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| author | Gabriel Schneider <[email protected]> | 2026-09-28 16:44:51 -0300 |
|---|---|---|
| committer | Gabriel Schneider <[email protected]> | 2026-10-01 00:12:15 -0300 |
| commit | a007457cb007b03f310bca55c339e8cd5d9baafc (patch) | |
| tree | 31e57644c6df2eef04fb3c2a200482571c6e6857 /docs/design.typ | |
| parent | 1ed34e1538f45daecc2c8a551dc0fb7aba5f3f54 (diff) | |
| download | pardes-a007457cb007b03f310bca55c339e8cd5d9baafc.tar.gz pardes-a007457cb007b03f310bca55c339e8cd5d9baafc.zip | |
Ripple and Glitch are gone; Crt stays
The user tried them live and wants them removed entirely: the builtins,
their levels, config keys and leader paths (tR, tg), their slots in the
built-in chain, their shaders (source and prebuilt), EffectCode paths, and
on macOS their scene flags (pardes.h), the Metal kernel's coordinate warps
and the Swift pointer mapping that mirrored them. Docs say so (decision 8
in docs/render-pipeline.md); config.md documents Crt's levels, Shader and
ShaderAnimation instead.
Shared files touched: macos.zig (flags). Not touched: pardes.zig,
Messages.zig, mouse.zig, gui.zig, detached/*.
Diffstat (limited to 'docs/design.typ')
| -rw-r--r-- | docs/design.typ | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/docs/design.typ b/docs/design.typ index 234c3692..caa35b37 100644 --- a/docs/design.typ +++ b/docs/design.typ @@ -913,8 +913,9 @@ while its geometry moves and placed again on the last active sample. SDL supplies old/new glyph data, diff flags, final/presented boxes, and effect parameters to the glyph and native-image shaders. Pixel attachments bypass ASCII because they have no character byte. macOS passes the same records across its -plain C ABI and composites old/new panel images in Metal and Core Image. Scene -`Crt`, `Ripple` and `Glitch` bits share one full-window pass in each native GUI. +plain C ABI and composites old/new panel images in Metal and Core Image. The +scene `Crt` is one full-window pass in each native GUI; the SDL GUI's post +chain also runs Shadertoy files (`Shader`). DOM web is a separate platform, not a shader GUI: retaining selectable HTML and CSS is more important than duplicating the renderer in canvas, so it exposes |
