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authorpommicket <pommicket@gmail.com>2023-08-28 11:50:57 -0400
committerpommicket <pommicket@gmail.com>2023-08-28 11:50:57 -0400
commitf4cc8ce7a8712e2e840b0c120a3f86eadb665626 (patch)
tree36f5ee546dce6395006decc50418ccf7505f4237 /README.md
parentf790b4e1baa5dfe1296cf0887011583bee7afca8 (diff)
add, sub, div, more work on the guide
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@@ -4,33 +4,4 @@ online shader thingamabob
the main files of interest are `index.html` and `pugl.js`.
-### JS features
-
-i have been pretty liberal about using modern javascript;
-even though this could in theory run on IE it doesn't
-(in particular it is very nice to have template literals).
-that said, try to only use features that have at least as much
-support as webgl2 (i.e. >94%).
-
-no, i do not want to use a "poly-fill".
-
-we use webgl2 (and consequently GLSL ES 3.00) because:
-- having non-constant loops in shaders is nice
-- there aren't that many browsers that support webgl and ES6 but not webgl2 (looking at caniuse.com, they probably
- make up around 2% of browser usage)
-
-### widget description
-
-- `.alt` - alternate text for searching. e.g. a widget with name "Foo" and alt "bar" will
- show up in searches for both "foo" and "bar".
-
-### development
-
-before making any commits, run
-
-```sh
-npm install
-cp -i pre-commit .git/hooks/
-```
-
-this ensures that your changes are prettified &amp; linted.
+for more information, check out the guide.