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

sky

Everything in GREEN SKY that is above the ground.

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

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:

whathow it moves
The storm decka 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.
Lightning17 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 sunone 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 shaftssix 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 rainbowthree 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 upThe 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 bloomsgs_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 downgs_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:

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:

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.

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/sky — THE SKY. Owned by the "sky" slice. Everything above the ground: * the VolumetricSky storm deck and its coverage / density / wind timeline — the preset is rebuilt and reassigned WHOLE every frame * ~15 lightning events, each of which drives BOTH the cloud preset's sun AND the scene's directional light in the same frame (they are two entirely separate suns; a flash that moves only one looks wrong) * the scene sun and ambient across the three light regimes * the background sky gradient the clouds composite over * the rain shafts hanging under the cloud base * the rainbow — primary, secondary, Alexander's dark band between them, and a reflected arc lying in the flood, all of it one screen-space post-process pass registered from `build()` and driven from `update()`. See /zero/source/greensky/sky/gs_bow.shader. Read /zero/source/design/spec.md. This slice writes only /zero/source/greensky/sky.module/ and /zero/source/greensky/sky/.

ProceduralSkyModel

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

SMALL MATHS

argtypedescription
anumber
bnumber
xnumber

anchorEntity( ) → any

An inspection hook, read from wherever it was written. A hot reload of this file — or of `greensky/film`, which this file requires — leaves the film ticking one instance of this module while an `execute` that calls `require` holds another. A field write to the wrong one is invisible: it takes, it reads back as the value written, and nothing in the world changes. So every hook is ALSO carried as an attribute on the SKY anchor, which is scene state and belongs to no VM. The field wins when it is set, so a slice holding the same table pays nothing for this. Resolved by NAME rather than through the slice's own `anchorId`. A scene reload rebuilds the anchor, so the id this module is holding and the id a probe's `entity.find("SKY")` returns are not always the same entity — which puts the writer and the reader on two different attribute tables and looks exactly like the hook doing nothing. Both ends resolve the same way here.

hook(field: number?, name: string) → number

argtypedescription
fieldnumber?
namestring

regime(v: { number }, storm: number, clear: number) → number

Blend a three-entry regime table by the two arc curves: dry -> storm as `storm` climbs, then storm -> clearing as `clear` climbs.

argtypedescription
v{ number }
stormnumber
clearnumber

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

argtypedescription
a{ number }
b{ number }
xnumber

sunVector(azDeg: number, elDeg: number) → void

Unit vector pointing TOWARD the sun, from a bearing and an elevation.

argtypedescription
azDegnumber
elDegnumber

hash01(i: number, salt: number) → number

A stable scatter, so the shafts land in the same places every run.

argtypedescription
inumber
saltnumber

childOf(parent: string, name: string) → any

BUILD

argtypedescription
parentstring
namestring

build( ) → void

buildPhotographic( ) → void

Stand up the bloom pass and the lens, once. Safe to call again: the post-process registry is checked rather than trusted, because `postprocess.add` returning true and the shader reporting "compiled" are both green over a pass that is still queued and drawing nothing.

driveExposureAndBloom(level: number) → void

Write the frame's photographic response to the discharge.

argtypedescription
levelnumber

flashNow(t: number) → void

THE FLASH Returns the flash level 0..1 for this instant, plus the bearing of the channel that is lighting it, plus the strike's index (0 when dark).

argtypedescription
tnumber

update(c: any) → void

UPDATE

argtypedescription
cany

report(t: number) → any

READ-BACK, for proving the slice from an `execute` What the sky is doing at film time `t`, without touching the scene.

argtypedescription
tnumber

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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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module · born here
❒asset
# greensky/score — the sound of Green Sky Everything the film is heard through: a score of five cues crossfaded against film time, eight world sources that are the sound of the place, and thunder that arrives behind its own flash by the time sound takes to cross the distance. ```lua local Score = require("greensky.score") Score.thunder(2400, 0.9) -- the sky slice, on the frame a discharge fires Score.gainsAt(t) -- the whole mix at any film time, pure Score.bedLevelAt(t) -- how much non-spatial sound is up at time t Score.mixState() -- what is sounding right now, and what thunder did ``` --- ## The score Five cues, and the film is always carried by at least one of them. | cue | what it is | up from | down by | |---|---|---|---| | `cue_dry` | high, still, bleached. No bass at all — the weight arrives with the storm and this leaves room for it. | 0:00 | 0:34 | | `cue_approach` | a low throb that has no business being in act I, and a swell that never resolves. | 0:14 | 1:10 | | `cue_dark` | the bruise. A minor second held against the root, low enough to read as pressure rather than as a chord. | 0:32 | 1:36 | | `cue_max` | everything in `cue_dark` plus a tritone, a churning mid band, and eight slow pounds. The storm at its worst. | 1:00 | 1:34 | | `cue_arc` | the whole spectrum back at once, and major. The only cue in the film with a third in it. | 1:33 | — | Both act transitions are pinned to the cut frame rather than eased across it, so the score turns over on the cut and not near it: * **t = 32 s, shot 6** — the bright pad goes and the black drone arrives. * **t = 94 s, shot 15** — the drone and the churn go and the major cue arrives. ## The place Four beds heard everywhere, because they are everywhere, and four sources heard from where they are. | source | spatial | what it does over the runtime | |---|---|---| | `wind` | no | over the flat from the first frame; rises with the cell and never stops | | `drift` | no | dry salt streaming over the crust in act I; stops dead when the rain arrives at 0:44 | | `rain` | no | in at 0:41, up through the middle, gone by 1:52 | | `water` | no | standing water settling, from 1:34 to the end | | `curtain` | **yes** | the wall crossing the pan west to east at 40 m/s, over the origin at 0:44, carrying 3 km | | `hail` | **yes** | one burst over the field, 1:26 to 1:33 | | `airframe` | **yes** | rides KILO, through `gliders.poseAt` | | `thunder` | **yes** | one report per discharge, placed out over the cell | A spatial source is heard at its mix gain times the distance attenuation from wherever the shot stands — so the curtain arrives, passes and leaves, and the hail is loud in the shot that is about hail and faint in the one three kilometres up. Which is why the film's continuity never rests on them: `bedLevelAt(t)` is the sum of the non-spatial gains and its minimum across the whole 122 seconds is 1.29, at t = 0. ## Thunder ```lua Score.thunder(distance, energy) ``` `distance` in metres, `energy` roughly 0..1. The report is queued and played `distance / 343` seconds later, from a point that far out in the direction of the cell, with one of three clips chosen by how far it came: a crack under 900 m, a roll under 2.6 km, and past that only the low end, because that is all that survives the distance. Until the sky slice starts calling, a fallback schedule of fourteen discharges carries act II on its own. The first external call stands the fallback down, and it comes back if the calls stop for ten film seconds — so the demo is never without thunder and the two never double up. ## Where the sound comes from Nothing here is generated by a service and nothing is downloaded. All fifteen clips are synthesised from raw interleaved f32 PCM by [`greensky/score/bake.luau`](../score/bake.luau) and written next to it as `.soundClip` assets. `audio.encodePcm` is pure CPU: it works headless and it never fails for credit or network reasons. Run that file to re-bake. Every looping bed is seamless **by construction**, and the bake measures it — oscillators snapped to a whole number of cycles per loop, noise filtered with wrap-around indices, impulse grains written wrapping. See the bake script's header for the three rules and the numbers. ## Levels The mix is nothing but per-frame gain. Every source exists and plays from `build()` at volume zero; a cue is never started or stopped, only faded. There is no moment in the film at which a clip has to begin, which is what guarantees there is no gap and no restart click. The film's master level is two channel trims in `build()` — `music` at 0.60 and `world` at 0.70. With those, the mixer peaks at 0.70 at the storm's maximum; at unity it clipped at 1.15. ## What it needs from the scene An `AudioListener`, which `film_camera` carries. Without one every spatial source in the world is inaudible. The four beds are unaffected.
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shader · born here
❒asset
# gs_bow — the rainbow, as light A full-screen post-process pass that draws the film's rainbow: a spectral primary, a reversed secondary, Alexander's dark band between them, the bright interior with its supernumerary fringes, and a reflected arc lying in the flood. It is a **post-process** shader, not a surface. Each pixel's world-space view ray is rebuilt from the frame's own `engine.inv_view_proj`, its deviation angle from `antisolar` is measured, and that angle picks a wavelength. The result is **added** to the frame the pass receives, so nothing is occluded — the storm deck's filaments read straight through the coloured band. ## Registering it ```luau postprocess.add("gs_bow", asset.resolve("greensky.sky.gs_bow", "shader"), { priority = 6, layer = "scene" }) ``` `priority` must be greater than 5. The volumetric cloud composites at priority 5 and its shader is `if (d > 0.0) { return scene; }` over the scene depth blit, so anything drawn before it — including any world geometry, at any blend mode — is either a hole punched in the cloud or erased by it. ## Driving it Every property is written per frame with `postprocess.setProperty("gs_bow", name, value)`. | property | what it does | |---|---| | `strength` | overall gain; 0 makes the pass an early-out pass-through | | `secondary_gain` | the outer bow's brightness, and the depth of Alexander's band | | `reflect_gain` | the arc lying in the flood | | `ground_gain` | how much of the direct arc survives where the ray ends on something solid | | `near_fade` / `far_fade` | metres over which the arc fades in behind near geometry | | `water_y` | the flood's surface height, for the reflected arc's hit test | | `ray_flip` | -1 reverses the reconstructed ray, for a flipped projection convention | | `antisolar` | the negated sun direction, as an **array** `{x, y, z}` | `antisolar` is a `float3` and is declared **last** in `properties.yaml`. A `float3` ahead of the scalars makes every scalar in the block read 0 while the pass reports compiled, enabled and not pending (#10485).
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✦
shader · born here
❒asset
# gs_bloom The bloom the storm's discharges are seen through. A soft-knee bright pass and an 81-tap gaussian, with the frame's depth attachment deciding what each tap is allowed to contribute. Sky reads depth exactly 0 and everything the depth pass wrote reads greater, so `sky_gain` scales the storm deck's contribution and `ground_gain` scales the pan's, the concrete's and the standing water's — independently, from Luau, per frame. That split is what makes the effect usable here. The frame this runs on is display-referred and clipped at 1.0, so a bright pass alone cannot tell a lightning channel from a sunlit salt crust; both sit just under 1. Held at a single threshold low enough to catch the flash, an act-I frame goes to uniform white. The film drives `sky_gain`, `ground_gain` and `threshold` from the eased flash level instead — see `greensky/sky`, which owns this pass and reassigns all three every frame. A tap's gain is decided by where the tap stands, not by the pixel it lands on, so the deck's glow spreads across the horizon and onto the ground in front of it rather than stopping at the cloud's silhouette. | property | what it does | |---|---| | `threshold` | Luminance a pixel must reach before it contributes. | | `intensity` | Master gain on the whole added term. | | `radius` | Halo width in pixels. Scales the gaussian's step, not the tap count, so a wider halo costs the same. | | `soft_knee` | How gradually a pixel fades in below the threshold. | | `sky_gain` | Multiplier on taps standing on sky — the cloud deck. | | `ground_gain` | Multiplier on taps standing on geometry — the pan, the flood, the concrete. | Declares no texture slot, so it is free of both the material texture budget and the publish gate's texture-reference check. Registered by `greensky.sky` as `gs_bloom` at priority 500, which puts it after the volumetric cloud composite at priority 5 — the deck has to be in the scene colour before there is anything to bloom.
▲ 0↑ born
backing path · greensky/sky.module

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