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asset⌬ modulemoduleprimary: init.luau·originates fromworld f66766ca-c…

medium

The water itself: extinction, the colour of the column, and the absence of any sky or sun. One number carries the whole descent.

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

deadlight.abyss.medium

The water itself: extinction, the colour of the column, and the absence of any sky or sun. One number carries the whole descent.

install() kills both defaults — the blue sky the engine draws with no Skybox in the scene, and the directional sun it lights with no sun entity — and puts the water_extinction pass in the frame. apply(t) writes the water's optics for film time t: the per-channel extinction, the light standing in the column at that depth, and the three lamp positions the pass charges the excess light path against.

filmDepth(t) is the depth the film is claiming in front of the LENS. Film.depthAt is the authority at both ends — 4 m at t = 0 and 3,800 m from t = 24 on — and between them it runs ahead of the shot list, so these keys are the same curve made to pass through the depths the shots are staged at. columnColorAt(depth) interpolates Film.PALETTE on the square root of depth, so the first hundred metres get most of the travel, the way losing light actually looks. sample(t) reports what apply would write without writing it.

Interface

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

conforms to

zero/source-extract/v2

module Deadlight.Abyss.Medium The water itself: extinction, the colour of the column, and the absence of any sky. One number — Film.depthAt(t) — carries all of it. method install() Kill the sky and put the extinction pass in the frame. Idempotent. method apply(t: number) Write the water's optics for film time `t`. method remove() Take the pass back out. method sample(t: number) -> table What `apply` would write at `t`, without writing it — for checking the descent reads the way the palette says it should. about Movement I falls from cobalt at four metres, through prussian at two hundred, to void by nine hundred. Movements II and III sit at the bottom where there is no sun at all and the submersible's three lamps are the only light in the world. The colour of the column is interpolated from Film.PALETTE against Film.depthAt(t) and written into the extinction pass; nothing else in the slice decides what depth looks like.

filmDepth(t: number) → number

The depth the film is claiming in front of the lens at `t`.

argtypedescription
tnumber

lerp3(a: { number }, b: { number }, u: number) → void

argtypedescription
a{ number }
b{ number }
unumber

columnColorAt(depth: number) → void

The colour of the water column at a depth in metres.

argtypedescription
depthnumber

sample(t: number) → void

What the optics are at film time `t`.

argtypedescription
tnumber

install( ) → void

remove( ) → void

apply(t: number) → void

argtypedescription
tnumber

applyLamps( ) → void

Sub-parts

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12items
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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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shader · born here
❒asset
# water_extinction The medium DEADLIGHT swims in, as one full-screen pass. Every pixel is re-lit for the water standing between it and the lens: what the surface sent toward the camera is attenuated by per-channel Beer-Lambert extinction over the real distance, and what the water itself scatters into the eye path is added over it. Red dies at 0.19 per metre against 0.032 for blue, which is why rust reads brown at two metres and blue-grey at twelve, and why nothing past the lamps' reach is visible at all. The black at the edge of frame is absence, not fog — with no light in the water there is nothing to scatter in, which is what `inscatter` falling to `void_color` says. Distance is unprojected from the depth buffer through the frame's own inverse view-projection, so every camera measures its own water rather than inheriting the main camera's near and far planes. A pixel with no surface behind it is measured to the far plane, so an empty direction — straight up included — fills with the same water and the frame never shows a sky. `inscatter`, `void_color`, `surface_y` and `column_falloff` are written once per film frame from `Film.depthAt(t)`: one number carries the descent from cobalt through prussian to void.
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