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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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@@ -95,4 +95,5 @@ of Zelda*, *Ocarina of Time* and *Nintendo Switch* are trademarks of Nintendo.
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[docs/building.md](docs/building.md) lists the toolchain and the steps. `tools/make_game.py` also builds the game
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natively on Linux ([docs/README-BuildKit.md](docs/README-BuildKit.md), "Linux"); the launcher and the setup are
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Windows only. Everything the build writes stays under
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`build\` and `generated\`, which git ignores; run `tools/check_content.py` before a commit.
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`build\` and `generated\`, which git ignores, as it does the runtime's shaders the build compiles
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(`runtime\*_spv.h`; the repository holds their source only); run `tools/check_content.py` before a commit.
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