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port_map: clear stale client2-002 rows
The post_effect chain system is ported, so the ShaderManager chain rows are no longer missing, and the totem's item activation citation is repointed to the function that builds it.
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@@ -8,7 +8,7 @@ Rect2i.contains skip:ui GUI hit test on a rectangle; Horizon's widgets hit-test
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RenderPipelines.register skip:data pipeline registry; Horizon creates its pipelines in gfx.rs
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RunningTrimmedMean.registerValueAndGetMean skip:debug frame-time smoothing helper; no vanilla caller in this source tree
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ScreenEffectRenderer.submit port crates/horizon-client-render/src/screen_effects.rs::ScreenEffects::build gap: minor: the item activation is not built here (see renderItemActivationAnimation)
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ScreenEffectRenderer.renderItemActivationAnimation port crates/horizon-client/src/game.rs::itemActivation + tick_totem (game.rs:2205, 7139) the totem flying up to the screen when it saves the player
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ScreenEffectRenderer.renderItemActivationAnimation port crates/horizon-client/src/game/totem.rs::Game::item_activation_geometry the totem flying up to the screen when it saves the player: `ItemActivation.activate`/`tick` and `item_activation.rs`'s pose, drawn in the hand pass with the FIXED display and no camera transform
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ScreenEffectRenderer.submitWater inline crates/horizon-client-render/src/screen_effects.rs::ScreenEffects::build underwater overlay branch (misc/underwater)
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ScreenEffectRenderer.submitFire inline crates/horizon-client-render/src/screen_effects.rs::ScreenEffects::build first-person fire overlay branch (block/fire_1, two quads)
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ScreenEffectRenderer.buildFireQuad inline crates/horizon-client-render/src/screen_effects.rs::ScreenEffects::build the two fire quads' corners and offsets
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@@ -42,14 +42,14 @@ ShaderManager.compilePipelines skip:other pipeline compile plumbing; Horizon co
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ShaderManager.loadConfigs skip:other reads GLSL shader resources; Horizon's shader packs are read by horizon-shaders
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ShaderManager.loadShader skip:other reads one GLSL shader resource; see loadConfigs
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ShaderManager.loadInclude skip:other reads one GLSL include; WGSL has no include files
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ShaderManager.loadPostChain missing minor: JSON post chains (shaders/post) are not loaded; vanilla's spectator entity effects (creeper, spider, enderman) do not show in Horizon
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ShaderManager.loadPostChain port crates/horizon-client-render/src/post_chain.rs::Config::parse `post_effect/*.json` is parsed into the chain config (`PostChainConfig.CODEC`); `PostEffects::load` reads the file, `Config::parse` the JSON
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ShaderManager.listAllIncludes skip:other lists GLSL include files; WGSL has none
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ShaderManager.apply skip:other swaps in compiled pipelines; Horizon compiles at startup and on reload
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ShaderManager.tryTriggerRecovery skip:other error hook for broken post chains; Horizon has none
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ShaderManager.isPostEffectValid missing minor: checks spectator entity post effects, which Horizon does not have (see loadPostChain)
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ShaderManager.getPostChain missing minor: spectator entity post effects (creeper, spider, enderman) are not drawn; spectator mode only
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ShaderManager.PostChainCache.getOrLoadPostChain missing minor: cache for the spectator entity post effects Horizon lacks
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ShaderManager.PostChainCache.loadPostChain missing minor: loads the spectator entity post effects Horizon lacks
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ShaderManager.isPostEffectValid inline crates/horizon-client-render/src/post_chain.rs::PostEffects::load a chain whose referenced external targets are not `minecraft:main` is rejected with the same message, where vanilla allows only `LevelTargetBundle.MAIN_TARGETS`
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ShaderManager.getPostChain inline crates/horizon-client-render/src/post_chain.rs::PostEffects::apply a chain is loaded on the first frame that asks for it and a load failure is remembered in `failed` and skipped after; the error-screen recovery handler is not ported
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ShaderManager.PostChainCache.getOrLoadPostChain inline crates/horizon-client-render/src/post_chain.rs::PostEffects::apply the `chains` map holds each loaded chain (a miss as `None`) and a chain already there is reused, so a chain is built once
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ShaderManager.PostChainCache.loadPostChain port crates/horizon-client-render/src/post_chain.rs::PostEffects::load targets, passes and pipelines are built from the config; a pass whose GLSL does not translate falls back to `post_chain.wgsl`, and a chain that still fails is skipped
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ShaderManager.PostChainCache.close skip:other releases post chains; Horizon has none
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Sheets.chooseSprite port crates/horizon-client-render/src/block_entity_render.rs::classify gap: minor: the Christmas chest texture is picked outside this fn (block_entity_render.rs extended_christmas)
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SkyRenderer.<init> inline crates/horizon-client-render/src/gfx/pack_sky.rs::PackSky::new gap: minor: builds the disc, sunset fan, stars and void up front; sun and moon quads are built per frame in game.rs celestial_geometry
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