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asset⌬ modulemoduleprimary: init.luau·part ofmodule proc.module·originates fromworld 07158574-5…●2problems

parity

The machinery behind the procgen rewrite's parity harness (`procgenParity`), its sheet tests (`procgenSheet`) and the `procgen.coverage` tool.

by◐lumi·posted 4d ago
What it does

proc.parity

The machinery behind the procgen rewrite's parity harness (procgenParity), its sheet tests (procgenSheet) and the procgen.coverage tool.

  • parity.json: entries holds one entry per current op. Each names its new composition (new, node ids as nodebox.name, or nodebox.* for any node of a nodebox), its class (exact, meaning with an invariant, gone for a named decision with a note, unmapped where the sheet names no counterpart), and tolerance the comparison reads. An entry that states decided (the text of the ruling that accepts the difference between the op and its node) keeps running: the value differences its comparison finds are reported as accepted, under the verdict decided, and are held to nothing, while a node that raises and the cost findings stay findings (accepting, decidedLines). budgets states, per op, the read-backs its node may make ({ "<op>": { "readbacks": n } }); an op without one may make as many as the current op does. types maps a socket's type to the fixture a case builds for it. cases holds a case per op that needs more than the defaults and names only content the library ships. A parity suite states the cases whose inputs are its test fixtures in the cases.json of its folder ({ "cases": { "<op>": case } }), since the library ships its test content nowhere; cases() is both together, one case per op, and an engine whose library leaves the suite out finds no case for those ops.
  • A case states params, fixtures (a fixture by input socket), node (the new node a multi-node entry compares against), rename (inputs, params, outputs: the new node's names where they differ, false leaves a name out), compare (bounds: a Geometry is held to its bounds alone, for an output whose element layout differs by design; ramp: two ramps are held to the values they read at the same positions), sink (asset or handles: the op writes to the world, each side under its own name and what it wrote is compared and removed), world (entities spawned for the run; scene takes the run's root scene, settle waits until the op runs on them), tolerance (bounds that replace the global ones for this case, { attribute = 0.05 }: for an op whose values come from the device's sampler, whose fixed-point weights and decode answer within a fraction of a percent of the exact blend a node computes), ignore (outputs left out), unreachable (the sentence that says why the harness has no fixture for the case; the entry then counts as a harness error) and, for an op that is a solver over a timeline, suite and describe (the group of an existing suite that holds its comparison; deferred leaves that group to the suite's own run and states the entry pending, for a group that costs the suite's whole time a second time inside this one).
  • A fixture is a name (mesh, points, curve, positionField, or a type named in types), a current op run on its own fixtures ({ op, params, inputs, output }; the new side builds it through the node that replaces the op when the entry for that op names exactly one, so a ramp, a group, a prefab, a raster or an Sdf a node reads is one that library made; shared: true makes both sides take what the current op makes, for inputs the entry under test is held to and the op that made them is not), a node run on its own fixtures ({ node, params, inputs, output }, a new node by id), a list ({ list }), a record ({ record }) or a literal ({ value }). A case's newInputs are fixtures only the new side takes, for an input the current op states as a param (a texture the node reads where the op names the asset).
  • sheet.json: the composition sheet's expectations: the four ops, the 23 kernel families with their tallies (a kernel asset <kernel>_<pass> belongs to the family <kernel>), the layers, the L2 ids as the core package names them, universalUses (the L2 nodes every row may call), one row per node family (the kernel families, L2 nodes and ops a node of the row may name; authorKernel for rows whose nodes run a kernel the author names; which nodes may stand on one kernel family alone), and the reported numbers.

scan() finds the new parts in the library: the nodes of every built-in nodebox wherever its package keeps it, the kernel families with their pass assets, and the modules that sit beside nodes. analyze(src, ...) reads a node's source: the nodes it calls (g.<name>(...)), the ops it names (op.<name>), the kernel families it names, a structural hash per call, and WGSL text in its strings. rowViolations(scan, node), dispatchViolations(scan, node) and directCallers(scan) state what a node breaks of the sheet. valuesHold(result) reads a comparison's values alone, which is what lets an existing suite run on the nodes of an op whose cost is over. assess(scan, entry) states where an entry stands (decided, unmapped, pending, ready); compare(scan, entry) runs a ready entry's current op beside its node; checkCase(entry) runs the current op on the entry's case. redirect(map, fn) runs fn with registry.get answering a new node for each op id in map; runSuite(name, redirect) runs an existing suite's cases through the test framework's own runner, and runSuiteOnNodes(scan, name, ops) runs it as it stands and with its ops answered by their new nodes. report(opts) is the coverage report.

A comparison states cost as separate numbers (result.cost): oldMs (the current op's CPU time), planMs (the evaluation outside the nodes' own cooks: expanding the call form, lowering refs and constructs, scheduling, with the plan's share of the waiting taken out), cookMs (the CPU time the nodes' cooks spend, with their share of the waiting taken out), waitMs (the time in task.wait, a read-back's frames, shared between the cooks and the plan by the read-backs each made), dispatches (device dispatches queued), readbacks (read-backs the substrate counted) and frames (frames that passed during the evaluation). A Field in an output is read over the Geometry its side was given, a Column by its values, and a Bool answers 1 or 0. The cost ratio of tolerance is applied to cookMs against oldMs; the read-back count is asserted against the op's budget on its own, so a read-back removed from a node shows as frames falling to zero. Times are the median of three runs; counts are the last run's.

A comparison states its values and its cost apart. result.valueFindings are the differences in what the node answers and result.costFindings the cost and read-back findings (result.findings holds both). verdict(assessed, result) reads them as value (equal, differ, missing for an attribute, layer or column the new output lacks, raised for a node that failed on the case's inputs, harness for a case whose inputs could not be made, skipped, decided) and cost (within, over, none); summary(scan) counts every entry under exactly one of pass, costOver, differ, missing, raised, harness, skipped and decided and reports the same per family (the nodebox of the entry's first new node) with the median and worst cost ratio.

What is compared where the two libraries carry a value differently: a Geometry by its live counts (a domain allocated at a capacity compares its live front), a Raster layer by layer at the grid's cell centres, a Texture by size, channel count and texels (bytes scaled to 0 to 1 and held to half a byte step), a count the new library holds on the device as a one-word column by its value, a Population against the instanced points by instance count, and a list of numbers against a list of records of numbers as one layout finding that says whether the numbers agree.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

proc.parity: the machinery behind the procgen rewrite's parity harness, sheet tests and coverage report. Three things live here: * the data: `parity.json` (every current op with its new composition, its class and its tolerances) and `sheet.json` (the composition sheet's expectations), both beside this file; * the scan: the new parts found in the library (every built-in `<box>.nodebox/<name>.procNode`, `kernels/<name>.computeShader`, `abi.procPack`) and a static analysis of a node's source (the nodes, ops and kernels it names, a structural hash of its sub-graphs, WGSL text inside it); * the comparison: a current op and its new node run on the same inputs, their outputs compared by count, attribute value, bounds, picture and cost, or by the invariant a `meaning` entry names.

readData(name: string) → any

argtypedescription
namestring

parity( ) → any

The parity data: `{ entries, tolerance, cases }`. One entry per current op. Its `cases` are the cases that name only content the library ships; `cases()` adds the ones the suites state beside them.

suiteCases(suite: string) → void

The cases a suite states in the `cases.json` beside it, or nil when the library holds no such file.

argtypedescription
suitestring

cases( ) →

Every case the harness runs: the `cases` of `parity.json`, and the cases each suite of `suites()` states in the `cases.json` of its folder (`{ "cases": { "<op>": case } }`). A suite states there the cases whose inputs are its test fixtures, content its test runs hold and the library ships nowhere, so an engine whose library holds that suite runs them and one whose library leaves it out finds no stated case for those ops. An op has one case: an op both files state, or two suites state, raises.

sheet( ) → any

The composition sheet's expectations: ops, kernels, layers, rows.

listDir(path: string) → void

argtypedescription
pathstring

stripSuffix(name: string, suffix: string) → string

argtypedescription
namestring
suffixstring

readText(path: string) → string

argtypedescription
pathstring

newSlice( ) → void

walkFiles(path: string, between: () → void

Every file below `path`, as `{ path, name }`.

argtypedescription
pathstring
between(

familyOf(name: string) → string

The kernel family a kernel asset belongs to: an asset `<kernel>_<pass>` belongs to the family `<kernel>` the sheet names (the longest sheet family that is the asset's name or its prefix before an underscore). An asset no sheet family claims is its own family, which the sheet's count then refuses.

argtypedescription
namestringA kernel asset name.

libraryBoxes( ) → void

The nodeboxes of the built-in library, as `{ name, path }` sorted by path: a box answers to its registered asset, so a box a package moves stays in the scan.

scan( ) → any

What the library holds of the new parts: the nodes of every built-in nodebox (by id), kernel families (a family is the set of kernel assets `<kernel>` and `<kernel>_<pass>`), shader modules, the ops of `abi.procPack`, every `.wgsl` file inside a nodebox, and every module that sits beside nodes in a nodebox. where `kernels` maps a family to the path of its first asset and `passes` maps a family to the names of its assets.

resolve(scan: any, id: string) →

The nodes of the package a new id names. `box.*` names every node of a box; an id names the node of that nodebox and folder, or the one an underscored folder name finds.

argtypedescription
scananyThe package scan.
idstringA new node id.

tokenize(src: string) → void

argtypedescription
srcstring

digest(source: string) → string

Two polynomial hashes over a string, joined: a 16 hex digit name for a structure.

argtypedescription
sourcestring

familyIn(families: { [string]: any }, name: string) → string

The family a kernel asset name belongs to among `families` (a table keyed by family name): the name itself, or the longest family it extends with `_<pass>`.

argtypedescription
families{ [string]: any }
namestring

analyze(src: string, kernelNames: { [string]: any }, opNames: { string }, graphWords: { string }) → Analysis

A static reading of a node's source: the nodes it calls (`g.<name>(...)`), the ops it names (`op.<name>`), the kernel families it names (a path or an identifier through `kernels`; a pass asset `<kernel>_<pass>` names its family `<kernel>`), and every call as a structural hash that reaches the node's leaves (inputs and literals) with its size in calls.

argtypedescription
srcstringThe node's source text.
kernelNames{ [string]: any }A table keyed by the kernel family names.
opNames{ string }The four op ids.
graphWords{ string }The `g.` members that are not node calls.

isOp(t: Token?, text: string) → boolean

argtypedescription
tToken?
textstring

parseArgs(close: string) → void

argtypedescription
closestring

parseTable( ) → void

skipFunction( ) → void

callTail(head: string, size: number) → void

argtypedescription
headstring
sizenumber

parsePrimary( ) → void

parseUnary( ) → void

parseExpr( ) → void

wgslIn(src: string) →

The WGSL text a source carries in its string literals, as the markers found.

argtypedescription
srcstringA Luau source.

matchesPattern(pattern: string, id: string) → boolean

Dependencies of every node, against the sheet

argtypedescription
patternstring
idstring

rowOf(sheet: any, node: Node) → any

The sheet row a node belongs to, or nil.

argtypedescription
sheetanyThe sheet data.
nodeNodeA scanned node.

isL2Id(sheet: any, id: string) → boolean

Whether a node id sits in one of the L2 nodeboxes (`core`, `math`, `io`).

argtypedescription
sheetany
idstring

allowedUse(sheet: any, row: any, id: string) → boolean

A call to a node outside the L2 nodeboxes is a node composed of nodes and is free (L3 nodes call each other freely); a call to an L2 node must be one the row lists, or one every row may use (`universalUses`).

argtypedescription
sheetany
rowany
idstring

dependencies(scan: any, node: Node) → any

A node's recorded dependencies, read from its source. `direct` is whether the node calls `op.device.kernel` itself.

argtypedescription
scananyThe package scan.
nodeNodeA scanned node.

operatorTemplates(src: string) → number

Number of `template = { op = ... }` tables a source builds: a math operator handed to the `map` kernel as its own dispatch.

argtypedescription
srcstring

wgslSpecializations(src: string) →

The WGSL text a source hands to a kernel inside a `specialize` table: a string that is a statement, a block or an include rather than a type, an operator or a mode name.

argtypedescription
srcstringA Luau source.

dispatchViolations(scan: any, node: Node) →

What the sheet's rules about a node's dispatch refuse: a math operator handed to `map` as its own dispatch (math over fields and columns answers a fused template), a `math` node that calls `op.device.kernel` at all, and WGSL text inside a specialization.

argtypedescription
scananyThe package scan.
nodeNodeA scanned node.

directCallers(scan: any) →

The nodes above L2 that call `op.device.kernel` themselves, read from their sources.

argtypedescription
scananyThe package scan.

rowViolations(scan: any, node: Node) →

What a node's recorded dependencies break of its sheet row: the kernel families, nodes and ops outside the row, an L2 node it calls that the library does not hold, an `op.device.kernel` call above L2 that names no kernel of the row (a row marks the nodes that run an author's kernel with `authorKernel`), and a single-kernel node the sheet does not name.

argtypedescription
scananyThe package scan.
nodeNodeA scanned node.

sharedSubgraphs(scan: any) →

Sub-graphs that two nodes hold identically: a call whose structural hash (its callee and arguments down to inputs and literals) and size are equal in two different nodes, at `MIN_SHARED_CALLS` calls or more.

argtypedescription
scananyThe package scan.

kernelsUsed(sheet: any, deps: any) →

The kernel families a node uses: the ones its source names, and the family the field compiler runs a Field template through (`fieldMath.kernel` of the sheet) when the node calls a node of a `fieldMath.boxes` nodebox, whose nodes answer Field templates the consumer evaluates in one dispatch of that family.

argtypedescription
sheetanyThe sheet data.
depsanyThe node's dependencies, as `dependencies` answers them.

reported(scan: any) → any

The numbers the sheet states, measured on the package: ops registered by the abi pack, kernel families present, nodes, the share of nodes built from nodes alone (no kernel and no op named), how many nodes use each kernel family (named in the source, or reached through field math, `kernelsUsed`) and each core node, the nodes above L2 that call `op.device.kernel` themselves, and the modules that sit beside nodes.

argtypedescription
scananyThe package scan.

suitesCalling( ) →

Which existing suites name each current op by id (a quoted `"op.id"`).

opsOfSource(src: string, known: { [string]: boolean }) → void

argtypedescription
srcstring
known{ [string]: boolean }

graphs( ) →

Every graph the library carries (`.procGraph`, `.procNode`) with the current ops it names; a graph is read from its `graph.json` or its source.

assess(scan: any, entry: any) →

Where a parity entry stands: `decided` (a named decision), `unmapped` (the sheet names no counterpart), `pending` (its new node does not exist yet) or `ready` (every new node exists and the comparison can run).

argtypedescription
scananyThe package scan.
entryanyA parity entry.

isGeometry(v: any) → boolean

Running both sides

argtypedescription
vany

release(v: any) → void

argtypedescription
vany

runOp(opId: string, inputs: any, params: any) → any

argtypedescription
opIdstring
inputsany
paramsany

deepCopy(value: any) → any

argtypedescription
valueany

findAsset(category: string, identity: string) → any

The reference to the asset of a category that states an identity (`@builtin::meshes.cube`), found in the list of that category: one literal category per call site.

argtypedescription
categorystring
identitystring

withRefs(value: any) → any

A value of a case in which `{ reference = "<identity>", category = "<asset category>" }` stands for the reference to that asset, where the data states one: an op or node that takes a reference to an asset is given it.

argtypedescription
valueany

mesh( ) → void

points( ) → void

curve( ) → void

positionField( ) → void

newNodeFor(op: string) → Node

argtypedescription
opstring

buildInputs(specs: any, side: string?) → void

argtypedescription
specsany
sidestring?

buildFixture(spec: any, side: string?) → void

A fixture states how one input value is made: a name from `FIXTURES`, a current op run on its own fixtures (`{ op, params, inputs, output }`), a list (`{ list = { ... } }`), a record (`{ record = { key = ... } }`) or a literal (`{ value = ... }`).

argtypedescription
specany
sidestring?

fixtureSpecFor(typeName: string) → any

The fixture a socket of a given type takes when its case states none: `types` of `parity.json` by the full lowercase type, its first alternative, or its base name.

argtypedescription
typeNamestring

caseFor(entry: any) →

The inputs and params one comparison runs under: the entry's own case in `cases()` when one is stated, else the op's defaults with one fixture per required input socket (the `types` table of `parity.json` by the socket's type). A case states `params`, `fixtures` by socket (a fixture spec), `node` (the new node a multi-node entry compares against), `sink` (`asset` or `handles`: the op writes to the world, each side under its own name) and `ignore` (output names left out of the comparison), `suite` and `describe` (the op has no direct call, being a solver over a timeline: the group of an existing suite that holds its comparison stands for it), `world` (`{ entities = { spec, ... } }`: entities spawned for the run and removed after it; `scene` takes the test run's root scene, `settle` waits until the op runs on them) and `rename` (`{ inputs, params, outputs }`, each a table from the op's name to the new node's, for a node whose sockets are named differently).

argtypedescription
entryanyA parity entry.

build( ) → void

build(side: string?) → void

argtypedescription
sidestring?

readOutputs(old: any) → void

argtypedescription
oldany

renamed(rename: any?, kind: string, name: string) → string

A name through a case's `rename` table: `rename[kind][name]` when stated, else the name.

argtypedescription
renameany?The case's `rename` (or nil).
kindstring`inputs`, `params` or `outputs`.
namestringThe op's name.

renameKeys(rename: any?, kind: string, values: any) → any

The table of values an op takes, keyed by the new node's names through a case's `rename`; a name the table maps to `false` is left out.

argtypedescription
renameany?The case's `rename` (or nil).
kindstring`inputs` or `params`.
valuesanyA table keyed by the op's names.

runNode(node: Node, output: string, inputs: any, params: any) → any

Run a new node on inputs: the node's graph is loaded and evaluated for the output named `output`, the op's params wired as inputs beside the sockets.

argtypedescription
nodeNodeA scanned node.
outputstringThe output name.
inputsanyThe socket values.
paramsanyThe params, given to the node as inputs of the same names.

isShapeRecord(value: any) → boolean

Whether a value a node answered is a shape: a field of space with the box it lies in.

argtypedescription
valueany

shapeAsValue(record: any) → any

The op's Sdf value answers its distance at a point. A node's shape answers the same, by evaluating its field of space on the device over a Geometry of that one point; a box that reaches no limit is the op's unbounded shape.

argtypedescription
recordany

distance(x: number, y: number, z: number) → number

argtypedescription
xnumber
ynumber
znumber

nodeAsOp(node: Node, outputs: { string }, rename: any?, base: any?, label: string?) → any

A stand-in for the registry's op definition that runs a new node when the op is called by id: what a current test's `registry.get(op).eval(...)` reaches. outputs: what a graph that names the op reads to wire and evaluate it). A socket the op declares `lazy` reaches the node as a value cooked only when the node reads it. The params of a call are held to its declarations first, as the registry holds a call of the op. answered as the op's Sdf value, whose distance at a point reads that field there, and a shape handed back in as an input goes in as the field it was. A number the node answers for an output the op declares `Bool` is answered as true or false: true for any number but 0.

argtypedescription
nodeNodeThe new node.
outputs{ string }The output names the op has.
renameany?Optional `{ inputs, params, outputs }`: tables from an op's names to the new node's.
baseany?Optional op definition the stand-in answers every member but `eval` from (its inputs, params and
labelstring?Optional name of the op in a refusal of its params; the node's id when absent.

eval(ctx: any, inputs: any, params: any) → void

argtypedescription
ctxany
inputsany
paramsany

redirect(map: { [string]: any }, fn: () →

Call `fn` with `registry.get` answering the new node's stand-in for each id in `map`, so a current test that calls an op by id runs on its new node; the registry is restored afterwards, whatever `fn` does.

argtypedescription
map{ [string]: any }A table from op id to an op-definition-shaped table.
fn(The body.

get(id: string) → void

argtypedescription
idstring

readColumn(col: any) → void

argtypedescription
colany

liveCountOf(g: any, domain: string) → number

How many elements of a domain are live. A compaction or an append allocates a domain's runs at a capacity (`count`) and keeps its live elements in front, with the live count on the device; a domain without one holds live elements throughout.

argtypedescription
gany
domainstring

liveRun(values: { number }, capacity: number, live: number) → void

The live front of a read column: `live` elements of the `capacity` the domain holds, every lane of each.

argtypedescription
values{ number }
capacitynumber
livenumber

maxDiff(a: { number }, b: { number }) → number

argtypedescription
a{ number }
b{ number }

boundsOf(g: any) → any

argtypedescription
gany

boundsDiff(a: any, b: any) → number

argtypedescription
aany
bany

pointSilhouettes(g: any, lo: any, hi: any) → void

argtypedescription
gany
loany
hiany

triangleArrays(g: any) → any

The triangles of a geometry read off its columns: its point positions, normals and texture coordinates, and the points of every triangle (a primitive of more corners fanned from its first). Nil when it holds none.

argtypedescription
gany

numbers(class: string, name: string) → void

argtypedescription
classstring
namestring

silhouettes(g: any, lo: any, hi: any) → void

argtypedescription
gany
loany
hiany

unionBounds(a: any, b: any) → void

argtypedescription
aany
bany

overlap(a: { { boolean } }, b: { { boolean } }) → number

argtypedescription
a{ { boolean } }
b{ { boolean } }

groupMarkers(g: any, legacy: boolean) → void

The groups a geometry holds, as `<class>.<name>`. The old library kept an index record (`detail.__groups`, class -> { name -> true }); the new one marks each group with a detail attribute `__group.<class>.<name>`.

argtypedescription
gany
legacyboolean

isColumn(v: any) → boolean

argtypedescription
vany

isField(v: any) → boolean

argtypedescription
vany

fieldValues(field: any, side: string?, n: number) → void

The values a Field takes: over the Geometry its side was given, else at its first `n` elements. The one entry point every Field is read by.

argtypedescription
fieldany
sidestring?
nnumber

compareGeometry(old: any, new: any, tol: any, out: Findings, mode: string?) → void

`mode` is the case's `compare`: "bounds" holds a Geometry to its bounds alone (an output whose element layout differs by design, such as an indexed mesh against its per-corner expansion).

argtypedescription
oldany
newany
tolany
outFindings
modestring?

reason(err: any) → string

What an error says, whether it is a string or a table the evaluator raised.

argtypedescription
errany

asNumbers(v: any) → void

The numbers a vector-like value holds: a Luau vector, a record `{ x, y, z, w }` or `{ r, g, b, a }`, or an array of numbers. Nil for anything else (a plain number is not vector-like).

argtypedescription
vany

isOldRaster(v: any) → boolean

A raster of the current library (`Raster`: a grid and layers held in tiled buffers) and one of the new library (a record of cell counts and a Geometry of layer columns, x fastest within a tile).

argtypedescription
vany

isNewRaster(v: any) → boolean

argtypedescription
vany

rasterLayers(r: any) → void

The names of the layers a raster holds.

argtypedescription
rany

layerValues(scan: any, r: any, layer: string) → void

One layer of a raster as a flat run of its cells, x fastest then z: the current library samples it at the grid's own cell centres, the new library reads it through `core.raster.read`.

argtypedescription
scanany
rany
layerstring

compareRasters(scan: any, old: any, new: any, tol: any, out: Findings, path: string) → void

Two rasters are the same ground when they cover the same cells and each layer the current raster holds reads the same value in every cell on the new raster. A layer the new raster does not hold is a missing attribute.

argtypedescription
scanany
oldany
newany
tolany
outFindings
pathstring

isTexture(v: any) → boolean

argtypedescription
vany

texelsOf(t: any) → void

The texels a texture holds as 0 to 1 channels, and whether they were whole bytes: the current library keeps a generated texture as bytes (`data`), a texture of a raster as floats in a buffer or on the device (`staging`); the new library keeps `texels` as a column of floats.

argtypedescription
tany

compareTextures(old: any, new: any, tol: any, out: Findings, path: string) → void

Two textures are the same image when they have the same size and channel count and their texels agree. The carrier each library keeps them in (bytes or floats, a descriptor, a staging buffer) is not what is compared.

argtypedescription
oldany
newany
tolany
outFindings
pathstring

instanceCount(v: any) → number

The instances a population stands for: the current library keeps them as a `Population` (one recipe per draw, each with its count), the new library as the instanced points themselves.

argtypedescription
vany

isAnimated(v: any) → boolean

argtypedescription
vany

compareValue(old: any, new: any, tol: any, out: Findings, path: string, mode: string?) → void

argtypedescription
oldany
newany
tolany
outFindings
pathstring
modestring?

numbersOf(v: any) → void

The numbers a value reads as: a number, a Field or a Column.

argtypedescription
vany

compareRamps(scan: any, old: any, new: any, tol: any, out: Findings, path: string) → void

Two ramps are the same ramp when each reads the same value at the same positions: the record a ramp is stored as differs by design, the values it answers do not.

argtypedescription
scanany
oldany
newany
tolany
outFindings
pathstring

pointsOf(g: any) → void

Invariants of the `meaning` class.

argtypedescription
gany

closedVolume(g: any) → void

argtypedescription
gany

key(v: number) → string

argtypedescription
vnumber

roundedTo(x: number, places: number) → number

argtypedescription
xnumber
placesnumber

orientedTriangles(g: any) → void

The oriented triangles of a geometry, each as the position, normal and texture coordinate at its three corners, turned to start at its least corner, in a sorted list: two geometries that hold the same triangles give the same list whatever order their points, corners and primitives stand in.

argtypedescription
gany

corner(i: number) → string

argtypedescription
inumber

same_oriented_triangles(old: ?, new: ?, _inv: ?, _params: ?, _tol: ?) → void

The two outputs hold the same oriented triangles: the same number of them, each corner at the same position with the same normal and texture coordinate, wound the same way. The numbering of points, corners and primitives is not part of it.

argtypedescription
old?
new?
_inv?
_params?
_tol?

shape(old: ?, new: ?, _inv: ?, _params: ?, tol: ?) → void

argtypedescription
old?
new?
_inv?
_params?
tol?

min_distance(old: ?, new: ?, inv: ?, params: ?, _tol: ?) → void

argtypedescription
old?
new?
inv?
params?
_tol?

weld_pairs(old: ?, new: ?, inv: ?, params: ?, _tol: ?) → void

argtypedescription
old?
new?
inv?
params?
_tol?

counts_within(old: ?, new: ?, inv: ?, _params: ?, _tol: ?) → void

argtypedescription
old?
new?
inv?
_params?
_tol?

closed_manifold(old: ?, new: ?, inv: ?, _params: ?, _tol: ?) → void

argtypedescription
old?
new?
inv?
_params?
_tol?

filled_level(old: ?, new: ?, inv: ?, _params: ?, tol: ?) → void

A lake is the basin its seed sits in, filled to a level: the water surface stands at the same height over the cells it wets, and the wet extent (the cells `waterMask` holds above one half) is the same size within a tolerance (the flood of the new library is bounded by its sweeps).

argtypedescription
old?
new?
inv?
_params?
tol?

lake(raster: any) → void

argtypedescription
rasterany

invariantKinds( ) →

The invariant kinds this module evaluates.

differences(old: any, new: any) →

What differs between two values by the parity tolerances: counts, attribute values, bounds and picture for a Geometry, deep equality for the rest.

argtypedescription
oldanyThe current op's output.
newanyThe new node's output.

invariant(kind: string, old: any, new: any, invariant: any, params: any) →

Evaluate one invariant of the `meaning` class on a pair of outputs.

argtypedescription
kindstringAn invariant kind (`invariantKinds()` lists them).
oldanyThe current op's Geometry.
newanyThe new node's Geometry.
invariantanyThe entry's invariant table (`kind`, its arguments and `op`).
paramsanyThe params the case ran under.

median(values: { number }) → number

argtypedescription
values{ number }

cost(fn: () → void

argtypedescription
fn(

releaseDeep(v: any, depth: number) → void

argtypedescription
vany
depthnumber

releaseAll(values: any) → void

argtypedescription
valuesany

sidedParams(case: any, side: string, opId: string) → any

The params one side of a sink case runs under: the case's own, with its asset name made distinct and its folder the sandbox.

argtypedescription
caseany
sidestring
opIdstring

filesOf(ref: any) → void

argtypedescription
refany

companionsOf(ref: any, base: string) → void

The names of the assets that sit beside a written asset and start with its base name, as the remainder after the base: the companions (meshes, populations) a write leaves next to it.

argtypedescription
refany
basestring

compareSink(path: string, old: any, new: any, bases: { old: string, new: string }, findings: Findings, cleanups: { () → void

Compare what a sink wrote or spawned: an asset by its type, its files and its companions, spawned entities by their count. Whatever the sink made is queued for removal.

argtypedescription
pathstring
oldany
newany
bases{ old: string, new: string }
findingsFindings
cleanups{ (

covered(row: any) → boolean

argtypedescription
rowany

ignored(case: any, name: string) → boolean

argtypedescription
caseany
namestring

spawnWorld(case: any, cleanups: { () → void

Spawn the entities a case stands on (`world.entities`, each an `entity.spawn` spec) and queue their removal. A case that states `world.settle` waits, a frame at a time, until the current op runs on what was spawned.

argtypedescription
caseany
cleanups{ (

compareBySuite(case: any) → any

An entry whose current op is a solver has no direct call: a suite that holds the comparison of the op beside its node, under one group (`describe`), stands for it. The suite runs once; the entry passes when every case of the group passes.

argtypedescription
caseany

compareSdfs(scan: any, old: any, new: any, tol: any, out: Findings, path: string) → void

argtypedescription
scanany
oldany
newany
tolany
outFindings
pathstring

compareMaterialValue(was: any, now: any, tol: any, out: Findings, path: string, depth: number) → void

A Material the current library keeps as `{ albedo, metallic, roughness, emissive }` against the new one's `{ shader, properties = { base_color, metallic, roughness, emissive }, textures }`. A value of a material's record against the other side's: numbers within the attribute tolerance, tables entry by entry (to a depth), anything else by its text.

argtypedescription
wasany
nowany
tolany
outFindings
pathstring
depthnumber

compareShaderMaterials(old: any, new: any, tol: any, out: Findings, path: string) → void

A material made from a surface shader holds its shader, the properties and textures it sets by name, and the render state it states; each is compared as the two sides hold it.

argtypedescription
oldany
newany
tolany
outFindings
pathstring

compareMaterials(old: any, new: any, tol: any, out: Findings, path: string) → void

argtypedescription
oldany
newany
tolany
outFindings
pathstring

firstGeometry(inputs: any) → any

The first Geometry among a case's inputs, by input name.

argtypedescription
inputsany

frameMs( ) → number

phase(fn: () → void

Run `fn` and state what it cost: wall time, the part of it spent in `task.wait` (a read-back's frames), the CPU time left over, the frames that passed, the read-backs the substrate counted and the device dispatches `fn` queued.

argtypedescription
fn(

measureNode(node: Node, output: string, case: any) → any

What a node costs on a case, as separate numbers, from one evaluation of its graph. The evaluator plans the graph and cooks the planned nodes in step (a plan value that is a count or a list is cooked for), and counts the CPU time each node's cook spends in `stats.ms` and the read-backs each cook makes in `stats.placement`. The time in `task.wait` (`waitMs`) is a read-back's frames; it is shared between the cooks and the plan by the read-backs each made, so `cookMs` is the cooks' time with their share of the waiting taken out, and `planMs` is the rest of the evaluation (expanding the call form, lowering refs and constructs, scheduling the cooks) with the plan's share taken out. `frames` is the frames that passed, `readbacks` the read-backs the substrate counted and `dispatches` the device dispatches queued. Times are the median of `COST_RUNS` runs; counts are the last run's.

argtypedescription
nodeNode
outputstring
caseany

readbackBudget(op: string, fallback: number) → number

The read-backs a node may make: the number `parity.json` states for it under `budgets`, else what the current op makes.

argtypedescription
opstring
fallbacknumber

runComparison(scan: any, entry: any, cleanups: { () → void

argtypedescription
scanany
entryany
cleanups{ (

compare(scan: any, entry: any) → any

Run one entry's comparison: the current op and the new node on the same inputs. An `exact` entry compares counts, attribute values, bounds and a picture; a `meaning` entry checks its invariant; both compare cost. A sink entry (the case states `sink`) writes each side under its own name and compares what was written or spawned; what the sink made is removed afterwards. The result is also held in `M.results[entry.op]`.

argtypedescription
scananyThe package scan.
entryanyA parity entry whose `assess` state is `ready`.

accepting(entry: any, result: any) → any

An entry that states `decided` (the ruling that accepts the difference between the current op and its node) keeps running; the value differences it finds move from the result's findings to `accepted`, where they are reported and held to nothing. A node that raised, an input that could not be made and the cost findings stay findings. entry states one and a value difference stood.

argtypedescription
entryanyA parity entry.
resultanyWhat `compare` found.

valuesHold(result: any?) → boolean

Whether a comparison answered and found no value difference: the node ran on the case's inputs and answers what the current op answers (or what an entry's `decided` ruling accepts). A cost finding does not count; the cost is the other verdict.

argtypedescription
resultany?What `compare` found, or nil when none ran.

verdict(assessed: string, result: any?) →

What a comparison found, as two verdicts that are never read as one. `value` is `equal` (every value the current op answers is answered by the node), `differ` (a value differs, or a count, a bound or a layout), `missing` (an attribute, a layer or a column the current op answers is not on the new output), `raised` (the new node failed on the inputs the current op took), `harness` (the case's inputs could not be made, or the current op refused them), `skipped` (the new node does not exist yet, the sheet names no counterpart, or a suite holds the comparison) or `decided` (a named decision with nothing to compare, or a comparison whose value differences an entry's `decided` ruling accepts: they stand in `result.accepted`). `cost` is `within`, `over` (the cook or its read-backs exceed what the tolerances allow) or `none` (nothing was measured).

argtypedescription
assessedstringThe entry's `assess` state.
resultany?The comparison's result, or nil when none ran.

family(entry: any) → string

The family an entry is reported under: the nodebox of its first new node, else (a named decision, or an op the sheet names no node for) the prefix of the current op.

argtypedescription
entryanyA parity entry.

summary(scan: any, entries: { any }?) → any

The state of every entry as this run compared it, counted two ways: `counts` puts each entry under exactly one of `pass` (values equal, cost within), `costOver` (values equal, cost over), `differ`, `missing`, `raised`, `harness`, `skipped` and `decided` (a case whose values differ is counted under `differ` whatever it costs; `raised` and `harness` take precedence over `differ`, which takes precedence over `missing`), and `families` holds the same numbers per family with the median and the worst cost ratio (the new cook's CPU time over the current op's, at least 0.01 ms) of the cases that measured one.

argtypedescription
scananyThe package scan.
entries{ any }?Optional array of parity entries to count (a suite's own); default every entry.

decidedLines(summary: any) →

The accepted differences of a summary: one sentence per entry whose `decided` ruling accepted a difference this run found, with the ruling and the first differences.

argtypedescription
summaryanyA `summary` answer.

summaryOfRows(rows: { any }) → any

The counts and the per-family numbers of `summary`, from rows `{ op, family, value, cost, ratio }` a summary gave, or that `leftRows` read back.

argtypedescription
rows{ any }An array of rows.

leaveRows(suite: string, summary: any) → void

Leave the rows of a suite's summary where `leftRows` finds them, replacing what the suite left before.

argtypedescription
suitestringThe suite's name.
summaryanyA `summary` answer.

leftRows( ) →

The rows every parity suite left (`leaveRows`).

clearLeftRows( ) → void

Remove what the parity suites left.

summaryLines(summary: any) →

A summary as the lines a report states: the eight counts, then one line per family with its cases, those counts and the median and worst cost ratio.

argtypedescription
summaryanyA `summary` answer.

unsettledLines(summary: any) →

The entries of a summary that are not settled: one sentence each with the family, the two verdicts and the cost ratio. An entry that is skipped or decided, or whose values are equal at a cost within, is settled.

argtypedescription
summaryanyA `summary` answer.

checkCase(entry: any) →

Whether the current op accepts the case an entry states: the case's inputs are made and the op runs on them, and what it answered is released. A sink entry's op writes under its own sandbox name, which is removed afterwards.

argtypedescription
entryanyA parity entry.

suites( ) →

The suites that hold the per-op comparisons, each with the families (`family`) it answers for: the `suites` table of `parity.json`.

entriesOf(suite: string) →

The parity entries one suite answers for: those whose family (`family`) its `suites` row names, in the order `parity.json` states them.

argtypedescription
suitestringA suite name from `suites()`.

onNodesSuites(suite: string, called: { string }) →

The existing suites one of the on-nodes suites runs: the suites the `onNodes` table of `parity.json` names for it, or, for a suite it names no row for, every existing suite that calls an op and no row names (`onNodesLeft` names the suites no on-nodes suite runs: each compares an op to its own node, so on the nodes both sides are nodes).

argtypedescription
suitestringAn on-nodes suite name.
called{ string }The existing suites that call an op, from `suitesCalling` (an array of names).

refusedCases(entries: { any }) →

Whether the current op accepts the case of every entry given (`checkCase` for each).

argtypedescription
entries{ any }An array of parity entries.

standIns(scan: any, ops: { string }?) →

The stand-ins that make a current test reach the new nodes: one op-definition-shaped table per entry whose new node exists, answering the outputs the current op has.

argtypedescription
scananyThe package scan.
ops{ string }?Optional array of op ids to limit the map to.

summarize(outcome: any) → any

argtypedescription
outcomeany

runSuite(suite: any, redirect: { [string]: any }?) → any

Run one existing suite's test cases through the test framework's own runner (the suite asset's `run`, the same envelope a suite run from another suite gets), with `registry.get` answering the stand-ins in `redirect` for the op ids they name. The runner of the suite around the call is put back afterwards. `group > test` and `byDescribe` holding the counts and failures of each group (`describe`) of the suite.

argtypedescription
suiteanyThe suite name (the folder stem of its `.testSuite`) or its asset reference.
redirect{ [string]: any }?Optional table from op id to an op-definition-shaped stand-in (`standIns`).

runSuiteOnNodes(scan: any, name: string, ops: { string }) → any

An existing suite run with every op of `ops` that has a new node answered by that node, and, when that run fails a case, as it stands. The cases the redirected run fails and the plain run passes are the cases the new nodes break.

argtypedescription
scananyThe package scan.
namestringThe suite name.
ops{ string }The op ids the suite names.

report(opts: { run: boolean? }?) → any

Every current op with its new composition and where it stands, plus the suites that call it, and every library graph with the worst state among its ops. `byClass` counts them by class (`exact`, `meaning`, `gone`, `unmapped`) and state.

argtypedescription
opts{ run: boolean? }?`{ run = true }` also runs each ready entry's comparison.

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 the 199 items nearest this part. It holds more than this page lists.

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package · born here
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assettype · born here
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# Module (asset type) A module is a reusable, stateless (or globally-stateful) Luau library that other code pulls in with `require()`. Modules are the unit of factored-out logic in a world: helpers, math libraries, format parsers, registries, shared algorithms. ## When to use one - You have logic you want to share across multiple components, services, scenes, or tools. - You have a registry, lookup table, or shared cache that callers all read from / write to. - You want a stable API surface (`M.fn`) other code can depend on. If the logic is bound to one entity, use a `.component`. If you want a named UI of fields rather than functions, use a `.preset`. ## Where it lives - Source: `/zero/source/.../<name>.module/` - Identity: the source path with `/` written as `.` and each segment's type suffix dropped — `/zero/source/demo/beats.module` is `demo.beats`, and `/zero/source/kit.package/beats.module` is `kit.beats`, the container's name kept and its `.package` suffix gone. `asset.create` returns this string, `asset.resolve(...).identity` reads it back, and the `require` forms below write it as `<identity>`. - Folder shape: - `init.luau` (or `init.lua`) — module body. **Required.** Returns a table (conventionally named `M`). - `README.md` — instance-level documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** ## How to create one ```luau asset.create("module", "<name>") -- Creates: /zero/source/<name>.module/ -- init.luau (canonical `local M = {} … return M`) -- README.md (instance README template) -- `folder` places it in a subfolder of /source, and that subfolder -- leads the identity: `{ folder = "lib" }` produces `lib.<name>`. -- `into` authors it inside a resolved container (a package, a toolbox), -- whose own identity leads the same way: asset.create("module", "<name>", { folder = "lib" }) asset.create("module", "<name>", { into = asset.resolve("myPkg.package") }) ``` ## How it operates 1. **Registration.** Writing `init.luau` into a `.module/` folder indexes the asset and registers the module path with the resolver. 2. **Loading.** The first `require("<identity>")` runs the file's body and caches the returned table. Subsequent requires from anywhere return the **same table** — this is the shared-state lever for "module-local" registries. 3. **Hot reload.** Editing the file re-runs the module body and folds what it returns into the table already loaded, so that table keeps its identity: a caller that captured it with `require` reads the new source's functions and values through the reference it already holds, and a later `require` returns that same table. A key the new source drops goes away; a key something set at runtime stays. The body's own `local`s start again from their initial values, so state that must outlive an edit lives in `modules.state()` (`guides { path: "core/scripting-and-tasks" }`). 4. **Identity resolution.** A module is reached by its `<identity>`, and where the caller lives decides which spelling of it resolves. For a module in a **world**, from a caller in that same world — another module, a component, a scene entrypoint, or an `execute` chunk: - `require("<identity>")` — the identity on its own, resolved against the caller's own root. It carries every folder segment, so a module created with `{ folder = "demo" }` is `require("demo.beats")`. - `require("@root::<identity>")` — the same root-relative resolution, written out. - `require(".sibling")` — a module in the same folder, by its bare name; `..name` steps up one folder, `...name` two. Logs, stack traces and hot-reload notices name that same module `@local.source.<identity>` — its key under the world source root. The `<identity>` tail of that key is the form above, so a trace reading `@local.source.demo.beats` is `require("demo.beats")`. For a module in a **library** — content under `/zero/source/libs/@<lib>/` — `@<lib>::` addresses that library's root from anywhere: `require("@builtin::modules.transform")`. Mounting a world as a library moves its files under such a root and flips the caller root to `@<lib>::`, which is what keeps the root-relative forms above resolving across the move. ## Discovery - `asset.list("module")` — every registered module. - `asset.inspect("<name>")` — public functions, source path, this type README. - `ls /zero/source/<name>.module` lists the files the folder holds. ## Authoring conventions - Return a single `M` table from `init.luau`. Top-level statements with side effects run on first require — useful for one-time initialization, dangerous if they touch the engine before it's ready. - Write exported functions as `typed function`, not `function`: the argument types are enforced at the call and the checker knows the signature, so a caller's mistake is reported where they made it. - Annotate exported functions with `--!desc` / `--!arg` / `--!return` / `--!example` so the LSP, `tools.list`, and `asset.inspect` surface them. A function with no `--!desc` is reachable only by someone already reading this file. - Declare a VALUE with `Field.<kind>(default, mode, description)`, and a table whose members are reached through a metatable with `--!members <TypeName>` — the latter gives the surface its accepted member set, its type, and its documentation from one table. See `guides { path: "core/authoring" }` for all four rules and `modules/api/engine/entity.module/members.module` for a worked member table. - Keep module state in module-local upvalues or in `modules.state()`. Globals leak across reloads. Module-locals start again from their initial values with each hot reload; the table `modules.state()` returns is the same table on both sides of every reload. - Prefer focused modules over kitchen-sink modules. If two halves of a module have no shared state, split them. ## Common pitfalls - **Cyclic requires.** A `require` chain that loops will return the partial table (the half built before the cycle was detected). Design for one-way dependencies. - **Engine-time side effects.** Don't `entity.spawn` at module top-level — the engine may not be ready. Expose an `M.init` and call it from a scene entrypoint. - **Hot-reload + module-local cache.** A module that caches expensive computation in upvalues loses that cache on reload — fine for dev, but be aware in performance work. - **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical. - **Writing one while play runs.** A `/source` write made while play is running lands on the play shadow, and a guarded play-exit discards it unless it is kept. One `.module` write shadows `init.luau`, the `README.md` and the `.metadata` together. `vfs.write(path, bytes, { durable = true })` skips the shadow, and `vfs.promotePlayShadow` keeps what is already on it — the `core/vfs` guide has the model and what each route costs. ## Related types - `.component` — for entity-bound state + lifecycle hooks. - `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider. - `.tool` — for a single agent-callable function with a YAML schema. - `.package` — to group several modules + components + scenes into one shippable folder. ## In the Inspector Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
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# postReference_focusBars Four rows of bar pairs, 8 pairs across the top row and doubling on each row below: the focus chart a depth-of-field reading is taken off. Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
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computeshader · born here
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# loops_cut Finds where each ring and chain of linked edges starts and ends. Stage 0 marks the first edge of every list (a chain's head, a ring's smallest edge); stage 1 makes the edge before each first edge the end of its list. The lists that result are what `jump` ranks. See `loops` for the whole sequence. Over a live count (`COUNT=device`, see the abi README) the edges are the first `domain_count` slots of a capacity `n`, and the `n` param is not read. A slot past the live edges is no head (`head` 0) and ends its own list (`cut` is the slot itself). It binds 7 storage buffers (6 in the plain variant).
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# postReference_skyRamp A sky-blue ramp of light from 0.02 to 0.6 across: a clear sky's gradient. Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
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computeshader · born here
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# hash The first step of a spatial hash over a run of points: the bucket of the cell each point stands in. The sort kernel orders the points by bucket, and `hash_starts` then states where each bucket's points start and end in that order. The keys, the order and the bucket spans, with the cell size, are the index `hash_count`, `hash_nearest` and `hash_gather` search. Exact: the same points give the same keys. Over a live count (`COUNT=device`, see the abi README) `n` is the capacity and the first `domain_count` slots are live. A slot at or past the live count holds the key `0x7fffffff`, which is past every bucket: the sort (over the same live count, or over the capacity) places it after every live key, and `hash_starts` over the capacity states every bucket's span over the live points only. It binds 3 storage buffers (2 in the plain variant).
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# volumetrics Volumetric (3D-texture) rendering, end to end, in one package. Built entirely on the engine's generic `compute.*` GPU primitives — no Rust changes are needed to author new volumetric content. ## Layout | Asset | Identity | Role | |---|---|---| | `Volume.component` | `@builtin::systems.volumetrics.Volume` | Attach a 3D voxel texture to an entity; raymarches it through the entity's transform AABB. | | `VolumetricSky.component` | `@builtin::systems.volumetrics.VolumetricSky` | Singleton procedural cloud layer with TAA. | | `ParticipatingMedium.component` | `@builtin::systems.volumetrics.ParticipatingMedium` | Mark an entity as fog/smoke/dust that attenuates the light passing through it. | | `mediaTransmittance.module` | `@builtin::systems.volumetrics.mediaTransmittance` | Light-space optical-depth map: the registry, the settings, and the basis the map is built in. | | `mediaShadow.renderFeature` | `@builtin::systems.volumetrics.mediaShadow` | Builds the optical-depth map and attenuates each surface by the density in front of it. | | `volume.module` | `@builtin::systems.volumetrics.volume` | Builders (`noise`/`sphere`/`box`/`wrap`) + the `.zvol` header reader + occupancy + brick paging + the per-entity raymarch dispatch. | | `VolumeSequence.component` | `@builtin::systems.volumetrics.VolumeSequence` | Play an open volume sequence through an entity's transform AABB. | | `volumeSequence.module` | `@builtin::systems.volumetrics.volumeSequence` | A run of `.zvol` frames streamed through a fixed ring of resident volumes. | | `volumeDemos.module` | `@builtin::systems.volumetrics.volumeDemos` | Shared pipeline for the showcase scenes (fill + emissive raymarch + composite). | | `volumetricSky.module` | `@builtin::systems.volumetrics.volumetricSky` | Cloud volume + raymarch + TAA + composite orchestration. | | `shaders/*.shader` | `@builtin::systems.volumetrics.shaders.*` | `volume_raymarch`, `volume_pages`, `volume_pack`, `cloud_noise[_v3/_v5]`, `cloud_raymarch[_v3/_v4/_v5]`, `cloud_taa`. | | `importers/vdb_to_zvol.importer` | (auto-discovered) | `.vdb` → dense `.zvol` via the `openvdb` WASM plugin (procedural fallback when the plugin isn't loaded). | | `presets/cumulus_default.preset` | `@builtin::systems.volumetrics.cumulus_default` | Canonical full `VolumetricSky` weather preset. | | `demo/*.scene` | `@builtin::systems.volumetrics.demo.*` | `sdf_solids`, `smoke_plume`, `nebula`, `godrays`, `zvol_viewer`, `sky`. | ## Path convention — fully-qualified builtin identities Every intra-package reference uses the asset's fully-qualified builtin identity, the same convention every other builtin package follows: ```luau local Volume = require("@builtin::systems.volumetrics.volume") local Sky = require("@builtin::systems.volumetrics.volumetricSky") local V = require("@builtin::systems.volumetrics.volumeDemos") -- shader identities, e.g. asset.resolve("@builtin::systems.volumetrics.shaders.volume_raymarch") ``` Qualified identities are caller-independent: they resolve identically from a module, a scene entrypoint, or a component. Caller-relative (`.sibling`) requires are deliberately avoided here because the component runtime caller identity is `@builtin::components.<Name>`, so a `.sibling` require from a component resolves against the wrong root. (An earlier revision of this package used a `~volumetrics` package-root alias for relocatability; that alias is not resolvable on current main, so the package uses qualified identities throughout.) ## Usage ```luau -- Per-entity volume. The component resolves the name through `Volume.get`, -- so a volume paged into a brick pool renders from the pool under the same -- name: local Volume = require("@builtin::systems.volumetrics.volume") local cloud = Volume.noise({ name = "cloud", size = 64, scale = 4 }) cloud:buildSparse({ brickSize = 8 }) cloud:releaseDense() entity(id).component.add("Volume", { volumeName = "cloud", density = 6.0 }) -- Procedural sky: local sky = entity.spawn("sky") sky.component.add("VolumetricSky", {}) preset.apply("cumulus_default", { entity = sky.id, component = "VolumetricSky" }) -- VDB import: drop a `.vdb` into the VFS; the importer writes a `.zvol` -- alongside it. Load it with the zvol_viewer demo scene. -- Animated run: one `.zvol` per frame, played through a bounded ring. local Seq = require("@builtin::systems.volumetrics.volumeSequence") Seq.open({ name = "plume", frames = framePaths, resident = 3, fps = 24 }) entity(id).component.add("VolumeSequence", { sequenceName = "plume", density = 6.0 }) ``` ## Plugin dependency The VDB importer delegates real OpenVDB parsing to the `openvdb` plugin in the builtin library, `@builtin::plugins.openvdb`. Without the plugin the importer falls back to a deterministic procedural torus so the pipeline stays functional.
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# search Binary search of a run of queries in a sorted column: the pick of a value from a cumulative distribution, the segment of an arc length. | Specialize | Options | Meaning | |------------|---------|---------| | `T` | `f32`, `i32` | the scalar the column and the queries hold | | `SIDE` | `lower`, `upper` | which boundary a query answers | `lower` answers the first place whose value is not below the query, `upper` the first place whose value is above it, and both answer the length of the column when no place qualifies. The greatest place whose value is not above a query is `upper - 1`; with the cumulative sums of a run of weights, `upper` of a draw in `[0, total)` is the index of the weight it lands in. The column bound as `sorted` is the sorted run, every element of it. One thread per query; the dispatch size `n` is the number of queries. Exact: a search reads the column and nothing else, so the same inputs give the same answers on every dispatch.
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# gather Builds a column from another column and a run of indices: element `i` of the result is element `index[i]` of `src`. An index below 0 or past the end of `src` gives zeros. The element type is the `T` specialization (`f32`, `i32`, and two to four lanes of either); a three-lane column is read and written tightly packed, twelve bytes an element. Dispatch over `n`, the number of indices. Exact: each result element has one writer. Over a live count (`COUNT=device`, see the abi README) `n` is the capacity and the first `domain_count` slots are live: a slot at or past it holds zeros. It binds 4 storage buffers (3 in the plain variant), and `dst` holds `n` elements.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# contour_cells Whether each cell of a grid of samples straddles the surface: its eight corner samples are not all on one side of zero. `flag[c]` is 1 for a straddling cell and 0 otherwise, the keep mask `compact` turns into the list of cells that own a vertex. Dispatch over the cells. Exact: each flag has one writer.
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# Chrome A polished chrome surface built on the `pbr` shader — fully metallic (`metallic: 1.0`) with a bright near-white base colour (`0.95, 0.95, 0.97`) and very low roughness (`0.05`) for mirror-sharp reflections. Opaque, back-face culled, instanced, with the `_METALLICSPECGLOSSMAP` keyword enabled. ## Inputs - `colors.base_color` (`0.95, 0.95, 0.97, 1.0`) — bright, faintly cool chrome tint. - `floats.metallic` (`1.0`) — fully metallic. - `floats.roughness` (`0.05`) — near-mirror sharpness. - `textures.base_color_texture` (`default:white`): the white base texture the colour multiplies against, so the surface renders `base_color` alone.
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# pbr_layered A surface composed from two complete PBR layers: a base, and a top layer laid over it wherever coverage says so. Rust over painted metal, snow over rock, mud over a vehicle, wear over a finish. Pre-blending those into one texture set bakes the coverage in — it can no longer change at runtime, and every entity wearing the material wears it identically. Here both layers keep their own shading inputs and coverage is evaluated per fragment, so the same material can be pristine on one entity and ruined on the next. ## Coverage Coverage is the product of three terms, each neutral by default: | term | property | what it is for | |---|---|---| | mask | `top_mask_texture`, `top_mask_channel`, `top_mask_contrast` | *where* the top layer gathers — creases, edges, upward faces | | material | `top_coverage` | *how far* the look has progressed, for every entity sharing the material | | instance | `top_instance_lane`, `top_instance_component` | how far for *this* entity | `top_coverage` defaults to 0, so a material that sets nothing renders as its base layer alone. `top_mask_contrast` shapes the mask: 1 is a linear ramp, higher values pull the top layer back into the mask's brightest areas, which is what makes rust and snow gather in creases instead of washing evenly over everything. ## Driving it per instance Point the material at an `instanceData` lane, then write that lane per entity: ```lua -- material: top_instance_lane = 0, top_instance_component = 0 local clean, rusted = entity.find("barrel_a"), entity.find("barrel_b") if clean and rusted then renderer.instanceData.set(clean, 0, 0.1) -- nearly clean renderer.instanceData.set(rusted, 0, 0.9) -- heavily rusted end ``` Both entities share one material and one draw path; only the lane differs. ## Texture slot budget WebGPU guarantees 16 sampled textures per fragment stage and the engine's group(0) already holds several. This shader declares **9**, which leaves room for those plus a margin. Two full five-map layers would not fit, so the top layer carries the three maps that make it read as a different material — albedo, roughness/metallic, normal — and takes occlusion and emissive from the base. Layer count is **two**. The cost is fixed and predictable: both layers are always sampled, and coverage selects between their inputs rather than branching. ## Why the inputs blend rather than the results Lighting each layer separately and adding puts more energy back out than arrived, so a half-covered surface would read brighter than either layer alone. Interpolating the shading inputs and lighting once cannot do that.
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# Snow Particle A soft, cold-white flake surface for falling-snow particle effects — a near-white base colour (`0.95, 0.97, 1.0`) with a cool blue-grey emissive glow (`0.25, 0.3, 0.4`) so flakes stay faintly visible in shadow. Transparent, double-sided (`cull: none`), and drawn in the transparent queue (`3000`). Built on `@builtin::shaders.snow_material`. ## Inputs - `colors.base_color` — the cold-white flake tint. - `colors.emissive` (`0.25, 0.3, 0.4`) — cool self-illumination that keeps flakes readable in dark scenes. - `floats.roughness` (`0.8`) — matte, non-glossy flakes. - `floats.metallic` (`0.0`) — fully dielectric.
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# abi_scale Multiplies every element of src by the scale param into dst, one element per invocation.
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# `referenceChart` surface shader A reference chart drawn on a surface, unlit: each point holds light its properties and its UV state, so a picture of the surface is measured against known input. The post-verification reference scenes (`@builtin::scenes.postReference.*`) are built from its materials (`@builtin::materials.postReference.*`). | `pattern` | Draws | |---|---| | 0 | A grey wedge: one column per whole stop from `evMin` to `evMax`, each middle grey (0.18) at that stop. | | 1 | The 24 ColorChecker Classic patches, 6 x 4, each its published sRGB value read as linear reflectance. | | 2 | A ramp from `low` at u = 0 to `high` at u = 1. | | 3 | A Siemens star of `frequency` spokes, `high` on `low`. | | 4 | A checker `frequency` cells across, `low` and `high`. | | 5 | Focus bars: four rows of bar pairs, `frequency` pairs across the top row, doubling on each row below. | Every pattern's light is multiplied by `color` and `gain`. UV (0, 0) is the surface's top-left, as the front face of `@builtin::meshes.cube` maps it.
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# compute_fft_scale Inverse-FFT `1/N` scale pass: divides every complex sample by the per-line N. Run after the inverse FFT stages. Used by `nx.gpu.fft*`. Bindings (see bindings.yaml): `data` (read_write `array<vec2<f32>>`), `params` (read `array<f32>` — `[total_elements, inv_scale]`). Usage: dispatch by identity with `compute.dispatch("@builtin::shaders.compute_fft_scale", ...)` — it resolves to the shader's stable guid and auto-compiles on first use (no setup).
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# Gold Polished gold — a fully metallic PBR surface with a warm yellow base colour (`1.0, 0.84, 0.0`) and low roughness (`0.25`) for bright, sharp reflections. Built on `@builtin::shaders.pbr`. ## Inputs - `colors.base_color` — the gold tint. - `floats.metallic` (`1.0`) — fully metallic. - `floats.roughness` (`0.25`) — sharpness of the reflection; raise for a brushed look.
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# abi_inout Writes src doubled into dst, or adds src to the dst it is bound when mode is 1.
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# Checkerboard A procedural checkerboard pattern rendered by `@builtin::shaders.checkerboard`, alternating a red base colour (`1.0, 0.2, 0.2`) with a blue emissive colour (`0.2, 0.2, 1.0`). Opaque and non-metallic (`metallic 0.0`) at mid roughness (`0.5`) — useful as a UV / scale test surface. ## Inputs - `colors.base_color` — the red square colour. - `colors.dark_color` — the blue square colour. - `floats.roughness` (`0.5`) — diffuse spread on the lit squares. - `floats.metallic` (`0.0`) — dielectric surface.
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# Custom Textured A textured opaque surface built on `@builtin::shaders.custom_material`, sampling the `array_texture` builtin over a warm peach base colour (`1.0, 0.8, 0.6`). Non-metallic (`metallic 0.0`) at mid roughness (`0.5`) — a worked example of pairing a custom shader with an array texture. ## Inputs - `textures.base_color_texture` (`@builtin/textures/array_texture`) — the sampled array texture. - `colors.base_color`: the warm peach colour the texture is multiplied by. - `floats.roughness` (`0.5`) — diffuse spread. - `floats.metallic` (`0.0`) — dielectric surface.
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# Sky Procedural A fully procedural atmospheric sky with a day/night cycle, built on `@builtin::shaders.procedural_sky`. Renders with no culling and no depth write behind all geometry (queue `1000`), computing gradient, sun, moon and stars analytically from its parameters — no texture required. ## Inputs - `properties.zenith_color` / `horizon_color` / `ground_color` — the atmospheric gradient from overhead (`0.1, 0.3, 0.6`) through the horizon (`0.5, 0.7, 1.0`) to the ground (`0.3, 0.25, 0.2`). - `properties.sun_intensity` (`20`) / `sun_size` (`0.02`) — brightness and disc size of the sun. - `properties.turbidity` (`4`) — atmospheric haze / scattering density. - `properties.stars_intensity` (`1`) / `moon_size` (`0.03`) — night-sky star brightness and moon disc size.
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# `fog` post-process shader Depth-keyed distance haze. `pp.add(name, "fog", { density = ..., color = { r, g, b } })` registers it, and `asset.resolve("@builtin::shaders.post.fog", "shader"):getProperties()` reads the knobs below before it is added. The pass reads the scene depth already drawn at a pixel, turns it into a distance in metres with `zero_linear_depth(d, near, far)`, and mixes the frame toward `fogColor` by `1 - exp(-distance * density)` — an exponential falloff, so density sets how many metres of air it takes to reach the fog colour. `near` and `far` are the planes the frame was projected through. They are what a stored depth is turned back into metres by, so they belong to the camera the scene was drawn with rather than to the look: setting them to something the camera does not use moves every surface's distance and with it the whole haze. | Property | Meaning | |---|---| | `density` | Falloff rate. 0 leaves the frame untouched. | | `fogColor` | The colour a fully fogged pixel reaches. | | `near` | The scene camera's near plane, in metres. | | `far` | The scene camera's far plane, in metres. |
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# Sky Cubemap A cubemap sky/environment background built on `@builtin::shaders.cubemap_sky`. Renders with no culling and no depth write behind all geometry (queue `1000`), sampling the built-in `Ryfjallet_cubemap` with adjustable rotation and exposure. ## Inputs - `textures.sky_texture` — the cubemap sampled as the sky (`Ryfjallet_cubemap`). - `floats.rotation` (`0.0`) — yaw rotation of the sky around the vertical axis. - `floats.exposure` (`1.0`) — brightness multiplier applied to the sampled colour.
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# compute_add_vectors Reference compute shader that adds two float arrays element-wise into a third — the multi-buffer pattern with read-only inputs. Bindings (see bindings.yaml): `a` (read), `b` (read), `result` (read_write) — all `array<f32>`. Usage: dispatch by identity — it resolves to the shader's stable guid and auto-compiles on first use (no setup): `compute.dispatch("@builtin::shaders.compute_add_vectors", { buffers = { "a", "b", "result" }, workgroups = { 1, 1, 1 } })`.
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# map The per-element kernel: `dst[id] = TEMPLATE` over `n` elements. The template is a WGSL expression over `p` (the element's position), `id`, the numbers `u_get(k)` and the columns of the `cols` table; the preludes `rand`, `noise` and `color` supply the functions a template calls. `fieldc.mapSpec` writes a chain of field templates as one function, so a chain of any length is one dispatch. Specialize `T` (f32, i32, vec2, vec3 or vec4 of f32), `TEMPLATE`, and optionally `PRELUDE` and `POSITION`. Bind `cols` (a table from `compute_abi.table`) and `u`. The output `dst` holds `n` elements of `T`, tightly packed. ```luau local program = ref:program() local variant = program:variant({ specialize = { T = "f32", TEMPLATE = "zero_rand(7u, id)", PRELUDE = '#include "@builtin::systems.procgen.kernels.rand"' } }) local run = variant:run({ n = 64, inputs = { cols = emptyTable, u = numbers } }) ``` `fieldc.evaluate(field, domain)` runs a Field through this kernel and answers the Column it wrote. Leaves of i32 runs are read through `cols_i32` and a read past a run's end reads its last element.
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# lightCookies Projects an authored image through a spot light's cone — a gobo, window blinds, a headlight cutoff, a projector pattern. ## How it divides up The renderer already projects a texture through a spot's frustum. At each shaded point it reads `zero_feature_texture(uv, cookieLayer)`, with `uv` from that point's position in the light's own clip space, and multiplies the cone by what it finds. `SpotLight.cookieLayer = -1` means no cookie. What the renderer does not decide is what goes in the layer. That is this package: resample an authored image into one full layer of the shared feature-texture array, and point a spot at that layer. ## Using it ```luau local lightCookies = require("@builtin::systems/lightCookies.package/lightCookies") -- Size the array once for every layer the scene will use. lightCookies.configure({ resolution = 256, layers = 4 }) lightCookies.project(lampId, "/textures/cookies/window_blinds.png", { layer = 0 }) ``` Or attach a `LightCookie` component next to the `SpotLight` and author `texture` / `layer` / `gain` / `tint` on it. `lightCookies.clear(lampId)` stops the projection; the layer keeps its contents. ## When a fill lands `fill` and `project` queue the fill and return its layer at once. The module's own loop writes it over the frames that follow: the rasterize is issued on the next frame and the copy into the layer on the frame after, and the fill is written once `renderer.featureTexture.state().fills` reports the copy landed in its layer, one fill at a time in the order they were asked for. The loop belongs to the module, so a fill lands even when the code that asked for it (a one-shot script, a task scope, a component that is destroyed) has ended. `lightCookies.status(layer)` reports where the last fill of a layer stands: ```luau local s = lightCookies.status(0) -- s.state: "queued" | "rasterizing" | "copying" | "written" | "refused" -- s.reason: why a refused fill was refused, in the engine's words -- s.filled: whether renderer.featureTexture.state().filled lists the layer ``` `status` reads a fill `"written"` from the first reading of the array that reports its copy landed, so `s.state` and `s.filled` agree whichever of the module's loop and the reader runs first in a frame. A fill names a layer below the count `configure` sized the array to; one past it is refused at the call, which returns nil and the reason. A fill that cannot land once it is on its way (the GPU refuses its rasterize because its image was given back first, a later `configure` left the array without its layer, or its copy never reached the array) reads `"refused"` with the reason, and is also logged as a warning. A `LightCookie` component whose fill is refused at the call, such as one authored before the scene's `configure` has sized the array, asks again each time `configure` sizes it. `lightCookies.observe().configurations` counts those calls for code of its own that does the same. `lightCookies.observe()` reports how many fills are waiting, the one in progress, and the loop's own counters. ## An empty layer puts the light out The cone is multiplied by what it reads from its layer, so a spot pointed at a layer nothing has filled renders black rather than plain. `project` fills before it points the light, which is the order that keeps the cone lit; if you set `SpotLight.cookieLayer` by hand, fill that layer first. ## The array is shared, and sizing it is explicit The feature-texture array is one resource that every feature using `zero_feature_texture` draws layers from, and it has no allocator: sizing it zeroes every layer, including layers another feature owns. So this package never sizes it as a side effect of setting a cookie, and `layer` is authored rather than assigned. `lightCookies.configure` is the one call that resizes, made once by whoever knows what else in the scene wants layers. A scene that also bakes global illumination shares this array with the lightmap atlas. Size it for both, and give cookies layers above the ones the bake fills. ## A cookie fills a whole layer The cone's lookup runs over the layer's entire `uv` range, so an image is resampled to the layer's extent rather than placed in a corner of it. One layer carries one cookie. ## Alpha The source's alpha is how much of the pattern applies. At alpha 0 the cone passes through unmodulated, so a fully transparent image is a no-op rather than a black cone.
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# compute_snow_terrain GPU heightmap generation for a snowy mountain landscape. One thread per `(x, z)` column, emitting a single `f32` height per cell. Uses multi-octave FBM for hills, ridge noise for peaks, and a radial bowl to frame a mountain valley. Bindings (see bindings.yaml): `params` (read `array<f32>` — `[gridSize, worldExtent, seed, mountainScale, baseHeight, ridgeStrength, ...]`), `heights` (read_write `array<f32>`, indexed `[z * gridSize + x]`). Usage: dispatch by identity with `compute.dispatch("@builtin::shaders.compute_snow_terrain", ...)` — it resolves to the shader's stable guid and auto-compiles on first use (no setup).
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# Default Unlit A flat, unlit surface that renders its base colour directly with no lighting response, built on the `unlit` shader. Uses a white base colour (`1.0, 1.0, 1.0`) over the `default:white` texture with `emissive` (`1.0`) for full brightness — the go-to default for UI, gizmos, and debug geometry that must stay legible regardless of scene lighting. ## Inputs - `colors.base_color` — the flat colour shown directly. - `textures.base_color_texture` (`default:white`) — the white base texture the colour multiplies against. - `floats.emissive` (`1.0`) — full, lighting-independent brightness.
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# concat Joins one attribute of several geometries into one column. `sources` is a column table with one column per geometry, in order; `desc` says where each geometry's elements start in the result, how many it has, how far to shift each word of a linkage column, and whether the geometry holds the attribute at all. Where it does not, its elements take the default stated in the first four words of `desc`. Linkage is a shift: `vertex.pt` takes the number of points before the geometry, `primitive.vstart` the number of vertices before it. Any other attribute shifts by 0. A node joins a whole geometry by running the kernel once per attribute of the union of the geometries' attributes. Dispatch over `n`, the elements of the joined domain. Exact: each result element has one writer.
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# restirLighting Direct light from many small sources at a cost that does not grow with how many there are. A shading pass that loops every light pays for every light at every pixel, which is why the number of lights has to be capped. Resampled importance sampling breaks that link: each pixel draws a few candidates, keeps ONE of them with a probability proportional to what it would contribute, and carries a weight that makes the survivor stand for the whole set. What it keeps is then reused — by its neighbours this frame, and by itself on the next one — so the set a pixel effectively samples keeps growing while the number of candidates it draws stays where you put it. A cave of glowing crystals, a street of practicals, a control room of indicator lamps: hundreds of sources, and each pixel looks at about a dozen. ## Using it Put an `EmissiveSource` on the geometry that glows: ```lua local id = entity.spawn("crystal", { position = { 2, 1, 0 } }).id entity(id).component.add("EmissiveSource", { color = { 0.3, 0.8, 1.0 }, intensity = 8.0, radius = 6.0, size = 0.4, }) ``` Or register sources from a script, which is how a generated scene does it: ```lua local restir = require("@builtin::systems.restirLighting.restirLighting") for i = 1, 400 do restir.set(`lamp{i}`, { position = { math.random() * 60 - 30, 1.5, math.random() * 60 - 30 }, color = { math.random(), math.random(), math.random() }, intensity = 4.0, radius = 5.0, }) end ``` The pass starts with the first source and stops with the last. Settings are on `restir.configure`, or on a `ResampledLighting` component for a scene to author: ```lua restir.configure({ candidates = 16, spatialSamples = 6 }) ``` ## What a pixel pays `candidates + spatialSamples + 1` evaluations, reported by `restir.perPixelCost()`. None of those terms is the source count. The estimate is formed on a grid of one cell per 2x2 pixels (`resolution = "full"` gives every pixel its own cell), across four passes: | Pass | Runs over | Does | |---|---|---| | `restir_sample` | grid cells | draws `candidates` sources at random, resamples to one, merges the cell's own history | | `restir_spatial` | grid cells | borrows from `spatialSamples` neighbours, each evaluated against this cell's surface | | `restir_resolve` | pixels | shades the chosen source with the pixel's own normal, roughness and albedo | | `restir_denoise` | pixels | averages that light over the cells around the pixel and composites it | Which source to look at is a low-frequency decision a cell of pixels can share. What the surface does with it is not, and is computed per pixel. One source per cell is correct on average and different from its neighbour, which is the grain a single sample carries. `restir_denoise` averages across the cells around a pixel, weighing each by how nearly its surface is this one, so the estimate keeps its value and loses its variance. `mode = "reference"` replaces the reservoir lookup with a loop over every registered source at every pixel. That is the picture the resampled mode is estimating and the cost it is measured against — the same shading, the same filter and the same composite, so the two are comparable directly. ## Temporal reuse A cell keeps its reservoir across frames and merges it with the fresh candidates, so a good find keeps paying after the frame that made it. The stored world position is what says the cell is still looking at the same surface; a camera move or an occluder passing in front fails that test and the history is dropped rather than smeared. `historyCap` bounds how many candidates the history is allowed to stand for. Without it a converged cell would outvote every new candidate forever and a lighting change would never work its way out. At the default of 20 a change is absorbed over roughly twenty frames. Removing a source, or turning its `intensity` down to 0, releases it; the pass stops with the last one. ## Where it sits Sources registered here are additional to the lights the engine holds rows for. The passes run in `afterLighting` at orders 80-84 and add to the scene as it was drawn, reading position, normal, albedo and metallic-roughness back out of the G-buffer. A source lights every surface within `radius` that faces it, along the straight line between them. ## One frame, several targets A render feature's `render` runs once a frame, and the passes it enqueues run once per render target — the window, an offscreen capture, a camera rendering to a texture. Each pass therefore reads the frame size out of the textures it is handed and works out its own cell grid, so every target resamples at its own resolution. A reservoir carries the grid width it was written under, which is what stops one target's history being read as another's. The reservoir buffers are sized to the widest grid any target has asked for. A target wider than they have yet been sized for reports the grid it needed, and the frame after that covers it. ## Reading what it did `restir.stats()` returns the counters the passes keep on the GPU for the most recent frame a read-back has landed for, carrying that frame's number so a repeated read is distinguishable from a fresh one. `meanWeight` is counted in sixteenths with each cell capped at 16 so the total fits a 32-bit counter; `peakWeight` alongside it is exact to a thousandth, and is where an estimator that has come loose shows first.
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# grid Reads and writes a field of cells in one kernel. The field is a Grid (one tile, no apron, x fastest, `lanes` values per cell) or a Raster (tiles with aprons, one batched dispatch) through the layout in `tile_layout`. - sample (`MODE sample`): the field at positions, nearest or trilinear, held to the edge cell past the field. Reads each cell from the tile that owns it. - write (`MODE write`): a patch of values blended into the field (replace, add, max, min, multiply, optionally weighted per cell). Every tile that holds a cell as core or apron receives it, so apron copies agree. The patch window is stated in field cells and may reach past the field (negative origin, or a size beyond the cell counts): a stored cell a border tile holds past the field takes the patch where the window covers it. - stencil (`MODE stencil`): per stored cell, a neighbour at an offset, slope in degrees, curvature (the laplacian over x and z) or the gradient, with neighbour reads held to the tile's own stored edge. Slope and curvature are the terrain mask's. `MODE`, `SAMPLING` (nearest, trilinear), `STENCIL` (offset, slope, curvature, gradient) and `BLEND` (replace, add, max, min, multiply) are specializations. `determinism: exact`: each output element has one writer. The bindings a mode does not use take any buffer that is not bound elsewhere in the dispatch.
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# topology Mesh edit operations over a geometry's linkage (`vertex.pt`, `primitive.vstart`, `primitive.vcount`), selected by the `OP` specialization (`split_edge`, `collapse_edge`, `insert_face`, `delete_face`, `split_vertex`), each stage by `STAGE` (`count`, `write`): split an edge (insert a point), collapse an edge (merge two points and drop the faces that degenerate), insert a face, delete a face, split a vertex (give a group of corners a point of their own). Each operation runs in two stages with an exclusive prefix sum between them. Stage 0 writes `cnt`, how many output vertices each primitive contributes (each vertex, for split vertex). The prefix sum of `cnt` is `off`. Stage 1 writes the output vertices' points (`o_pt`) and where each came from (`o_src`). The output primitives are `off` as run starts and `cnt` as run lengths; a primitive with an empty run is gone, and the select node removes it. The shader's header states the records each operation reads. The operation's records come from the edge table: for split edge, the point for each split edge gathered to the vertex slots through `edges`' side slots (both faces of an edge name the same point); for collapse, the point each point becomes, from an independent set of edges. The point an inserted vertex or a split vertex stands for is carried by the output maps: `o_src` names the vertex whose attributes an output vertex takes (negative when it is new, with ~v the vertex a split inserted after), and the compaction of the records names each new point's source. Integers are 32-bit words, exact.
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# grass_material.shader Grass, shaded root to tip with per-blade colour variation and a soft half-lambert wrap. The colouring reads `uv.y` as height along a blade — 0 at the root, 1 at the tip — and darkens the roots while warming the tips. Per-blade variation comes from a hash of the fragment's world xz on a 10 cm grid, so every fragment of one blade shares a seed and neighbouring blades drift apart in hue and brightness. The lighting is a diffuse half-lambert wrap kept below saturation, so this shader returns its own final colour instead of a PBR surface. `sway` is how far the vertex stage bends each vertex along its blade, and it is what tells this shader that its mesh is a blade mesh: the bend scales with `uv.y²`, so a vertex at the root holds still while the tip swings hardest. It defaults to 0, at which every vertex arrives where the mesh put it — a material that leaves it there shades a surface without moving it. `@builtin::materials.grass` is that ground surface; `@builtin::materials.grass_blades` sets `sway` to 1 for a blade mesh. ## Properties - `base_color` — the grass green the root→tip gradient is built from. - `sway` (`0`..`4`, default `0`) — how far each vertex bends along its blade.
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# contour_triangles Each kept quad as two triangles: `pt` holds, per quad, the vertex numbers of its corners (`a b c`, `a c d`), and `vstart` the position of each triangle's first corner in `pt`. Slot `n` of the dispatch is the `n`-th quad `edges[n]` names, so the quads are numbered in edge order. Dispatch over the kept quads. Exact: each slot has one writer.
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# Emissive White A bright white light-emitting PBR surface built on the `pbr` shader with the `_EMISSION` keyword enabled. A white base colour (`1.0, 1.0, 1.0`) paired with a strong `emissive` (`20.0`) makes it glow and drive bloom — well suited to light fixtures, emitters, and glowing accents. Non-metallic (`metallic 0.0`) at mid roughness (`0.5`). ## Inputs - `floats.emissive` (`20.0`) — high emission strength that produces the glow. - `keywords: _EMISSION` — enables the emissive path in the PBR shader. - `colors.base_color` — the white surface and emission colour. - `floats.roughness` (`0.5`) — diffuse spread on the lit surface.
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# gpuSort A stable least-significant-digit radix sort, run entirely on the GPU, over a caller-owned array of u32 keys. The three passes here are the body of one radix digit. They read a key array and a permutation and write a new permutation; they never touch whatever the keys describe, so any subsystem with a key per item can drive them. The caller supplies the keys, the identity seed, the per-pass constants and the dispatch sequence. ## One pass | Order | Shader | Dispatch | |-------|--------|----------| | 1 | `radix_hist` | one workgroup of 256 per 256 items | | 2 | `radix_scan` | `{ 1, 1, 1 }` | | 3 | `radix_scatter` | one workgroup of 256 per 256 items | Each pass sorts on one 8-bit digit and keeps the relative order of items sharing that digit, so `ceil(bits / 8)` passes over the low digits upward compose into a total order on `(key, item index)`. ## Driving it The caller owns six buffers: the keys, two permutation buffers the passes ping-pong between, the digit histogram (`ceil(count / 256) * 256` entries) and one constants buffer per pass. A pass reads its constants as | Word | Meaning | |------|---------| | `[0]` | item count | | `[1]` | block count, `ceil(count / 256)` | | `[2]` | this pass's digit shift — `0`, `8`, `16`, `24` | | `[3]` | `1` on the last pass, `0` otherwise | | `[4]` | the key a dropped item carries | Every value is fixed for the life of the sorted array, so the constants are written once rather than re-uploaded per frame. Each pass flips which buffer holds the permutation, so the parity of the pass count decides where the caller seeds the identity for the last scatter to land in the buffer the consumer reads. An item the caller wants dropped takes a key at or past `[4]` — one past the last real key — which parks it in the tail of the permutation; the last pass resolves it to `0xffffffff`, and the consumer reads that as "this slot draws nothing". A fixed dispatch size with a degenerate tail is what lets a consumer issue a constant draw with no read-back and no indirect arguments.
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# rt_ao_apply Multiplies the denoised occlusion into the scene colour. ## Bindings | name | kind | |------|------| | `scene_color` | `texture2d` | | `ao_clean` | `texture2d` | | `applied` | `storage2d (rgba16f)` |
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# sort A stable radix sort of a column's keys into a permutation: place `s` of `perm` holds the index of the element that sorts `s`-th, so a gather by `perm` puts any column in key order. | Specialize | Options | Meaning | |------------|---------|---------| | `KEY` | `f32`, `i32` | the scalar a key holds | Elements with equal keys keep their run order, in both directions (`params.descending` 1 sorts from the greatest key down), and `-0` and `+0` are one key. The sort works 4 bits of the key at a time from the least significant up, and a pass whose digit is the same in every key is skipped, so a run of keys inside a narrow range takes fewer passes. `work` is the sort's second permutation; its contents after a dispatch are not an answer. The dispatch size `n` is the number of keys. One workgroup of 128 works the whole run; the other workgroups of a larger dispatch return. Exact: the sort is a function of the keys and their order, so the same keys give the same permutation on every dispatch. Over a live count (`COUNT=device`, see the abi README) `n` is the capacity and the first `domain_count` keys are live: they are sorted, and a slot at or past the live count holds its own index in `perm`. A live count of 0 sorts nothing and `perm` is the identity. It binds 4 storage buffers (3 in the plain variant).
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# compute_ocean Ocean wave simulation. Displaces a mesh's vertex buffer in place by a sum of Gerstner waves, recomputing each normal analytically from the wave derivatives. `steepness` sets how far the surface travels along each wave's direction as well as up. At `0` every vertex stays on its rest column and the result is a plain sine height field; raising it sharpens crests and broadens troughs, which is the shape that reads as a wave rather than a ripple. Values above roughly `1 / (frequency * amplitude * wave_count)` make the surface self-intersect. Bindings (see bindings.yaml): `vertices` (read_write `array<u32>` — the mesh vertex buffer, 76 bytes/vertex, bitcast to f32), `params` (read `array<f32>` — `[time, grid_size, amplitude, frequency, wind_x, wind_z, steepness, pad]`). Usage: dispatch by identity with `compute.dispatch("@builtin::shaders.compute_ocean", ...)` each frame — it resolves to the shader's stable guid and auto-compiles on first use (no setup).
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# compute_fft_copy Copies a `vec2<f32>` (re, im) buffer element-wise. Used by `nx.gpu.fft*` to seed the ping-pong scratch buffer from the caller's input on stage 0 without an extra ping-pong dispatch. Bindings (see bindings.yaml): `src` (read), `dst` (read_write) — both `array<vec2<f32>>`. Usage: dispatch by identity with `compute.dispatch("@builtin::shaders.compute_fft_copy", ...)` — it resolves to the shader's stable guid and auto-compiles on first use (no setup).
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# Water An animated water surface with a deep blue base colour (`0.1, 0.3, 0.8`) and low roughness (`0.2`) for glossy, reflective highlights, driven by a scrolling normal map for wave detail. Opaque, back-face culled, instanced, in the opaque queue (`2000`). Built on `@builtin::shaders.water_material`, sampling `@builtin/textures/water_normals`. ## Inputs - `colors.base_color` (`0.1, 0.3, 0.8`) — the water body colour. - `floats.roughness` (`0.2`) — low roughness for sharp specular reflections. - `floats.metallic` (`0.0`) — dielectric surface. - `textures.normal_texture` — the wave normal map (`@builtin/textures/water_normals`).
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# postReference_chrome A polished metal: its highlight of a bright light is a sub-pixel specular, the firefly a bloom and a temporal resolve are read on in the post-verification reference scenes.
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# bvh_codes A 30-bit Morton code for each primitive of a geometry: its bounds centre, normalized inside the scene bounds and interleaved bit by bit. Sorting primitives by this code puts primitives that are near in space near in the order, which is what the `bvh` kernel builds its tree from. The scene bounds are a min and a max reduce of the points. Exact.
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# make Builds the elements and the primitives of a geometry from a count per owner and a shape (`points`, `strip`, `fan`, `grid`, `ring`, the `SHAPE` specialization). The result is the columns a Geometry holds: `P` over the points, `vertex_pt` over the vertices (the point each reads), and `prim_vstart` / `prim_vcount` over the primitives (each one's run of vertices). All indices are into the result, so owners' pieces sit end to end with their links already offset. It runs as two passes of one shader (`PASS`): `sizes` writes the points, vertices and primitives each owner makes; after a prefix sum of each component into `bases`, `fill` writes every element once, found by a binary search over the bases. Exact: each output element has one writer. The shape's layout is stated at the top of `bindings.yaml`.
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# Grass blades Swaying grass for a blade mesh, built on `@builtin::shaders.grass_material` with the same green as `@builtin::materials.grass` (`0.22, 0.62, 0.16`) and `sway` at `1.0`. The shader bends each vertex along its blade in proportion to `uv.y²`, so this material belongs on a mesh whose `uv.y` runs 0 at a blade's root to 1 at its tip — a merged field of blades, each a cross of two tapered quads. It inherits the Rust-side render defaults (opaque, back-face culled, queue `2000`) so its pipeline matches the library variant compiled at startup. ## Inputs - `colors.base_color` (`0.22, 0.62, 0.16, 1.0`) — the grass green tint. - `floats.sway` (`1.0`) — the full blade bend. `@builtin::materials.grass` leaves it at the shader's default of `0` for a ground surface.
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# Text Default The default surface for Text3D — a white base colour (`1.0, 1.0, 1.0`) drawn with alpha blending and no depth write so glyphs composite cleanly over the scene. Transparent, double-sided (`cull: none`), `depth_write: false`, in the transparent queue (`3000`). Built on the `pbr` shader. ## Inputs - `colors.base_color` (`1.0, 1.0, 1.0`) — the glyph colour. - `render.depth_write` (`false`) — glyphs blend without occluding each other. - `render.cull` (`none`) — text is visible from both sides. - `floats.roughness` (`0.5`) / `floats.metallic` (`0.0`) — dielectric defaults.
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# procedural_sky The editable atmospheric sky: a day/night gradient with a sun disc and glow, a procedural star field, and a moon opposite the sun, authored entirely from material properties — no texture backs it. Day, night and the dawn/dusk blend all derive from the directional light's elevation, so the sky follows whatever drives the scene's sun; there is no time-of-day uniform. The gradient's zenith, horizon and ground colours, the sun's size and intensity, the stars, the moon, turbidity and exposure come from `properties.yaml`. Output is radiance scaled by `exposure` — the scene's own tone-mapping does the range compression, the same contract as every sky-domain shader. The `ProceduralSky` component owns the runtime material over this shader (`__procedural_sky`) and pushes its fields here; `sky.get()` reports the resulting configuration.
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# error_marker The surface of the ERROR sign: the magenta and dark purple world-space checker the engine's error pipeline draws, as an unlit surface shader. The `error_marker` material draws the sign with it.
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# Grid Background A procedural background/reference-grid surface built on `@builtin::shaders.grid_bg`. It draws grid lines over a black base colour (`0.0, 0.0, 0.0`) with full roughness (`1.0`) and no metallic response, rendered opaque with culling disabled (`cull: none`) and instancing enabled so it can back many objects at once. ## Inputs - `colors.base_color` (`0.0, 0.0, 0.0, 1.0`) — black backdrop behind the grid lines. - `floats.roughness` (`1.0`) — fully diffuse, no highlights. - `render.cull` (`none`) — visible from both faces. - `render.instancing` (`true`) — supports instanced draws.
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# compute_tree_placement GPU vegetation placement over a terrain heightmap. One thread per `(x, z)` cell: reads the height, computes local slope, and uses noise-based density to pick what grows (0 = nothing, 1 = tall pine, 2 = small pine, 3 = shrub, 4 = rock). Bindings (see bindings.yaml): `params` (read `array<f32>` — `[gridSize, worldExtent, seed, treeLine, slopeLimit, shrubLine, ...]`), `heights` (read `array<f32>`), `placement` (read_write `array<f32>`, the per-cell type code). Usage: dispatch by identity with `compute.dispatch("@builtin::shaders.compute_tree_placement", ...)` — it resolves to the shader's stable guid and auto-compiles on first use (no setup).
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# Standard Default The baseline PBR surface — a neutral white base colour (`1.0, 1.0, 1.0`), half roughness (`0.5`), non-metallic (`0.0`), wired with the full standard texture set (base colour, normal, roughness-metallic, emissive, occlusion) and the `_NORMALMAP` / `_OCCLUSIONMAP` keywords enabled. Opaque, back-face culled, instanced, in the opaque queue (`2000`). Built on `@builtin::shaders.pbr`. This is the starting point most materials copy and retint. ## Inputs - `colors.base_color` (`1.0, 1.0, 1.0`) — the albedo tint over the base colour texture. - `floats.roughness` (`0.5`) / `floats.metallic` (`0.0`) — dielectric, mid-gloss default. - `floats.normal_strength` (`1.0`) / `floats.ao_strength` (`1.0`) — normal-map and occlusion intensity. - `textures.normal_texture` / `textures.roughness_metallic_texture` / `textures.occlusion_texture` — the PBR map slots, seeded with neutral defaults.
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# intersect_pairs The entries of two meshes that cut each other. One thread per triangle of mesh A walks the bounding volume hierarchy of mesh B (the `bvh` family builds it, one primitive a triangle) and, for every triangle of B whose bounds overlap, lists each part of the cut of the two triangles that `intersect_core` states (the ordinary cut, the coplanar clips, the points on shared edges). An entry is three words: `a`, `b` and the part. Two stages with an exclusive prefix sum (the `scan` kernel) between them: `STAGE count` writes how many entries each triangle of A has, `STAGE write` writes the entries at the offsets the sum gives, ordered by `a` and, within a triangle of A, in the order the tree is walked and the parts of a pair in increasing order. Exact: the entries and their order are the same on every run. Bind `apts`, `atri`, `bpts`, `btri`, `nodes` and `start` (any buffer in the count stage); params `nb` (triangles of B) and `total` (the sum of the counts, which sizes `pairs`, three words an entry). ## The intersect family `intersect` is a kernel family: `intersect_pairs`, `intersect_cuts`, `intersect_unify` and `intersect_retri` (shared by `intersect_core`). Two triangulated meshes A and B go in; the pieces of both, cut along their common curve and along the regions they share, come out. A node composes the family with `bvh`, `scan`, `sort`, `compact` and `gather`: 1. Build the hierarchy of B (`bvh_codes`, `sort`, `bvh`, `bvh_pyramid` per level, `bvh_internal`), one primitive a triangle (`vstart` 3 t, `vcount` 3). 2. `intersect_pairs` `STAGE count`, an exclusive `scan` of the counts, `STAGE write`: `pairs` (a, b, part), ordered by a. `total` is the scan's total, the number of entries. 3. `intersect_cuts` over `total` entries: the endpoint records, slot `2 * entry + e`. Word 0 to 2 of a record are the position as f32 bits. 4. `intersect_unify` (three stages) over `2 * total` slots: `rep`. `compact` of the slots with `rep[s] == s` numbers the cut points; a cut endpoint's point is the number of `rep[s]`, and its position is the record's position. 5. `intersect_retri` for A with `runs` from the counts and `start` and `order` the entry indices, `side` 0, then for B with the entry indices stably sorted by b (`sort` on the b words) as `order`, `runs` the first and count of each b and `side` 1. `STAGE count`, `scan`, `STAGE write`. Vertex references at or above `npts` are cut endpoint slots, mapped through `rep`. The pieces of each mesh share the cut points, so the two results agree along the curve and along the boundary of every shared region. Each piece lies on one side of the other mesh, or on its surface. ## What a boolean reads A boolean keeps pieces by what lies just outside and just inside each piece's centre, probed along the piece's normal against the other mesh (`ray` winding at both probe points). Pieces on the other mesh's surface read the same way: - Same normal (the two surfaces coincide and face one way): the probe outside the piece is outside the other mesh and the probe inside it is inside the other mesh. - Opposite normals (the surfaces coincide and face each other): the probe outside the piece is inside the other mesh and the probe inside it is outside. | Operation | Pieces of A kept | Pieces of B kept | |---|---|---| | union | outside probe outside B | outside probe outside A and inside probe outside A | | intersect | inside probe inside B | outside probe inside A and inside probe inside A | | subtract (A minus B) | inside probe outside B | outside probe inside A and inside probe inside A, flipped | A region shared with the same normal is kept once from A in a union and an intersection and dropped from both in a subtract; a region shared with opposite normals is dropped from both in a union and an intersection, and kept from A in a subtract.
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# `retarget` module `require("modules.retarget")` — skeletal animation retargeting in readable Luau. Map a clip authored on one humanoid rig onto another, preserving the target's shape. The behaviour lives here, in Luau, so an agent can follow and tweak it. ## How it works Each rig maps onto the humanoid avatar type — a role → bone map derived from the skeleton's structure, with the author's overrides laid over it (`rig:qualify()`, see the `rig` asset type). Retarget is two steps: 1. **Bone map** — source bone → its role → the target bone filling that role. Roles are the shared vocabulary, so any two rigs interoperate through their mappings without a per-pair table. 2. **Shape-preserving transfer** — the target keeps its own bone lengths and rest orientations; the animation contributes only delta-from-rest motion. Rotations are bind-pose-corrected (the target reproduces the source's world-space motion relative to its own rest). Only the pelvis and the root carry translation: the pelvis's offset is taken through its animated source parent, stood on the axis the source stands along, sized by the leg-length ratio (thigh plus shin, the same in every pose) and re-expressed in the target pelvis's animated parent frame, then applied relative to the target's bind. A source root's travel rides the target root, or folds onto the target pelvis when the target has no root. Every other bone keeps the target's own offset, so no limb or spine stretches. Retarget is **cold**: `bake` once per (clip, target rig) and cache; the hot path just samples the baked clip, exactly like a native one. ## Surface - `parseRig(rig)` → enriched rig. Accepts a parsed `.rig` table, a `.rig` JSON string, or an already-parsed rig (idempotent). - `plan(srcRig, tgtRig)` → `{ mapped, unmappedSource, unmappedTarget, … }` — which roles map across the rigs, and which don't (the diagnostic). - `bake(clip, srcRig, tgtRig)` → a decoded clip table in the target's bone space. `clip` is a decoded clip (`{ name, duration, channels, bone_names }`). - `bakeBytes(clipBytes, srcRig, tgtRig, cacheKey?)` → retargeted clip `zanim` bytes, with an in-memory cache keyed by `cacheKey`. - `loadRig(ref)` → parsed rig from a `.rig` asset. - `clearCache(cacheKey?)` → drop cached bakes (call after editing a rig profile). ## Example ```lua local retarget = require("modules.retarget") local src = retarget.loadRig(asset.ref("synty_character", "rig")) local tgt = retarget.loadRig(asset.ref("hero", "rig")) -- inspect the mapping local plan = retarget.plan(src, tgt) print(plan.mapped.leftarm.source, "->", plan.mapped.leftarm.target) -- bake a walk clip onto the hero rig (cold, cached), then sample it like any clip local walkBytes = vfs.read(asset.source("walk", "animation") .. "/data.zanim") local walkOnHero = retarget.bakeBytes(walkBytes, src, tgt, "walk|hero") local bind = skeleton.bindClip(walkOnHero, heroBoneOrder) ```
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# expand Turns a count per element into runs. Element `j` takes `counts[j]` slots, in element order; slot `s` of the result holds `owner[s]`, the element it belongs to, and `local_index[s]`, its place within that element's run. `offsets` is the exclusive prefix sum of `counts` (what the `scan` kernel makes of it), so every slot finds its element by a binary search and has one writer. `owner` is an appended output: its live count is the sum of the counts, up to the capacity the dispatch was given. Slots at and past the live count hold -1. An element with a count of zero has no slot; a column of all zeros gives a live count of zero. Dispatch over `n`, the capacity of the result. Exact. Over a live count (`COUNT=device`, see the abi README) the elements are the first `domain_count` of `counts` and `offsets`, so they can be held in runs larger than their live count, and the counter of `owner` states the sum of their counts as it is, above the capacity too: the first `n` slots are written and the sum minus `n` is how many did not fit. A node that states `n` as a bound checks the count against it. The plain variant clamps the count to `n`. It binds 6 storage buffers (5 in the plain variant).
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# hash_count For each query position, how many indexed points lie within a radius of it, searched through the spatial hash the `hash` and `hash_starts` kernels build. An exclusive scan of the counts gives the offsets `hash_gather` writes each query's neighbour list at. Exact.
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# compute_particle_update Reference compute shader for GPU particle simulation. Each particle is 8 floats `[px, py, pz, life, vx, vy, vz, age]`; the shader applies velocity, gravity, and aging every frame — thousands of particles updated entirely on the GPU. Bindings (see bindings.yaml): `particles` (read_write `array<f32>`), `params` (read_write `array<f32>` — `[dt, gravity_y, damping, pad]`). `damping` is the fraction of velocity a particle keeps per 60th of a second, so the same value produces the same motion whatever rate the shader is dispatched at: `0.98` keeps 98% of the velocity every 1/60 s at 30 fps and at 144 fps alike. Usage: dispatch by identity — it resolves to the shader's stable guid and auto-compiles on first use (no setup): `compute.dispatch("@builtin::shaders.compute_particle_update", { buffers = { "particles", "params" }, workgroups = { math.ceil(count / 64), 1, 1 } })`.
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# splat_velocity_merge Merges the Gaussian-splat velocity accumulation into the frame's velocity buffer, so every consumer of that buffer — motion blur, temporal antialiasing, temporal upsampling, a denoiser's history term — sees a moving cloud move. ## What it reads | binding | holds | |---|---| | `splat_velocity` | `xy` = each splat's NDC displacement summed premultiplied by its alpha, `w` = the coverage those splats add up to. The splat pass writes it as the second target of the Gaussian channel, composited "over" in the same sorted order as the colour. | | `scene_motion` | The frame's velocity buffer as the geometry passes left it. | | `merged_out` | Where the merged field lands. A copy lays it back over `@scene.motion`, because a pass cannot sample the attachment it renders into. | ## The weight `w` is coverage, and coverage is the weight. A texel the cloud fully covers reports the cloud's displacement; a texel it half covers reports halfway between the cloud and the surface behind it; a texel it never reached keeps what the geometry passes wrote, bit for bit. That is the same weight the cloud's colour arrived at the texel with, so what a velocity consumer treats as moving is what the image shows moving.
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# eye.shader An eye: an iris refracting behind a clear cornea. The iris sample is displaced by refracting the view ray at the cornea and walking it `iris_depth` inward, so the iris slides as the viewing angle changes. The cornea itself is the engine's clearcoat lobe, which keeps one continuous specular highlight across the iris and the sclera. `iris_radius`, `pupil_radius` and `limbus_softness` shape the disc; `iris_texture` is sampled in the refracted frame, `sclera_texture` in the surface's own UVs.
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# postReference_grey18 A lit 18% grey (middle grey) surface, rough and dielectric: what a light of known intensity is read off in the post-verification reference scenes.
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# loading_backdrop (screen shader) A calm, slowly drifting full-screen backdrop for the world loading screen. A deep near-black field carries two large, soft glows that move along slow independent orbits, finished with a gentle vignette and a faint animated grain that keeps the gradient from banding. Animation is driven entirely by `engine.time`, so it advances on its own during boot with no per-frame uniform updates. It is quiet by design, so it sits behind the world's cover image, title, and progress bar. Drawn through the `backgroundShader` UI style after registration with `ui.registerBackgroundShader`.
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# shadowSystem Cascaded shadow map (CSM) **policy** for crisp directional shadows across a large view distance. The rendering *mechanism* lives in the engine; this package is the per-frame policy that drives it. ## Layout - `shadowSystem.module` — the policy: PSSM frustum splitting, per-cascade bounding-sphere fit + texel-snap stabilization, and the matrix math. Pushes per-cascade light-space matrices + split distances to the renderer via `__rendering.setShadowCascades` each frame. - `ShadowCascadeDriver.component` — attach ONE to a scene entity to drive the module every frame from the active camera + sun. - `depthBounds.renderFeature` — reduces the frame's depth target to the nearest and farthest view depth any surface occupies, and hands the result to the module. ## Flow 1. Add a `ShadowCascadeDriver` component to any entity in the scene. 2. Each frame it slices the camera frustum into N cascades (N from `render.shadow_cascades`), fits a stable light-space ortho to each, and pushes the matrices + split distances to the renderer. 3. The renderer renders one shadow depth pass per cascade; the fragment shaders pick a cascade by the fragment's distance from the camera. ## Fitting splits to the depth that is there Splits are placed over a range. Taken from the camera's near and far planes that range is whatever the scene *could* occupy; taken from the depth buffer it is what the scene *does* occupy. A courtyard that stops at 40 m under a 200 m shadow distance spends most of its cascade texels on empty space. ```lua entity.find("scene").component.add("ShadowCascadeDriver", { fitToDepth = true, -- place splits over the measured depth depthMargin = 0.1, -- room past the far end for a frame of movement }) ``` The **far** end is what moves. The near end stays where the camera puts it: the renderer picks a cascade from a fragment's distance and cascade 0 is fitted to the range's start, so raising that start would leave anything nearer sampling a box it does not sit inside. The measurement is one frame old, because a GPU read-back cannot land in the frame that produced it. `depthMargin` is the room that gives something to move away in before it falls outside the last cascade. With `fitToDepth` off, no reduction is dispatched and splits are placed exactly as before. Purely additive: with no driver the renderer falls back to its legacy single camera-fit directional shadow. Quality is controlled by the `render.shadow_resolution` / `render.shadow_cascades` / `render.shadow_distance` / `render.shadow_split_lambda` world settings. `render.shadow_distance` is a cap on the range the splits run over, and its default of 0 leaves that range to the frame — the depth its own renderables reach. ## Documentation See `shadowSystem.module/README.md` and `ShadowCascadeDriver.component/README.md`.
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# Parallax Cube (Flat) A brick surface built on `@builtin::shaders.pbr_parallax_occlusion` with `parallax_depth_scale = 0`, so the ray-march is bypassed and the shared brick textures render as plain textured PBR (rough `0.7`, non-metallic, white base colour). Opaque, back-face culled, queue `2000`. Pair it with `parallax_cube` to A/B the parallax effect from a fixed viewpoint. ## Inputs - `floats.parallax_depth_scale` (`0.0`) — disables the occlusion ray-march, flattening the surface. - `floats.roughness` (`0.7`) — matte brick finish. - `floats.normal_scale` (`1.0`) — strength of the normal map. - `textures.height_texture` — the brick height map (unused while depth scale is `0`).
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# postReference_siemensStar A Siemens star of 36 spokes, 0.9 on 0.02: the spokes narrow below a pixel toward the centre, where a temporal resolve aliases. Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
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# Skybox An unlit cubemap skybox rendered from the inside of the mesh, built on `@builtin::shaders.cubemap_unlit`. Uses front-face culling and no depth write so it draws behind all scene geometry (queue `1000`), sampling the built-in `Ryfjallet_cubemap` environment. ## Inputs - `textures.base_color_texture` — the cubemap sampled as the background (`Ryfjallet_cubemap`). - `floats.reflect_mode` (`0.0`) — samples the cube directly as a background rather than as a reflection. - `colors.base_color` (`1.0, 1.0, 1.0`) — tint applied to the sampled cubemap.
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# scan_mat4 The running product of a run of 4x4 matrices, whole or per segment: the frames of a sweep, each placed relative to the one before it. A matrix is 16 consecutive floats, column by column. The product runs in run order, so `out[i] = m[0] * m[1] * ... * m[i]`. `params.exclusive` picks the product of the matrices before each one (the identity for the first) or the product up to and including it. `total` holds each group's product, the identity for an empty group. A segmented scan (`params.segments` above 0, the number of segments) restarts at each start in `starts`. One workgroup scans one group at a time, a tile of 128 matrices at a time, with the product of everything before a tile carried into the next. The dispatch size `n` is the number of matrices; any workgroup count from 1 up scans every group. Exact: the order of multiplication is fixed, so the same run gives the same bits on every dispatch.
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# `hdrChart` post-process shader The synthetic HDR chart: a picture whose every pixel holds light its properties and its position state, drawn in place of the scene. Registered first in the chain (`postMetrics.chart.show`, priority -1000), it is the input the display transform and every effect after it read, so they are measured against known light with no lighting, geometry or material in between. `@builtin::modules.postMetrics` computes the same light for any pixel on the CPU (`chart.light`) and builds the picture a display curve should present for it (`chart.reference`). | Property | Meaning | |---|---| | `pattern` | 0 ramp, 1 grey wedge, 2 ColorChecker, 3 colour wedge over its grey. | | `low`, `high` | The ramp's light at the left and right edges. | | `evMin`, `evMax` | The wedges' leftmost and rightmost stops; each column is middle grey (0.18) at a whole stop. | | `gain` | The ColorChecker's light, as a multiple of its reflectance. | | `color` | The ramp's tint, and the colour wedge's saturated patch (scaled to its column's grey luminance). | | `dither` | Triangular noise of that many code values either way, added in display-encoded sRGB. | The effect declares `space: light`.
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# intersect_retri The triangles of one mesh retriangulated along the segments that cut them. One thread per triangle: a triangle no segment reaches is written as itself; a cut triangle is worked in its own plane, in world lengths, where its corners and the cut endpoints are the points and its sides and the cut segments are the constraints. The triangulation holds every constraint first (each cut out by the points that lie on it), then holds the remaining candidate edges shortest first, a length class at a time (the exponent and top three mantissa bits of the squared length), each when it crosses no held edge and has no point on it. The held edges are a planar graph: the neighbours of each point are sorted by direction, the faces are walked with their inside on the left, a face of three points is a triangle and a face of more is cut ear by ear (each ear a corner that turns left with no other point of the face inside it or on its sides), and the face outside the triangle is left out. Every triangle is wound the way the source triangle was, so the pieces of a triangle agree on the direction of every side they share however thin the sliver between two cut points. A triangle whose three points stand on one line in the world has no area and is left out. Every cut segment is a union of edges of the result, and the pieces of a triangle tile it. Points and distances are compared within a few steps of the coordinates' precision (`5e-7` of the largest coordinate of the triangle, and no less than `1e-7` of its longest side), the same measure for a triangle of either mesh, so cut points a few millionths apart are told apart by the triangles of both meshes alike. Param `side` names the mesh the pass cuts, 0 for A and 1 for B; a segment cuts the mesh when its endpoint records say so (`intersect_core`). A triangle takes every point of its entries, a segment of no length giving a point on an edge and nothing more. `STAGE count` writes how many triangles each triangle becomes; `STAGE write` writes them at the offsets of the prefix sum, four words each (three vertex references, the source triangle) from word 4 of `out`. A reference below `npts` is a point of the mesh; `npts + s` is the cut endpoint in slot `s`, which `intersect_unify`'s `rep` names. `out[0]` is 1 when a triangle ran out of working space, which the sizing below prevents. ## Working space A triangle takes a slice of working memory sized by its entries, so the number of points a triangle can carry follows the data: a run of `m` entries gives at most `3 + 2 m` points, `3 + m` segments and three edges a point, and the slice is `64 + 40 m` words. The slices of consecutive triangles follow one another and make the tail of `out`, after its 4 header words and the `4 * total` words of the triangles (`total` is 0 in the count stage): the slice of triangle `t` starts `64 * t + 40 * first(t)` words into the tail, `first(t)` the first entry of its run, so the runs' firsts are the exclusive prefix sum of their counts (the `start` of `intersect_pairs` for mesh A, the offsets of the per-b counts for mesh B). `out` is sized `4 + 4 * total + 64 * n + 40 * entries` words from the params `total` and `entries` (the number of entries of `intersect_pairs`). The triangles of mesh A are grouped by `a` already (`runs` is `start` and the counts of `intersect_pairs`, `order` the identity); for mesh B the entries are stably sorted by `b` first and `order` holds the sorted entry indices. Exact: each triangle is worked alone and in a fixed order.
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# jump One round of pointer jumping over a run of links, three ways: - `rank` (MODE rank): list ranking. Repeated rounds give each element its root and its distance to it, for chains and trees. Both live in the double-buffered `parent`/`parent_out` and `value`/`value_out` pairs; the caller swaps them between rounds. - `min` (MODE min): doubling of the smallest label within reach. After ceil(log2 n) rounds, every element on a cycle holds the cycle's smallest label. - `label` (MODE label): label propagation over pairs, in place. Iterated to `changed` = 0 it labels each connected set of elements with its smallest label. `changed` counts what the round altered; the caller zeroes it before a round and reads it after, so iteration with a stop is one dispatch and one count per round. Integers are 32-bit words and every mode is exact: the final labels do not depend on the order invocations ran in. Over a live count (`COUNT=device`, see the abi README) the elements (rank, min) or the pairs (label) are the first `domain_count` slots of a capacity `n`, and the `n` param is not read. In rank and min mode a slot at or past the live count links to itself with the value 0. It binds 8 storage buffers (7 in the plain variant).
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# fluidSurface A GPU particle simulation, rendered as a continuous liquid. Water made of particles has a problem: the particles are spheres, and a pile of spheres looks like a pile of spheres. Turning them into a mesh every frame is expensive and the mesh is thrown away immediately. This package skips the mesh — it renders the particles into screen-space fields and shades those, so the particle data never leaves the GPU and the cost scales with screen pixels rather than with the surface's geometric complexity. ## What it does ```lua local fluidSurface = require("@builtin::systems.fluidSurface.modules.fluidSurface") local rts = fluidSurface.attach("lake", { particles = { buffer = sim, stride = 16, posOffset = 0, count = 400000, velOffset = 4 }, radius = 0.35, }) ``` `particles` describes the record layout of the buffer the caller's simulation writes: how wide a record is, where the position sits in it, and how many are live. Pass the handle a compute shader's `createBuffer` answered. Everything after that happens per frame until `detach`. `update` moves the live knobs — the particle count as a sim grows, the sun direction as the day turns, any composite property: ```lua fluidSurface.update("lake", { count = active, sunDir = { 0.3, 0.8, 0.2 } }) ``` ## The chain 1. **Splat** (engine raster). Every particle draws as a velocity-stretched billboard: nearest-surface depth, hardware z-tested; additive thickness and thickness-weighted colour; and, when the records carry a foam weight, an additive foam sprite layer. 2. **Narrow-range filter** (`fluid_narrow_x` → `fluid_narrow_y`, ping-ponged `iterations` times). Neighbour depths are clamped into a band around the centre before averaging, so particles fuse into a surface while silhouettes stay crisp. The body is the `fluid_narrow_filter` shader module, included by both axes. 3. **Resolve** (one of `fluid_resolve`, `fluid_resolve_col`, `fluid_resolve_foam`, `fluid_resolve_col_foam`). Packs smoothed depth, blurred thickness and the foam fraction into `data`, and the mean liquid colour along each ray into `liq`. Which one runs is decided by whether the records carry a colour and a foam weight, because that changes which textures the pass binds. 4. **Composite** (`fluid_surface_composite`, a post-process shader). Refracts the already-rendered scene through the surface normals, absorbs along the view ray by Beer–Lambert, marches the reflected ray against scene depth so the water mirrors what is above it, adds sun specular, and lays foam on the thin edges. Depth-tested against the scene, so fluid behind geometry stays hidden. Every stage runs at `resolutionScale` of the screen (half by default). ## Sharing The passes are compiled once and shared by every surface. What a surface owns is its render targets, its own filter-parameter buffer, and its own composite — which is why two lakes at different particle radii filter at different widths without interfering.
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# areaLights system Lights that emit from a surface rather than from a point. Every screen, neon sign, glowing window, ceiling panel and lantern face is an area emitter. Standing a point light in the middle of one gets the brightness roughly right and the character completely wrong: a point puts a pinpoint reflection on the floor and a radial falloff on the wall, where the real thing puts the shape of the emitter and a falloff that follows its extent. ## Using it An emitter that should follow an entity's face is a component: ```lua local id = entity.spawn("tv").id entity(id).component.add("SurfaceLight", { width = 2.0, height = 1.2, face = "front", -- front | back | up | down | left | right intensity = 6.0, range = 12, }) ``` The rectangle turns with the entity, so a tilted screen lights the direction it actually points. Every field is live, and an `intensity` of 0 removes the light. For code placing emitters directly: ```lua local surfaceLight = require("@builtin::systems.areaLights.surfaceLight") surfaceLight.set("strip", { position = { 0, 5, -12 }, right = { 1, 0, 0 }, up = { 0, 1, 0 }, width = 0.6, height = 7, color = { 1, 0.72, 0.35 }, intensity = 5, }) surfaceLight.remove("strip") surfaceLight.configure({ diffuse = 1, specular = 0.5 }) surfaceLight.clear() ``` ## What the knobs do | field | effect | |---|---| | `width` / `height` | Size of the emitting rectangle, world units. The shape of the light is the shape of this. | | `face` | Which way the entity emits. | | `range` | How far the light carries, with a smooth cutoff at the end. | | `intensity` | Brightness. 0 removes the light. | | `colorR` / `colorG` / `colorB` | Emitter colour. | | `offset` | Distance the rectangle sits proud of the entity's origin, along the face's normal. | | `diffuse` / `specular` | Scales on the two terms — the wash across a surface, and the reflected shape of the emitter. | Shape is the point. A wide panel puts a broad pool on the floor; a narrow strip puts a narrow elongated one. That difference is not reachable with a point light at any brightness. At most 32 emitters are held at once, because the shader loops every light for every pixel. ## How it renders `areaLighting.renderFeature` runs one compute pass after lighting. Diffuse is the exact irradiance of the quad — Lambert's formula over its four edges — which matters where a point approximation fails hardest: a wide emitter close to a wall. Specular uses the representative point on the rectangle nearest the reflection ray, with the lobe widened to cover the emitter's solid angle and its peak scaled down to match, so a large emitter reads broader rather than brighter. ## Files ``` areaLights.package/ SurfaceLight.component/ -- an emitter on an entity's face surfaceLight.module/ -- the emitter registry and scales areaLighting.renderFeature/ -- the compute pass ```
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# hash_gather Lists, for each query position, the indexed points within a radius of it, query after query: query `q`'s points start at `qoff[q]`, the exclusive prefix sum of the `hash_count` counts. The list is in the order the spatial hash walk visits points, the same on every run. Exact. Over a live count (`COUNT=device`, see the abi README) the queries are the first `domain_count` of a capacity `n`, `total` is the capacity of `items` (the bound the node states), and `items` is an appended output: its counter is the number of points the live queries listed, above the capacity too when the lists do not fit (the first `total` words are written and the counter minus `total` is how many did not). Words of `items` past the lists are left as allocated, 0. A node that states `total` as a bound checks the count against it. It binds 8 storage buffers (6 in the plain variant).
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# rt_ao_pass Traces short hemisphere rays against the scene per pixel, so a surface darkens by how much geometry actually stands around it rather than by what a depth buffer happens to show. ## Bindings | name | kind | |------|------| | `scene_color` | `texture2d` | | `scene_depth` | `texture_depth` | | `scene_normal` | `texture2d` | | `scene_tlas` | `acceleration_structure` | | `frame_cam` | `buffer` | | `ao_params` | `buffer` | | `ao_out` | `storage2d (rgba8)` | ## Params | name | type | what it is | |------|------|------------| | `samples` | `float` | hemisphere rays per pixel | | `radius` | `float` | world-space occlusion reach |
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# abi_live Doubles src into dst for the elements a live count holds and writes -1 past it.
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# postReference_greyWedge The grey wedge: one column per whole stop from -10 to +10, each middle grey (0.18) at that exposure. Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
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# compact Turns a keep mask into the indices of the kept elements, and the map back from every element to the place it holds among them. `indices` lists the elements whose mask word is not 0 (a float mask of 0.0 and 1.0 reads the same way), in run order; its live count is the number kept. `inverse` holds, for every element, its place among the kept ones, or -1 for an element that is not kept, so a column carried to the kept elements (a gather by `indices`) and a column of per-kept values carried back (a read through `inverse`) agree on which element is which. The dispatch size `n` is the number of elements. One workgroup of 256 works the whole run, a tile of 256 elements at a time; the other workgroups of a larger dispatch return. Exact: the order is the run's own, so the same mask gives the same answer on every dispatch. Over a live count (`COUNT=device`, see the abi README) `n` is the capacity and the first `domain_count` mask words are the elements: words past it are not read, a slot of `inverse` at or past it holds -1, and the slots of `indices` past the kept ones hold -1. `indices` has room for `n` and its counter is the live count the next kernel takes as its domain. It binds 5 storage buffers (4 in the plain variant).
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# Checkerboard White A static white/grey checkerboard rendered by `@builtin::shaders.checkerboard`, alternating a white base colour (`1.0, 1.0, 1.0`) with a dark grey check colour (`0.3, 0.3, 0.3`). Animation is disabled (`animation_speed 0.0`), giving a fixed, neutral grid — ideal as a level-design blockout or scale-reference floor. Opaque, non-metallic (`metallic 0.0`) at mid roughness (`0.5`). ## Inputs - `colors.base_color` — the white square colour. - `colors.check_color` — the dark grey square colour. - `floats.animation_speed` (`0.0`) — held at zero for a static pattern. - `floats.roughness` (`0.5`) — diffuse spread on the squares.
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# postReference_white A flat unlit white of 0.8 light: the thin geometry of the temporal reference scene (wires, a fence, a fan's blades) drawn against the dark, so every pixel it touches stands out from its neighbours. Drawn by `@builtin::shaders.referenceChart`. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
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# test Test framework — simple unit testing with the `describe` / `it` / `expect` pattern. Used by the engine test suite and any user-authored suites that want a single dependency. Pure Luau; flag-based failure tracking instead of exceptions (works the same on native and WASM). ## Exports Definition: - `Test.describe(name: string, fn: () -> ()) -> Suite` — define a suite. The body declares the suite's cases, so only what it reached is in the run: a body that ends on a raise leaves a `<describe body did not finish>` case behind, naming the describe and what it raised, and the run ends on that case. A body that stands down leaves the same case marked skipped, carrying the reason. - `Test.it(name: string, fn: (TestContext) -> ()) -> any?` — define a test. - `Test.skip(name: string, fn: ((TestContext) -> ())?) -> any?` — skip a test. Inside a `describe` with a body it declares a skipped test; inside a running test (its body or one of its hooks) a reason alone stands that test down — the test ends there, is counted under `skipped`, and the reason reaches the console, the per-test record and the report. A reason alone anywhere a test is not running raises, naming the declaration form. - `Test.beforeEach(fn: () -> ())` / `Test.afterEach(fn: () -> ())` — per-test hooks. - `Test.expect(value: any) -> any` — expectation builder with `toBe`, `toBeTruthy`, `toBeFalsy`, `toBeNil`, `notToBeNil`, `toBeType`, `toBeGreaterThan`, `toBeLessThan`, `toBeCloseTo`, `toContain`, `toMatch`, `toHaveLength`, `toThrow`, `never()`. - `Test.captureFailure(fn: () -> ()) -> string?` — run a body and return the failure it records instead of recording it, for tests that assert a matcher rejects something. A body that records several returns the headline for them. - `Test.captureOutcome(fn: () -> ()) -> Outcome` — run a body the way the runner runs a test body and return `{ failed, error, failures, raised }`: its failures in the order they happened, with a raise that ended the body as the final entry. - `Test.captureTestOutcome(spec: TestSpec) -> TestOutcome`: run a whole test the way the runner runs one (`beforeEach`, the body, `afterEach`, then the cleanups registered while it ran) and return `{ skipped, reason, failed, error, failures, raised }`. The runner reads its verdict from the same place, so what this reports for a captured test is what a sweep reports for a real one. A scene layer the captured test leaves loaded that was not loaded when it started is unloaded afterwards, as the runner unloads one after each test. ## What a failing test reports A matcher records its failure and lets the body run on, so one body can produce several. They are kept in the order they happened: - `error` — the headline, and the one line the console, the engine log and the report's result table carry. It is the failure that came first, plus `(+N more)` counting the ones after it — `(+N more, ended by a raise)` when a raise is what stopped the body. - `failures` — the failures in order, on `Test.results[]`, in each per-test JSON file under `Test.PER_TEST_RESULTS_DIR`, and in the JSON report. The Markdown report lists them under the failing test's heading. A body that records more of them than the list keeps ends it with a line counting the rest and naming the last of them, so one test asserting inside a long loop stays one bounded entry in the report. The hooks that run around a body record onto the same list it does, so an assertion a `beforeEach`, an `afterEach` or a registered cleanup fails — and an error one of them raises — is a failure of the test it ran for and travels to every consumer the body's failures reach. Each names the phase it came from (`afterEach: Expected …`, `cleanup: Runtime error: …`); a body's own failures stay unlabelled. A cleanup that raises still leaves the cleanups behind it to run. ## Standing a test down A test whose precondition this engine does not meet has nothing to verify and has earned no pass. `Test.skip(reason)` from inside the running test says so: ```lua Test.it("renders N copies from one transform buffer", function() if engine.gpuCompute ~= true then Test.skip("GPU compute reported unavailable (engine.gpuCompute)") end -- …the test, on an engine that can run it end) ``` The test ends at that call. It is counted under `skipped`, printed as `○ <name> (skipped: <reason>)`, and the reason travels as the `error` field of its `Result` row, into its per-test JSON file, and into both reports. A `beforeEach` may stand the test down the same way, and then the body never runs. Whatever the test's hooks record around a stand-down is a failure of the test they ran for and outranks it: a teardown that fails after a body stood down reports the test as failed. A reason on its own reaches a test that is running. Inside a `describe`, where `Test.skip` declares, the call takes a body — a reason alone raises there, naming the declaration form. Run / inspect: - `Test.run() -> boolean` — execute every registered suite; `true` when all pass. Call from a yieldable context (the `tests` toolbox does) so multi-frame tests yield. Discovering + running every suite is the `tests` toolbox's job (`tests.run`), not this framework's. - `Test.clear()` — reset suites + stats (re-run from clean state). - `Test.getResults() -> { Result }`, `Test.getStats() -> Stats`. Multi-frame / sandboxing: - `Test.waitFrames(n: number?)` — yield until at least `n` engine frames elapse. - `Test.tmpPath(relativePath: string?) -> string` — sandboxed path under `Test.TMP_ROOT`. - `Test.prepareTmp()` / `Test.cleanupTmp()` — recreate / remove the tmp root. Notices: - `Test.noticeMark(template: string) -> NoticeMark` / `Test.noticesSince(mark) -> number`: how many times a notice posted under `template` fired after the mark. A drain seals the row it returns and the next emission starts a new row, so this counts across every row of the template. - `Test.latestNotice(template: string) -> any?`: the stored row of that template the most recent emission landed in. Scene layers: - `Test.useScene(opts?) -> SceneProxy` — mint an isolated scene for the current test from a `.scene` fixture and load it (root, or an additive overlay with `{ additive = true }`). Unloaded and removed at teardown. - `Test.useSceneEach(opts?)` — suite-level sugar: one freshly minted scene per test. - `Test.ensureRootLayer() -> SceneProxy` — take a root scene layer for the current test, so `layers.active` and the scene-scoped surfaces behind it answer inside a test. Returns the loaded root, loading a stand-in scene from `Test.BASELINE_SCENE` when none is; the layer is unloaded when the test ends. - `Test.releaseRootLayer()` — unload the stand-in and remove its source folder. The runner calls it when a run ends. - `Test.beginWorldBaseline() -> WorldBaseline` / `Test.restoreWorldBaseline(baseline)` — bracket a whole sweep: unload the layers the engine booted with (so no suite depends on ambient content) and put them back afterwards. Public state: - `Test.suites`, `Test.currentSuite`, `Test.currentTest`, `Test.stats`, `Test.results`, `Test.TMP_ROOT` (`/zero/source/tmp/tests`). Types: - `Stats = { total, passed, failed, skipped: number }` - `Result = { suite, test: string, passed, skipped: boolean, error: string? }` — on a skipped row `error` is the reason the test stood down - `TestContext = { waitFrames, expect, fail, suiteName, testName }` - `Suite = { name, tests, beforeEach?, afterEach? }` - `Outcome = { failed, raised: boolean, error: string?, failures: { string } }` - `TestOutcome = Outcome & { skipped: boolean, reason: string? }` - `TestSpec = { body: (TestContext) -> (), beforeEach?, afterEach?: () -> (), name: string? }` - `RunAllOpts = { path: string? }` - `NoticeMark = { template: string, counts: { [string]: number } }`: each stored row's count at the mark, by row ## Usage ```luau local Test = asset.containing(__FILE__).modules.shared Test.describe("My Suite", function() Test.it("does basic things", function() Test.expect(1 + 1).toBe(2) Test.expect("hello").toContain("ell") end) Test.it("cascade despawn cleans children across frames", function(t) local parent = entity.spawn("parent") local child = entity.spawn("child") child.setParent(parent.id) t.waitFrames(1) -- let setParent settle entity.despawn(parent.id) t.waitFrames(2) -- let cascade + ECS despawn run Test.expect(entity.exists(parent.id)).toBe(false) Test.expect(entity.exists(child.id)).toBe(false) end) end) Test.run() ``` ## Notes - Failure is flag-based, not exception-based — every matcher records the failure but allows the body to keep executing. Avoids WASM C++ exception handling cost. - The runner records the loaded scene layers and the entity set before each test. Afterwards it unloads every scene layer the test left loaded that was not loaded before it, newest first, so the entities that layer's load built leave with the layer and the scene's source is what its next load builds from. It then despawns any other newly-spawned entity (mutations apply after the `execute()` batch returns; `cleanedUpIds` makes the snapshot tolerate deferred cleanup). - After each test the runner defensively returns the scene to `edit` mode if a body or its `afterEach` leaked `play`. This stops a single mode-leaking test from cascading silently into every downstream `vfs.write`-using suite. - Multi-frame `t.waitFrames` needs a yieldable call chain. A non-yieldable C-frame above `Test.run` (e.g. driving it from inside a `require`) makes `waitFrames` raise a sentinel and the test is marked SKIPPED — the body had nothing to verify, so what it recorded is dropped and what its setup recorded stands. A hook that fails around such a body still fails the test. The `tests` toolbox (`tests.run` → `AssetRef:run()`) runs the suite in a plain coroutine, so the real wait path exercises. - `toThrow` calls its subject under `pcall` and fails when the call returns normally. `toThrow("substring")` additionally requires the rendered raised value to contain that substring. `never().toThrow()` asserts the call completes.
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# parallax_cube Brick wall material using `@builtin::shaders.pbr_parallax_occlusion` with the parallax march enabled (`parallax_depth_scale = 0.08`, 48 ray-march layers). Pair with `parallax_cube_flat` for a same-textures, no-POM A/B comparison. ## Shader `@builtin::shaders.pbr_parallax_occlusion` — see that shader's README for the full parameter list. ## Textures All from `@builtin::textures.parallax_bricks` (height/normal derived from three.js's MIT-licensed `brick_bump` + `brick_diffuse`): - `base_color_texture` → `bricks_albedo` - `normal_texture` → `bricks_normal` - `roughness_metallic_texture` → `bricks_roughness` - `occlusion_texture` → `bricks_ao` - `height_texture` → `bricks_height` ## Usage ```luau Material.Apply(entityId, "parallax_cube") -- Override at runtime: Material.SetProperty("parallax_cube", "parallax_depth_scale", 0.12) ``` Pair it with `parallax_cube_flat` (same textures, `parallax_depth_scale = 0`) to compare the ray-marched surface against a flat-mapped baseline. ## Notes - `Material.SetProperty` mutations are global — every entity using `parallax_cube` sees the change. If you need per-entity variation, derive a new material name and override the property there. - Use under any standard camera (forward path). The deferred path is not yet POM-aware; materials applied to a deferred camera will render as plain textured PBR.
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# `colorGrade` post-process shader Brightness, saturation and contrast as multipliers around an identity of 1.0. `pp.add(name, "colorGrade", { brightness = 1.1, saturation = 0.8 })` registers it, and `asset.resolve("@builtin::shaders.post.colorGrade", "shader"):getProperties()` reads the knobs below before it is added. The three run in that order on the sampled frame: brightness scales the colour, saturation mixes it against its own Rec. 709 luminance, and contrast pushes it away from mid grey. Each is a multiplier, so 1.0 leaves the frame as it was and all three at 1.0 pass it through unchanged. `color_correction` grades the same three quantities as ADDITIVE offsets around 0.0 and adds a tint colour, so a look authored for one does not transfer to the other by copying its numbers. | Property | Meaning | |---|---| | `brightness` | Multiplies the colour. | | `saturation` | 0 is luminance alone, 1 is the frame's own colour. | | `contrast` | Scales distance from mid grey. |
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# compute_double Reference compute shader that doubles every `f32` in a storage buffer — the simplest possible compute pattern (one read-write buffer, no inputs). Bindings (see bindings.yaml): `data` — read_write `array<f32>`. Usage: dispatch by identity — it resolves to the shader's stable guid and auto-compiles on first use (no setup): `compute.dispatch("@builtin::shaders.compute_double", { buffers = { "data" }, workgroups = { 1, 1, 1 } })`.
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# Neon A glowing cyan neon surface built on `@builtin::shaders.pbr` with emission enabled. It pairs a bright cyan-blue base colour (`0.2, 0.8, 1.0`) with a matching emissive colour driven hard by `emissive: 5.0`, so it reads as a self-lit light source. Low roughness (`0.2`), non-metallic, opaque, instanced, with the `_EMISSION` keyword enabled. ## Inputs - `colors.emissive` (`0.2, 0.8, 1.0, 1.0`) — cyan glow colour. - `floats.emissive_intensity` (`5.0`) — strong emissive intensity (feeds bloom). - `colors.base_color` (`0.2, 0.8, 1.0, 1.0`) — matching cyan base tint. - `floats.roughness` (`0.2`) — glossy surface under direct light.
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# oceans A sea and the ground under it, as one package: the wave simulation, the surface that renders it, the seabed it is seen through, and the answer to "how high is the water here" that gameplay needs to float things on it. ```lua local Ocean = require("@builtin::systems.oceans.modules.ocean") Ocean.create({ preset = "gale" }) ``` That is a whole ocean — waves out to the horizon, foam on the breaking crests, a seabed below, and a surface that follows whoever is looking at it. To float something on it: ```lua local ocean = Ocean.forEntity(oceanEntityId) boat.position = { x, ocean:sampleHeight(x, z), z } ``` It is a building block. The sun the water glitters under, the ambient its foam sits in and the sky it reflects all come from the scene, through the same directional light and reflection probes every other material in the engine reads — so an ocean drops into a world that already has lighting instead of bringing a second set, and changing the scene's light changes the water with it. ## What it does The simulation is **spectral**: instead of animating individual waves, it builds the sea's energy across every wavelength and direction from an oceanographic spectrum, then inverse-transforms that into a height field. A real sea is what comes out — wind speed alone decides wave height, and it rises with wind the way a fully developed sea does, following the Pierson–Moskowitz law. It runs in **cascades** — independent wave fields over different patch sizes, each band-limited to its own range of wavelengths. A tile of roughly two kilometres carries the long waves and one of a few hundred metres the short ones; they sum into a surface with detail at every scale, and because the bands are disjoint no wavelength is synthesised twice. Above them a **Gerstner bank** adds the swell analytically, which no cascade can hold: a wave longer than its own patch has nowhere to live, and swell arrives from a distant storm on its own heading anyway. **Foam** is not painted on. It comes from the Jacobian of the wave displacement: where the surface folds over itself, the wave is breaking. Whitecaps appear where and when the geometry actually breaks, accumulate into a persistent world-space field, and streak behind the crest as they decay. **Colour and transparency are the same mechanism.** Per-channel Beer–Lambert extinction over the distance light travelled through water gives both — red dies within a metre, blue survives tens. That is why shallow water over sand reads turquoise and the open sea reads near-black blue without switching materials. **The seabed** is one noise field read twice: scaled it is the terrain's relief, unscaled it picks between sand and rock, so outcrops stand on the high ground and sand fills the hollows. The sun's caustic web moves over both, bent by the horizontal displacement of the water directly above it. Bodies land on it: the pass that raises the ground writes the same field out as a height patch that travels with the viewer, so what a body stands on is what the frame drew. Nothing here ships an image. Every map the surface and the seabed sample — the foam patterns, the sand, the rock, the caustics — is grown on the GPU at startup. ## The pieces | Asset | What it is | |---|---| | `components/Ocean` | Puts a sea on an entity. Its fields are the sea state; the simulation is rebuilt from them, so an ocean survives a scene reload. | | `modules/ocean` | The substrate: `attach`, `create`, `forEntity`, `sampleHeight`, `sampleDisplacement`. | | `components/Buoyancy` | Floats a rigid body on the sea. Its fields are the hull: how dense it is, how steady, and what box displaces water. | | `modules/buoyancy` | The forces: `attach`, `forEntity`, `columns`, `submergedFraction`, `restingY`. | | `modules/oceanPresets` | Nine named sea states, from `calmClear` through `gale`. | | `modules/oceanQuality` | The four tiers — how finely a sea is resolved, as distinct from what sea it is. | | `modules/oceanClipmap` | The camera-following ring geometry both the surface and the seabed are built on. | | `modules/oceanFloor` | The seabed: terrain, ground materials, caustics and the ground physics collides with. | | `modules/oceanScene` | The seam between the scene capture and the materials that sample it. | | `shaders/oceanSurface` | The water: cascade normals, absorption, exact dielectric Fresnel, subsurface scattering, sun glitter, foam, and the view from below. | | `shaders/oceanFloor` | The seabed: sand and rock blended by terrain noise, under a caustic web. | | `materials/oceanWater`, `materials/oceanSeabed` | The default looks. | | `renderFeatures/oceanScene` | Copies the frame's colour and depth so the surface can refract what is behind it and measure its own water column. | | `computeShaders/ocean_*` | The ten-stage GPU pipeline. | ## Wind is the control Significant wave height goes as the **square** of wind speed, so that one field does most of the work: | Wind | Sea | Wave height | |---|---|---| | 3 m/s | glassy, a mirror | ~0.2 m | | 11 m/s | working sea, occasional whitecap | ~2.5 m | | 24 m/s | gale, breaking and streaked | ~12 m | Everything else shapes character rather than size: `choppiness` pinches crests into peaks, `standingWaveRatio` runs waves both ways instead of only downwind, `jonswapGamma` sharpens a fetch-limited sea, and the foam layers decide how readily a breaking crest whitens and how long it streaks. Read `documentation/oceans.guide` for the full walkthrough, including the seabed, buoyancy, reflections and what each tier costs.
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# subsurface A metallic-roughness surface that also transports light beneath itself, for skin, foliage, wax, marble and thin fabric. Set `subsurface_color` to the tint of the light that scatters through; leaving it black makes this a plain metallic-rough surface. `subsurface_radius` sets how far light spreads beneath — larger values wrap the shading further past the terminator, and reach further in whichever channels the colour is strongest in. `thickness` (and `thickness_texture`) control how readily a backlit surface glows. Thin geometry transmits; thick geometry stays solid. Both effects are evaluated in the engine's light loop, so they are shadowed and attenuated like every other lobe.
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# compute_terrain GPU voxel-terrain generation: produces block data for a chunk. One thread per `(x, z)` column, filling the full Y column with block types (air, grass, dirt, stone, sand, water, wood, leaves, snow). Bindings (see bindings.yaml): `params` (read `array<f32>` — `[chunkSizeX, chunkHeight, chunkSizeZ, chunkWorldX, chunkWorldZ, seaLevel, seed, 0]`), `blocks` (read_write `array<u32>`, indexed `[z * H * S + y * S + x]`). Usage: dispatch by identity with `compute.dispatch("@builtin::shaders.compute_terrain", ...)` — it resolves to the shader's stable guid and auto-compiles on first use (no setup).
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# walk One thread per walker running `steps` dependent steps: each walker's start state goes in, its end state and the state after every step come out, with the number of steps it ran. A state is 1 to 8 floats (`width`). The step is a Field, handed to the kernel the way `map` takes its template: the fields package fuses the Field into WGSL expressions and the kernel is specialized with them. A node holds no WGSL. | Specialization | Type | Meaning | |---|---|---| | `WALK_STEP` | `vec4<f32>` expression | lanes 0 to 3 of the next state; default `zero_walk_advance(s)`, the constant step | | `WALK_STEP_HI` | `vec4<f32>` expression | lanes 4 to 7 of the next state; default `s_hi` | | `WALK_DONE` | `bool` expression | whether the walker stops before step `k`; default `false` | | `WALK_PRELUDE` | module-scope WGSL | the functions the expressions call, and `#include` lines for the `rand`, `noise` and `color` preludes | The expressions read the state leaves `s` (lanes 0 to 3) and `s_hi` (lanes 4 to 7), the step number `k` (u32) and the walker number `id` (u32), the numbers of `u` (`u_get(n)`) and the columns of the `cols` table (`cols_f32(slot, i, lane)`, `cols_vec3(slot, i)`), which is how a step reads a raster, a field column or a per-walker attribute. The constant step needs no Field: its vector is the params `dx`, `dy`, `dz` and `dw`. Bind `cols` (a table from `compute_abi.table`), `u`, `start` (`width` floats a walker). Outputs: `finish` (`n * width`), `path` (`n * steps * width`, row `k` of walker `i` at `(i * steps + k) * width`) and `steps_run`. ```luau local variant = ref:program():variant({ specialize = { WALK_STEP = "vec4<f32>(s.x + 1.0, s.y * 0.5, 0.0, 0.0)", WALK_DONE = "s.x > 8.0", } }) local run = variant:run({ n = walkers, inputs = { cols = emptyTable, u = numbers, start = startBuffer }, params = { steps = 8, width = 2 } }) ``` Exact: each walker writes its own path rows, so the result does not depend on thread order.
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# compute_voxelize Voxelizes a triangle mesh on the GPU. For each grid cell it casts a ray along +X and counts Möller–Trumbore triangle intersections — an odd count means the cell is inside the mesh. Bindings (see bindings.yaml): `triangles` (read `array<f32>`, 15 floats/triangle), `params` (read `array<f32>` — `[minXYZ, maxXYZ, resXYZ, voxelSize, triCount, 0]`), `output` (read_write `array<f32>`, one per cell: 1.0 = occupied, 0.0 = empty). Usage: dispatch by identity with `compute.dispatch("@builtin::shaders.compute_voxelize", ...)` — it resolves to the shader's stable guid and auto-compiles on first use (no setup).
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# postReference_checker A checker of 64 cells across, 0.8 on 0.03: the high-frequency background a fast object crosses. Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
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# postReference_colorChecker The 24 patches of the ColorChecker Classic, each its published sRGB value read as linear reflectance. Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
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# Error Test Intentionally broken material used to exercise the renderer's error-handling and fallback paths. It targets `@builtin::shaders.error_shader` and carries a bright magenta base colour (`1.0, 0.0, 1.0`) — the classic "missing/failed" flag colour — with mid roughness (`0.5`), opaque render type, and back-face culling. ## Inputs - `colors.base_color` (`1.0, 0.0, 1.0, 1.0`) — magenta error flag tint. - `floats.roughness` (`0.5`) — neutral surface roughness. - `render.type` (`opaque`) / `render.queue` (`2000`) — drawn in the standard opaque pass.
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# hash_starts Finishes a spatial hash: given each point's bucket and the permutation that sorts the points by bucket, states for every bucket where its points start and end in the sorted order. Each bucket finds its two places by binary search over the sorted keys, so no bucket needs clearing and the answer is a function of the keys alone. Exact.
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# Animated Color An opaque, back-culled surface whose colour animates over time, driven by `@builtin::shaders.animate_shader`. Starts from a white base colour (`1.0, 1.0, 1.0`) with an `emissive` of `1.0` so the shifting colour reads brightly, at mid roughness (`0.5`) and fully non-metallic (`metallic 0.0`). ## Inputs - `colors.base_color` — the starting colour the animation modulates. - `floats.emissive` (`1.0`) — self-illumination strength of the animated colour. - `floats.roughness` (`0.5`) — matte diffuse spread. - `floats.metallic` (`0.0`) — dielectric, non-metallic surface.
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# abi_spec Doubles src into dst as the element type T the specialization names.
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# billboard Camera-facing billboard shader for textured quads — labels, sprites, and 3D text. All four corners of the quad sit at the same anchor, so the vertex's world position is the anchor under any entity or parent transform. Each corner carries its in-plane offset in the vertex colour; the vertex stage offsets the corner in world space facing whichever camera renders the pass, so the quad is visible and correctly framed from the main viewport, an offscreen capture, and a render-texture camera alike. Because the offset is applied in world space before projection, the quad keeps real extent and stays drawn when the anchor leaves the frustum. The horizontal axis stays world-level, so it tracks a pitching camera without rolling. The world size lives in the per-corner offset (resizing rebuilds the vertex colours), so there are no size material properties, and the mesh declares its own render bounds so frustum culling keeps it. The fragment mirrors `unlit`: `base_color * base_color_texture` with masked-transparency cutoff.
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# foliage.shader Vegetation that sways with the scene's wind. The motion comes from the engine's frame-global wind (`rendering.setWind`), so every material reading it agrees on direction, speed and gust phase — a gust crosses a whole field instead of each plant animating on its own clock. `compliance` scales how far this material yields — 1 for a grass blade, 0.1 for a trunk. The mesh's red vertex channel is how freely each vertex moves: 1 at a blade's tip, 0 at its root, so a blade pivots from its base. A mesh with no authored vertex colours reads white and sways as a whole. The gust phase is a function of world position, so a gust travels across a field rather than every instance of the same mesh swaying in unison. With no wind set the sway is zero and the surface renders as a plain lit material.
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# intersect_cuts The segment each entry of `intersect_pairs` is cut along, one thread per entry. The thread reads the entry's `a`, `b` and part and writes the part's two endpoints (`intersect_core` states the parts). An endpoint record is 8 words: the position as f32 bits, the kind word (the kind in the low byte, which meshes the segment cuts in bits 8 and 9), then `lo`, `hi`, `tri` and `extra`, which name the crossing; two endpoints, 16 words, an entry. The endpoint slot `s = 2 * entry + e` names an endpoint to `intersect_unify` and `intersect_retri`. The points on shared edges have both endpoints in one record. Exact.
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# intersect_unify The first slot of every cut point. Endpoint slots whose records name the same crossing (the kind word, `lo`, `hi`, `tri` and `extra`) are one point; `rep[s]` is the lowest slot among them, which is the point's identity. A slot with `rep[s] == s` is a new point's first slot, so a compaction of those slots numbers the cut points, and every endpoint reference maps through `rep`. Three dispatches (`STAGE claim`, `fold`, `resolve`) over a hash table of `cells` words (a power of two, at least twice the slot count) and a second table of the same size, both zero before the first stage. Bind `rep` (one word a slot) to the same buffer in all three. Exact: the cell a key takes depends on thread timing, the answer does not.
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# ray Casts rays and segments against the triangles of a geometry through the hierarchy the `bvh` kernel builds (closest hit, or any hit for occlusion), and computes the generalized winding number of the geometry about each origin, which is the inside test a boolean or a distance field needs. A hit is the parametric t, the primitive index and the barycentric weights. The shader's header states the ray and hit layouts. Exact: the same rays give the same hits, ties going to the lower index. `ray` is a family of three kernels, since one dispatch binds at most 8 storage buffers a stage: | Kernel | Answers | |---|---| | `ray` | `hit` (t, u, v, fan) and `hit_prim` (the primitive, the shape index of a mesh hit) for the `closest`, `any` and `winding` stages | | `ray_surface` | for the `closest` hits `ray` found: `hit_normal` (unit triangle normal facing the ray's origin side) and `hit_end` (the hit point pushed out along the normal by the `skin` param; a miss answers the ray's end) | | `ray_shapes` | the analytic shape table, bound as a `columns` binding (`shapeKind, center, extent, rotation, bounce, friction, index`; a plane's extent is its unit normal, a sphere's extent.x its radius): `hit`, `hit_prim` (the row of the shape table), `hit_normal`, `hit_end` | Chain for a mesh: dispatch `ray` with `STAGE = closest`, then `ray_surface` with the same `rays`, geometry bindings and the `hit` and `hit_prim` that `ray` wrote.
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# `lut` post-process shader Colour grading through a lookup table. `pp.add(name, "lut", { texture = ... })` registers it; `@builtin::modules.lut` builds, imports and installs the tables it reads. `lut_texture` is a LUT **strip**: an N-entry colour cube laid out as one row of N square tiles, so the image measures `N*N` wide by `N` tall. Tile `b` holds the plane of constant blue index, red runs across a tile and green runs down it. N comes from the texture's own height, so this one shader serves a 16-, 32- or 64-entry cube. The eight lattice entries around a colour are fetched with `textureLoad` at exact texel coordinates and interpolated in the shader. That makes the result independent of the texture's filter and wrap mode, and each blue plane is read from its own tile. A texture whose shape is not a strip — including the 1×1 fallback bound when the effect has no table — returns the frame untouched, so adding the effect before its table exists changes nothing. | Property | Meaning | |---|---| | `amount` | 0 = the ungraded frame, 1 = the table's answer. | | `lut_texture` | The strip. |
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# abi_columns Adds the first lane of the columns a and b of a table into dst.
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# Error Text A 3D "ERROR" text model used as the visible fallback when an asset fails to load — spawned in place of missing geometry so a broken reference is obvious in-scene instead of silently invisible. Decomposed from `ERRORText.fbx` into this bundle (mesh + material + texture + entity template). ## Composition - Root `error_text` → `Sketchfab_model` → the `ERRORText.fbx` node hierarchy. - Carries the extruded "ERROR" letter mesh, its material, and texture as private subassets. ## Usage Spawned automatically by the engine as the placeholder for an unresolved asset; can also be spawned directly to test the fallback path.
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# Plastic White A clean white plastic — a non-metallic PBR surface with a pure white base colour (`1.0, 1.0, 1.0`) and mid roughness (`0.5`) for a soft dielectric sheen. Built on `@builtin::shaders.pbr`. Opaque, back-face culled, queue `2000`. ## Inputs - `colors.base_color` (`1.0, 1.0, 1.0`) — the white plastic tint. - `floats.roughness` (`0.5`) — soft, semi-glossy highlight. - `floats.metallic` (`0.0`) — dielectric (non-metal) response. - `floats.emissive` (`0.0`) — no self-illumination.
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# edges The sides of a mesh as point pairs: the first stage of the edge table. One invocation per primitive writes, for every vertex slot of its run, the side leaving that vertex as `lo`, `hi` (its lower and higher point), `face` (the owning primitive) and `rev` (1 when the side runs from the higher point to the lower). A slot with no side holds `ZERO_NONE` in `lo` and `hi`, so a sort puts it last. Integers are 32-bit words, exact. The edge table is this kernel, a stable sort of the slots by `hi` and then by `lo`, and the `edges_runs` kernel (run heads, then the table). The sort and the compaction between are the `sort` and `compact` kernels; `edges_runs` states the whole sequence. `closed_all` is 1 for a mesh of faces, which wrap; with 0 the `closed` column decides per primitive, for curves.
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# postReference_darkRamp A ramp of light from 0 at the left edge to 0.1 at the right: the dark gradient an undithered 8-bit display path bands on. Drawn unlit by `@builtin::shaders.referenceChart`, so a picture of it is measured against the light its properties state. Part of the post-verification reference scenes (`@builtin::scenes.postReference.*`); `@builtin::modules.postMetrics` reads them.
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# pbr The engine's standard physically-based material — the full glTF metallic-roughness workflow lit by the shared `@builtin::shaderModules.pbr_shading` model. This is the default surface shader a model uses when its material doesn't specify another, and it is also registered under the legacy alias **`standard`** (the name many materials reference). It is a `surface()` shader: it fills a `PbrSurface` and the engine generates every pipeline entry point and lights it. Every parameter defaults to a neutral value, so a material that sets nothing renders as a clean dielectric; the advanced lobes only cost anything when a material opts into them. ## Properties | Property | Type | Default | Meaning | |---|---|---|---| | `base_color` | color | `[1,1,1,1]` | Albedo tint, multiplied by `base_color_texture` and vertex colour. | | `emissive` | color | `[0,0,0,1]` | Emissive tint, multiplied by `emissive_texture` and `emissive_intensity`. | | `emissive_intensity` | float | `1.0` | HDR multiplier on the emissive output. | | `roughness` | range | `0.5` | Perceptual roughness, multiplied by the green channel of `roughness_metallic_texture`. | | `metallic` | range | `0.0` | Metalness, multiplied by the blue channel of `roughness_metallic_texture`. | | `reflectance` | range | `0.5` | Dielectric reflectance knob (neutral 0.5 → 4% F0). | | `ior` | float | `1.5` | Index of refraction → dielectric F0 and the refraction direction. | | `normal_scale` | float | `1.0` | Strength of the tangent-space `normal_texture`. | | `occlusion_strength` | range | `1.0` | Blend of the `occlusion_texture` (R) into the ambient term. | | `clearcoat` | range | `0.0` | Strength of a second dielectric clearcoat specular lobe. | | `clearcoat_roughness` | range | `0.0` | Roughness of the clearcoat lobe. | | `anisotropy` | float | `0.0` | Anisotropic highlight stretch along the tangent ([-1,1]). | | `sheen_color` | color | `[0,0,0,1]` | Tint of the sheen lobe — the retroreflective rim of velvet, satin and brushed fabric. Black leaves the base untouched. | | `sheen_roughness` | range | `0.3` | Width of the sheen lobe. | | `iridescence` | range | `0.0` | Blend toward the thin-film response, the hue that shifts with view angle. | | `iridescence_thickness` | float | `400.0` | Film thickness in nanometres — which wavelengths cancel and which reinforce. | | `iridescence_ior` | float | `1.3` | Index of refraction of the film. | | `subsurface_color` | color | `[0,0,0,1]` | Tint of the light that entered the surface, scattered beneath it and left again. Black leaves the base untouched. | | `subsurface_radius` | float | `0.5` | How far the diffuse falloff wraps past the terminator, taken per channel against `subsurface_color`. | | `fibre_color` | color | `[0,0,0,1]` | Tint of the second of the two highlights a hair or fur strand gives. Black leaves the base untouched. | | `fibre_specular` | range | `0.35` | Strength of the first strand highlight, in the light's own colour. | | `fibre_shift` | float | `0.06` | How far apart the two strand highlights sit along the fibre. | | `fibre_roughness` | range | `0.1` | Width of the first strand highlight. | | `transmission` | range | `0.0` | Specular transmission — refracts the environment through the surface. | | `thickness` | float | `0.0` | Volume thickness for Beer–Lambert transmission absorption. | | `attenuation_color` | color | `[1,1,1,1]` | Transmission absorption tint. | | `attenuation_distance` | float | large | Beer–Lambert absorption distance. | | `uv_scale` | float2 | `[1,1]` | UV tiling applied before every texture sample. | | `uv_offset` | float2 | `[0,0]` | UV offset applied before every texture sample. | | `alpha_cutoff` | range | `0.0` | Mask threshold — fragments with `alpha <` this are discarded (0 = no cutoff). | | `double_sided` | bool | `false` | Flip the shading normal on back faces. | | `receives_fog` | bool | `true` | Whether the screen-space fog passes (height fog, aerial perspective) reach this surface. `false` leaves an opaque deferred draw at the colour it shaded to, however deep in the medium it stands — see below. | ### Emissive authoring The glow output is `emissive × emissive_intensity` (× the `emissive_texture`). The glow **colour** is `emissive`, a vec; the **intensity** over it is `emissive_intensity`, a scalar. So `{ emissive = {0.1, 0.9, 1, 1}, emissive_intensity = 5 }` is a cyan glow at 5×, and it is these two names that `getProperties()` lists and `setProperty` writes. A spelling another engine's convention uses for the same role — `emissive_color`, `emission`, `emissive_tint` — is resolved onto `emissive` when the material is authored, so content carried in from glTF, Unity or Godot reaches the property under the name this shader declares. Where two such spellings meet on one of the two names, the shape of each value says which of them it is: a vec is the colour and a number is the intensity, so `{ emissive_color = {0.2, 0.8, 1, 1}, emissive = 5 }` is the same cyan glow at 5x. Two values of one shape are one property's, and the one written under the name the shader declares applies while the other is named in a warning. A bare positive scalar `emissive` with no colour beside it is the "turn emission on" shorthand and means a white glow at that intensity, so `emissive = 20` on a white material lights up. ### The lobes over the base layer Beyond metallic-roughness, the shading model carries six layers this material declares. Each is gated on its own neutral value, so a material that sets none of them shades as a plain dielectric and each one costs only where it is asked for. | Layer | Turned on by | What it looks like | |---|---|---| | Clearcoat | `clearcoat > 0` | A second dielectric specular lobe on top — car paint, lacquer, a varnished surface. | | Anisotropy | `anisotropy ~= 0` | The highlight stretches along the tangent — brushed metal, a vinyl record. | | Sheen | `sheen_color` above black | A retroreflective rim that brightens toward grazing angles — velvet, satin, dusty cloth. | | Iridescence | `iridescence > 0` | The specular hue shifts with view angle — an oil slick, a soap film, anodised metal, a beetle shell. Thickness picks the colours. | | Subsurface | `subsurface_color` above black | Light wraps past the terminator and glows through thin geometry lit from behind — skin, wax, marble, a leaf. `thickness` gates how much reaches the far side. | | Fibre | `fibre_color` above black | The two offset highlights a strand gives instead of the one a surface gives — hair, fur. Taken around the world tangent as the fibre axis. | All six are evaluated inside the engine's own light loop, once for every light that reaches the surface, so each one is shadowed, attenuated and cone-masked with the base layer it sits over. An oil-slicked wet surface is `iridescence = 1`, an `iridescence_thickness` around 300-500 nm and a low `roughness` over a dark `base_color`. Skin is a warm `subsurface_color` with a `subsurface_radius` near 0.5. Velvet is a `sheen_color` at the fabric's own hue over a dark base. ### Standing outside the fog `receives_fog = 0` declares that the screen-space fog passes — `heightFog` and `aerialPerspective` in `@builtin::systems.atmosphere` — leave this surface at the colour it shaded to. The declaration travels to those passes as a per-pixel surface flag written into the alpha of the G-buffer normal (`@builtin::shaderModules.surface_flags`). Only the deferred G-buffer fragment entry writes that channel, so the declaration reaches the fog from an **opaque** draw on the **deferred** path. A draw the renderer sends through the forward fragment entry — every draw on the forward path, and the transparent phase on either path — writes no G-buffer channel to carry it, and its pixels take the fog like any other. ## Textures (glTF metallic-roughness set) | Slot | Default | Channels | |---|---|---| | `base_color_texture` | white | RGBA albedo (sRGB). | | `roughness_metallic_texture` | white | G = roughness, B = metallic (glTF packing). | | `emissive_texture` | white | RGB emissive (sRGB). | | `normal_texture` | flat-normal | Tangent-space normal map. | | `occlusion_texture` | white | R = ambient occlusion. | Because the engine holds the full `PbrSurface`, the capture tool's debug passes (albedo / roughness / metallic / AO / emissive / world-normal / shadow / depth / motion) all read real material data.
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# contour_crossings Where the surface crosses each of the twelve edges of every straddling cell: the point and whether it crosses. An edge that does not cross carries its cell's centre, a point any shape can be read at. Slot `s` of the outputs is the `s`-th straddling cell, `cells[s]`, and edge `e` of it is slot `s * 12 + e`. Dispatch over the straddling cells. Exact: each slot has one writer.
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# Lit Checkerboard A static, lit checkerboard surface built on `@builtin::shaders.lit_checkerboard` — the default ground material for newly seeded worlds. It uses a neutral light-grey base colour (`0.85, 0.85, 0.85`) with a grey emissive tint (`0.35, 0.35, 0.35`) so the pattern stays readable in dim scenes, high roughness (`0.7`), no metallic, opaque, and instanced. ## Inputs - `colors.base_color` (`0.85, 0.85, 0.85, 1.0`) — neutral grey checker palette. - `colors.dark_color` (`0.35, 0.35, 0.35, 1.0`) — the dark square colour, close enough to the base that the pattern stays readable in low light. - `floats.roughness` (`0.7`) — mostly diffuse surface. - `render.instancing` (`true`) — supports instanced draws.
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# Decal Default The default material a `DecalProjector` stamps when none is assigned. A flat cyan tint (`0.05, 0.95, 1.0`) on `@builtin::shaders.pbr`. Assign a material with a `base_color_texture` to project a texture; the projector samples the material's base colour at the box-local XY of every surface inside its projection box.
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# hair.shader A hair or fur strand. Its specular is a pair of offset bands rather than one spot: a fibre reflects into a cone around its own axis, so the highlights are taken around the world tangent — which on strand geometry runs root to tip. `fibre_color` tints the second, broader band and is what switches both on; `fibre_shift` sets how far apart they sit and `fibre_roughness` how narrow the first one is. Colour comes from `base_color` times the per-vertex colour, so a groom carries its own root-to-tip gradient under one material. `transmission_color` and `transmission` are the light that carries through a strand — the glow along a backlit edge. Both faces of a ribbon stand for the same round fibre, so back faces are lit like front ones.
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# edges_runs Turns the sorted sides of a mesh into the edge table. Two stages share one dispatch shape, chosen by the `STAGE` specialization: - `STAGE heads` flags, per sorted place, where a new edge starts; - `STAGE table`, after the flags are compacted into `starts`, writes each edge's two points (`a` < `b`) and the number of sides along it (`fcount`). The whole sequence for a mesh with `nv` vertices: `edges` writes `lo`, `hi`, `face`, `rev`; a stable sort by `hi` and then by `lo` gives `order`; `STAGE heads` flags the heads; `compact` of the flags gives `starts` and the live edge count; `STAGE table` writes the edges. An edge's faces are the primitives `face[order[starts[e] + j]]` for j below `fcount[e]`, so `gather(face, order)` is the CSR `edgeFace` column with `starts` as its starts and `fcount` its counts. An edge is open when `fcount` is 1 and manifold when it is at most 2. Integers are 32-bit words, exact. Over a live count (`COUNT=device`, see the abi README) `domain_count` is the number of live sorted places in both stages, and the `n` param is not read. Stage heads runs over the capacity of places and holds 0 in `flag` past the live ones. Stage table runs over the capacity of edges: an edge is live where `starts` holds a place below the live places (the slots past the live edges hold -1 where `compact` over a live count makes them), a run ends at the live places, and every other slot holds -1 and -1 in `a` and `b` and 0 in `fcount`. The device variant binds the buffers of its own stage only: 5 storage buffers in stage heads and 8 in stage table (8 in the plain variant).
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# `bloom` post-process shader The light a bright surface spills into the pixels around it. A half-resolution `bright` pass extracts what stands above `threshold`, a pyramid of `downsample` passes carries it down to 1/64 of the view, and a chain of `upsample` passes carries it back up, blending each octave into the one above it. `composite` adds the result to the scene. `tools.use("pp", "add", "glow", "bloom")` registers it — the shader declares `space: light`, so the effect takes the scene layer: the rendered picture before the UI is drawn, over the scene's own light in a float target, which is where a bloom belongs. ## Passes | Pass | Scale | What it does | |---|---|---| | `bright` | 0.5 | Extracts what stands above `threshold` from a 2x2 block of the scene, soft-kneed by `softKnee`. | | `down1`…`down5` | 0.25 … 0.015625 | Each halves the previous octave's resolution with a 13-tap filter; `down1` also Karis-averages its five taps to keep a single bright texel from dominating. | | `up4`…`up0` | 0.03125 … 0.5 | Each carries the smaller octave up with a 3x3 tent and blends it into the next one by `scatter`. | | `composite` | (view size) | Adds the bloomed image to the scene, scaled by `intensity`. | ## Properties | Property | Default | Range | Meaning | |---|---|---|---| | `threshold` | 1.0 | 0–16 | The brightness the `bright` pass extracts above. | | `softKnee` | 0.5 | 0–1 | How wide the roll-in is around `threshold`, so a surface crossing it brightens rather than pops. | | `intensity` | 0.6 | 0–4 | How much of the bloomed image the `composite` pass adds back to the scene. | | `scatter` | 0.7 | 0–1 | How much of each octave an `upsample` pass blends into the one above it, and so how far the halo carries. | | `levels` | 6 | 1–8 | How many octaves of the pyramid draw. | | `clampMax` | 16 | 0–64 | The per-texel cap the `bright` pass applies before extracting, so one blazing pixel cannot blow out its octave. | `levels` and the 8-texel floor an octave's short side must clear are both read per pass, not baked into the pass list: an octave past either one returns the larger image it was handed unchanged, so a slider drag on `levels` changes what the twelve passes DO and never how many there are. Eleven scratch targets in the scene format, the largest at half the view — about 11 MB at 1080p.
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backing path · systems/procgen.package/proc.module/parity.module

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Inside

2 problems across 1 item
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dep.unresolved · L870
could not resolve `@compute`
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dep.unresolved · L870
could not resolve `@workgroup_size`
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