All effects use the shared GPU renderer. TypeScript decides which shader identifiers to run and which uniforms to pass. Rust/wgpu owns device creation, textures, and pass execution.
The renderer supports a `passes` array. Single-pass effects (e.g. color grading) just have one entry. Multi-pass is needed when an effect has to process its own output — blur (H then V), bloom (extract → blur → composite), glow, etc.
Some effects need a variable number of passes depending on their parameters (e.g. blur needs more iterations at high intensity to keep quality). For these, add a `buildPasses` function to the renderer:
```typescript
renderer:{
passes:[/* static fallback — used if buildPasses is absent */],
When `buildPasses` is present, all rendering paths use it instead of the static `passes` array. The static array is kept as a structural reference and fallback for effects that don't need dynamic pass counts.
### Resolving passes — always use `resolveEffectPasses`
All code that consumes effect passes should go through the helper, never access `definition.renderer.passes` directly:
Rust maps the shader identifier to a precompiled WGSL pipeline in `rust/crates/gpu/src/shader_registry.rs`. Non-linear GPU work such as signed-distance-field generation and mask feathering lives in dedicated Rust pipeline modules, not in TypeScript orchestration.
## Writing shaders
Effect-specific WGSL shaders live in `rust/crates/gpu/src/shaders/`. Add the shader file there, then register its identifier in `rust/crates/gpu/src/shader_registry.rs`.
A fixed kernel (e.g. ±30 samples) can only cover ±30 texels at step=1. When the target sigma grows beyond ~10, the kernel can't cover enough of the Gaussian curve and the result degrades into a box filter.
The fix is a `u_step` uniform that spaces samples further apart. With step=4 the same 61-sample kernel covers ±120 texels. Bilinear texture filtering smooths the gaps between samples. For very large sigma, combine step scaling with **multi-iteration stacking** (multiple H+V pass pairs via `buildPasses`) — each iteration compounds the blur, and the effective sigma = per-pass sigma × √iterations.
Keep the step size moderate (≤4) to avoid visible banding. If you need more blur than step=4 allows in a single iteration, add iterations instead of increasing the step further.
Do **not** use large step sizes (>6) in a single pass — it creates visible banding regardless of bilinear interpolation. Use multiple iterations instead.
Source canvases are imported through `copy_external_image_to_texture()`, which is the boundary where browser canvas data enters the GPU pipeline. If a shader or import path changes, validate orientation explicitly — the renderer assumes a consistent top-left canvas origin by the time results come back to TypeScript.