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

p_surf

Dawn breaks over an endless cloud sea and an ink-silhouette rider carves it to the roller: threading score rings, popping airs on the snare-drag fills, and outrunning cumulonimbus cells whose bolts hit on the hoover stabs.

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

p_surf — CLOUDSURF

Dawn breaks over an endless cloud sea and an ink-silhouette rider carves it to the roller: threading score rings, popping airs on the snare-drag fills, and outrunning cumulonimbus cells whose bolts hit on the hoover stabs.

The sea is the surf_cloud reactive field — a scrolling noise deck displaced in the vertex stage and mirrored bit-exactly on the CPU, which decides where the board rides; a 24-slot touch-point ring carves a healing wake behind the carve, and touchdowns stamp deep splashes into it. The surf_sky dome is a photographic dawn: soft sun with a layered halo over a perspective-projected strata deck. surf_puff clusters fill the world — near cumulus towers, a hazed horizon bank, translucent wisps streaming past the camera as the speed cue, and the storm cells themselves, which flicker from inside before each strike.

Choreography is entirely closed-form in part-local t — speed integral, organic three-sine carve weave, jump arcs, landing pulses — so director seeks land exactly and every beat stays on the music grid. The board is a procedural rockered deck (built once at module scope); the rider is the Synty character in silhouette, leaning into carves, switching to jump/land clips around each air, its feet planted by sinking the character origin. Five shots track the run — low chase, board-level side dolly, front three-quarter with the first storm, the big-air hero, and a crane rise into the handoff — with handheld micro-drift layered on top and a smoothed float over any swell the dolly lerps through.

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/parts/p_surf.module — CLOUDSURF: dawn breaks over an endless cloud sea and an ink-silhouette rider carves it to the roller, threading rings, popping airs on the fills, and outrunning storm cells. The reactive cloud-sea shader (scrolling noise field + healing wake) pairs with a dawn skydome, cumulus towers on the horizon, near-field wisps streaming past, and the ink/flow post. Everything is a closed-form function of part-local t (speed integral, carve weave, jump arcs), so seeks land exactly and the music grid lines up: jumps launch on the snare-drag fills and land on the next downbeat, rings ring out on their score chimes, storm bolts hit on the hoover stabs.

umul32(a: ?, b: ?) → void

argtypedescription
a?
b?

hash2(px: ?, py: ?) → void

argtypedescription
px?
py?

vnoise(px: ?, py: ?) → void

argtypedescription
px?
py?

fbm(px: ?, py: ?) → void

argtypedescription
px?
py?

sstep(e0: ?, e1: ?, x: ?) → void

argtypedescription
e0?
e1?
x?

puffCells(qx: ?, qy: ?) → void

argtypedescription
qx?
qy?

deckHeight(x: ?, fieldZ: ?, t: ?) → void

argtypedescription
x?
fieldZ?
t?

speedAt(t: ?) → void

argtypedescription
t?

scrollAt(t: ?) → void

argtypedescription
t?

xAt(t: ?) → void

lateral carve weave: eases in over the intro, breathes between wide and tight cycles, then relaxes toward a straighter full-speed line for the final build

argtypedescription
t?

vxAt(t: ?) → void

smoothed carve velocity: wide-window derivative so heading and bank read the line of the carve, not lattice noise

argtypedescription
t?

airAt(t: ?) → void

argtypedescription
t?

deckAt(t: ?) → void

argtypedescription
t?

deckSmoothAt(t: ?) → void

argtypedescription
t?

boardYAt(t: ?) → void

board center height above the field origin at time t

argtypedescription
t?

landPulseAt(t: ?) → void

landing weight: unit pulse peaking as each jump touches down

argtypedescription
t?

quatMul(a: ?, b: ?) → void

argtypedescription
a?
b?

eulerQuat(yaw: ?, pitch: ?, roll: ?) → void

argtypedescription
yaw?
pitch?
roll?

airRiseAt(t: ?) → void

`P.update` aims the lens at the board every frame, so a shot's job is the STATION and the LENS, never the aim: where the camera stands relative to the carve, how high it rides above the deck, and how much of an air it takes with the rider. Height above the aim point is what decides the composition here — the aim is welded to the board, so the horizon sits wherever the down-tilt from station to board puts it, and a station level with the board buries the horizon at the top of the frame and fills it with cloud. A station is sampled every eighth note across its shot rather than at the two ends, so the path rides the swell the deck puts under it instead of cutting the chord through it, and the lateral `follow` keeps the carve inside frame without welding the camera to it. how far the board stands above the smoothed deck while it is in the air

argtypedescription
t?

CAM(t: ?, s: ?) → void

s = { follow, dx, dy, dz, airK }: `follow` is the share of the carve's swing the camera takes with it, `dy` is metres above the board's GROUND height, and `airK` the share of an air the lens climbs with. A station that follows an air completely (airK = 1) holds the rider at the same angle all the way up, which is the one way to make a 4 m boost read as nothing at all.

argtypedescription
t?
s?

shot(t0: ?, t1: ?, a: ?, b: ?, fov: ?) → void

argtypedescription
t0?
t1?
a?
b?
fov?

spawnModel(ctx: ?, name: ?, model: ?, mat: ?, parentId: ?) → void

argtypedescription
ctx?
name?
model?
mat?
parentId?

boardMesh( ) → void

halfW(u: ?) → void

argtypedescription
u?

rocker(u: ?) → void

argtypedescription
u?

applyLook( ) → void

The dawn this part is lit by, and the two passes it draws through. Both are scene-wide state, so they belong to `enter` and not to `build`: the director may build a part up to a second before its cut, under the outgoing part's fade, and a sky or a post pass installed there would land on the part still on screen.

applyPost( ) → void

post: ink outlines + the flow pass, between the scene chain and the fade. Both identities are spelled as literals: that is what pins the two shaders as dependencies of this part, so they travel with the world. Each pass's properties come from its shader's own properties.yaml.

build(ctx: ?) → void

argtypedescription
ctx?

put(key: ?, ok: ?, m: ?) → void

argtypedescription
key?
ok?
m?

enter(_ctx: ?) → void

argtypedescription
_ctx?

ensureRider(ctx: ?, dt: ?) → void

rider hookup: parent under the rig, silhouette material, clip management

argtypedescription
ctx?
dt?

walk(e: ?, depth: ?) → void

argtypedescription
e?
depth?

clipFor(t: ?) → void

the pose the moment calls for, straight from the clock: airborne, the fresh landing, or the carving crouch

argtypedescription
t?

clipValue(name: ?) → void

A clip named with dots is an asset identity and has to be resolved; a bare name is a builtin the ClipPlayer looks up itself.

argtypedescription
name?

ensureClip(ctx: ?, dt: ?) → void

argtypedescription
ctx?
dt?

update(ctx: ?, t: ?, dt: ?) → void

argtypedescription
ctx?
t?
dt?

exit(_ctx: ?) → void

argtypedescription
_ctx?

Sub-parts

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

Showing up to 3 levels deep. Open a part to see what it holds further down.

85+items
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module · born here
❒asset
# geo A module script.
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material · born here
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# surf_sky_mat Dawn gradient for the surf dome: horizon/mid/zenith bands, toon sun, halo rings. Part of the cloudsurf demo part, shaded by the surf shader set.
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material · born here
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# surf_mote_mat Golden drift motes. Part of the cloudsurf demo part, shaded by the surf shader set.
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module · born here
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# fx A module script.
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material · born here
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# surf_ring_mat Teal score rings the rider threads. Part of the cloudsurf demo part, shaded by the surf shader set.
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material · born here
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# surf_board_mat Tangerine cloud board with pop rim and pink underglow. Part of the cloudsurf demo part, shaded by the surf shader set.
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shader · born here
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# surf_flow The surf part's game-state pass, registered at priority 110 — after `surf_ink`, before the fade. Six effects, each behind its own property so the part can drive them from gameplay: - `bloom` — a single-pass ring of 12 luminance-thresholded taps, soft-added. - `speed_lines` — broken radial dashes near the frame rim, each segment on its own flicker clock, reading as rushing air. - `flash` — whole-frame whitening for the storm hits. - `hue_pulse` — a slow breathing hue rotation as flow heats up. - `fade` — desaturates and darkens as the board goes under. - `vignette` — the constant radial darkening.
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shader · born here
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# surf_ink The comic-book ink pass over the surf part, registered at priority 100 — after the scene grade chain, before the flow pass and the fade. Outlines come from a relative depth discontinuity across a small cross of taps: `(max - min) / |centre|`, run through `smoothstep(ink_threshold, ink_threshold * 3)`, then mixed toward `ink_color` by `ink_strength`. `ink_thickness` is the tap offset in pixels, so it sets line weight. Over that, halftone dots grow where the frame is dark: `halftone_pivot` is the luminance below which they appear, `halftone_cell` their spacing in pixels on a 45-degree screen-space grid, and `halftone_strength` how far they darken.
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computeshader · born here
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# surf_cloudfill Fills the CLOUDSURF part's cumulus bank, one invocation per voxel. A grid of cells in world x/z hosts one cauliflower tower each — a stack of lobes whose centres, radii and squash come from the cell hash, soft-unioned into one billowing mass and gnawed by fbm so the silhouette breaks into florets. The `scroll` parameter slides the grid through the box, so the parade passes the rider; towers grow with distance, so the near flank stays readable while the horizon bank stays massive. Each voxel shades itself: the field sampled a step along the sun vector gives the transmittance carrying the dawn ramp — lilac in the shadowed core, cream-gold on the backlit rim, warmth spilled onto the crowns. `preseed/parts/p_surf.module` owns this shader: it holds the reference, packs the `U` run each frame, and hands both to `preseed/volume.module` to dispatch. ## Bindings | name | kind | what it is | |------|------|------------| | `vol` | `storage3d` (rgba16f) | the volume written — RGB emission, A density | | `U` | `buffer` (read, f32) | the part's fill parameters | `U` (f32 indices): `0` time · `1` scroll z · `2..4` aabb min · `5..7` aabb max · `8` coverage · `9` density · `10..12` sun vector · `13` warmth · `14` light gain · `15` detail.
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mesh · born here
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# surf_sea Cloud-sea grid for the cloudsurf part — `surf_cloud` displaces it into the reactive cumulus field.
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mesh · born here
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# surf_dome Inward-facing sky dome for the cloudsurf part — the `surf_sky` gradient renders on its inside at 450× scale.
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material · born here
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# surf_cloud_mat The reactive cloud sea: scrolling field, healing carve wake, dye bloom. Part of the cloudsurf demo part, shaded by the surf shader set.
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material · born here
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# surf_cell_mat Opaque `surf_puff` material for the cloudsurf storm cells — near-black underbelly, violet rim, and a `glow` channel the part drives for interior lightning flicker around each bolt strike.
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material · born here
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# surf_rider_mat Ink-silhouette rider with a pink dawn rim. Part of the cloudsurf demo part, shaded by the surf shader set.
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mesh · born here
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# surf_torus Torus for the cloudsurf part's rings and thermal stacks.
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material · born here
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# surf_bolt_mat Storm bolt flash column. Part of the cloudsurf demo part, shaded by the surf shader set.
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computeshader · born here
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# 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.
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shader · born here
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# 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.
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module · born here
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# volume A module script.
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soundclip · born here
❒asset
# 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).
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module · born here
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# music A module script.
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backing path · preseed/parts/p_surf.module

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