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rewritten as Shadertoy files
Stage 9 of docs/render-pipeline.md. src/gui/Post.zig runs the chain over
the finished frame: each pass reads the one before, ping-pong textures
between, the last writes the window; an empty chain is the direct path.
The prefix (shaders/post/prefix.glsl) is ghostty's uniform block, name
for name and offset for offset (tested against a copy of its Uniforms, the
selection colours by their GLSL names), at SDL GPU's bindings, y down.
A user's file (Shader <path>) is compiled by glslc with compileGlsl's own
flags on a thread of its own, taken in at the next loop step; errors name
the file's own lines; a failed compile keeps the last good pipeline;
glslc missing is said once. The bundled passes compile with the build,
through the same prefix.
Crt, Ripple and Glitch are Shadertoy files, rewritten: no barrel (input is
identity, tested), everything in linear light and dithered, keyed to iTime.
scene_effects, crt.zig and crt.frag.glsl are gone; the core keeps no clock
for the chain. ShaderAnimation off|on|always drives redraw level A: the
chain alone over the retained frame (34 us CPU a redraw, measured).
Shared files touched: pardes.zig (nextWake loses the scene line,
disableSceneEffects empties the chain, two tests), builtins.zig (one switch
arm), ninep/ctl.zig (two switch arms), macos.zig (flags from the chain),
gui.zig. Not touched: Messages.zig, mouse.zig, detached/*, host_io, tty.
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their own files
The core now lies FLAT at src/ and every subdirectory is one backend, so a
file being in no directory at all is what says it is core. Pane-kind bodies
leave pardes.zig for term_pane.zig / file_pane.zig / output_pane.zig, leaving
it the layout, the event/effect machine and the generic render loop.
Builtins are one struct each in builtins.zig, and the enum is folded out of
the file's own declaration list at comptime — a zig file IS a struct, so the
list of builtins and the builtins themselves are the same text. Adding one is
writing a struct. Key paths deliberately stay one table for the config pass.
Pure refactor: no golden moved.
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