Properties node: name each shader param by its shader (#66)
game-maker / suite (push) Successful in 8m23s

The + Property menu of the Properties node offered every shader's params
for every sprite. Each shader row now carries its shader name, and a name
shared by two shaders lists both: "brightness (Adjust colors, Neon glow)".
Sprite-owned rows stay unlabelled.

The note hangs off a map keyed by the def object, not by the name -- a
sprite property and a shader param may share a name (#63), and keying by
name would label the wrong row.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
rootandClaude Opus 5 committed 2026-09-13 14:05:01 +02:00
1 parent 05f7a2745e
commit 5c1c3c6fd6
5 files changed
+103 -13

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@@ -13,7 +13,12 @@ import type { ShaderAsset } from '../../src/core/model/Asset';
import { isPlaceableType } from '../../src/core/model/AssetTypes';
import { findAssetOf } from '../../src/core/model/Project';
import { assetDeviates, objectDeviates } from '../../src/core/properties/deviation';
import { schemaFor, schemaForAsset, schemaForObject } from '../../src/core/properties/PropertySchema';
import {
allShaderParamRows,
schemaFor,
schemaForAsset,
schemaForObject,
} from '../../src/core/properties/PropertySchema';
import { resolveSceneObjectProps } from '../../src/core/properties/resolve';
import {
nextPropertyName,
@@ -166,6 +171,21 @@ describe('shaderParamDefs', () => {
});
});
describe('allShaderParamRows', () => {
it('offers one row per name, naming every shader that declares it', () => {
const f = makeProject();
const adjust = shaderEditor(f, 'Adjust colors');
adjust.add(SHADER_PROPERTY, property('brightness'));
const neon = shaderEditor(f, 'Neon glow');
neon.add(SHADER_PROPERTY, property('brightness'));
neon.add(SHADER_PROPERTY, property('glow'));
expect(allShaderParamRows(f.project).map((row) => `${row.def.key} (${row.shaders.join(', ')})`)).toEqual([
'brightness (Adjust colors, Neon glow)',
'glow (Neon glow)',
]);
});
});
describe('compileShader', () => {
it('compiles the Adjust colors graph to a fragment with one uniform per property', () => {
const f = makeProject();