shadertown 0.9.0 → 0.12.0
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 +86 -0
- package/README.md +2 -2
- package/cli/mcp.mjs +1 -1
- package/dist/export.d.ts.map +1 -1
- package/dist/export.js +19 -2
- package/dist/export.js.map +1 -1
- package/dist/generated/sources.d.ts +89 -66
- package/dist/generated/sources.d.ts.map +1 -1
- package/dist/generated/sources.js +89 -66
- package/dist/generated/sources.js.map +1 -1
- package/dist/graph.d.ts +4 -3
- package/dist/graph.d.ts.map +1 -1
- package/dist/graph.js +88 -1
- package/dist/graph.js.map +1 -1
- package/dist/index.d.ts +2 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +1 -0
- package/dist/index.js.map +1 -1
- package/dist/params.d.ts +1 -0
- package/dist/params.d.ts.map +1 -1
- package/dist/params.js +1 -0
- package/dist/params.js.map +1 -1
- package/dist/quality.d.ts +99 -0
- package/dist/quality.d.ts.map +1 -0
- package/dist/quality.js +316 -0
- package/dist/quality.js.map +1 -0
- package/dist/react.d.ts +13 -2
- package/dist/react.d.ts.map +1 -1
- package/dist/react.js +14 -1
- package/dist/react.js.map +1 -1
- package/dist/registry.d.ts +819 -93
- package/dist/registry.d.ts.map +1 -1
- package/dist/registry.js +477 -45
- package/dist/registry.js.map +1 -1
- package/dist/renderer.d.ts +15 -1
- package/dist/renderer.d.ts.map +1 -1
- package/dist/renderer.js +134 -14
- package/dist/renderer.js.map +1 -1
- package/dist/stage.d.ts +7 -0
- package/dist/stage.d.ts.map +1 -1
- package/dist/stage.js +13 -1
- package/dist/stage.js.map +1 -1
- package/dist/types.d.ts +35 -1
- package/dist/types.d.ts.map +1 -1
- package/package.json +8 -10
package/CHANGELOG.md
CHANGED
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@@ -6,6 +6,92 @@ 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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## 0.12.0 — 2026-09-05
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Two quality tiers, and an Auto that picks between them.
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### Added
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- **Two tiers.** Low clamps the device pixel ratio to 1 and halves the
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iteration counts every shader marks as cost — march steps, noise octaves,
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blur taps, rays — so a raymarch costs half on Low and not merely a quarter
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of the pixels. All 72 shaders draw on both,
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Gossamer and Louvres included.
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- **`setQualityTier(tier)`.** One setting for the page: `auto`, `high` or
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`low`, default `auto`. Every canvas follows it live, so a settings menu
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calls it once and the whole page swaps. `qualityTier()` reads it and
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`onQualityTier()` hears it change. A canvas that names `quality.tier` of
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its own — on `<ShaderCanvas>`, `defineShader` or `createShaderRenderer` —
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pins that tier and ignores the page's.
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- **Auto.** The default. Starts on High and drops to Low once, when the device
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class, a battery under 30% off the charger, or two seconds of presented
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frames under 80% of the refresh rate ask for it. Every signal is advisory
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and page-wide: the verdict is shared by every canvas on the page and
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remembered for the ones created after. Ported from vgpu's
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`adaptive-quality` example, without its detect-gpu dependency.
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- **`onQualityChange`** on `<ShaderCanvas>`, `onQuality` on the renderer
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options, and `renderer.quality` / `renderer.setTier()`: what was asked,
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what is on screen, and why. The swap is a new surface and one uniform,
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never a recompile.
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- **`st_steps(n)` and `st_low()`** in the shared prelude, and a `quality`
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field on `Params`. `st_fbm2`, `st_fbm3`, `st_ridge2` and `st_srcBlur` scale
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their own loops with the tier.
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## 0.11.0 — 2026-09-04
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Two shaders after two ReactBits backgrounds, each given its own name, look
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and controls.
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### Added
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- **`gossamer`.** After ReactBits' Ghost Fibers. A stack of layers, each a
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field of fine parallel threads folded by a wave and twisted about the
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centre, every layer half as bright as the one before and on its own clock,
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so the threads drift over one another without repeating. A soft haze lies
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between them in the second colour, a pool of light sits at the heart, and
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the whole weave turns slowly. Drawn through the `glow` graph, so the threads
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bleed the way a cobweb does with the light behind it. Layers, Wave,
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Sharpness and Haze are its own controls, Twist rides on the warp slot, and
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it ships four presets.
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- **`louvres`.** After ReactBits' Gradient Blinds. A three-stop gradient laid
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across the frame at an angle and cut into a run of slats, each shaded across
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its own width like a louvre turned toward the light. A spotlight rides on
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the pointer: inside it the gradient shows through, outside it the slats fall
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to dark. The gradient drifts slowly along its own axis. Slats, Angle,
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Spotlight and Softness are its own controls, Bend rides on the warp slot,
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and it ships four presets. Seventy-two shaders in total.
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## 0.10.0 — 2026-09-02
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Four shaders of light, and the small render graph that blooms them.
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### Added
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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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## 0.9.0 — 2026-09-02
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A shader that draws your logo up as a technical plate, an `{ svg }` source to
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package/README.md
CHANGED
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@@ -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
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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 72 shaders. What a licence buys is the
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readable source: 16 shaders hand theirs to anyone, the other 56 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
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@@ -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 in one module: a particle field,
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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 =
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package/dist/export.d.ts.map
CHANGED
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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,
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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"}
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package/dist/export.js
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@@ -247,13 +247,30 @@ is your problem: the same one-liner that runs a gradient runs this.
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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\`, \`
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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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: flavour === "glow"
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? `## What it renders
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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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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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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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package/dist/export.js.map
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-
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