shadertown 0.9.0 → 0.12.0

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Files changed (45) hide show
  1. package/CHANGELOG.md +86 -0
  2. package/README.md +2 -2
  3. package/cli/mcp.mjs +1 -1
  4. package/dist/export.d.ts.map +1 -1
  5. package/dist/export.js +19 -2
  6. package/dist/export.js.map +1 -1
  7. package/dist/generated/sources.d.ts +89 -66
  8. package/dist/generated/sources.d.ts.map +1 -1
  9. package/dist/generated/sources.js +89 -66
  10. package/dist/generated/sources.js.map +1 -1
  11. package/dist/graph.d.ts +4 -3
  12. package/dist/graph.d.ts.map +1 -1
  13. package/dist/graph.js +88 -1
  14. package/dist/graph.js.map +1 -1
  15. package/dist/index.d.ts +2 -1
  16. package/dist/index.d.ts.map +1 -1
  17. package/dist/index.js +1 -0
  18. package/dist/index.js.map +1 -1
  19. package/dist/params.d.ts +1 -0
  20. package/dist/params.d.ts.map +1 -1
  21. package/dist/params.js +1 -0
  22. package/dist/params.js.map +1 -1
  23. package/dist/quality.d.ts +99 -0
  24. package/dist/quality.d.ts.map +1 -0
  25. package/dist/quality.js +316 -0
  26. package/dist/quality.js.map +1 -0
  27. package/dist/react.d.ts +13 -2
  28. package/dist/react.d.ts.map +1 -1
  29. package/dist/react.js +14 -1
  30. package/dist/react.js.map +1 -1
  31. package/dist/registry.d.ts +819 -93
  32. package/dist/registry.d.ts.map +1 -1
  33. package/dist/registry.js +477 -45
  34. package/dist/registry.js.map +1 -1
  35. package/dist/renderer.d.ts +15 -1
  36. package/dist/renderer.d.ts.map +1 -1
  37. package/dist/renderer.js +134 -14
  38. package/dist/renderer.js.map +1 -1
  39. package/dist/stage.d.ts +7 -0
  40. package/dist/stage.d.ts.map +1 -1
  41. package/dist/stage.js +13 -1
  42. package/dist/stage.js.map +1 -1
  43. package/dist/types.d.ts +35 -1
  44. package/dist/types.d.ts.map +1 -1
  45. package/package.json +8 -10
package/CHANGELOG.md CHANGED
@@ -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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+
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+ Two quality tiers, and an Auto that picks between them.
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+
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+ ### Added
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+
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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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+
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+ ## 0.11.0 — 2026-09-04
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+
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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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+
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+ ### Added
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+
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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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+
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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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  A shader that draws your logo up as a technical plate, an `{ svg }` source to
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 66 shaders. What a licence buys is the
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- readable source: 16 shaders hand theirs to anyone, the other 50 need
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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
@@ -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, or a drafting plate drawn over the source layer you give it, with bloom and present."
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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,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,CAqMvF;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
@@ -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\`, \`fs_brightPlate\`, \`fs_blur\`,
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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.",
@@ -1 +1 @@
1
- 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