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asset⌬ modulemoduleprimary: init.luau·originates fromworld 23ccf201-6…

water

The standing water: `pan_flood` (a 420 m wind-chopped sheet over the ground the low cameras stand on) and `pan_flood_far` (the flat disc carrying it to the horizon), both drawing with `gs_water.material`.

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

greensky/pan/water

The standing water: pan_flood (a 420 m wind-chopped sheet over the ground the low cameras stand on) and pan_flood_far (the flat disc carrying it to the horizon), both drawing with gs_water.material.

build(anchor, Geom) stands the two surfaces up. update(c, waterY) moves them — the sheet's localScale.y is the sea state and its localPosition is the wind carrying the wave pattern across the pan — and then writes this frame's sky into the material.

That second half is the point of the module. gs_water has no baked look: it evaluates the sky analytically along the reflected ray, because with no reflection probe in this world the PBR environment term is exactly black. The horizon and zenith colours, the storm deck's lid, the discharge level and the rainbow's strength therefore have to be handed to it, and they are computed here from the same palette and the same two arc curves the sky slice uses — so the water holds the sky that is actually above it, on the same frame.

look(c) returns that whole set as a plain table without touching the scene, so a check can ask what the water is at any instant; report() says where the two surfaces are standing right now.

Interface

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

conforms to

zero/source-extract/v2

greensky/pan/water — THE STANDING WATER. Owned by the "pan" slice. Two surfaces and one material: pan_flood a 420 m wind-chopped sheet over the ground the low cameras stand on. Built once and MOVED: localScale.y is the sea state and localPosition is the wind carrying the wave pattern across the pan. pan_flood_far the flat disc that carries the water to the horizon under it, five millimetres lower. Both draw with `greensky.pan.gs_water`. That shader has no textures and no baked look: what the water IS on any given frame is the set of properties this module writes into the material, every frame, from the film's clock. WHY THE SKY IS A MATERIAL PROPERTY. This world carries no reflection probe, and with none `zpbr_sample_environment` returns exactly black, so a mirror shades black (#6939). The shader therefore evaluates the sky ANALYTICALLY along the reflected ray, and the numbers it evaluates — horizon, zenith, the deck's lid, the discharge, the arc — have to arrive from here. They are the SAME numbers the sky slice hands its gradient and its cloud preset, computed from the same palette and the same two arc curves, so the water and the sky above it agree frame for frame. A discharge therefore arrives twice on one frame: once in the sky, once in the water. The clock the waves run on is `c.t`, the film's fixed 1/24 s clock, not wall time. The water moves, and it moves the same way on every run.

lerp(a: number, b: number, x: number) → number

SMALL MATHS

argtypedescription
anumber
bnumber
xnumber

mix3(a: { number }, b: { number }, x: number) → void

argtypedescription
a{ number }
b{ number }
xnumber

rgba(c: { number }) → void

argtypedescription
c{ number }

sky( ) → any

The discharge level for this instant, asked of the slice that owns the strikes. Guarded: the sky slice is worked on alongside this one, and a water surface that raised every frame would take the whole film down.

flashLevel(t: number) → number

argtypedescription
tnumber

build(anchor: any, Geom: any) → any

BUILD Stand the two water surfaces up under `anchor`, using the pan's own geometry accumulator. Returns the near sheet's triangle stats.

argtypedescription
anchorany
Geomany

wave(x: number, z: number) → number

Wind chop plus a longer swell, in the sheet's own local space. The geometry carries the metre-scale swell; the shader carries everything finer than a metre, so this mesh stays cheap.

argtypedescription
xnumber
znumber

waterY(t: number) → number

THE ARC How deep the water is standing at film time `t`, in metres.

argtypedescription
tnumber

look(t: number) → any

What the water looks like at film time `t`, as the numbers the shader reads. Pure: no scene access, so a check can ask for any instant.

argtypedescription
tnumber

update(c: any) → void

Move the water, and hand the shader this frame's sky.

argtypedescription
cany

clock( ) → any

The film module this slice is ticked through. A check can compare it against its own `require("greensky.film")` to tell whether the clock it reads is the clock the scene runs.

report( ) → any

What the water is doing right now, for an `execute` to read back.

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module · born here
❒asset
# film The clock, the shot table and the palettes of GREEN SKY. Every other slice talks to this module and to nothing else. ## The clock A fixed **1/24 s per rendered frame**, ignoring the real frame delta. The film is therefore byte-identical on every run whatever the frame rate, so it can be recorded a frame at a time and retimed on the host. Film.FPS 24 Film.FIXED_DT 1/24 Film.DURATION 122 seconds `scenes/main.scene`'s entrypoint calls `Film.build()` once on load and `Film.tick()` once per frame. There is no cutscene, no coroutine timeline and no `task.wait` chain anywhere in the demo. ## The shot table `Film.SHOTS` — eighteen entries, `{ n, seconds, act, name, brief }`. `seconds` is the only timing authority in the film; `greensky/camera` owns where each set-up stands. Shot numbers are stable and are never renumbered, because every slice keys off them. Film.shotAt(t) -> the shot on screen at t, and seconds into it Film.shotStart(n) -> when shot n begins ## Registering a slice local Film = require("greensky.film") local M = {} function M.build() end -- once, on scene load function M.update(c) end -- every frame Film.register("pan", M, 10) -- lower order ticks first The context `c` every update receives: | field | meaning | |---|---| | `t` / `u` | film seconds, and 0..1 across the whole film | | `dt` | always `FIXED_DT` | | `frame` | integer frame counter from 0 | | `shot` / `shotT` / `shotU` | the shot on screen, and progress through it | | `cut` | true on the first frame of a new shot | | `act` | 1, 2 or 3 | | `storm` / `flood` / `clear` | the three progressions, 0..1 | `Film.arcAt(t)` gives those last three at any time, so a slice can ask what act III looks like without waiting for it. ## Two palettes, and they are not the same thing **`Film.PALETTE`** is the **light** — what the sun, the sky and the ambient are doing in the world, per act, plus the discharge. `greensky/sky` reads it every frame. **`Film.PAL`** is the **photograph taken of that light** — the response of the camera's negative, per act. `greensky/camera` reads it every frame and writes it into the `gs_grade` post-process pass. Its fields are `ev` (exposure compensation in stops), `exposure`, `contrast`, `pivot`, `saturation`, `vignette`, `vigInner`, `grain`, and the ASC-CDL triplets `lift` (offset, moves the blacks), `gain` (slope, the whites) and `gamma` (power, the mids). Both carry `dry`, `storm`, `clear` and `flash`, and both are interpolated by the same `c.storm` / `c.clear` ramps, so the light and the photograph of it always agree about which act it is. `Film.mixGrade(a, b, x)` mixes two `Film.PAL` entries. Every `gain` in `Film.PAL` is at or below 1 on purpose: the post chain is display-referred and hard-clipped at 1.0, so a gain above 1 clips the image rather than opening it up. Level lives in `ev`, in stops. ## The site `Film.SITE` — the numbers more than one slice needs about the place: pan radius, runway length and width, hangar position, cloud base and top, the cloud volume's horizontal extent, where the storm enters and leaves, and how deep the flood gets. Everything must live inside 8 km of every camera station, because the far plane is hard-fixed at 8000. ## Curves Film.ramp(t, a, b) smoothstep, 0 before a and 1 after b Film.lerp(a, b, x) Film.mix3(a, b, x) mix two {r, g, b} Film.clamp01(x) ## Files film.module/init.luau this module ../design/spec.md read this before changing any of it ../design/shotlist.md the eighteen shots as written
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material · born here
❒asset
# gs_water.material The one material `pan_flood` and `pan_flood_far` draw with. It binds `greensky.pan.gs_water` in the blend queue with `depth_write: true`, which is the pair of keys the surface needs: the blend queue is what makes `zero::scene_color` and `zero::scene_depth` read THIS frame's opaque scene rather than the previous frame's, and the depth write is what keeps the near chopped sheet in front of the flat disc that carries the water to the horizon where the two overlap. Every value here is a starting point. `greensky/pan/water` rewrites the sky, deck, discharge, arc, chop, rain and clarity properties every frame from the film's clock, so what is in this file is only what the surface looks like before the film starts running.
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▣
module · born here
❒asset
# sky Everything in GREEN SKY that is above the ground. The slice registers itself with `greensky/film` as `sky` (order 20), builds once from `M.build()`, and is ticked once per rendered frame with the film context. It owns five things: | what | how it moves | |---|---| | **The storm deck** | a `VolumetricSky` (`v5`) volume, y 700–5200, AABB half-extent 3800. Its whole preset table is rebuilt and reassigned every frame: coverage runs 0.47 sparse → 0.11 solid → 0.42 breaking up, the base drops from 1450 m to 700 m and the top rises to 5200 m, `anvilBias` flattens to 0.95, and `windSpeed` carries the mass bodily east. | | **Lightning** | 17 discrete events on the film clock, 3–5 frames each. Every one drives BOTH the cloud preset's sun (swung low and sideways, cold, ~44×) AND the scene's directional light (down out of the base, cold, ~23×) AND the ambient — so the cloud volume and the ground agree about where the light came from. Each event calls `score.thunder(distance, energy)` on its first frame. | | **The sun** | one directional `Light` plus the separate sun inside the cloud preset, both driven from one bearing/elevation pair that crosses from 292°/58° to 295°/9.5°. Colour and intensity blend `Film.PALETTE` dry → storm → clear. | | **Rain shafts** | six dark columns hanging under the cloud base, drifting east at 21 m/s and lengthening from 430 m down to 60 m above the pan as the cell matures. Gone by 1:53. | | **The rainbow** | three arcs of boxes about the antisolar point at bearing 115° — a primary at the 42° cone, a secondary at 51°, and a third lying over onto the flood. Absent until 1:41, full by 1:52, held to the end. | It also owns the **background gradient** the clouds composite over: the scene ships no sky, so the slice spawns `sky_backdrop` with a `ProceduralSky` and drives its horizon/zenith/ground colours across the three regimes. Its own sun disc is off — the deck covers the sky for most of the film and a disc in the wrong place is worse than no disc. ## Entities All parented under the `SKY` anchor, all rebuilt from scratch by `build()`: ``` SKY/ sky_backdrop the ProceduralSky gradient sky_rain_shaft_1 .. 6 the shafts sky_rainbow_primary_1 .. 46 the 42-degree arc sky_rainbow_secondary_1 .. 46 the 51-degree arc sky_rainbow_reflected_1 .. 46 the arc lying in the flood ``` The deck itself is the scene's own `volumetric_sky` entity, and the two lights are the scene's own `sun` and `ambient`. The slice drives them; it does not create them. Greybox materials live in `/zero/source/greensky/sky/`: `gs_shaft`, `gs_bow`, `gs_bow_dim`. They are flat PBR colours and nothing more — the refine stage replaces the arcs with a spectral surface shader and the shafts with precipitation. ## The two suns `sun` (the scene's directional `Light`) lights **geometry**. The cloud preset's `sunDir` / `sunColor` / `sunIntensity` light the **cloud volume**. They are entirely separate systems and nothing couples them, so every lightning event and every step of the sun's arc writes both. The cloud volume also keeps a legible sun through act II — a supercell's mass is a bright bruised grey while the ground under it is nearly black, and crushing both to the ground's exposure loses the middle of the film to a black frame. ## Quality knobs `build()` sets `stepSize = 42`, `maxSteps = 288` on the component. The raymarch advances `stepSize` per iteration and stops at `maxSteps`, so the two together bound how far a ray travels inside the volume. The shipped `4 × 224` reaches 896 m, which crosses the package demo's 700-metre layer; this deck is 4,500 m thick and 7,600 m across — an 8.8 km diagonal — so `288 × 42` (12 km) is what covers it from every station in the film. ## The discharge is a light event, not a fill A strike lasts three to five frames. That is not long enough to be a light going off — a fill that appears and vanishes inside a fifth of a second reads as a cut. So the raw strobe from `flashNow` runs through an envelope with an **instantaneous attack and a half-second release**, and everything downstream rides the envelope rather than the strobe: the scene's sun and ambient, the background gradient, the cloud tint, the bloom and the lens. `M.flashLevel` carries it, rewritten every frame. **Read `M.flashLevel`, not `flashNow`.** Any slice responding to the storm's light — the grade blending toward `Film.PAL.flash`, the flood's specular, the score ducking — wants the envelope. The strobe is the channel; the envelope is what a camera and an ear see of it. Three things happen on it: | | | |---|---| | **The world lights up** | The cloud preset's sun goes to `PALETTE.flash.sunI` (46, inside the raymarch's own tone mapping, where it is what makes the mass read as lit from within). The scene's directional and ambient go to `PALETTE.flash.lightI` / `.ambI` — a **completely different budget**, because the frame the camera takes is display-referred and clipped at 1.0. A scene light far above the act-I sun does not photograph as brighter, it photographs as white with nothing left in it. 6.5 and 0.9 sit a stop and a half over hot act-I noon and about three and a half stops over the storm they interrupt, and the violence comes from the second number. | | **The deck blooms** | `gs_bloom`, this slice's own post-process pass at priority 500 (after the cloud composite at 5). Its bright pass weights every tap by the **depth attachment** rather than by luminance alone: sky reads depth exactly 0, so `sky_gain` scales the storm deck's contribution and `ground_gain` scales the pan's and the flood's. A tap's gain is decided by where the tap stands, not by the pixel it lands on, so the mass glows outward past its own silhouette. Baseline is a faint airglow on the deck's shoulders and nothing on the ground; at full discharge the threshold drops, both gains come up and the halo widens. | | **The frame stops down** | `gs_bloom`'s `scene_gain`, at `2^(-1.2 · flashLevel)`. It scales the SCENE and not the bloom added to it, so the world darkens around a discharge while the discharge does not — which is what a frame stopping down for a light source looks like. | **Why the stop-down is not exposure.** The exposure module has one `compensation` slot and the camera slice already owns it — `Film.PAL` carries `ev` per act and hands it over every frame. Two writers on one slot is a last-writer-wins bug that presents as a flicker nobody can find. Scaling the scene alone is also the better picture: exposure scales the finished image, discharge included, which stops the whole frame down uniformly and reads as a *dim* flash rather than a bright one in a dark world. `M.baseEV` and `M.drivesExposure` are the seam if a slice ever wants the dip routed through the exposure module after all; `drivesExposure` is false and the module is the camera slice's alone. **Why the bright pass cannot find the discharge by brightness.** Nothing in this frame ever exceeds 1.0 — the tonemap is baked into the material shader, so the whole post chain runs on display-referred data (#6215). A threshold low enough to catch a lightning channel also catches sunlit salt crust, and bloom plus a lens flare at that threshold takes a plain act-I frame to uniform white. Hence the depth split, and hence every gain being driven from the film clock rather than from anything in the picture. `lensFx` rides the envelope too, at a threshold of 0.94 with a nearly-closed flare — its halo and streak belong to the discharge alone. Its baseline is small rather than zero so the render feature stays resident between strikes instead of being released and rebuilt seventeen times. Grain is left at 0; that belongs to the grade. ## Inspection Three hooks, all inert in the film: ```luau local Sky = require("greensky.sky") Sky.hold = 61.0 -- pin the film clock: every slice sees one instant, -- the camera stops on its station, and two captures -- of the same moment are comparable Sky.flashOverride = 0.95 -- force the discharge level without waiting for one Sky.photoFrozen = true -- stop this slice rewriting the bloom pass and the -- lens every frame, so one property can be held at a -- stated value and photographed on its own Sky.report(61.0) -- what the sky is doing at that film second, plus the -- bloom pass's live status and the lens's settings ``` `Sky.hold = nil` releases the clock. Leave all three inert. **A module field is not a reliable channel here.** After a hot reload — of this file, or of `greensky/film`, which it requires — the table `require` hands an `execute` is sometimes not the table the film is ticking, and a field write then takes, reads back as the value written, and reaches nothing. It is intermittent, it comes back on its own, and every read on the wrong table is plausible, so a probe reports a healthy sky while the world ignores it. So each hook is also carried as an attribute on the `SKY` anchor, which is scene state and belongs to no VM: ```luau local sky = entity(entity.find("SKY").id) sky.attribute.set("gs_hold", 63.5) -- same as Sky.hold sky.attribute.set("gs_flash", 1.0) -- same as Sky.flashOverride sky.attribute.set("gs_photo_frozen", 1) sky.attribute.get("gs_flash_level") -- the envelope, published every frame ``` Resolve the anchor **by name at both ends**. A scene reload rebuilds it, so an id cached before the reload names a different entity and puts the writer and the reader on two different attribute tables — which looks exactly like the hook doing nothing. Clear a hook with `sky.attribute.remove(name)`. `set(name, nil)` leaves the previous value in place, so a probe that "cleared" its override that way holds a discharge on the world for every other viewer until the anchor is rebuilt.
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backing path · greensky/pan/water.module

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