Shader graph: Abs node, the distance from 0 per channel
game-maker / suite (push) Failing after 8m10s

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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rootandClaude Fable 5.1 committed 2026-09-13 18:46:20 +02:00
1 parent a399795772
commit 28c0789b19
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@@ -37,7 +37,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
The browser suite and the three example games need a machine with a GPU:
```bash
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 762 checks (GM_STEPS=20 for one step)
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 763 checks (GM_STEPS=20 for one step)
node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
node tools/seed-actor.mjs && node tools/smoke-actor.mjs
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@@ -341,6 +341,12 @@ export const ShaderFract = unary(
'fract',
'The part after the decimal point: 2.75 becomes 0.75. A rising value becomes a sawtooth from 0 to 1.',
);
export const ShaderAbs = unary(
'ShaderAbs',
'Abs',
'abs',
'The distance from 0, sign dropped: -0.3 becomes 0.3. A value crossing 0 becomes a V. Per channel for colours.',
);
export const ShaderStep: ShaderNodeDef = {
type: 'ShaderStep',
@@ -392,6 +398,7 @@ export const SHADER_NODES: readonly ShaderNodeDef[] = [
ShaderSin,
ShaderFloor,
ShaderFract,
ShaderAbs,
ShaderStep,
ShaderPow,
];
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@@ -470,6 +470,27 @@ describe('compileShader', () => {
expect(fragment).toMatch(/float n\d+_result = pow\(max\(n\d+_u, 0\.0\), 2\.0\);/);
expect(fragment).toMatch(/vec3 n\d+_result = pow\(max\(n\d+_color, 0\.0\), vec3\(2\.2\)\);/);
});
it('writes Abs as the GLSL call, per channel for a colour', () => {
const f = makeProject();
const s = shaderEditor(f, 'Fold');
const uv = s.add(SHADER_UV);
const centred = s.add('ShaderSubtract', { b: 0.5 });
const folded = s.add('ShaderAbs');
const tint = s.add('ShaderColor', { value: 0xff8000 });
const magnitude = s.add('ShaderAbs');
const output = s.add(SHADER_OUTPUT);
s.link(uv, 'u', centred, 'a');
s.link(centred, 'result', folded, 'value');
s.link(folded, 'result', output, 'alpha');
s.link(tint, 'color', magnitude, 'value');
s.link(magnitude, 'result', output, 'color');
const build = compileShader(s.asset().graph);
expect(build.problems).toEqual({});
const { fragment } = build.compiled!;
expect(fragment).toMatch(/float n\d+_result = abs\(n\d+_result\);/);
expect(fragment).toMatch(/vec3 n\d+_result = abs\(n\d+_color\);/);
});
});
describe('a sprite wearing a shader', () => {
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@@ -127,6 +127,9 @@ export async function shader(t) {
// 28c. A Property node: its name is the row a sprite shows; a bad name is a problem on the node.
await click(canvas.x + 80, canvas.y + 320, 'right');
await sleep(300);
// Property is the twelfth entry, below the palette's scroll mask: search it into view first.
await typeText('Property');
await sleep(150);
await clickLast('Property');
await sleep(300);
const propertyNode = (await madeNodes()).find((n) => n.type === 'ShaderProperty');
@@ -503,6 +506,33 @@ export async function shader(t) {
{ rootNear, rootFar },
);
// 28k-iii. Abs folds u around 0.5 into a V: |u - 0.5| is below 0.25 only in the middle half.
await redOrBlue(
[
node('uv', 'ShaderUV'),
node('centred', 'ShaderSubtract', { b: 0.5 }, 260, 0),
node('fold', 'ShaderAbs', {}, 260, 120),
node('cut', 'ShaderStep', { edge: 0.25 }, 260, 240),
],
[
edge('uv', 'u', 'centred', 'a'),
edge('centred', 'result', 'fold', 'value'),
edge('fold', 'result', 'cut', 'value'),
edge('cut', 'result', 'mix', 't'),
],
);
await sleep(400);
const foldLeft = await pixel(-0.4, -0.3);
const foldMiddle = await pixel(0, -0.3);
const foldRight = await pixel(0.4, -0.3);
check(
'Abs folds the cut into a V: red in the middle, blue at both edges',
colourDistance(foldMiddle, '#ff0000') < 6 &&
colourDistance(foldLeft, '#0000ff') < 6 &&
colourDistance(foldRight, '#0000ff') < 6,
{ foldLeft, foldMiddle, foldRight },
);
// 28l. Sample texture reads the picture where the graph says. On a pasted two-colour picture:
// flipped u swaps the halves; u + 0.5 past the border shows the Output's Edge – Repeat continues
// with the far half, Mirror with the near one.