import barVert from "../shaders/bar.vert.glsl"; import barFrag from "../shaders/bar.frag.glsl"; import lineVert from "../shaders/line.vert.glsl"; import lineFrag from "../shaders/line.frag.glsl"; import scatterVert from "../shaders/scatter.vert.glsl"; import scatterFrag from "../shaders/scatter.frag.glsl"; import areaVert from "../shaders/area.vert.glsl"; import areaFrag from "../shaders/area.frag.glsl"; import lineUniformVert from "../shaders/line-uniform.vert.glsl"; import lineUniformFrag from "../shaders/line-uniform.frag.glsl"; import yScatterVert from "../shaders/y-scatter.vert.glsl"; import yScatterFrag from "../shaders/y-scatter.frag.glsl"; import candlestickBodyVert from "../shaders/candlestick-body.vert.glsl"; import candlestickBodyFrag from "../shaders/candlestick-body.frag.glsl"; import heatmapVert from "../shaders/heatmap.vert.glsl"; import heatmapFrag from "../shaders/heatmap.frag.glsl"; import sunburstArcVert from "../shaders/sunburst-arc.vert.glsl"; import sunburstArcFrag from "../shaders/sunburst-arc.frag.glsl"; import treemapVert from "../shaders/treemap.vert.glsl"; import treemapFrag from "../shaders/treemap.frag.glsl"; import densitySplatVert from "../shaders/density-splat.vert.glsl"; import densitySplatFrag from "../shaders/density-splat.frag.glsl"; import densityExtremeFrag from "../shaders/density-extreme.frag.glsl"; import densityMrtVert from "../shaders/density-mrt.vert.glsl"; import densityMrtFrag from "../shaders/density-mrt.frag.glsl"; import densityResolveVert from "../shaders/density-resolve.vert.glsl"; import densityResolveFrag from "../shaders/density-resolve.frag.glsl"; import tileVert from "../shaders/tile.vert.glsl"; import tileFrag from "../shaders/tile.frag.glsl"; /** * One shader program in the build's static manifest. The `name` is the * cache key consumed by `ShaderRegistry.getOrCreate(name, ...)` — * call sites must pass the same name (and the same vert/frag source) * for the cache to hit. The single source of truth for both fields is * this file; glyph code re-imports from here so the manifest and the * call sites can never drift. */ export interface ShaderSpec { name: string; vert: string; frag: string; } /** * Every WebGL program the build ships, keyed by cache name. Used by * `ShaderRegistry.precompile(SHADER_MANIFEST)` to compile + link all * programs eagerly during renderer construction so the first-frame * path doesn't pay the compile cost inline. * * Names mirror the existing `getOrCreate` keys at each call site — * the lazy path stays valid; precompile just primes the cache early. */ export declare const SHADER_MANIFEST: readonly ShaderSpec[]; export { barVert, barFrag, lineVert, lineFrag, scatterVert, scatterFrag, areaVert, areaFrag, lineUniformVert, lineUniformFrag, yScatterVert, yScatterFrag, candlestickBodyVert, candlestickBodyFrag, heatmapVert, heatmapFrag, sunburstArcVert, sunburstArcFrag, treemapVert, treemapFrag, densitySplatVert, densitySplatFrag, densityExtremeFrag, densityMrtVert, densityMrtFrag, densityResolveVert, densityResolveFrag, tileVert, tileFrag, };