Render traces
=============
Use shadertoy trace to freeze a difficult deterministic render-graph bug into a
self-contained .sttrace directory:
shadertoy trace capture \
--project . \
--frame 120 \
--set storm=1.0 \
--include-intermediates \
-o target/bug.sttrace
A trace contains:
- project.sttf with the compiled project and resolved custom-uniform values;
- final.png;
- state.ststate with persistent buffer and SSBO contents;
- trace.json with resolved manifest/configuration, source/asset hashes, graph
diagnostics, dependency/synchronization metadata, and GPU pass timings;
- optional per-pass PNG and RGBA32F output snapshots.
Inspect and integrity-check every recorded artifact:
shadertoy trace inspect target/bug.sttrace --json
Replay without the original project checkout:
shadertoy trace replay target/bug.sttrace -o target/replayed.png --json
Replay loads only the bundled STTF and requires the deterministic RGB result to
match final.png bit-for-bit. Artifact sizes and SHA-256 hashes are verified
before inspection/replay.
Trace capture intentionally rejects live webcam input and currently rejects
file-backed video assets because those external time-varying inputs are not
embedded in the STTF replay bundle.