shadertown 0.8.2 → 0.10.0

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package/CHANGELOG.md CHANGED
@@ -6,6 +6,82 @@ 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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+ ## 0.10.0 — 2026-09-02
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+
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+ Four shaders of light, and the small render graph that blooms them.
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+
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+ ### Added
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+
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+ - **`filament`.** A handful of glowing threads gather to a point and fan
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+ toward the edges like fibres drawn from a spool, each a slow sine that
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+ grades from the first colour to the last and burns through to the core where
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+ they cross. The pinch leans toward the pointer and the threads brighten under
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+ it.
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+ - **`spectra`.** A stack of bands bent by a field of crossed sines, a pulse
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+ travelling down them, and each colour channel reading the bands a little
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+ offset from the others, so every edge fringes into spectra. Scanlines over
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+ the top; the pulse tightens under the pointer.
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+ - **`shafts`.** God rays from a source just above the frame: the light on
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+ each bearing is drifting noise over the angle, carved into a handful of
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+ broad soft beams that fade with distance and fall to dark at the foot. The
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+ pointer is a thing held in the light, blocking the beams and throwing a
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+ shadow that softens the further it falls.
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+ - **`billow`.** A sea of soft waves — two crossed sines with a slow swell —
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+ raymarched from a low camera into fog, the crests catching a third colour by
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+ height, the camera turning a little with the pointer. Seventy shaders in
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+ total, and a new `light` family.
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+ - **The `glow` graph flavour.** One full-screen scene pass into an HDR target,
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+ then the shared bloom chain and present. A variant supplies `st_scene(uv)`
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+ and returns linear colour with, in alpha, how much of the pixel is light the
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+ chain may bleed. `fs_brightAlpha` — the alpha-gated bloom gate the drafting
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+ flavour introduced as `fs_brightPlate` — moves into the shared graph prelude
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+ so both flavours use it, and `st_toLinear` joins it there.
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+
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+ ## 0.9.0 — 2026-09-02
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+
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+ A shader that draws your logo up as a technical plate, an `{ svg }` source to
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+ feed it, and a second flavour of render graph to draw it through.
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+
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+ ### Added
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+
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+ - **`blueprint`.** The layer measured and drawn up the way a draughtsman would:
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+ the ink outlined at a set weight, hatched inside at forty-five degrees, and
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+ dimensioned below and beside with ticks, extension lines and its size in
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+ pixels, lettered in the browser's monospace face from a glyph atlas the
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+ runtime draws once. Behind it a grained mat under a grid ruled heavier every
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+ fourth line, with construction lines meeting at the pointer. The
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+ measuring happens on the GPU every frame — a bounds reduction boxes the ink,
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+ a jump flood turns the box into a distance field — so the plate follows
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+ whatever the layer becomes. Sixty-six shaders in total, and a new `drafting`
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+ family.
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+ - **The `{ svg }` source.** `source={{ svg: "/logo.svg" }}` (a URL or the
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+ markup itself) rasterises the drawing through an `<img>` at the `width` you
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+ choose, so the layer is as sharp as the canvas rather than as sharp as the
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+ file declares, and works in browsers that will not decode an SVG into a
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+ bitmap directly. Every opaque pixel is filled with `color` (white by
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+ default) over `background` (black), so a coloured logo arrives as the same
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+ silhouette a text source produces; `color: null` keeps its own colours.
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+ - **Graph flavours.** A graph shader's folder now names its flavour:
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+ `graph/particles/` for the five particle fields, `graph/drafting/` for the
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+ plate. The shared prelude (`vs_fullscreen`, the bloom chain, `fs_main`) is
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+ one file, each flavour's passes are another, and a flavour prelude that opens
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+ with `// @reads-source` binds a layer. `shaderReadsSource` and
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+ `shaderGraphs` join the generated module, and `ShaderGraph.bindSource` is
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+ how the renderer hands a layer to the passes inside a graph that read it.
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+
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+ ### Changed
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+
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+ - **`isSourceShader` answers the question it is named for.** It is true for
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+ every shader that wants a `source` — the fourteen source-kind shaders and
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+ now `blueprint` — where before it was a synonym for `shaderKind() ===
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+ "source"`. Ask it before handing over a layer; ask `shaderKind` how the
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+ shader is driven.
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+ - **The shared graph bindings moved to 20 and up.** `blurU`, `bloomU`, the
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+ scene, blur and bloom textures and `linearSampler` sat at 2 to 14 in every
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+ particle field's WGSL; they now sit at 20 to 30 so a flavour has room below
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+ them for a source layer. Nothing changes through `ShaderCanvas` or the
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+ runtime. A vendored copy of a particle field keeps working as vendored; a
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+ fresh `shadertown add` writes the new numbers.
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  ## 0.8.2 — 2026-09-02
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  ### Fixed
package/README.md CHANGED
@@ -40,8 +40,8 @@ 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 65 shaders. What a licence buys is the
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- readable source: 16 shaders hand theirs to anyone, the other 49 need
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+ This package is MIT, and it draws all 70 shaders. What a licence buys is the
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+ readable source: 16 shaders hand theirs to anyone, the other 54 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/cli/mcp.mjs CHANGED
@@ -277,7 +277,7 @@ async function getShader({ slug }) {
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  : kind === "compute"
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  ? "Kind: compute — a GPU simulation that carries state between frames."
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  : kind === "graph"
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- ? "Kind: graph — a multi-pass render graph: particles, bloom and present in one module."
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+ ? "Kind: graph — a multi-pass render graph in one module: a particle field, a drafting plate drawn over the source layer you give it, or a bloomed scene of light, with present."
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  : "Kind: generative — it draws its picture from the params alone.";
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  const tierNote =
@@ -1 +1 @@
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- {"version":3,"file":"export.d.ts","sourceRoot":"","sources":["../src/export.ts"],"names":[],"mappings":"AAEA,OAAO,EAIL,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,CA8KvF;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,CAsNvF;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
@@ -1,6 +1,6 @@
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- import { shaderSources } from "./generated/sources.js";
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+ import { shaderGraphs, shaderSources } from "./generated/sources.js";
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  import { defaultParams } from "./params.js";
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- import { defaultSourceOf, shaderKind, shaderRegistry, } from "./registry.js";
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+ import { defaultSourceOf, isSourceShader, shaderKind, shaderRegistry, } from "./registry.js";
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  /**
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  * The `source` line an exported snippet needs, or nothing.
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  *
@@ -9,7 +9,7 @@ import { defaultSourceOf, shaderKind, shaderRegistry, } from "./registry.js";
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  * shader was ever meant to read the reader's own picture.
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  */
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  function sourceProp(name, indent) {
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- if (shaderKind(name) !== "source")
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+ if (!isSourceShader(name))
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  return "";
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  const fallback = defaultSourceOf(name);
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  return `\n${indent}// An image, a URL, a <video>, or { shader: "…" } for another\n${indent}// shadertown shader. Omit it and it falls back to ${JSON.stringify(fallback ?? "a shader")}.\n${indent}source="/your-image.jpg"`;
@@ -78,7 +78,7 @@ export function toVanillaSource(name, params) {
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  const diff = diffParams(name, params);
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  const entries = Object.entries(diff).map(([key, value]) => ` ${key}: ${literal(value)},`);
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  const paramsArg = entries.length > 0 ? `\n params: {\n${entries.join("\n")}\n },` : "";
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- const sourceArg = shaderKind(name) === "source"
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+ const sourceArg = isSourceShader(name)
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  ? `\n // An image, a URL, a <video>, or { shader: "…" } for another shadertown\n // shader. Omit it and it falls back to ${JSON.stringify(defaultSourceOf(name) ?? "a shader")}.\n source: "/your-image.jpg",`
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  : "";
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  return `import { createShaderRenderer } from "shadertown";
@@ -159,7 +159,7 @@ export function toReadme(name, params) {
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  // A source shader's whole point is the layer it reads, so the README has to
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  // say what that is and how to supply one. Skipped entirely for the shaders
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  // that invent their own picture.
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- const sourceSection = shaderKind(name) === "source"
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+ const sourceSection = isSourceShader(name)
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  ? `## What it reads
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  ${definition.name} does not invent its picture — it reads one. On top of the
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  `
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  : "";
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  // A graph shader also vendors one WGSL file, but the file is a whole render
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- // graph: several entry points, driven as separate passes every frame.
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- const graphSection = shaderKind(name) === "graph"
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+ // graph: several entry points, driven as separate passes every frame. Which
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+ // passes depends on the flavour, so the README names the right ones.
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+ const flavour = shaderGraphs[name];
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+ const graphSection = flavour === "particles"
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  ? `## What it renders
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  ${definition.name} is not one pass but a render graph in a single module: a
@@ -230,7 +232,45 @@ particles additively — the bindings each stage reads are all declared in the
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  file.
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  `
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- : "";
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+ : flavour === "drafting"
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+ ? `## What it renders
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+
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+ ${definition.name} is not one pass but a render graph in a single module, and
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+ it measures the layer before it draws it. A bounds pass samples the source
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+ through a 256² grid and three reductions box its ink into a 1×1 texture; a
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+ seed pass and ten jump-flood steps turn that box into a 512² distance field;
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+ the plate pass draws the picture from the distances into an HDR scene; a
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+ five-level bloom chain and the present pass finish it. Every stage is its own
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+ entry point. Through \`ShaderCanvas\` or \`createShaderRenderer\` none of that
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+ is your problem: the same one-liner that runs a gradient runs this.
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+
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+ Wiring the WGSL into your own renderer instead means reproducing that graph:
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+ pick each stage by its entry point name (\`fs_bounds\`, \`fs_reduce\` three
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+ times, \`fs_seed\`, \`fs_jfa\` with a halving step from 256 to 1 and once more
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+ at 1, \`fs_distance\`, \`fs_plate\`, \`fs_brightAlpha\`, \`fs_blur\`,
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+ \`fs_composite\`, then \`fs_main\` to present), give each pass its target, and
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+ bind the layer to the passes that read it — the bindings each stage reads are
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+ all declared in the file.
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+
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+ `
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+ : flavour === "glow"
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+ ? `## What it renders
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+
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+ ${definition.name} is a small render graph in a single module: one full-screen
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+ scene pass into an HDR target, a five-level bloom chain gated on the scene's
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+ own alpha, and a present pass that converts to sRGB and ends in the shared
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+ post chain. Every stage is its own entry point. Through \`ShaderCanvas\` or
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+ \`createShaderRenderer\` none of that is your problem: the same one-liner
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+ that runs a gradient runs this.
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+
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+ Wiring the WGSL into your own renderer instead means reproducing that graph:
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+ pick each stage by its entry point name (\`fs_scene\`, \`fs_brightAlpha\`,
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+ \`fs_blur\` twice per level at half, quarter and so on down, \`fs_composite\`,
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+ then \`fs_main\` to present) and give each pass its target — the bindings each
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+ stage reads are all declared in the file.
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+
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+ `
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+ : "";
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  const costNote = {
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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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- 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