From 813a0b2bf3c110f2287d7136f0dfc540c0978cd6 Mon Sep 17 00:00:00 2001 From: Gabriel Schneider Date: Tue, 29 Sep 2026 22:05:58 -0300 Subject: The GUI embeds its shaders' GLSL from shaders/ always: the 14 prebuilt copies, identical to their sources, go, and so does the label saying which was used shaders/prebuilt/*.glsl were byte-identical to shaders/X.glsl or to prefix.glsl + post/X.glsl (checked with cmp, all 14), kept only so a -Dprebuilt-shaders build could name them; EffectCode and Config then labelled the GUI's shader source as live or prebuilt. The GUI embeds shaderSource (a concatenation, no glslc) either way now; the prebuilt SPIR-V stays, and zig build shaders refreshes only it. Config's report and EffectCode lose their GUI shader source line. Co-Authored-By: Claude Opus 5.5 --- shaders/prebuilt/post.vert.glsl | 10 ---------- 1 file changed, 10 deletions(-) delete mode 100644 shaders/prebuilt/post.vert.glsl (limited to 'shaders/prebuilt/post.vert.glsl') diff --git a/shaders/prebuilt/post.vert.glsl b/shaders/prebuilt/post.vert.glsl deleted file mode 100644 index 86739a65..00000000 --- a/shaders/prebuilt/post.vert.glsl +++ /dev/null @@ -1,10 +0,0 @@ -#version 450 - -// A post pass (docs/render-pipeline.md ยง6): one fullscreen triangle from -// gl_VertexIndex, no vertex buffer. The Shadertoy fragment shader works from -// gl_FragCoord, y down, as its fragCoord. - -void main() { - vec2 p = vec2(float((gl_VertexIndex << 1) & 2), float(gl_VertexIndex & 2)); - gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0); -} -- cgit v1.3