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.
Scoped to this part · feeds back into the world's score.