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The shader source is stored verbatim; its ISF `INPUTS` become an azphalt UI panel\n(`spec/ui-schema.md`) plus manifest params, so any adopting host renders the controls natively and\napplies the shader with its own engine — a paint app, or [Guillotine](https://github.com/HereLiesAz/Guillotine)\nthe local-first video editor, whose shader/LUT ecosystem this feeds.\n\n## INPUTS → controls\n\n| ISF `TYPE` | azphalt control |\n|---|---|\n| `float` (with MIN/MAX) | `slider` |\n| `float` (no range) | `number` |\n| `bool` | `toggle` |\n| `long` | `select` (`VALUES`/`LABELS`) |\n| `color` | `color` (vec4 → `#RRGGBB`) |\n| `event` | `button` |\n| `point2D` | `group` of two `number`s |\n| `image` / `audio` / `audioFFT` | *host-bound* — recorded in params, not a user control |\n\n## CLI\n\n~~~sh\npnpm --filter @azphalt/importer-isf build\nazphalt-import-isf teal-grade.fs --id com.hereliesaz.teal-grade -o teal-grade.azp\n# real packaging supplies the shader's own license text:\nazphalt-import-isf teal-grade.fs --id com.hereliesaz.teal-grade --license-file LICENSE.txt\n~~~\n\n## Library\n\n~~~ts\nimport { importIsf, parseIsf } from \"@azphalt/importer-isf\";\n\nconst { azp, manifest, panel } = importIsf(shaderSource, licenseText, { id: \"com.hereliesaz.teal-grade\" });\n~~~\n","readmeFilename":"readme.md"}