shadertown 0.13.0 → 0.15.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +57 -0
- package/README.md +31 -2
- package/dist/export.d.ts.map +1 -1
- package/dist/export.js +67 -6
- package/dist/export.js.map +1 -1
- package/dist/generated/sources.d.ts +8 -75
- package/dist/generated/sources.d.ts.map +1 -1
- package/dist/generated/sources.js +82 -72
- package/dist/generated/sources.js.map +1 -1
- package/dist/graph.d.ts +33 -3
- package/dist/graph.d.ts.map +1 -1
- package/dist/graph.js +7 -1
- package/dist/graph.js.map +1 -1
- package/dist/masonry.d.ts +12 -0
- package/dist/masonry.d.ts.map +1 -0
- package/dist/masonry.js +133 -0
- package/dist/masonry.js.map +1 -0
- package/dist/params.d.ts.map +1 -1
- package/dist/params.js +3 -0
- package/dist/params.js.map +1 -1
- package/dist/registry.d.ts +312 -2
- package/dist/registry.d.ts.map +1 -1
- package/dist/registry.js +124 -2
- package/dist/registry.js.map +1 -1
- package/dist/studio.d.ts +6 -0
- package/dist/studio.d.ts.map +1 -0
- package/dist/studio.js +112 -0
- package/dist/studio.js.map +1 -0
- package/dist/types.d.ts +7 -2
- package/dist/types.d.ts.map +1 -1
- package/package.json +9 -8
package/CHANGELOG.md
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@@ -6,6 +6,63 @@ deploys, not by this file.
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This project follows [semantic versioning](https://semver.org). Before 1.0 the
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minor number carries breaking changes, so pin it if that matters to you.
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## 0.15.0 — 2026-09-05
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One shader after a photograph: a floor of black stone with light in the steps.
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### Refined
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- Basalt uses broad plateaus, warm corner reflections, fine stone texture and
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distance focus. Independent columns, rows and step height tune its geometry;
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nonzero layout seeds rearrange drops from foreground to distance. Seed 0
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preserves the reference composition.
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- Optional `NumericControl.randomRange` bounds Randomise without restricting
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manual sliders. Basalt uses restrained ranges and curated colour presets.
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- Three additional shared control slots (`e`, `f`, `g`) occupy the padding
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before the colour fields, preserving their offsets and uniform buffer size.
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### Added
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- **`basalt`.** A camera over a paving of dark slabs laid in running bond, the
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grid turned so the seams run away on the diagonal, and the floor cut into a
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few broad terraces that climb toward the top right of the frame. Along the
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nose of a step some seams carry a strip of light: a thin hot core with a
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narrow warm halo that lights the riser below it, runs down the corner where
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the riser turns, and lays a satin reflection over the tread in front. The
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light travels along the strips in slow pulses, the camera drifts sideways,
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and a strip under the pointer burns brighter. Lit,
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Pulse, Sheen and Haze are its controls, Relief rides the warp slot, Scale is
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the size of a slab, and it ships four presets. Family `spatial`, cost
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heavy. Seventy-four shaders in total.
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- **The `masonry` graph.** A fifth graph flavour: one instanced draw lays every
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slab as a box into an HDR target with depth and 4x MSAA, a focus pass blurs
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by the camera distance the geometry stored, and the shared bloom chain and
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tone mapping finish the image. The variant supplies the grid, the heights
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and the material; the prelude owns the camera, the boxes and the focus.
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## 0.14.0 — 2026-09-05
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One shader of metal and glass, drawn through a fourth flavour of render graph.
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### Added
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- **`alloy`.** Broad brushed-metal ribbons twist through a cool, softly lit
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studio, their fine grooves catching warm gold reflections, and glass spheres
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float between the folds and reflect the ribbons around them. Ribbon width,
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Brushing, Glass spheres and Warm light are its own controls, Twist rides on
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the warp slot, Zoom frames the camera, and it ships four presets. Family
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`spatial`, cost heavy. Seventy-three shaders in total.
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- **The `studio` graph.** A fourth graph flavour: a compute pass bounds the
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ribbon patches, a shadow map and an antialiased HDR geometry pass draw the
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ribbons, a glass pass traces reflection and refraction against those
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patches, then depth of field, the shared bloom chain and tone mapping finish
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the image. `toReadme` documents its passes for custom renderers.
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### Changed
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- **Graph flavours may opt into tone mapping.** The present pass now runs a
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per-flavour hook; the particle, drafting and glow graphs keep their response.
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## 0.13.0 — 2026-09-05
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Auto judges a phone by its GPU, not by being a phone.
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package/README.md
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@@ -17,6 +17,35 @@ No WGSL loader, no bundler plugin: shader sources ship as strings. Every
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renderer on a page shares one GPU context and one frame loop, and the loop stops
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when nothing is animating.
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## Alloy: metal ribbons and glass
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`alloy` draws animated brushed-metal ribbons and floating glass spheres without
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image assets. Its named controls update live without recompiling the shader:
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```tsx
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<ShaderCanvas
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shader="alloy"
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params={{ speed: 0.35, width: 1, brushing: 1, spheres: 1, warmth: 1, warp: 0.8 }}
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quality={{ dpr: [1, 1.25] }}
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trackPointer
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play="visible"
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style={{ width: "100%", height: 480 }}
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/>
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```
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`width` changes the ribbon width; `brushing` changes the surface grooves;
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`spheres` scales the glass (zero hides it); `warmth` controls the accent light;
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`warp` controls twist. `colorA`, `colorB`, and `colorC` set the metal, studio,
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and accent colors. The catalogue includes Champagne, Platinum, Rose gold,
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and Obsidian palettes. The studio graph combines ribbon meshes, ray-traced
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glass, depth of field and bloom. A modest pixel ratio is recommended for
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large backgrounds.
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For plain JavaScript, use `createShaderRenderer(canvas, { shader: "alloy",
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params: { warmth: 1.4 }, dpr: [1, 1.25] })` and call `renderer.setParams(...)`
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to tune it. `toWgslSource("alloy")` returns the complete WGSL module;
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`toReadme("alloy", {})` documents its passes and bindings for custom renderers.
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## Vendor the source
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The `shadertown` CLI ships inside this package, so `npx shadertown` needs no
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## Licensing
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This package is MIT, and it draws all
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readable source: 16 shaders hand theirs to anyone, the other
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This package is MIT, and it draws all 74 shaders. What a licence buys is the
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readable source: 16 shaders hand theirs to anyone, the other 58 need
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[Professional](https://www.shadertown.com/pricing). Source you have already
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vendored keeps working either way.
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package/dist/export.d.ts.map
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{"version":3,"file":"export.d.ts","sourceRoot":"","sources":["../src/export.ts"],"names":[],"mappings":"AAEA,OAAO,EAKL,KAAK,UAAU,EACf,KAAK,YAAY,EAClB,MAAM,eAAe,CAAC;AAevB;;;;GAIG;AACH,wBAAgB,UAAU,CAAC,CAAC,SAAS,UAAU,EAC7C,IAAI,EAAE,CAAC,EACP,MAAM,EAAE,YAAY,CAAC,CAAC,CAAC,GACtB,MAAM,CAAC,MAAM,EAAE,MAAM,GAAG,MAAM,CAAC,CAQjC;AAgBD,iFAAiF;AACjF,wBAAgB,cAAc,CAAC,CAAC,SAAS,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,MAAM,EAAE,YAAY,CAAC,CAAC,CAAC,GAAG,MAAM,CAW7F;AAED,8DAA8D;AAC9D,wBAAgB,aAAa,CAAC,CAAC,SAAS,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,MAAM,EAAE,YAAY,CAAC,CAAC,CAAC,GAAG,MAAM,CAoB5F;AAED,6DAA6D;AAC7D,wBAAgB,eAAe,CAAC,CAAC,SAAS,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,MAAM,EAAE,YAAY,CAAC,CAAC,CAAC,GAAG,MAAM,CAuB9F;AAED,yDAAyD;AACzD,wBAAgB,YAAY,CAAC,CAAC,SAAS,UAAU,EAAE,IAAI,EAAE,CAAC,GAAG,MAAM,CAElE;AAED,wBAAgB,gBAAgB,CAAC,CAAC,SAAS,UAAU,EAAE,IAAI,EAAE,CAAC,GAAG,MAAM,CAEtE;AAOD,+DAA+D;AAC/D,wBAAgB,eAAe,CAAC,CAAC,SAAS,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,MAAM,EAAE,YAAY,CAAC,CAAC,CAAC,GAAG,MAAM,CAwB9F;AAED;;;GAGG;AACH,wBAAgB,QAAQ,CAAC,CAAC,SAAS,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,MAAM,EAAE,YAAY,CAAC,CAAC,CAAC,GAAG,MAAM,CAmRvF;AAED,MAAM,WAAW,aAAa;IAC5B,QAAQ,CAAC,IAAI,CAAC,EAAE,MAAM,CAAC;IACvB,QAAQ,CAAC,KAAK,CAAC,EAAE,MAAM,CAAC;CACzB;AAED,2EAA2E;AAC3E,wBAAgB,SAAS,CAAC,CAAC,SAAS,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,MAAM,GAAE,aAAkB,GAAG,MAAM,CA0B3F"}
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package/dist/export.js
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stage reads are all declared in the file.
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`
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: ""
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: flavour === "studio"
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? `## What it renders
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${definition.name} renders sculpted ribbon meshes and glass through a studio
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graph. A compute pass builds bounded ribbon patches for glass rays. A shadow
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map and an antialiased HDR geometry pass draw the ribbons; the glass pass
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traces reflections and refraction through both sides of each sphere against
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those patches, including geometry outside the camera view. Depth of field,
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five-level bloom and tone mapping finish the image.
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Use \`ShaderCanvas\` or \`createShaderRenderer\` to manage the graph and its
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resources. The usual named parameters and live updates work on this shader.
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A custom renderer must reproduce these passes in order:
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1. \`cs_studio\`: 72 workgroups of one invocation, writing a 100,224-byte
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storage buffer (72 patches, each with two vec4 bounds and 85 vec4 points).
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2. \`vs_shadow\` / \`fs_shadow\`: three ribbon instances into a 1024-square
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r32float target with depth testing.
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3. \`vs_fullscreen\` / \`fs_background\`, then \`vs_studio\` / \`fs_metal\`:
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the background and ribbons in one rgba16float target with depth and 4x MSAA.
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4. \`fs_glass\`, then \`fs_focus\`, each into its own rgba16float target.
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5. \`fs_bright\`, ten \`fs_blur\` passes, \`fs_composite\`, then \`fs_main\`.
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Each ribbon draw uses \`segments × lanes × 6\` vertices and three instances.
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The \`su.mesh.xy\` uniform must match those subdivisions: High uses 256 × 48,
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Low uses 160 × 32. Set \`su.lens\` to \`[5.3, 1.1, 0, 0]\` for the default
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focus distance and aperture. Geometry and glass store camera distance in alpha for the
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focus pass. The WGSL declares each pass's bindings; tone mapping happens once,
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after the scene and bloom are added, in the shared present pass.
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`
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: flavour === "masonry"
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? `## What it renders
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${definition.name} renders a floor of slabs through a masonry graph. One
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instanced draw lays every slab as a box, positioned and sized by the WGSL from
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its cell of the grid, into an HDR target with depth and 4x MSAA; the geometry
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pass stores camera distance in alpha, a focus pass blurs by it, and the
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five-level bloom chain and tone mapping finish the image.
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Use \`ShaderCanvas\` or \`createShaderRenderer\` to manage the graph and its
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resources. The usual named parameters and live updates work on this shader.
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A custom renderer must reproduce these passes in order:
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1. \`vs_fullscreen\` / \`fs_backdrop\`, then \`vs_slabs\` / \`fs_slabs\`:
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the dark and the slabs in one rgba16float target with depth and 4x MSAA.
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The slab draw is 30 vertices and 1600 instances (a 40 by 40 square of
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boxes; the WGSL's \`MASONRY_SIDE\`), back faces culled.
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2. \`fs_focus\` into its own rgba16float target, reading the geometry.
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3. \`fs_bright\`, ten \`fs_blur\` passes, \`fs_composite\`, then \`fs_main\`.
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Tone mapping happens once, after the scene and bloom are added, in the shared
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present pass.
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`
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: "";
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const costNote = flavour === "studio"
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? "Heavy. Meshes, secondary glass rays and several HDR passes — cap the pixel ratio for large backgrounds. Low reduces mesh detail and focus samples."
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: flavour === "masonry"
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? "Heavy. An antialiased geometry pass, depth of field and several HDR passes — cap the pixel ratio for large backgrounds. Low halves the focus samples."
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: {
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light: "Light. A few samples per pixel — fine fullscreen at full pixel ratio, including on integrated graphics.",
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medium: "Medium. A few dozen samples per pixel — comfortable fullscreen on a discrete GPU, but cap the pixel ratio for a retina hero.",
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heavy: "Heavy. A raymarch or escape-time loop per pixel — cap the pixel ratio, or keep it to a card rather than a fullscreen background.",
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}[definition.cost];
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return `# ${definition.name}
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${definition.tagline}.
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package/dist/export.js.map
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