A checkout on Windows carries them, and one inside a multi-line literal
is a line the compiler cannot indent. Ask for them by line ending too,
so the tree matches what was written.
glslang and SPIRV-Cross build under neither SwiftPM nor Xcode, so
CI makes them into an xcframework and publishes it against a tag.
The manifest names that artifact; a build downloads it and needs
nothing local.
A scene the image holds by handle and changes; the host draws it.
Each drawable carries its own vertex and fragment stages, its own
attribute layout, named uniforms, buffers, a transform and a
visibility flag -- described as objects rather than staged globals.
A value says what it should do, ramp or oscillate, rather than what
it is each frame: nothing crosses per frame, since the image has no
business in the frame path any more than in the audio callback.
Both renderers work it out on the clock that draws it.
Write each effect body-only against a preamble the host supplies,
and let the build systems generate what each renderer needs -- a
Swift catalog for OpenGL, a Metal fragment function through glslang
and spirv-cross. Effects react to arriving events.