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Module framework_shaders

Module framework_shaders 

Source
Expand description

WGSL sources for the framework’s rendering pipelines.

They live in this pure data crate so every renderer backend — the wgpu renderer at runtime, and the slim Vulkan backend’s build script — reads the identical text, packaged with a crate they already depend on.

Constants§

BLIT_FS_MAIN_WGSL
BLIT_FS_WGSL
BLUR_FS_WGSL
BLUR_ROUNDED_MASK_FS_WGSL
COMPOSITE_SAMPLE_FN_WGSL
Box-filtered composite sampling helper shared by the blit shaders.
FULLSCREEN_QUAD_VS_WGSL
Fullscreen-triangle vertex stage shared by the post-process shaders.
GLYPH_ATLAS_WGSL
GPU_TEXT_BRUSH_EFFECT_WGSL
RuntimeShader source for GPU text brush effects (gradient/stroked text).
IMAGE_WGSL
OFFSET_FS_WGSL
PROJECTIVE_BLIT_FS_WGSL
PROJECTIVE_BLIT_MAIN_WGSL
SDF_ROUNDED_RECT_FN_WGSL
SDF rounded-rectangle helper shared by shape masking and blits.
SHAPE_SOLID_TRIM_WGSL
Trimmed-varying solid entries (CRANPOSE_SOLID_TRIM_VARYINGS opt-in), appended to SHAPE_WGSL by the shape pipeline builders when the trim is on. Never compiled alone.
SHAPE_WGSL
Batched shape shader. The uniform array lengths in the source are the wasm/downlevel defaults; native pipelines rewrite them per device class.