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asc_point

ASCENSION's final frame, and the only thing that crosses the part boundary.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 3mo ago
What it does

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 busused for
aux.pointAmpthe envelope — 0 until t = 33.60, 1 by t = 34.10, held to 35.000
Clock.handoff().ndcthe centre, converted to uv once on enter
Clock.handoff().hexthe colour
Clock.POINT_CORE_FRACdisc diameter as a fraction of frame height (0.005)
Clock.POINT_HALO_PXhalo 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.

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/asc/asc_point.module — ASCENSION: the last star, and the handoff. §11 says exactly two facts cross the part boundary into ENDCARD: the final point's NDC position and its colour. This module is the pixel those two facts describe. It is the whole of the finale's last frame. It is a post-process pass rather than geometry for three reasons, and each of them is a requirement in §8 H5 / §11 rather than a convenience: * NDC (0.000, +0.060) is a screen-space fact. A billboard at that place depends on the camera, and §4 bar 28 says the point holds ABSOLUTELY still — a camera that breathes by a hundredth of a degree moves it. * "0.5 % of frame height" and "a 12 px halo" are screen measurements. The pass takes them straight from the frame it is drawing into. * The pass runs at priority 210, AFTER the demo's fade pass at 200. The part's fadeOut is 3.0 s, so at t = 34.600 the fade has taken the scene to 87 % black; a point drawn before it would be dimmed by the same 87 %. Drawn after it, the point is the only thing left and it is at full value, which is exactly the frame §11 describes. The envelope, the position and the colour all come off the bus. This module decides nothing.

prop(name: string, v: number) → void

argtypedescription
namestring
vnumber

build(ctx: ?, st: ?, ck: ?) → void

argtypedescription
ctx?
st?
ck?

enter(ctx: ?, st: ?, ck: ?) → void

argtypedescription
ctx?
st?
ck?

update(ctx: ?, st: ?, ck: ?, dt: ?) → void

argtypedescription
ctx?
st?
ck?
dt?

exit(ctx: ?, st: ?) → void

argtypedescription
ctx?
st?

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module · born here
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# 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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backing path · preseed/asc/asc_point.module

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