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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 /src/macos/pardes.h | |
| 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 'src/macos/pardes.h')
| -rw-r--r-- | src/macos/pardes.h | 5 |
1 files changed, 1 insertions, 4 deletions
diff --git a/src/macos/pardes.h b/src/macos/pardes.h index f74330e5..29f8a37d 100644 --- a/src/macos/pardes.h +++ b/src/macos/pardes.h @@ -82,8 +82,7 @@ typedef struct { // from the background colour, which a real selection shares. #define PARDES_CELL_HOVER 0x04u -// One coherent snapshot for the full-window shader pass. The bitmask lets the -// host run CRT, ripple and glitch in one kernel instead of stacking filters; +// One coherent snapshot for the full-window shader pass (CRT); // time/frame advance only on pardes_animation_tick's display clock. typedef struct { uint32_t flags; @@ -92,8 +91,6 @@ typedef struct { } pardes_scene_s; #define PARDES_SCENE_CRT 0x01u -#define PARDES_SCENE_RIPPLE 0x02u -#define PARDES_SCENE_GLITCH 0x04u // One backend-neutral pane transition. Boxes are logical cell rectangles; // the native shader converts them to backing pixels using the same measured |
