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* feat(registry): eight more WebGPU shader backgrounds and a bundle with thirty new shaders * refactor(registry): simpler bundle copy step in the shader build * test(registry): every shader block ships the same bundle and names a shader in it * refactor(registry): one block loader for the shader block tests * test(registry): name the stale block and match only shader names * chore(registry): shorter licence line at the top of the shader bundle * test(registry): every shader block installs the bundle's licences
888 B
888 B
Source for lib/shaders.iife.js
One bundle drives every shader block (each lists lib/shaders.iife.js in its registry-item.json).
Each installs it into the project's shared compositions/lib folder, and the canvas's data-shader
attribute picks the shader.
driver.jsrenders the canvas from HyperFrames time: on everyhf-seekit steps the library's clock to that exact time, so preview and render draw the same frame.build.mjsbundles the driver withshaders@4.0.0and only the shaders it lists, then copies the result and its licence file into each shader block'slib/. A new block lists both lib files in its registry-item.json, like godrays, and adds its shader to that list; the build fills itslib/.
Build
npm ci
npm run build
package-lock.json pins every bundled package; their licenses are in
../lib/shaders.THIRD-PARTY-LICENSES.txt.