# mowmesh
Ported from the Mow Rush world for the preseed demo: low-poly vertex-color mesh builders (mower, wheels, trees, rocks, fence).
# mowfield
Ported from the Mow Rush world for the preseed demo: per-cell lawn state, blade mesh + yard visuals, cut op.
# prop_vertexcolor
Shader ported from the Mow Rush world for the preseed demo.
# mow_heat
Heat shimmer over the FRESH CUT estate. Two layers of value noise scroll upward
and offset the scene sample, so the air wobbles; the offset is scaled by
`smoothstep(14, 70, linear_depth)`, so the mower in the foreground stays crisp
while the mansion, treeline and horizon cook. `veil` mixes the same distance
mask toward a pale warm haze.
`near_p`/`far_p` linearize the depth sample and must match the scene camera's
planes. `game_t` is the part clock, pushed each frame by `preseed.parts.p_mow`
through `postprocess.setProperty`, so the wobble advances with the shot rather
than with wall time.
# MowEstate
The grounds of the freshcut estate: a summer skydome (`mow_sky` shader), a
~130 m grand lawn with mow-stripe banding, a boxwood hedge ring with topiary
piers, a gravel path ring and forecourt drive, a two-tier stone fountain with
particle spray, formal rose beds, fluffy estate trees, garden props (bench,
wheelbarrow, watering can), a hazed treeline-and-hills horizon, and drifting
cumulus clusters on the `surf_puff` billow shader.
The house itself comes from `preseed.mansion`, which fills the shared
limestone / marble / glass / prop builders and hands back the anchors for its
moving pieces; this module spawns those as their own entities so the part can
turn the hanging ball and swing the front doors.
Beyond the hedge on the same axis sits the great garden — `preseed.fountaincourt`
built on an offset origin, with an oval lake and a great fountain on the
centreline — so the camera can run straight out of the house, past the mower
and on into it without a cut. The treeline steps outward around the garden's
footprint and the ground haze reaches past it.
Everything static merges into a handful of meshes. `build(ctx)` spawns and
tracks all of it and returns the handles the part animates per frame: cloud
drift bases, the fountain spray, the hanging ball and the two door leaves.
# render
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TODO: describe this module.
·computeshader · born here
❒asset # emission_raymarch
Marches an emissive 3D volume into a 2D storage target, one invocation per
pixel. The volume's RGB is emission and its alpha is density; the output is
premultiplied `vec4(scatter, 1 - transmittance)`, which the demo's composite
post-process blends over the scene. The frame's depth blit clips each ray at
opaque geometry within `occluder_range`, so a surface in front of the volume
hides it.
`preseed/volume.module` owns this shader: it allocates the `U` uniform run,
packs the camera's inverse view-projection and the volume's world AABB into it,
and dispatches once per volume per frame.
# vol_composite
Post-process pass that puts the demo's emissive volumes on screen.
`preseed.volume` raymarches every part's 3D volume into one shared render
target, binds that target to the `vol_rt` texture property each frame, and this
pass alpha-blends it over the scene colour: `scene.rgb * (1 - v.a) + v.rgb`. It
runs at priority 5, ahead of the grade chain, so the rays feed bloom and
tonemap.
# volume
A module script.
# SoundClip
Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
# mowmower
Ported from the Mow Rush world for the preseed demo: ride-on mower arcade model + visual rig.
# MowLogo
The OrigoZero mark as lawn data for the FRESH CUT demo part. Carries a 96×96
cut mask registered to the mow field's cell grid (bit set = the deck cuts this
cell) and the serpentine mow path — a baked waypoint polyline with cumulative
arc length — that visits every masked cell with the deck's 1.4 m swath.
- `M.at(gx, gz)` — mask test for a field grid cell.
- `M.pose(s)` — position + heading at arc length `s` along the path.
- `M.SPEED`, `M.total`, `M.CUT_RADIUS` — drive parameters for the part.
Coordinates are field-local meters with the origin at the field center; the
mark's top edge sits toward −z.