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p7_ascension

The finale. A real-time sunset over a ridged mountain valley; motes of light rise from the dark as the camera climbs through a self-shadowed cumulus deck, breaks out over a glowing cloud sea, and tilts up into a star-filled night for the credits.

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

p7_ascension — ASCENSION (part 12 of 13, 35 s)

The finale. A real-time sunset over a ridged mountain valley; motes of light rise from the dark as the camera climbs through a self-shadowed cumulus deck, breaks out over a glowing cloud sea, and tilts up into a star-filled night for the credits.

This file is only the orchestrator. Every piece of the finale lives in its own module under preseed/asc/, one owner each. Edit an aspect in its own file; this one changes only when the wiring between aspects changes.

The aspects

ModuleControls
preseed.asc.asc_skySky dome, sun + ambient lights, the ELEV sunset curve
preseed.asc.asc_starsThe star field's reveal as night falls
preseed.asc.asc_terrainValley floor, the four parallax ridge bands, aerial haze
preseed.asc.asc_cloudsThe volumetric cumulus deck: fill shader, palette, raymarch
preseed.asc.asc_shotsThe six-shot camera choreography, sway and buffet
preseed.asc.asc_particlesRising motes and valley mist
preseed.asc.asc_creditsDot-matrix title and the three credit cards
preseed.asc.asc_gradeBloom, tonemap, vignette, letterbox bars

How aspects are kept apart

No aspect requires another. Where two are coupled, the value crosses through this file as an explicit argument, so two agents editing two files cannot reach each other. There are exactly two published signals:

sun = asc_sky.update(...)     -- { elev, nightMix, dir, skyGuid }
cam = asc_shots.update(...)   -- { pos, rot, fov }

sun goes to asc_stars, asc_terrain and asc_clouds. cam goes to asc_clouds. P.duration goes to asc_credits. That is the entire coupling surface.

Those two update hooks are therefore mandatory and run first. Every other hook is optional: an owner can add build / enter / update / exit to their module and the orchestrator will start calling it without being edited.

Each aspect gets a private state table (ctx.data.st.<key>) and never sees another's. Small pure helpers (seq, clamp01) are deliberately duplicated into the modules that need them rather than shared: if seq were shared, retuning the motes would silently change the sunset.

Ordering that is load-bearing

  • Build: asc_sky first — Lighting.applySetup creates the sun and ambient entities it then looks up. Geo.material mints keys from a monotonic counter, so the rest keep their authored order.
  • Update: asc_sky → (stars, terrain) → asc_shots → asc_clouds. The deck builds its inverse view-projection from this frame's camera, so the camera must be settled first.
  • Exit: the volume is released before the particle systems.

The part contract

name, duration = 35, fadeIn = 1.5, fadeOut = 3.0, shots, and build / enter / update / exit, consumed by preseed.director. P.shots is re-exported from asc_shots because the director evaluates that list itself and writes the camera before calling P.update; asc_shots then overwrites with the swayed pose.

ctx.center is {6000, 0, 0}. The fades mean t = 0 is black by design and t > 32 is mostly black — read the picture in t ∈ [1.5, 32].

Previewing

local Preview = require("preseed.preview")
return Preview.at("ASCENSION", 12)   -- freeze at part-local t

then capture { source = "screen" }. Check renderedFrom.role == "active": this demo's post stack is a content render feature that runs only for the live viewport, so an offscreen capture silently reuses a stale frame.

Known leaks past exit

exit releases the cloud volume and the two particle systems. Deliberately left as-is by the aspect split: ProceduralSky.syncSunToLight = false, the letterbox bars, asc_sky_mat's night-state, the runtime materials and meshes, and the Lighting.applySetup sun/ambient/clear colour all survive into p_endcard.

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/p7_ascension.module — ASCENSION: part 12 of 13, the finale. 35.000 s, 28 bars at 192 BPM. This file is the orchestrator, and it owns four things: the part's lifecycle, the order the aspects run in, the shared clock, and the §10 cut ladder. THE CLOCK. `preseed.asc.asc_clock` turns part-local t into one table — the bus — and this file evaluates it exactly once per frame, before any aspect hook runs. Every hook is handed that table and nothing else about time: no aspect receives raw t, and no aspect may read wall time or a frame counter. That is the whole composition guarantee. Eight aspects reading the same numbers resolve into one image; eight aspects each keying off their own idea of the beat do not. THE HOOKS. Every aspect module has the same shape and its own private state table, and no module requires another: build(ctx, st, ck) spawn content (ids through ctx.track) enter(ctx, st, ck) lighting, post, anything set once on entry update(ctx, st, ck, dt, …) per frame; ck is the bus exit(ctx, st) release non-entity resources WHAT CROSSES BETWEEN ASPECTS. Only the bus, plus two signals that are published by an aspect rather than by the clock and therefore cross THROUGH here as explicit arguments: sun = asc_sky.update(…) { elev, nightMix, dir, skyGuid } cam = asc_shots.update(…) { pos, rot, fov } Those two modules run first and their update hooks are mandatory. Nothing else publishes anything. THE CUT LADDER. §10 fixes six cuts in a strict order and assigns them to no aspect, which means six aspects would each discover independently that they are over budget and cut six different things. So there is ONE position, it rides the bus as `ck.aux.quality`, and an aspect whose system is named at or below it drops to its cut setting; nobody negotiates. The position moves automatically, off GPU TIMESTAMP QUERIES rather than off the frame delta this file measures: that delta is dominated by present/idle vsync wait (99 ms of a 100 ms frame on this machine, against 4 ms of actual work), and an earlier pass that drove the ladder from it spent all six rungs and stayed there, silently cutting systems §10 lists under "never touch". `profiler gpu` costs 0.21 ms and is compositor-independent; sampled every 30 frames that is 3.5 µs a frame. Both numbers ride the bus — `aux.gpuMs` is the ladder's signal, `aux.frameMs` the wall clock, labelled for what it is — and `asc_clock.setQuality(n)` / `setAutoLadder(false)` override it by hand. WHAT IS NOT LOADED, AND WHY. The brief retires the sunset valley (§0: the column replaces it), so `asc_terrain` is gone from the tree rather than left rendering. Three more modules are on disk and deliberately NOT in the list below, because what they draw is the old scene and the brief gives their ground to an aspect that has not shipped yet: asc_particles valley motes and mist. §4 bars 25–28 want ash, then embers that stop moving and become stars — aspect 6. Left running, the old field puts motion-blurred debris across H5, which §11 says is one point of light and nothing else. asc_stars a reveal ramp on the dome's procedural starfield. §5 has no stars before P7, and P7's stars ARE the embers (aspect 6), not points painted on a dome. asc_clouds a 144×40×144 cumulus deck sitting at y 30–64 over a ±420 u valley. §2 puts the anvil at y 700–900 and §4 gives the deck to bars 15–24 only; the volume as authored is the old scene's weather at the old scene's altitude, and re-timing and re-siting it is aspect 7's call, not the spine's. What is left on screen is therefore exactly what aspect 1 owns and can prove: a sky dome whose every colour, the sun's direction, colour and intensity, the ambient, the whole grade, the letterbox and the last point of light are all pure functions of the bus. That is a deliberately small picture. It is also the first one in which every number on the clock is falsifiable — change a curve and the frame changes with it. THE PALETTE SEAM. `preseed.asc.asc_palette` is the arithmetic between §5's hexes and what a pixel carries: the ramp's colour space, the display ceiling derived from §2's bloom threshold, and the exact inverses of the tonemap and the grade's saturation. It is required by asc_clock, not by this file, and its README carries the proof that §5's "no third hue" and "nothing is grey" cannot both hold exactly and which one the part bends. THE HANDOFF. At t = 35.000 exactly two facts cross the part boundary into ENDCARD — the final point's NDC position and its colour — and they are read from `asc_clock.handoff()`. `asc_point` is the pixel those two facts describe. No buffer, no texture, no starfield.

slot(ctx: ?, key: ?) → void

Each aspect gets its own private state table and never sees another's. `slot` is not defensive clutter: hot-reload swaps the code and KEEPS ctx.data, so a module added to MOD while the part is loaded would otherwise be handed a nil state table and its build would never run — the part falls back to the old shape and the edit looks like it did nothing. A module whose slot does not exist yet gets one, and gets built, the first time it is seen. A slot is a state table and NOTHING ELSE. It used to build and enter the aspect the first time its key was seen, and that one convenience cost the part five of its eight aspects: `P.build` walked BUILD_ORDER calling slot(), slot() called `enter`, the third key's enter raised, and `desert`, `tornado`, `storm`, `finish` and `point` were never built at all. The 35 second finale was a sky and a camera. Worse, `P.exit` walked its own order through the same call, so tearing the part down CONSTRUCTED a dune field. Build is build, enter is enter, exit is exit, and this makes a table.

argtypedescription
ctx?
key?

call(ctx: ?, key: ?, hook: ?, fn: ?, ...: ?) → void

ONE ASPECT'S FAILURE IS NOT THE PART'S. Eight aspects compose one image and none of them requires another, so a raise inside one is a hole in the picture and the other seven still have theirs to draw. It is logged with the key and the hook, which is what the old shape could not say: the log carried "part ascension build failed" and left which of nine keys did it to be guessed.

argtypedescription
ctx?
key?
hook?
fn?
...?

each(ctx: ?, order: ?, hook: ?, ck: ?) → void

Run one hook across an order. A key with no module behind it is a NO-OP: §8 gives several aspects to lanes that have not shipped, and each goes live by dropping one file in and naming it in MOD. `built` is what separates the two directions. Going IN (build, then enter) a key that has not been built yet is built first — that is the hot-reload property the old slot() carried, and it is why a module added to MOD while the part is loaded still comes up. Going OUT, a key that was never built has nothing to release and is skipped, so teardown constructs nothing.

argtypedescription
ctx?
order?
hook?
ck?

live(ctx: ?, key: ?) → void

The update path's own accessor: it must never build, because build spawns and an aspect that failed to build has no content for its update to touch. A key whose build never ran is handed its (empty) state table and its update is the one that has to cope, which is the same contract every aspect already has for a frame before its first content exists.

argtypedescription
ctx?
key?

anchor(t: number) → void

The part's global start, so the clock can address the score. Music.sync(t) has already been called with the demo-global time for this frame, so (global − part-local) is exactly the part's start and never drifts. Only `update` knows the part-local time — the director runs build and enter before it hands one over, and a seek can enter the part at any t — so the anchor is established on the first update and nowhere else. The clock re-resolves its cue-fired events whenever it moves, and logs where they landed, so a wrong guess here would be silent. It is not guessed.

argtypedescription
tnumber

build(ctx: ?) → void

BUILD SPAWNS. It creates the part's own content in the part's own world area and touches nothing global — no sky, no clear colour, no post pass, no light rig, no camera — because the director may call it up to a second before the cut, while the part before this one is still the picture on screen.

argtypedescription
ctx?

enter(ctx: ?) → void

ENTER IS THE BOUNDARY. Everything global lands here: the grade, the tone curve, the letterbox, the sky, the lighting an aspect sets up on entry.

argtypedescription
ctx?

update(ctx: ?, t: ?, dt: ?) → void

argtypedescription
ctx?
t?
dt?

handoff( ) → void

§11 — everything that crosses into ENDCARD. Two numbers and a hex.

exit(ctx: ?) → void

EXIT ONLY EXITS. It releases what build made and removes what enter added; it never builds, and a key whose build never ran is skipped rather than constructed on the way out.

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.

46+items
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module · born here
❒asset
# asc_stars — ASCENSION: the star field and its reveal Controls how far the stars are brought up out of the dusk as night falls. The stars are **shader-resident**: `star_layer` in `preseed/shaders/asc_sky.shader` draws two jittered twinkling layers plus a faint milky band on the sky dome, gated by a `starGate` that reaches lower down the sky as `night` rises. What this module owns is the runtime ramp that scales them. ## Owns - `REVEAL` — the daylight floor and the night gain for star brightness. - The `stars` property on the shared `asc_sky_mat` material. That property, and nothing else on that material. ## Reads from the orchestrator `sun`, the signal published by asc_sky: | field | use | |---|---| | `sun.nightMix` | 0 = day, 1 = full night — drives the reveal | | `sun.skyGuid` | which material to write | ## Boundaries - `night` and `game_t` on `asc_sky_mat` belong to **asc_sky**. Writing them here would fight it every frame. - The star geometry, twinkle and milky band live in `asc_sky.shader`, which is shared with the sky. Changing the *look* of the stars is a shader edit; changing *when they appear* is this file. - Known limitation in that shader: `star_layer` cells the sky on `atan2(x, -z)` and the cell grid does not wrap at the ±π meridian, so there is a seam on the −Z axis — which the final two shots tilt toward.
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module · born here
❒asset
# asc_sky — ASCENSION: sky dome, sun and atmosphere Controls the sunset itself: the sky dome the finale is seen against, the scene sun and ambient lights, and the elevation curve that drives the whole part's day → dusk → night transition. This is the **publisher** of the part's master signal. `update` returns ```lua { elev, nightMix, dir, skyGuid } ``` and the orchestrator hands that table to asc_stars, asc_terrain and asc_clouds. Because everything downstream keys off `ELEV`, retiming the sunset here retimes the star reveal, the ridge haze and the cloud palette together — which is the intent. Its `update` hook is mandatory. ## Owns - `ELEV` — sun elevation across the 35 s, the single source of the transition. - `SUN_INTENSITY` — scene brightness, keyed separately from elevation. - The `asc_dome` entity: an inverted 900-unit sphere carrying `asc_sky_mat`. - Suppressing `ProceduralSky.syncSunToLight` so the engine's sky bridge cannot re-orient the light out from under the animated sunset. - `Lighting.applySetup` and the sun / ambient `Light` components it creates. - The `night` and `game_t` properties on `asc_sky_mat`. ## Reads from the orchestrator Nothing but `ctx`, `t` and `dt`. This module is upstream of every other aspect. ## Boundaries - The `stars` property on `asc_sky_mat` belongs to **asc_stars**. This module writes `night` and `game_t` only. - The sun disk, halo and horizon glow are drawn by `asc_sky.shader` from `input.light_direction` — the shader takes no sun uniform, so the dome's sun follows the `Light` written here *through the renderer*. Moving the sun means moving that light. - `Lighting.applySetup` creates the `sun` and `ambient` entities that the `entity.find` calls immediately below it depend on. Those lines are one unit; separating them leaves both ids nil and the sunset silently frozen.
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module · born here
❒asset
# asc_clock — ASCENSION: the shared clock The finale's spine. One pure function of part-local `t` produces every number that crosses between the part's eight aspects. **Nothing else in ASCENSION reads raw `t`, wall time or a frame counter** — the orchestrator evaluates this module once per frame and hands the resulting table to every aspect hook. Eight aspects reading the same numbers resolve into one scene. Eight aspects each keying off their own idea of the beat do not. That is the entire reason this module exists. ## How you use it Your hook is handed the bus. It is the third argument, always: ```lua function M.update(ctx, st, ck, dt) entity(st.id).localPosition = ctx.at(0, ck.seedY, 0) -- yes -- local phase = t / 1.25 -- no. never. end ``` `build(ctx, st, ck)` and `enter(ctx, st, ck)` get it too, evaluated at t = 0. To read it outside the update chain, `asc_clock.current()` returns the last published bus (`nil` before the part's first frame). ## The bus — the brief's §3, and nothing else Top level is exactly the §3 contract. Every value is hard-clamped to its stated range; a curve can be retuned but it cannot escape its bounds. | field | range | what it is | |---|---|---| | `t` | 0 … 35 | part-local seconds | | `bar` | 0 … 28 | `t / 1.25`, float. `floor(bar)` is the bar index | | `phase` | 1 … 7 | `floor(bar/4) + 1` | | `sunElev` | 4 … 12 | degrees above horizon | | `sunAzim` | 118 | degrees. Constant for the whole part | | `sunInt` | 0 … 12 | sun intensity, engine units. Already multiplied by `worldLight` | | `sunColor` | `{r,g,b}` | linear | | `skyMix` | 0 … 1 | 0 = full daylight gradient, 1 = flat void black | | `depth` | 1 … 0 | camera submersion. 1 at y = −4.2, 0 at y ≥ 0, crosses 0 at t = 5.000 exactly | | `alt` | −4.2 … 900 | camera altitude in units | | `rise` | 0 … 1 | column raise envelope. 0 before 2.50, 1 at 12.50 | | `colTopY` | 0 … 900 | column top height, units | | `strike` | 0 … 1 | bolt envelope. Impulses on the resolved cue and at +3 / +6 beats, 12-frame decay each | | `flicker` | 0 … 1 | residual column glow, 11 Hz, live from the strike to 25.0, amplitude 1 → 0.25 | | `ignite` | 0 … 1 | fire coverage on the column's top 200 u. 0 → 1 across 25.000 → the opening | | `apex` | 0 … 1 | seed-opening envelope. 1 on the opening cue, 0 by 27.500 | | `ringR` | 0 … 600 | additive shell radius in units. Passes the locked camera (116.3 u) at t ≈ 26.9 | | `seedY` | −4.2 … 780 | seed world Y, units | | `seedInt` | 0 … 2000 | seed point-light intensity | | `worldLight` | 1 … 0 | **global light authority.** 1.0 until 27.5, 0.0 at 30.0, stays 0 | | `expEV` | −1.4 … +1.2 | exposure offset, EV | | `cue` | integer | index into the composed cue track: how many cues have passed | | `band` | `{sub,low,mid,high}` | STFT band levels, 0 … 1, raw | | `flux` | 0 … 1 | spectral flux, raw | `worldLight` is the most consequential number in the part. **Every light you create multiplies by it**, including yours. It is how the seed's opening takes the daylight with it, and from t = 30.000 nothing in the scene is lit — only emissive. ## `aux` — §5 / §6 values, not the §3 contract Several aspects would otherwise re-derive the palette and the light table by hand and drift apart. Those live under `ck.aux`, which is derived, documented here, and equally a pure function of `t`: `sunDir` · `skyZenith` · `skyHorizon` · `skyMid` · `skyVoid` · `skyCeil` · `horizonTight` · `midUp` · `zenRate` · `antiSun` · `sceneExposure` · `gradeSat` · `gradeBri` · `ambInt` · `ambColor` · `bloomThreshold` · `bloomContribution` · `letterbox` · `phraseMix` · `phraseFrom` · `phraseTo` · `strikeT` · `openT` · `cueKind` · `cueT` · `globalT` · `handoffNdc` · `handoffHex` · `barNum` · `pointAmp` · `quality` · `autoLadder` · `frameMs` · `gpuMs` · `shadowStrength` · `sunDiscScale` · `emberLights` · `dustLitByFire` · `typeReveal` · `typeGlow` · `torTrack` · `torTrackN` · **`torSpinAccum`** · **`torTear`** The last two are TORNADO's amendments, added under §8's append-only right and read by that aspect alone. `torSpinAccum` (0…27.5) is **∫ `torSpin` dt in REVOLUTIONS** — the rotational twin of `windAccum`, and it exists for the same reason. `torSpin` is an angular RATE, and a fill shader handed a rate has to integrate it to get an angle; integrating per frame would make every seek a different tornado, which §5 forbids in as many words. It is a cumulative table built once at module load and sampled at `t`, so the column's rotation is a pure function of `t` and a held frame is byte-identical however often it is captured. `torTear` (0…1) is the collapse's loss of **axis**, which `ignite` does not carry. `ignite` falling 1.00 → 0.25 → 0 across 25.0 → 28.2 is the fire going out TOP-DOWN — the same fire front that swept up on ignition, sweeping back down. `torTear` is the other half: how far the three flame ropes have separated from the axis and drifted downwind. The two are genuinely independent, and `ignite` alone cannot tell t = 12 (rising through 0.1) from t = 27.8 (falling through 0.1), which are not the same picture at all. `skyVoid` is the colour `skyMix` folds the gradient **toward**. §3 calls skyMix's far end "flat void black" without saying what black; §5 rule 2 does: "Every dark value carries blue. Void is `#03080C`, never `#000000`, until t = 33.75." So the void is on a curve — §5 P4's flat `#060A12` while the world still has light in it, `#03080C` once the world is out, real black only across t 33.75 → 34.00 — and any aspect that folds something toward the void folds it toward this, not toward a constant of its own. `skyMid` is the crossover colour §5's two ends need between them, solved by `asc_palette` against rule 1's two failure conditions. **An aspect drawing its own sky-adjacent medium should read this rather than average the two ends** — averaging them is what puts a neutral on screen, and the proof is in `asc_palette`'s README. ### The sky rows are DISPLAY values. Everything else on the bus is linear. `skyZenith` / `skyHorizon` / `skyMid` / `skyVoid` are **sRGB display fractions** — exactly what §5 wrote — and `M.C` / `sunColor` / `ambColor` are **linear**. That split is not an inconsistency, it is the two kinds of surface: **LIT surface → linear.** Use `M.C`, or `Palette.hexL("#…")`. The render and the tonemap decide what the value becomes, which is the point of authoring in linear, and §5's header ("convert to linear at load") is the whole instruction. **EMISSIVE surface that fills frame → display.** A sky dome, a volume's emission term, a full-screen pass: §5's hex is what the pixel must READ AS, and getting there means inverting the post chain. Do not hand-roll that. `asc_palette` owns it: `ceilFor`, `invAces`, `unSaturate`, and the ramp. The dome shader (`preseed/shaders/asc_sky`) is the worked example — it blends in display space and applies the inverse once at the end. Three numbers on the bus exist so a consumer can do that without re-deriving anything: - **`sceneExposure`** — everything multiplicative between a scene value and the tonemap's input (`BASE_EXPOSURE · 2^expEV · gradeBri`). Divide by it. - **`gradeSat`** — the colorGrade pass's saturation, to un-apply. - **`skyCeil`** — the brightest display value an emissive sky-scale element may ask for, derived from §2's bloom threshold and this frame's exposure. §6 lets exactly one element per bar exceed 1.0 linear and the sky is never it. Scale the **whole triple** to fit the ceiling, never each channel — a per-channel clamp pulls the brightest channel toward the others and walks the colour off its hue family. Feeding a dark palette row as plain linear loses it outright: ACES's slope near zero is 0.03/0.14, so `#060A12` arrives at 0.0018 and leaves at 0.0004, a ninth of one 8-bit step. Measured, that came back 82 % literal `#000000`. ### The palette gate `asc_clock.checkPalette()` replays the dome's blend law against the triples the dome actually receives at each of the sixteen judged timestamps and reports §5's two hard rules as numbers. Run it after changing any curve that touches the sky. | detector | budget | now | |---|---|---| | magenta family (green below both others) | 0.00 % | 0.00 % at all 16 | | (max−min)/max < 0.25 | ≤ 2 % | 0.00 % at 11, 1.09–1.39 % at 5 | | (max−min) ≤ 20 | ≤ 2 % | 0.00 % at 11, 0.39–1.80 % at 5 | The magenta budget is zero because that family is exactly avoidable. The low-saturation budgets are not zero and cannot be: §5's two ends have a display-space chord that passes within one unit of the achromatic axis, so some sample on any continuous ramp between them sits near neutral. `asc_palette`'s README carries the arithmetic and the on-screen figures, which are larger than the function's because a level camera compresses many screen rows into a small range of elevation near the horizon. `phraseMix` is the phrase-boundary cross-fade: it runs 0 → 1 across the 0.75 s centred on each boundary (t = 5, 10, 15, 20, 25, 30) and reads 1 everywhere else, so a grade owner can lerp `phraseFrom` → `phraseTo`. `M.C` on the module is §5's palette, authored in sRGB hex and converted to linear once at load. Use it rather than re-typing a hex string. ## The two cue-fired events The strike and the seed's opening fire off the **score**, not a timer. `resolveCues()` snaps their nominal beats (15.000 and 26.250) onto the nearest cue within ±0.30 s, once, at part build, preferring the kinds that carry a downbeat. Against the current score they resolve to a `kick` at 15.000 and a `motif` at 26.250 — exactly on the beat, and now genuinely tied to the audio: if the composer moves the drop, the image moves with it. The envelope around the resolved instant is a pure function of `t`, so a held preview frame stays byte-identical however many times you capture it. ## The ENDCARD handoff `asc_clock.handoff()` returns everything that crosses the part boundary: ```lua { ndc = { 0.0, 0.060 }, hex = "#FFF0C8", color = { … linear … } } ``` Two numbers and a colour. No buffer, no texture, no starfield. ## The debug overlay Off by default. It prints the whole bus on screen, live, so you can check your curves against the spine's. `require` is environment-local, so an `execute` call gets its own copy of this module and cannot reach the running part's — arm it through the engine-global request instead: ```lua require("preseed.asc.asc_clock").requestOverlay(true) -- and (false) to clear ``` The part picks it up within a quarter of a second. Once it is up, `ui.getScreenTree("asc_clock_bus")` reads the printed values back, so the overlay is a readout as well as a picture. It costs no measurable frame time while on, and nothing at all while off. ## §10's cut ladder — read `aux.quality`, never decide for yourself §10 fixes six cuts in a strict order and assigns them to no aspect. There is **one** position, it is on the bus as `ck.aux.quality` (0 = nothing cut, 6 = every rung spent), and the rule is: if your system is named at or at a lower rung than the live position, drop to your cut setting. Nobody negotiates and nobody measures their own cost. ```lua if ck.aux.quality >= 3 then steps = 30 else steps = 40 end -- rung ③ ``` `M.CUT_LADDER` is the ordered list. The position moves **automatically**, and it moves on the only signal that is both correct and affordable. **Not the frame delta.** Wall-clock frame-to-frame time is work plus however long the engine waited to present, and on this machine that is 99 ms of present/idle vsync wait around 4 ms of real work. An earlier pass drove the ladder from it, spent all six rungs within seconds of boot and never gave one back, because the release threshold is a frame time a compositor-throttled window cannot reach. `profiler frame`, the tree that does separate work from pacing, costs 39 ms per sample — twice the budget it would protect. **`profiler gpu`.** It reads resolved GPU **timestamp queries** out of a ring the renderer already fills, is compositor-independent by construction, and measures at **0.21 ms** per call. Sampled once every 30 frames it costs 3.5 µs a frame — 0.02 % of budget. Its header line carries the attributed pass total, which is the number §10's own table is written in. The ladder arms on a five-sample median at or above **15.5 ms**, spends **one** rung at a time in §10's order, and gives a rung back only after four consecutive samples at or under **13.0 ms**, so it cannot oscillate. Both numbers are on the bus: `aux.gpuMs` (GPU timestamps, the ladder's signal) and `aux.frameMs` (wall-clock, including vsync wait, labelled for what it is). `asc_clock.setQuality(n)` still overrides by hand, and `setAutoLadder(false)` pins it — a measurement can be wrong and a director cannot be argued with. `asc_clock.sampleCost()` takes one sample on demand and returns `{ gpuMs, frameMs, quality, auto, ladder }`, for the moment a cost claim has to be backed by an artifact rather than by prose. **No rung on §10's ladder touches §10's never-touch list, and that is checkable rather than asserted.** The list is the column's LIGHT march, camera motion blur, the type's legibility and the sun's shadow cascades. The six rungs are the fire volume's resolution and step count, the ember point lights, the column far shell's VIEW steps, the cloud deck's step count, the SPH particle count and DOF quality. The two column entries are different marches. ## World conventions Published on the module so nobody re-types them: `BAR` `BEAT` `DURATION` `BARS` `SUN_AZIM` `LETTERBOX` `COL_BASE_R` `COL_WAIST_R` `COL_WAIST_Y` `ANVIL_R` `ANVIL_Y0` `ANVIL_Y1` `COL_TOP` `SEED_LEN` `SEED_START_Y` `SEED_TOP_Y` `CAM_TOP_Y` `CUT_T` `MAX_POINT_LIGHTS` `MAX_PARTICLES`. ## What `expEV` is for §3 gives it the range −1.4 … +1.2 and §4 fixes two keys: 0 at t = 27.500 and −1.4 four bars later. What the positive headroom is FOR is fixed by §6 and §2 together, and it is not a look. §5's bright phrases ask the sky for `#FF9A5A` and `#FFC98A`, whose brightest channel is display 1.0, and the scene-linear value that lands on display 1.0 is 7.24 — five times §2's bloom threshold. Exposure is what divides the value the sky has to ask for: at `expEV = +1.2` the horizon arrives at 1.35 linear, under the threshold, and reads within 4/255 of its hex. At `expEV = 0` the ceiling lands 27/255 short and §5's row is unreachable. So `expEV` is high exactly where §5's palette is bright — +1.2 across the breach (t 5–12.5) and the breakout (t 23–26.25), 0 through the blackout, down to −1.4 as the world goes out. **It is also the part's only real exposure move**: the sky cancels it (the sky lands on §5 whatever it does), so from the blackout's 0.0 to the breakout's +1.2, every element that is not the sky gets 1.2 stops brighter. That is §8 H4's "the eye should have to adjust", as a number. ## Owns - every scalar on the bus and the keyframes behind it - the STFT binding and the cue-track resolution - the phrase-boundary cross-fade — both the weights and the values (`aux.gradeSat` / `aux.gradeBri`), because `aux.sceneExposure` is `gradeBri` times the tonemap's exposure and two files cannot own half a product each - the §5 palette → display seam (`asc_palette`) and the gate over it - the ENDCARD handoff - the debug overlay - §10's cut-ladder position and the GPU signal that moves it ## Does not own Any visual element. This module spawns nothing and draws nothing but the overlay.
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# asc_tornado ASCENSION's aspect 3 — the fire tornado. The hero, and the largest single line in the part's frame budget. Six states, all of them on the clock bus and none of them in this module's own memory: arrival, ignition, approach, spin peak, tear, gone. Three things carry them. **The volume.** A 128 × 256 × 128 emissive box spanning 180 × 280 × 180 u, sited on `torX`/`torZ` and standing on the *deformed* sand — the base height comes from DESERT's published `duneGroundAt`, not from y = 0. It is filled by `asc_pyre` and raymarched by `preseed.volume` into its composite at post priority 5, which is what puts the column *inside* the storm: STORM's medium composites at 6, so its extinction and inscatter apply over the fire rather than under it. **The sparks.** One camera-facing quad swarm on `asc_spark`, flown entirely in the vertex stage off bus scalars. No per-frame CPU. **The lights.** One base point light on `fireKey` plus `aux.emberLights` of eight along the column, carried around the axis by the same accumulated angle the fill turns by. Nine, and not a tenth; none of them casts a shadow. ## The three calibrations `EMISSION_GAIN` compensates the marcher, which delivers `Σ trans·emission·(1−e^−στ)` rather than the emission itself, so a ray crossing the core at alpha 0.93 lands 93 % of the authored radiance. `DISPLAY_CEIL` is the brightest byte this post chain actually delivers, measured rather than derived: the vignette and grade between the tonemap and the framebuffer cost about 14 %, so asking for a red channel at full display clamps it *and* clamps green with it, and the core comes back a neutral grey. The whole accent row is scaled by the real ceiling before the tonemap is inverted, which is what keeps the hue when the magnitude has nowhere left to go. `KEY_GAIN` and `BASE_RANGE` turn the bus's author-facing `fireKey` curve into a point light's intensity and reach. They are calibrated at the P4/P5 stations, where `fireKey` is at its highest and the near sand is closest — a calibration taken at the P6 crane, where the curve is already falling, leaves the near dunes lit to a neutral cream in exactly the beats the focal hierarchy makes them texture. ## The two bus amendments `aux.torSpinAccum` — the integral of `torSpin` in **revolutions**, the rotational twin of `windAccum`. A fill shader handed an angular *rate* has to integrate it to get an angle, and integrating per frame would make every seek a different tornado. `aux.torTear` — the collapse's loss of **axis**, which `ignite` does not carry. `ignite` falling is the fire going out top-down; this is the three ropes drifting apart. `ignite` alone cannot tell t = 12 (rising through 0.1) from t = 27.8 (falling through 0.1), and those are not the same picture. ## The cut ladder `preseed/volume` marches into ONE shared 1600 × 900 render target for the whole demo, and its size is a module constant that five other parts also march into. Rung ① is therefore spent on the other factor of the same product — samples per ray — rather than on pixels: 2.00 u × 172 steps drops to 3.10 × 112, which is about 40 % of the march's work for a resolution the composite does not have to be taught about. Rung ③ takes the step count down again, drops the fill's finest noise band, *and* takes the volume to 96 × 192 × 96, which needs a re-spawn and gets one, exactly on the crossing. ## Switching itself off Outside t ∈ [10, 28.2] the fill is dispatched exactly once more, to clear the texture — a 3D texture holds whatever it was last filled with, and a seek out of the column's window would otherwise leave a frozen tornado standing in the desert — and the march is then handed a **degenerate AABB**, so every ray's box intersection is empty and the marcher early-outs on its first branch. That is how this aspect disables its own composite without reaching into `preseed/volume`'s private pass key.
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# asc_grade — ASCENSION: the part's post treatment Controls what the finale is seen *through*: bloom, colour grade, tonemap, vignette, and the letterbox bar height. ## Owns - `GRADE` — the post-process spec handed to `Fx.grade`. Keys set to `false` (fog, chromatic aberration, motion blur) actively remove those passes; absent keys are left alone, so this spec is a statement about the whole stack, not a patch on it. - `BARS` — the letterbox fraction. Applied once, on `enter`. ## Reads from the orchestrator Nothing. This aspect has no `update` hook — it does not vary over the part. ## Boundaries - The **fades** are not here. `fadeIn = 1.5` and `fadeOut = 3.0` are fields on the part table and the director drives them, through the same always-on `demo_fade` pass this module sets the bars on. The director owns `Fx.setFade`; this module owns `Fx.setBars`. - `Fx.grade` runs once at entry and is never touched again, so one exposure and one bloom setting serve both the blazing golden-hour opening and the near-black star field 30 s later. `sun.nightMix` is the signal that already describes that transition if the grade should ever follow it — taking it would mean adding an `update` hook and having the orchestrator pass `sun`. - The clouds composite at priority 5, ahead of the grade, so the deck feeds bloom and tonemap rather than being layered over them.
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# asc_dust (module) ASCENSION's aspect 4: THE SANDSTORM. The air, and the air is most of every frame between t = 5 and t = 28. Three things, all one storm: * **The medium** — `preseed.asc.asc_dust` (the compute shader) marched at 800 × 450 and composited by `preseed.shaders.asc_dustmix` at post **priority 6**, after the fire's own composite at 5, so the storm's extinction and inscatter are applied OVER the column and the column sits IN the storm. * **The particulate** — up to 45 000 grains on `preseed.shaders.asc_grain`, one mesh in a tile that re-tiles around the camera, flown entirely in the vertex stage. The module writes twenty material scalars and moves one entity; the swarm does the rest. * **Three point lights** for the lifted-sand glow at the tornado's base in P5, ≤ 118 each, none casting. Three of the part's twenty, and never a fourth. ## What it reads Only the bus: `dustDen` `visRange` `windDir` `windStr` `windAccum` `gust` `scour` `torX` `torZ` `torR` `torH` `ignite` `worldLight` `sunInt`, and `aux.dustLitByFire` `aux.skyMid` `aux.skyHorizon` `aux.skyVoid` `aux.sunDir` `aux.ambInt` `aux.sceneExposure` `aux.gradeSat` `aux.torSpinAccum` `aux.quality`. Plus DESERT's published `ctx.data.duneGroundAt`, which is where the swarm's ground datum comes from. It publishes no bus scalar of its own. ## The two curves it authors `uFront` (the face's along-wind position) and `topH` (the body's height) are this module's, keyed against `ck.t` on the beat sheet's own beats. `dustDen` is non-monotone after t = 12 — it falls through the collapse — so a face driven directly off it would arrive and then retreat back through the camera. The DENSITY behind the face is `dustDen` verbatim, so the clearing across 25 → 28.5 is the bus's beat and not a second curve. ## Determinism Advection is `windAccum` and `aux.torSpinAccum`, both cumulative tables sampled at `t` rather than per-frame accumulations. There is no persistent state here a frame depends on: seek to the same instant a hundred times and get the same storm. Verified by capturing t = 17 twice across a forced part rebuild and comparing the two PNGs byte for byte. ## The two targets are never destroyed Fixed size, created under stable keys, and deliberately left alive at `exit` — a mutation is queued for the next frame, so on a re-entry the exit's destroy lands after the new build's create and the pass spends the whole part sampling an unresolved texture, which the renderer serves as **white**.
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# asc_finish ASCENSION aspect 5 — FINISH. The title in the sand, the three credit cards, and the last frame's handoff. ## What it owns | job | instrument | window | |---|---|---| | `RAISING PRESEED` lying flat in the pan | `font.textMesh` on `Anton`, extruded, rendered through DESERT's sand shader | `aux.typeReveal` 26.25 → 32.40 | | three credit cards on the left rail | `Text3D.component`, billboard, camera-pinned | 26.40 → 32.40 | | the endcard point | `asc_point`, untouched | `aux.pointAmp` 33.60 → 35.00 | `asc_point` is not this module's code and this module does not write to it. The handoff — `#FFF0C8` at NDC (0.000, +0.060) at priority 210 — is verified here, not authored here. ## The title is geometry `Text3D.component` is a quad. `man Text3D`: *"the quad auto-sizes to fit the text"*, with fields `color` / `outline` / `background` / `billboard` and no normals. §7 H5 asks for *"sand catching light … on its relief edges"*, which a rasterised alpha-blended billboard cannot be at any parameter setting. So the set line is tessellated from true glyph outlines and extruded — the same mechanism `preseed/title3d.module` already ships in this demo — and the cards, where a flat card genuinely is the object, stay on `Text3D.component`. ## The geometry, and why it is baked `font.textMesh` lays glyphs in the XY plane and extrudes along +Z. The title lies flat, so the whole thing is rotated once at build time: ``` world_x = glyph_x · BASE_DIR.x + glyph_y · BASE_FWD.x world_y = glyph_z -- the extrusion becomes the riser world_z = glyph_x · BASE_DIR.z + glyph_y · BASE_FWD.z ``` `BASE_DIR` is the ground-projected camera-**right** at the S6 lock and `BASE_FWD` the ground-projected camera-**forward**. That yaw — 18.43° off the pan's own x axis — is not decoration: the locked camera stands at part-local x = +60 and looks at x = 0, so a set line laid along +x reads visibly tilted. Baking it into the vertices leaves the entity transform a pure translation, which is what lets `localScale.y` mean exactly one thing: how far the relief has risen out of the sand. The reveal is that scale, driven by `max(aux.typeReveal, aux.typeGlow)`. Normals get the same rotation with the inverse of the non-uniform scale, so a side wall's normal stays horizontal and a top face's stays vertical. A stale or mis-scaled normal here reads as flat lighting rather than as broken geometry, which is the worst available failure. ## The letters are DESERT's sand The material is the same shader as the pan, and every frame the whole property set is mirrored off the live `asc_sand_field` material with `renderer.material.describe`. The letters are therefore lit by DESERT's elevation-normalised key with DESERT's fill, ripple, chroma ceiling and haze — identical to the sand they lie in. The only thing separating them from the pan is relief: a cast shadow and two lit side walls. That is deliberate and it is also the risk. The letter's top face is coplanar with the pan and the same colour, so the title is read almost entirely off its shadow. The measured contrast is in the lane report; the named escape hatch if it fails is §10 item 5 — standing letters half-buried at the same footprint. From `aux.typeGlow` (31.20 → 32.40) the same material's dome term is lifted toward `#FFF0C8` and `world_light` is held against the world going out. There is no emissive channel and no second pass: the glow is the sand being lit by a sky that is now the colour of the tornado's last breath. ## The cards Pinned in the camera's own basis at `CARD_DIST`, so the rail is where the rail is whatever the pose does — and from t = 28.000 the pose is locked anyway. Three rail slots, so the 0.3 s hand-over between two cards reads as a hand-over rather than a collision. Copy is §0's, unchanged: `CODE + DIRECTION — CLAUDE`, `ENGINE — ZERO`, `ASSEMBLY SUMMER 2026`. The em dash is a real glyph in `Anton` — it lays 1.962 wide against the hyphen form's 1.710, measured, not assumed. An inactive card is parked 4000 u under the world rather than hidden with a flag: `setHidden` on a spawned mesh entity has been measured in this part not to change the rendered frame, and a card still drawn after t = 32.40 fails §7's endcard gate. ## Bus scalars read `aux.typeReveal` · `aux.typeGlow` · `aux.pointAmp` (read by `asc_point`) · `phraseMix` · `t` for card scheduling only. Nothing else. No scalar was added. ## Introspection `M.setLineCorners()` returns the four part-local corners of the set line so a capture can be checked against a number rather than an impression.
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# asc_dunefield ASCENSION's dune sea — everything solid in the finale. It replaces `asc_terrain`, whose four ridge bands were the retired sunset valley. Four pieces of geometry. One **deforming field**: a 224 × 224 grid over 1400 world units (50 176 vertices, ~99 k triangles) whose positions and normals are written every frame by `asc_dune.computeShader`, a `kind: vertices` pass. Three **static parallax ranges** at z = −880 / −1500 / −2400, silhouettes with no deform cost and no shadow cast, because a 1400 unit field ends at a visible edge and the horizon of a dune sea has to be dunes. And the **playa** they all stand on, a 9000 unit plane half a unit under the field's tapered rim, so the horizon is the real horizon rather than the field's own boundary. The deform's height law is the sum of four terms and a pure function of the clock bus: transverse dunes with a gentle windward ramp and a steep lee slip face; the migration of that whole train downwind by `windAccum × CREST_RATE`; `scour` lowering and rounding the crests as the storm planes them off; and the tornado's passage, swept along the 24-sample ground track up to `torTrackN` as a trench with twin berms and radial rake. There is deliberately **no accumulation buffer** — the director seeks constantly, and an accumulator would make every seek a different desert and a held reveal frame irreproducible. Across t 26.25 → 29.0 the field is driven flat inside `TYPE_PAN` (x −170…170, z −250…−60) with a 24 unit feathered edge, on `aux.typeReveal`. That is FINISH's stage; this module builds it and does not draw the letters. ## The one named cross-lane resource `ctx.data.duneHeights` is the handle of the f32 buffer the deform pass writes its heights into, and `ctx.data.duneHeightsMeta` is `{ n, w, cell }`. The tornado sites its base on the deformed sand and the storm lifts its grains off the real crests by reading those two, rather than duplicating this module's noise and drifting from it. Vertex `i` is `iz * n + ix`. ## Checking it `M.check(st)` answers the two questions a deform pass has to answer about itself from the engine rather than from prose — `renderer.mesh.boundsSource(guid)` reports `"compute"` once a pass has written the vertices, and `ref:status()` reports whether the dispatches actually ran, since a dispatch call returning true means queued. `M.sampleHeights(st)` starts a readback of the heights buffer. ## Bus scalars it reads `windDir` `windStr` `windAccum` `scour` `aux.torTrack` `aux.torTrackN` `aux.typeReveal` `aux.quality` `worldLight` `visRange` `aux.skyHorizon` `aux.skyVoid` `skyMix` `aux.sceneExposure`. It does **not** read `gust`: a dune does not wobble at 3 Hz.
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# asc_shots — ASCENSION: aspect 2, CAMERA & LENS One spline, one lens, one cut. Every camera value in the part comes out of `M.eval(t, alt, aspect, strikeT, quality)`, which is pure: same arguments, same pose, on any machine at any frame rate. `M.update` is the only thing that writes DemoCamera. ## What crosses to other aspects The table `M.update` returns, and nothing else: | field | what it is | |---|---| | `pos` `rot` `fov` `near` `far` | the pose the frame was drawn with | | `fovAuthored` | §4's FOV column — see "The FOV the engine will not draw" | | `alt` `depth` | for aspect 1 to **validate** the bus against the camera, not to stage against (§4) | | `r` `azimuth` `pitch` `roll` `nx` `cut` `locked` | the pose, decomposed | | `focus` `focusSubject` `fStop` `focal` `cocFar` `shutter` `dof` | the lens | Consumed from the bus: `ck.t`, `ck.alt`, `ck.seedY`, `ck.aux.strikeT`, `ck.aux.quality`. Nothing else, and no raw time. **A card rack is one line from aspect 8, no require:** set `ctx.data.cardFocus = <distance in units>` while a card is above 50 % opacity and `nil` otherwise. The lens racks to it and opens to f/2.8. ## Framing tools, callable from an `execute` The subjects of this part mostly do not exist yet, so framing is checked by projection rather than by eye: - `M.project(t, alt, worldPoint, aspect?, strikeT?)` → `{ ndc, visible, inActiveFrame, dist }`. `inActiveFrame` is against §2's letterbox, which is the frame an audience sees. - `M.projectDir(t, alt, dir, …)` → the same for a direction at infinity. Feed it `ck.aux.sunDir` to find out where the sun lands. - `M.axisNdc(t, aspect?, strikeT?)` → the column axis's composed NDC, cut folded in. - `M.frameRoll(t, alt, …)` → the roll **measured** off a projected world horizontal, not read back from the value that was written. - `M.lockSpan(alt, aspect?)` → what the locked frame contains, in elevation and in world Y on the column axis. - `M.altCheck(altOf)` → §4's y column against the altitude the camera flies. - `M.colRadius(y)` / `M.columnFocus(r, y)` / `M.farCoCpx(...)` / `M.POS` / `M.refAlt`. ## The channels `POS` is §4's key list, interpolated in **cylindrical** coordinates so the twenty-bar sweep reads as an orbit rather than as a series of chords. The camera's **Y is `ck.alt` off the bus every frame** — never a key here — so `depth` crossing zero at t = 5.000 is true of the camera and not merely of the clock. §4's own y column stays in `POS[i].y` as a cross-check. `PITCH` is an absolute aim elevation. `NX` is the NDC the column axis is composed to, and the aim that lands it there is solved (five fixed-point iterations) rather than hand-tuned. `AZOFF` is a bearing offset on the camera's position about the column axis, non-zero only across bars 1–2. `ROLL` is §4's +4° through the blackout. `FSTOP` is the aperture. **The lock is structural.** Every channel is evaluated at `min(t, 25.0)`, so a key authored past the lock, a shake window that overlapped it or a roll that had not returned to zero cannot move the camera — none of them are ever sampled. Measured over t ∈ [25, 35] at 40 Hz: position, direction, FOV and roll all deviate by exactly 0.0. ## The one cut §2 allows exactly one, a 3° angle change, and it fires on `ck.aux.strikeT` — where the clock resolved the drop against the score — not on a timer. It is applied as a rotation of the solved aim about the **orthonormal camera up**: a rotation about the roll-tilted up hint turns the aim by less than the stated angle (2.887° for an authored 3°, measured). The total aim change across the cut frame is **3.000007°**, and the largest continuous 20 ms step anywhere else in the part is 0.880°. `nx` publishes the **composed** NDC — where the axis actually lands, cut folded in — rather than the table's pre-cut target. An earlier pass rotated the aim after solving for the table's value, which left the table describing a composition the screen did not have for the part's whole second half. The shutter is closed for the frame the cut lands on. ## The FOV the engine will not draw **§4's FOV column does not reach the screen in this engine build.** Measured with the shutter closed against a seven-marker world horizontal 40 u ahead: the marker span is 372.1 px at 1280×720 with `Camera.fov` reading 46, 56, 60, 90 or 100 — all five identical, and all five equal to the 60.0° prediction of 372.4 px. The value reads back correctly from the component field, from `layers.active.camera.fov` and from the `camera.set` tool; only the raster ignores it. `a2_r2_fov_probe_100.png` is that frame at `fov = 100`. So the module composes against `M.FOV_DRAWN` (60.0) and writes that one constant to the camera. Two reasons, both load-bearing: 1. **Composition.** Solving NX against a FOV the frame is not drawn with puts every framing number somewhere else on screen — §4's 46° at H1 would land the seed at NDC −0.243 instead of §8's −0.333. 2. **The shutter.** `@frame.camera` DOES track the written value. A FOV the raster is not using hands the blur two disagreeing projections, and it smears a motionless frame radially and permanently. `fovAuthored` carries §4's column on the published table, so the day the raster honours the field the schedule is already written. ## The lens `preseed.asc.asc_lens` is this part's lens — defocus, then the shutter. Its own header carries why neither shipping system could be driven. `focalLength` is derived from the FOV the frame is drawn with, so the circle of confusion is computed from the lens the picture has. Focus tracks the seed for t 0–2.5, racks onto the tearing surface across bars 3–4, onto the column across the breach, and holds at infinity from t = 11.5. A card rack overrides all of it. **Inside the column body** — which is where §4's own bars 5–8 radii put the camera — the nearest surface along the aim is the far wall at `r + R`, not a surface 0.35 u away; focusing on the latter throws the whole visible frame out of focus for five seconds. Defocus is switched off (`dofOn = 0`) from t = 11.5, where the brief holds focus at infinity at f/8 and the far-field circle of confusion is 2.7e-5 mm. From the lock both halves are off and the feature is released outright. `M.HOLD_PREV` is the shutter's positive control: set it to 1 and the previous-camera copy freezes, so a held clock can be given a camera velocity of an exactly known size. Ships at 0. ## §10's ladder Rung ⑥ (DOF quality high → medium) is the only rung this aspect owns: `taps` 24 → 12 at `ck.aux.quality >= 6`. Nothing else here reads the ladder. ## Brief-internal contradictions, escalated rather than fudged 1. **§4's camera is inside §2's column for bars 1–8.** §2 puts the base radius at 8 u; §4 puts the camera at r = 0.97 (bars 1–2), 2.61 (t = 5), 5.21 (H2, where the column's radius is 7.95) and 7.81 (t = 7.5). It only clears the body at r > R around t ≈ 8.4. H2's exterior reveal — "filling the right 45 % of frame… the negative space is what communicates the scale" — is geometrically unreachable from the pose §4 names for it. `M.colRadius(y)` and the published `r` are there so aspects 4/5 can see it frame by frame. 2. **The locked frame cannot hold both the seed and the horizon.** From (52, 862, −64), r = 82.46: the seed at y = 780 is at elevation −44.8° and the anvil top at y = 900 is at +24.7°, a 69.5° span that no lens in §4's column covers. At the shipped pitch of +11° the frame holds elevation −19° … +41°, so the horizon sits at NDC −0.337, the anvil top at +0.423, and the column axis is in frame from y = 834 to past 900 — but §7's "the seed inside it" for 25.0–26.25 is 45° below the bottom edge. `M.lockSpan()` reports all of it. 3. **§4's y disagrees with the bus at two keys** — −4.15 vs −4.20 at bars 1–2, and −0.30 at t = 5.000 against a bus altitude of 0.00 while the same row fixes the waterline at t = 5.000 exactly. The bus wins; `M.altCheck()` reports both. 4. **"Orbit +26°/s" is unbuildable against §4's own positions** — bars 7–8 run (5,9,6) → (14,62,14), which is −2.1°/s of azimuth. The positions are honoured and interpolated cylindrically so the motion reads as an orbit; the rate is what the keys say.
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module · born here
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# asc_point — the last star, and the ENDCARD handoff ASCENSION's final frame, and the only thing that crosses the part boundary. §11 of the brief: at t = 35.000 the frame is pure black with **one** point of light — `#FFF0C8`, 0.5 % of frame height, one soft halo at 12 px — at NDC **(0.000, +0.060)**. ENDCARD opens on that exact pixel and resolves the leading `O` of ORIGOZERO around it. ## What it is A single post-process pass, `asc_endcard_point`, at priority **210**. Everything it draws comes off the shared clock: | from the bus | used for | |---|---| | `aux.pointAmp` | the envelope — 0 until t = 33.60, 1 by t = 34.10, held to 35.000 | | `Clock.handoff().ndc` | the centre, converted to uv once on enter | | `Clock.handoff().hex` | the colour | | `Clock.POINT_CORE_FRAC` | disc diameter as a fraction of frame height (0.005) | | `Clock.POINT_HALO_PX` | halo radius in px at 720p, scaled to the live frame | ## Why a post pass and not a billboard * NDC (0.000, +0.060) is a **screen** fact. §4 bar 28 says the point holds absolutely still; a billboard inherits every hundredth of a degree the camera breathes. * "0.5 % of frame height" and "12 px" are **screen** measurements. The pass reads the live frame size and honours both at any render resolution. * Priority 210 puts it **after** the demo's fade pass (200). The part's `fadeOut` is 3.0 s, so at t = 34.600 the fade has taken the scene 87 % to black. A point drawn before the fade would be dimmed by that same 87 % and H5 would be a grey speck. Drawn after it, the point is at full value on a black field — which is the frame §11 describes. Because the pass is after the tonemap, the colour it writes is a **display** value: `#FFF0C8` goes in as 255/240/200 over 255, not linearised. ## Ownership Aspect 1 (clock & orchestration). The position and the colour are the handoff and are not tunable by another aspect; the envelope is on the bus.
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module · born here
❒asset
# music A module script.
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backing path · preseed/parts/p7_ascension.module

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usability × 0.40
+ quality × 0.35
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