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_VARYINGSopt-in), appended toSHAPE_WGSLby 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.