verve.gl — custom shader material

Comptime-baked custom material: frag_albedo gradient toward tint + a u_time frag_final scanline pulse. (slice 1/3: fragment hooks + Custom UBO + u_time.) Both WebGL2 and WebGPU backends.

Enable with .material(verve.gl.example_holo, &.{ r, g, b, 0 }) on any GlScene. Drag to orbit · wheel to zoom. Buttons above live-update the tint via glmat_set (slice 3/3: runtime uniform setter, no bridge change). Add ?nobc7 to force the PNG fallback path for testing.