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Keep the runtime's shaders in the repository as source only, and compile them when the game is built.
The fifteen headers of SPIR-V words under runtime/ are no longer tracked. tools/build_shaders.py builds all of them: the GLSL with glslc, the SPIR-V assembly with spirv-as, and the two shaders assembled in Python from their scripts. build_game.py builds the missing and the stale ones before it compiles the runtime, and the build kit, the launcher release and the AppImage build them before they copy runtime/, so a player's PC still needs no shader compiler. git ignores the headers and check_content.py refuses a compiled shader in a commit. The headers built this way are byte for byte the ones removed here. vk_mvobj_fs.h is now mvobj_fs_spv.h, named like the others. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
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@@ -35,6 +35,11 @@ __pycache__/
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*.bnsh
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*.webm
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# The runtime's own shaders compiled to SPIR-V (tools/build_shaders.py builds them from runtime/shaders/ and the
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# tools/make_*.py assemblers when the game is built; tools/check_content.py refuses them in a commit)
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/runtime/*_spv.h
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*.spv
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# Build outputs
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*.exe
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*.dll
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