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

p1_lumen

A module script.

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

p1_lumen

A module script.

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/p1_lumen.module — LUMEN: a pre-dawn cathedral of first light. Three lancet slits and an oculus in a monumental westwork pour god rays down a colonnaded nave onto the extruded demo title. Beyond the wall a real skydome carries the low sun; inside, dust motes ride the shafts and the Seed's bells flare the title glow until the final tilt into the oculus whites out into the drop. The `preseed.parts.lum_fill` computeShader asset computes, per voxel, drifting atmosphere plus an exact shadow sample through the westwork's opening layout (lancets + oculus); the shared raymarcher integrates the emission along the camera ray.

spawnText(ctx: ?) → void

The lettering is Text3D: crisp raster glyphs that read at any distance. The glow choreography lives in the volume instead — a halo of luminous air around the title, driven per frame through the fill uniforms, flares with the Seed's bells and surges into the drop.

argtypedescription
ctx?

seq(t: ?, pts: ?) → void

piecewise-linear envelope over { { t, v }, ... }

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build(ctx: ?) → void

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box(mat: ?, cx: ?, cy: ?, cz: ?, w: ?, h: ?, d: ?, name: ?, rot: ?) → void

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mat?
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enter(ctx: ?) → void

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update(ctx: ?, t: ?, dt: ?) → void

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exit(ctx: ?) → void

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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.

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33+items
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module · born here
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# geo A module script.
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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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# lum_sky_mat Pre-dawn skydome material for the lumen opener (`preseed/parts/p1_lumen`). Carries the shared `asc_sky` gradient/sun/stars shader on the inside of an inverted sphere: deep indigo zenith, dusty violet mid-band, pale gold horizon, and a tight HDR sun disc that sits behind the westwork's central slit. The `night` setting keeps a handful of stars alive near the zenith so the oculus shot reads as the last of the night, while the horizon already burns. The part drives `game_t` (cirrus drift) and `exposure` (the end-of-part swell into the drop) per frame; everything else is authored here.
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module · born here
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# volume A module script.
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computeshader · born here
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# lum_fill Fills the LUMEN part's cathedral volume, one invocation per voxel. Drifting atmosphere is lit through an exact shadow trace against the westwork's opening layout — three lancets and the oculus — so the god rays are the geometry's own shafts rather than painted cones. A breathing ellipsoid halo of luminous air gathers around the extruded title and rises toward the oculus for the drop. `preseed/parts/p1_lumen.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..3` light colour · `4` intensity · `5` atmosphere density · `6` scattering · `7` lancet half-width · `8` floor-pool gain · `9` oculus radius · `10` title halo gain · `11` halo lift (0 title → 1 oculus).
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module · born here
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# shots A module script.
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module · born here
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# music A module script.
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backing path · preseed/parts/p1_lumen.module

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