Shader assets: graph-built shaders, the Shader tab and sprite rows from the graph (#62)
game-maker / suite (push) Failing after 3m59s

A shader is an asset carrying a node graph (Texture color, Output, Property,
Color, Add/Subtract/Multiply/Divide, Mix, Luminance) that compiles to the GLSL
fragment of a Pixi filter. The Shader tab reuses the Behavior canvas; a sprite
wears a shader through its Shader picker, and the rows below it are the
graph's Property nodes. Property schema, resolution and deviation take the
project because a sprite's rows now live in another asset. The built-in
registry of the prototype is gone; "Adjust colors" ships as a graph in the
fixture and the three example games.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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rootandClaude Fable 5.1 committed 2026-09-12 22:41:14 +02:00
1 parent 6141d07d4f
commit 42cafa7543
62 files changed
+1682 -144

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@@ -44,7 +44,7 @@ describe('the enabled switch', () => {
const f = makeSpriteScene();
const { project, stack, sceneId, spriteId, object } = f;
const box = place(f, spriteId, { x: 0, y: 0 });
expect(resolveSceneObjectProps(findAsset(project, spriteId)!, object(box)).enabled).toBe(true);
expect(resolveSceneObjectProps(project, findAsset(project, spriteId)!, object(box)).enabled).toBe(true);
// Switching an instance off is an ordinary override – and survives a round trip.
stack.execute(new SetOverrideCommand(sceneId, box, 'enabled', false));