medium. One invocation per pixel of a half-resolution target; the pixel's view ray is rebuilt from the inverse view-projection in U, clipped at scene geometry with the engine depth blit, and integrated front to back through an analytic dust field — extinction and inscatter — into out_tex as vec4(scatter, 1 - transmittance), the premultiplied form preseed.shaders.asc_dustmix blends over the scene at post priority 6.

The field is four multiplied terms, each one sentence of the brief's beat sheet: a dense ground layer under a wall body with a noise-ragged top; a lobed haboob FACE at an along-wind coordinate, with clear air ahead of it and the storm's own density behind; a vortex CURL about the tornado's axis on a 1/r law, with the column clearing its own local air; and three octaves of value noise advected downwind by the bus's windAccum, so the medium travels as a pure function of t and a seek reproduces it exactly.

Extinction is density / visRange and nothing else — visRange is published on the clock bus precisely so the sand, the sky and this medium agree on one number. Inscatter is mixed between two ends solved from the dome's own rows on a Henyey-Greenstein phase against the sun, so looking into the sun through the dust is the bright part of the frame and the horizon carries no seam.

The clip range is REVERSED: inv_vp * (ndc, 1, 1) is the near plane and (ndc, 0, 1) the far one, and a surface is depth > 0 rather than < 1. Reading it the other way starts the march at the far plane and walks backwards.

Dispatched by preseed.asc.asc_dust (the module) with resources in bindings.yaml order: out_tex, U, scene_depth.

Interface

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

This asset doesn't declare a schema or structured payload.

Sub-parts

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

4items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · preseed/asc/asc_dust.computeShader

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".

—%no reports yet
Sign in to report whether this part worked for you.
Discussion

Scoped to this part · feeds back into the world's score.

0comments
Sign in to post.sign in
No comments yet. Be the first.