shadertown 0.8.0 → 0.8.2
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 +39 -0
- package/dist/generated/sources.d.ts +5 -5
- package/dist/generated/sources.js +5 -5
- package/dist/generated/sources.js.map +1 -1
- package/dist/graph.d.ts.map +1 -1
- package/dist/graph.js +17 -1
- package/dist/graph.js.map +1 -1
- package/dist/registry.d.ts +4 -4
- package/dist/registry.js +4 -4
- package/dist/registry.js.map +1 -1
- package/package.json +8 -9
package/CHANGELOG.md
CHANGED
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@@ -6,6 +6,45 @@ 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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## 0.8.2 — 2026-09-02
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### Fixed
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- **The five graph shaders keep one picture at every canvas size.** Their point
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size was in device pixels and their grid is a fixed 256 by 256, so a point
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covered a smaller share of a bigger canvas: `dunes`, `ferro`, `chladni`,
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`maelstrom` and `pulsar` read as a dense field on a small card and thinned
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out to specks on a fullscreen hero — and, at twice the pixels, to half the
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light. The point now grows with the canvas above 240 device pixels of
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height, which is what a catalogue card draws at, and never shrinks below the
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two pixels it already was. A card is untouched; everything larger now shows
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the same picture it does. Measured on the site's own stills, `dunes` at
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1000 by 625 went from 3% of full brightness to 15%, and `ferro` from 3% to
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12% — the difference between a black rectangle and a picture.
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### Changed
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- **`ferro` shows its crown before the pointer has moved.** A pointer that has
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never moved reports the exact centre of the frame, and this camera
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unprojects the centre to the horizon, so the crown of spikes the shader is
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named for rose two hundred world units away and read as a smudge of light. It
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now rests low in the frame, near enough to the camera to see. Any pointer a
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reader actually moves is honoured exactly as before.
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## 0.8.1 — 2026-09-01
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### Changed
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- **`pulsar` opens on a picture instead of a white blob.** Its exposure was
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set as if the globe were a thin field of points, but sixty-five thousand
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additive splats share a small circle of screen there, so the core burned out
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and took the whole sphere with it — a saturated white ball on grey, with none
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of the surface visible. Intensity drops from 2.29 to 0.7 and saturation comes
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back up from 0.06 to 1.1, so the dotted surface, the green rim and the pulled
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side all read. The vignette deepens to settle it into the dark. The Bands
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well also sat at 0, which meant the sweeping light the shader is named for
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never appeared until you moved a slider; it now opens at 0.45.
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## 0.8.0 — 2026-09-01
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Five shaders that are render graphs rather than a single pass, a mesh gradient
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