webgl2 1.0.1 β 1.0.4
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- package/LICENSE +14 -0
- package/README.md +203 -0
- package/index.js +15 -0
- package/package.json +29 -4
package/LICENSE
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Copyright (c) 2025 WebGL2 Platform Team
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All Rights Reserved.
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THIS IS A RESTRICTIVE PLACEHOLDER LICENSE (PROPRIETARY).
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Permission to use, copy, modify, distribute, or publish this software, in whole
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or in part, is NOT granted. All rights are reserved by the copyright holder.
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This file is intentionally restrictive and intended only as a temporary
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placeholder to allow packaging/testing in private. Replace this file with an
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appropriate open-source license (for example, MIT or Apache-2.0)
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if you intend to grant any rights to others.
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-- END OF PLACEHOLDER LICENSE --
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package/README.md
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# WebGL2 Development Platform: VISION
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A **Rust + WASM** based toolkit for debugging GLSL shaders and generating ergonomic WebGL2 bindings.
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## π― Quick Start
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```bash
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# Build the project
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cargo build --release
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# Compile a GLSL shader to WASM with debug info
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cargo run --bin webgl2 -- compile tests/fixtures/simple.vert --debug
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# Validate a shader
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cargo run --bin webgl2 -- validate tests/fixtures/simple.frag
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# Generate TypeScript harness
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cargo run --bin webgl2 -- codegen tests/fixtures/simple.vert -o output.ts
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```
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### Build via npm
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This repository is both a Rust workspace and an npm package. Run the npm build helper to build the Rust workspace for the WASM target and copy produced .wasm files into `runners/wasm/`:
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```bash
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# from repository root
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npm run build
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```
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Notes:
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- The script runs `cargo build --target wasm32-unknown-unknown --release` and copies any `.wasm` files from `target/wasm32-unknown-unknown/release/` into `runners/wasm/`.
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- If you need `wasm-bindgen` output (JS glue), run `wasm-bindgen` manually on the produced `.wasm` files; adding automated wasm-bindgen support is a follow-up task.
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## π Project Overview and Goals
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The project aims to create a **Composite WebGL2 Development Platform** built with **Rust and WASM**. The primary objective is to significantly improve the developer experience by introducing standard software engineering practicesβspecifically, **robust debugging and streamlined resource management**βinto the WebGL/GLSL workflow, which is currently hindered by platform-specific API complexity and opaque GPU execution.
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| Key Goals | Target Block | Value Proposition |
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| :--- | :--- | :--- |
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| **GPU Debugging** | Block 1 (Emulator) | Enable **step-through debugging**, breakpoints, and variable inspection for GLSL code. |
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| **Unit Testing** | Block 1 (Emulator) | Provide a stable, deterministic environment for **automated testing** of graphics logic. |
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| **API Ergonomics** | Block 2 (Codegen) | **Automate boilerplate code** for resource binding, attribute setup, and uniform linking. |
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| **Tech Stack** | Both | Utilize **Rust for safety and WASM for high-performance cross-platform execution** in the browser. |
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-----
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## π οΈ Functional Block 1: WebGL2 Software Rendering Pipeline (The Debugger)
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This block provides the **deterministic, inspectable execution environment** for GLSL logic.
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### 1\. **Core Component: Rust-based WebGL2 Emulator (`wasm-gl-emu`)**
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* **State Machine Emulation:** Implement a full software model of the WebGL2 state (e.g., Framebuffer Objects, Renderbuffers, Texture Units, Vertex Array Objects, current programs, depth/stencil settings). This component will track all API calls and maintain a CPU-accessible copy of all state.
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* **Rasterization Logic:** Implement CPU-based vertex and fragment processing. This logic must precisely follow the WebGL2/OpenGL ES 3.0 specification, including clipping, primitive assembly, and the fragment pipeline (culling, depth test, blending).
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* **Input/Output:** Expose the emulator's state and rendering results via a standard Rust interface that can be compiled to WASM and wrapped for JavaScript access.
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### 2\. **GLSL Translation and Debugging Integration (`glsl-to-wasm`)**
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* **GLSL Frontend:** Use a Rust-based GLSL parser (e.g., based on `naga` or a custom parser) to convert shader source code into an Intermediate Representation (IR).
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* **WASM Backend:** Compile the IR into **WASM module functions**. Each shader stage (Vertex, Fragment) will be converted into a function that executes the shader logic on a single vertex or fragment input.
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* **Source Map Generation:** The crucial step is to generate **high-quality source maps** that link the generated WASM instructions back to the original GLSL source code line and variable names. This enables DevTools/IDE to pause WASM execution and display the corresponding GLSL line and variable values.
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* **JIT Compilation:** For performance during debugging, the WASM modules can be compiled using a fast JIT compiler (potentially leveraging existing browser capabilities or a custom runtime) to execute the many vertex/fragment calls.
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### 3\. **Debugging and Testing Harness**
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* **Test Runner:** Develop a testing harness in Rust/WASM that can execute a defined set of inputs (e.g., vertex attributes, uniform values) against the emulated pipeline and assert on the final pixel output or intermediate variable state.
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* **Step-Through Integration:** The WASM modules, when run by the browser's JavaScript engine, will expose the generated source maps, allowing the developer to naturally set **breakpoints** within the GLSL source file viewed in the browser's DevTools (or a connected IDE).
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-----
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## βοΈ Functional Block 2: Introspection and Codegen Tool (The Ergonomics Layer)
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This block automates the error-prone, repetitive JavaScript/TypeScript code required for WebGL2 resource setup.
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### 1\. **GLSL Introspection Engine (`glsl-parser-rs`)**
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* **Parsing:** Use a dedicated Rust parser to analyze the GLSL source files (both Vertex and Fragment shaders).
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* **Annotation Extraction:** The parser must identify and extract **discardable annotations** embedded in the GLSL source.
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* *Example Annotation:*
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```glsl
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//! @buffer_layout MeshData
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layout(location = 0) in vec3 a_position;
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// JSDoc-like for resource description
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/** @uniform_group Camera @semantic ProjectionMatrix */
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uniform mat4 u_projection;
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```
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* **Resource Mapping:** Generate a structured data model (e.g., JSON or Rust structs) that lists all attributes, uniforms, uniform blocks, and their associated types, locations, and extracted metadata (like semantic hints from the annotations).
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### 2\. **Code Generation Module (`js-harness-codegen`)**
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* **Harness Template:** Define a set of customizable templates (e.g., Handlebars, Tera) for generating the target **JavaScript/TypeScript harness code**.
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* **Code Generation:** Using the resource map data from the parser, the module will generate files that:
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* Define **JavaScript/TypeScript classes** for each shader program.
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* Provide methods for **binding resource objects** (e.g., `program.setUniforms(cameraData)`).
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* Implement all the necessary `gl.bindBuffer()`, `gl.getUniformLocation()`, `gl.vertexAttribPointer()`, and `gl.uniformX()` calls.
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* *Goal:* Reduce the developer's WebGL setup code to simple, type-safe resource assignments.
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### 3\. **Tool Integration**
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* Package the Rust component as a **Command-Line Interface (CLI)** tool (or an accompanying library) that runs during the build step, consuming GLSL files and outputting the JavaScript/TypeScript harness code. This integrates smoothly into modern build pipelines (e.g., Webpack, Vite).
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-----
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## β³ Project Phases and Deliverables
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| Phase | Duration | Focus | Key Deliverables |
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| :--- | :--- | :--- | :--- |
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| **Phase 1** | 3 Months | Core Compiler & Codegen | Functional GLSL parser (Block 2). CLI tool for JS harness generation (Block 2). Prototype `glsl-to-wasm` compiler (Block 1). |
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| **Phase 2** | 4 Months | Core Emulator Implementation | Basic WebGL2 State Machine and Triangle Rasterizer (Block 1). Source Map integration (GLSL \<-\> WASM \<-\> DevTools) (Block 1). |
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| **Phase 3** | 3 Months | Feature Completion & Polishing | Full WebGL2 feature set support in emulator (textures, complex blending, stencil). Robustness testing and documentation. |
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| **Phase 4** | 2 Months | Integration & Release | Unit testing framework integration. Final documentation and developer tutorials. Full platform release. |
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-----
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## οΏ½ Project Structure
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```
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webgl2/
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βββ crates/
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β βββ naga-wasm-backend/ # Naga IR β WASM compiler with DWARF
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β βββ wasm-gl-emu/ # Software rasterizer & WASM runtime
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β βββ glsl-introspection/ # GLSL parser + annotation extraction
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β βββ js-codegen/ # TypeScript harness generator
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β βββ webgl2-cli/ # Command-line interface
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βββ tests/fixtures/ # Test shaders
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βββ docs/ # Detailed documentation
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β βββ 1-plan.md # Original project plan
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β βββ 1.1-ir-wasm.md # Naga IR β WASM architecture
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βββ external/ # Reference implementations (naga, wgpu, servo)
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```
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## ποΈ Architecture
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This project uses **Naga** (from the wgpu/WebGPU ecosystem) as the shader IR, rather than building a custom IR from scratch. This significantly reduces complexity while providing a proven, well-maintained foundation.
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### Key Components
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1. **naga-wasm-backend**: Translates Naga IR to WebAssembly with DWARF debug information
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2. **wasm-gl-emu**: Executes WASM shaders in a software rasterizer for debugging
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3. **glsl-introspection**: Parses GLSL and extracts resource metadata
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4. **js-codegen**: Generates ergonomic TypeScript bindings
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5. **webgl2-cli**: Unified command-line tool
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See [`docs/1.1-ir-wasm.md`](docs/1.1-ir-wasm.md) for detailed architecture documentation.
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## π§ Development Status
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**Current Phase: Phase 0 - Foundation Setup** β
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- [x] Workspace structure created
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- [x] Core crate skeletons implemented
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- [x] Basic WASM backend (emits empty functions)
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- [x] Runtime structure (wasmtime integration)
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- [x] CLI tool with compile/validate/codegen/run commands
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- [ ] DWARF debug information generation (in progress)
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- [ ] Browser DevTools integration validation
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## π Documentation
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- [`docs/1-plan.md`](docs/1-plan.md) - Original project proposal and plan
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- [`docs/1.1-ir-wasm.md`](docs/1.1-ir-wasm.md) - Naga IR β WASM architecture (recommended reading)
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- [`external/use.md`](external/use.md) - Guide to leveraging external repositories
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## β³ Project Phases
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| Phase | Duration | Focus | Status |
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| :--- | :--- | :--- | :--- |
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| **Phase 0** | 2 Weeks | Foundation & DWARF Validation | **In Progress** |
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| **Phase 1** | 8 Weeks | Core Backend (scalars, vectors, control flow) | Not Started |
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| **Phase 2** | 6 Weeks | Advanced Features (uniforms, textures, matrices) | Not Started |
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| **Phase 3** | 4 Weeks | Software Rasterizer Integration | Not Started |
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| **Phase 4** | 8 Weeks | Codegen Tool & Polish | Not Started |
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## π§ͺ Testing
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```bash
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# Run all tests
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cargo test
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# Test with a simple shader
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cargo run --bin webgl2 -- compile tests/fixtures/simple.vert --debug -o output.wasm
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cargo run --bin webgl2 -- run output.wasm
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```
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## π€ Contributing
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This project is in early development. Contributions are welcome once Phase 0 is complete and the architecture is validated.
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## π License
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MIT OR Apache-2.0
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-----
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## οΏ½π° Resource Requirements
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The project will require specialized expertise in:
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* **Rust and WASM Development**
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* **Computer Graphics / GPU Pipeline Implementation** (for the emulator)
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* **Compiler Design / Language Tooling** (for GLSL parsing and source map generation)
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Would you like to discuss the **specific toolchain recommendations** for the GLSL-to-WASM compilation process?
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package/index.js
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// index.js (compat shim)
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// Re-export the new implementation in `index2.js` so existing consumers who
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// import `index.js` keep working. The legacy implementation was removed and
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// moved to `index2.js` which contains the canonical, tested API.
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const isNode = typeof process !== 'undefined' && process.versions != null && process.versions.node != null;
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if (isNode) {
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// In Node.js environments re-export everything from index2.js
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module.exports = require('./index2.js');
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} else {
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// In browsers assume `index2.js` is loaded alongside this file and has
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// populated `window.webGL2`. Nothing else to do here.
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// (Keeping a no-op shim avoids duplicating the implementation.)
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}
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package/package.json
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{
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"name": "webgl2",
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"version": "1.0.
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"description": "",
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"version": "1.0.4",
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"description": "WebGL2 tools to derisk large GPU projects on the web beyond toys and demos.",
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"main": "index.js",
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"scripts": {
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"
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"start": "node ./index.js",
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"build:wasm": "node ./scripts/build-wasm.js",
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"build": "node -e \"(async()=>{const p=require('path');const dir=process.env.INIT_CWD||process.cwd();require(p.join(dir,'scripts','build-wasm.js'));})()\"",
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"prepublishOnly": "npm run build",
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"test": "echo \"Error: no test specified\" && exit 1",
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"test:smoke": "npm run build:wasm && node ./test/smoke.js"
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},
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"wasmBuild": {
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"outDir": "wasm",
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"target": "wasm32-unknown-unknown",
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"profile": "release"
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},
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"repository": {
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"type": "git",
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"url": "git+https://github.com/mavity/mavity"
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},
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"keywords": [],
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"author": "",
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"license": "
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"license": "TBD",
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"bugs": {
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"url": "https://github.com/mavity/mavity/issues"
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},
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"homepage": "https://github.com/mavity/mavity#readme"
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,
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"files": [
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"index.js",
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"wasm",
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"README.md",
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"LICENSE"
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]
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}
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