@@ -75,7 +75,7 @@ const READBACK_POOL_SIZE = 4;
7575 * Prepended to every detection fragment shader so the luma weights live in one
7676 * place.
7777 */
78- const GLSL_LUMA_PRELUDE = `#version 300 es
78+ const GLSL_LUMA_PRELUDE = /*glsl*/ `#version 300 es
7979precision highp float;
8080
8181float lumaOfRgb(vec3 rgb) {
@@ -91,7 +91,7 @@ float lumaAt(sampler2D tex, vec2 uv) {
9191 * Marker pass — one fullscreen pass over the video texture.
9292 * Output: R = combed (0.0 or 1.0), G = abs luma diff vs prev frame [0,1].
9393 */
94- const MARKER_FRAGMENT_SHADER = `${ GLSL_LUMA_PRELUDE }
94+ const MARKER_FRAGMENT_SHADER = /*glsl*/ `${ GLSL_LUMA_PRELUDE }
9595uniform sampler2D u_cur;
9696uniform sampler2D u_prev;
9797uniform float u_height;
@@ -116,7 +116,7 @@ void main() {
116116 * Reduction pass — 2×2 box filter, reused for every step of the chain.
117117 * u_texelSize is 1/inputWidth, 1/inputHeight of the current step's input.
118118 */
119- const REDUCTION_FRAGMENT_SHADER = `#version 300 es
119+ const REDUCTION_FRAGMENT_SHADER = /*glsl*/ `#version 300 es
120120precision highp float;
121121
122122uniform sampler2D u_input;
@@ -146,7 +146,7 @@ void main() {
146146 * main maps v_texCoord.y in [0,1] to half-height FBO rows, each corresponding to
147147 * an even source row (0, 2, 4, ...).
148148 */
149- const FIELD_ORDER_FRAGMENT_SHADER = `${ GLSL_LUMA_PRELUDE }
149+ const FIELD_ORDER_FRAGMENT_SHADER = /*glsl*/ `${ GLSL_LUMA_PRELUDE }
150150uniform sampler2D u_prev;
151151uniform sampler2D u_cur;
152152uniform float u_height;
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