shadertown 0.14.0 → 0.16.0

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 CHANGED
@@ -6,6 +6,56 @@ 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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+ ## 0.16.0 — 2026-09-07
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+
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+ - Give Meadow curated randomization ranges for readable lighting, grass size,
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+ density, and motion while keeping the full manual control ranges.
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+
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+ - Rebuild `meadow` as a landscape graph: ray-marched mountains, pine instances,
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+ drifting valley mist, textured silver grass, airborne seeds, foreground blur,
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+ and HDR bloom. Foliage uses built-in atlases, curved grass strips, mip filtering,
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+ and MSAA. Curved leaves, varied plumes, cloud shadows, and a cached terrain
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+ height field add depth; the distant scene renders at half resolution.
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+ Its existing `flowers` parameter now controls grass density. Refresh its
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+ golden-hour palette, catalogue poster, and social card. Expose the atlas data
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+ URLs through `shadertown/assets` for custom renderers.
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+ - Feature Meadow in Archipelago’s former overview position. Archipelago remains
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+ available in the catalogue.
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+
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+ ## 0.15.0 — 2026-09-05
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+
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+ One shader after a photograph: a floor of black stone with light in the steps.
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+
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+ ### Refined
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+
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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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+
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+ ### Added
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+
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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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+
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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.
package/README.md CHANGED
@@ -69,8 +69,8 @@ npx add-mcp "npx -y shadertown@latest mcp" -n shadertown
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  ## Licensing
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- This package is MIT, and it draws all 73 shaders. What a licence buys is the
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- readable source: 16 shaders hand theirs to anyone, the other 57 need
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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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@@ -1 +1 @@
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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,CAwPvF;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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+ {"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,CAyTvF;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"}
package/dist/export.js CHANGED
@@ -302,14 +302,79 @@ 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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- : "";
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+ : flavour === "landscape"
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+ ? `## What it renders
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+
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+ ${definition.name} draws a sunlit mountain valley and wind-blown silver grass.
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+ The HDR landscape graph combines terrain, textured foliage, drifting seeds,
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+ foreground lens blur, and five-level bloom. Its built-in foliage atlases load
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+ only when this shader is used; callers need no asset URLs.
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+
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+ Use \`ShaderCanvas\` or \`createShaderRenderer\` to manage the graph and resources.
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+ A custom renderer must reproduce these passes in order:
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+
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+ 1. \`vs_fullscreen\` / \`fs_heights\`: bake the fixed height field once into a
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+ 2048×1024 rgba16float target. Bind it as \`t_heights\` with \`linearSampler\`
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+ for terrain and trees; it stays valid across parameter and viewport changes.
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+ 2. \`vs_fullscreen\` / \`fs_terrain\`: terrain, sky and lake into a half-resolution
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+ rgba16float target. Alpha stores normalized camera distance.
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+ 3. \`vs_fullscreen\` / \`fs_landscape\`: copy that target into a full-resolution
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+ rgba16float scene with depth and 4x MSAA, writing its alpha to depth.
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+ 4. \`vs_tree\` / \`fs_tree\`: 16,384 six-vertex pine instances, depth tested
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+ with alpha-to-coverage. Bind \`t_tree\` and \`foliageSampler\`.
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+ 5. \`vs_grass\` / \`fs_grass\`: 12,000 curved grass instances, back to front,
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+ with source-alpha color blending and no depth writes. High uses 144 vertices
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+ (four curved leaves plus twelve plume strips); Low uses 108 vertices and
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+ culls alternate plants. Bind \`t_grass\`.
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+ 6. \`vs_seed\` / \`fs_seed\`: fourteen six-vertex airborne seeds, alpha blended.
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+ 7. \`fs_landscapeFocus\` into a second full-resolution rgba16float target,
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+ reading \`t_landscape\` with the scene color.
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+ 8. \`fs_bright\`, ten \`fs_blur\` passes, \`fs_composite\`, then \`fs_main\`.
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+
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+ Import \`meadowGrassAtlas\` and \`meadowTreeAtlas\` from \`shadertown/assets\` for
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+ custom renderers. These are WebP data URLs containing four sprite columns.
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+ Decode them into rgba8unorm textures, build mip levels with alpha-aware image
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+ resampling, and use trilinear filtering with maximum LOD 7 and anisotropy 4.
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+ The WGSL converts the atlas colors from sRGB to linear light. The SDK handles
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+ loading, shader swaps, and texture disposal; the exported \`flowers\` parameter
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+ continues to control grass density.
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+
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+ `
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+ : flavour === "masonry"
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+ ? `## What it renders
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+
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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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+
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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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+
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+ A custom renderer must reproduce these passes in order:
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+
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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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+
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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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+ : "";
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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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- : {
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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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+ : 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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- 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@@ -0,0 +1,3 @@
1
+ export declare const meadowGrassAtlas: string;
2
+ export declare const meadowTreeAtlas: string;
3
+ //# sourceMappingURL=landscape-assets.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"landscape-assets.d.ts","sourceRoot":"","sources":["../../src/generated/landscape-assets.ts"],"names":[],"mappings":"AACA,eAAO,MAAM,gBAAgB,EAAE,MAAs40P,CAAC;AACt60P,eAAO,MAAM,eAAe,EAAE,MAA0/6W,CAAC"}