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Added cache check to WebGPU renderer's loadShader method. Un-commented entries into config.js. Inclusions are now explicit dynamic import lambdas, so the cache functions can detect and call them; however, webpack and rollup seem to use them differently.
This commit is contained in:
145
js/inclusions.js
145
js/inclusions.js
@@ -1,75 +1,74 @@
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import highPassFrag from "../shaders/glsl/bloomPass.highPass.frag.glsl";
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import blurFrag from "../shaders/glsl/bloomPass.blur.frag.glsl";
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import combineFrag from "../shaders/glsl/bloomPass.combine.frag.glsl";
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import imagePassFrag from "../shaders/glsl/imagePass.frag.glsl";
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import mirrorPassFrag from "../shaders/glsl/mirrorPass.frag.glsl";
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import palettePassFrag from "../shaders/glsl/palettePass.frag.glsl";
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import rainPassIntro from "../shaders/glsl/rainPass.intro.frag.glsl";
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import rainPassRaindrop from "../shaders/glsl/rainPass.raindrop.frag.glsl";
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import rainPassSymbol from "../shaders/glsl/rainPass.symbol.frag.glsl";
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import rainPassEffect from "../shaders/glsl/rainPass.effect.frag.glsl";
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import rainPassVert from "../shaders/glsl/rainPass.vert.glsl";
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import rainPassFrag from "../shaders/glsl/rainPass.frag.glsl";
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import stripePassFrag from "../shaders/glsl/stripePass.frag.glsl";
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import msdfCoptic from "../assets/coptic_msdf.png";
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import msdfGothic from "../assets/gothic_msdf.png";
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import msdfMatrixCode from "../assets/matrixcode_msdf.png";
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import msdfRes from "../assets/resurrections_msdf.png";
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// import megacity from "../assets/megacity_msdf.png";
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import msdfResGlint from "../assets/resurrections_glint_msdf.png";
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// import msdfHuberfishA from "../assets/huberfish_a_msdf.png";
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// import msdfHuberfishD from "../assets/huberfish_d_msdf.png";
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// import msdfGtargTenretni from "../assets/gtarg_tenretniolleh_msdf.png";
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// import msdfGtargAlienText from "../assets/gtarg_alientext_msdf.png";
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// import msdfNeoMatrixology from "../assets/neomatrixology_msdf.png";
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// import texSand from "../assets/sand.png";
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// import texPixels from "../assets/pixel_grid.png";
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import texMesh from "../assets/mesh.png";
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import texMetal from "../assets/metal.png";
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import bloomBlurShader from "../shaders/wgsl/bloomBlur.wgsl";
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import bloomCombineShader from "../shaders/wgsl/bloomCombine.wgsl";
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import endPassShader from "../shaders/wgsl/endPass.wgsl";
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import imagePassShader from "../shaders/wgsl/imagePass.wgsl";
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import mirrorPassShader from "../shaders/wgsl/mirrorPass.wgsl";
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import palettePassShader from "../shaders/wgsl/palettePass.wgsl";
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import rainPassShader from "../shaders/wgsl/rainPass.wgsl";
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import stripePassShader from "../shaders/wgsl/stripePass.wgsl";
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export default [
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highPassFrag,
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blurFrag,
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combineFrag,
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imagePassFrag,
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mirrorPassFrag,
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palettePassFrag,
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rainPassIntro,
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rainPassRaindrop,
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rainPassSymbol,
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rainPassEffect,
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rainPassVert,
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rainPassFrag,
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stripePassFrag,
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msdfCoptic,
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msdfGothic,
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msdfMatrixCode,
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msdfRes,
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// megacity,
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msdfResGlint,
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// msdfHuberfishA,
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// msdfHuberfishD,
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// msdfGtargTenretni,
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// msdfGtargAlienText,
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// msdfNeoMatrixology,
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// texSand,
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// texPixels,
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texMesh,
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texMetal,
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bloomBlurShader,
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bloomCombineShader,
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endPassShader,
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imagePassShader,
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mirrorPassShader,
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palettePassShader,
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rainPassShader,
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stripePassShader,
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[
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"import::shaders/glsl/bloomPass.highPass.frag.glsl",
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() => import("../shaders/glsl/bloomPass.highPass.frag.glsl"),
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],
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[
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"import::shaders/glsl/bloomPass.blur.frag.glsl",
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() => import("../shaders/glsl/bloomPass.blur.frag.glsl"),
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],
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[
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"import::shaders/glsl/bloomPass.combine.frag.glsl",
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() => import("../shaders/glsl/bloomPass.combine.frag.glsl"),
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],
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["import::shaders/glsl/imagePass.frag.glsl", () => import("../shaders/glsl/imagePass.frag.glsl")],
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[
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"import::shaders/glsl/mirrorPass.frag.glsl",
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() => import("../shaders/glsl/mirrorPass.frag.glsl"),
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],
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[
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"import::shaders/glsl/palettePass.frag.glsl",
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() => import("../shaders/glsl/palettePass.frag.glsl"),
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],
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[
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"import::shaders/glsl/rainPass.intro.frag.glsl",
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() => import("../shaders/glsl/rainPass.intro.frag.glsl"),
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],
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[
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"import::shaders/glsl/rainPass.raindrop.frag.glsl",
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() => import("../shaders/glsl/rainPass.raindrop.frag.glsl"),
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],
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[
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"import::shaders/glsl/rainPass.symbol.frag.glsl",
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() => import("../shaders/glsl/rainPass.symbol.frag.glsl"),
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],
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[
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"import::shaders/glsl/rainPass.effect.frag.glsl",
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() => import("../shaders/glsl/rainPass.effect.frag.glsl"),
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],
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["import::shaders/glsl/rainPass.vert.glsl", () => import("../shaders/glsl/rainPass.vert.glsl")],
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["import::shaders/glsl/rainPass.frag.glsl", () => import("../shaders/glsl/rainPass.frag.glsl")],
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[
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"import::shaders/glsl/stripePass.frag.glsl",
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() => import("../shaders/glsl/stripePass.frag.glsl"),
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],
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["import::assets/coptic_msdf.png", () => import("../assets/coptic_msdf.png")],
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["import::assets/gothic_msdf.png", () => import("../assets/gothic_msdf.png")],
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["import::assets/matrixcode_msdf.png", () => import("../assets/matrixcode_msdf.png")],
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["import::assets/resurrections_msdf.png", () => import("../assets/resurrections_msdf.png")],
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["import::assets/megacity_msdf.png", () => import("../assets/megacity_msdf.png")],
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[
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"import::assets/resurrections_glint_msdf.png",
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() => import("../assets/resurrections_glint_msdf.png"),
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],
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["import::assets/huberfish_a_msdf.png", () => import("../assets/huberfish_a_msdf.png")],
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["import::assets/huberfish_d_msdf.png", () => import("../assets/huberfish_d_msdf.png")],
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[
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"import::assets/gtarg_tenretniolleh_msdf.png",
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() => import("../assets/gtarg_tenretniolleh_msdf.png"),
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],
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["import::assets/gtarg_alientext_msdf.png", () => import("../assets/gtarg_alientext_msdf.png")],
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["import::assets/neomatrixology_msdf.png", () => import("../assets/neomatrixology_msdf.png")],
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["import::assets/sand.png", () => import("../assets/sand.png")],
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["import::assets/pixel_grid.png", () => import("../assets/pixel_grid.png")],
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["import::assets/mesh.png", () => import("../assets/mesh.png")],
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["import::assets/metal.png", () => import("../assets/metal.png")],
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["import::shaders/wgsl/bloomBlur.wgsl", () => import("../shaders/wgsl/bloomBlur.wgsl")],
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["import::shaders/wgsl/bloomCombine.wgsl", () => import("../shaders/wgsl/bloomCombine.wgsl")],
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["import::shaders/wgsl/endPass.wgsl", () => import("../shaders/wgsl/endPass.wgsl")],
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["import::shaders/wgsl/imagePass.wgsl", () => import("../shaders/wgsl/imagePass.wgsl")],
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["import::shaders/wgsl/mirrorPass.wgsl", () => import("../shaders/wgsl/mirrorPass.wgsl")],
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["import::shaders/wgsl/palettePass.wgsl", () => import("../shaders/wgsl/palettePass.wgsl")],
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["import::shaders/wgsl/rainPass.wgsl", () => import("../shaders/wgsl/rainPass.wgsl")],
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["import::shaders/wgsl/stripePass.wgsl", () => import("../shaders/wgsl/stripePass.wgsl")],
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];
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