Shader assets: graph-built shaders, the Shader tab and sprite rows from the graph (#62)
game-maker / suite (push) Failing after 3m59s
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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@@ -8,6 +8,7 @@
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*/
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import { edge, node, port, sceneObject, variable } from './lib/builders.mjs';
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import { PROJECTS, cliArgs, writeProject } from './lib/projects.mjs';
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import { adjustColorsShader } from './lib/shaders.mjs';
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const { projectId, baseUrl } = cliArgs('seed-e2e.mjs', PROJECTS.fixture);
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@@ -95,6 +96,8 @@ const project = {
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graph: moverGraph,
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},
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{ id: 'spawner', type: 'behavior', name: 'Spawner', props: {}, variables: [], graph: spawnerGraph },
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// Worn by nothing here; the shader step assigns it and reads the pixels.
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adjustColorsShader(),
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],
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};
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