Use a shader graph as a node in other shaders (#303)
game-maker / gate (push) Successful in 3m16s
game-maker / suite (push) Failing after 14m37s

A calculation needed in several shaders (a greyscale, a noise, an
outline) had to be built again in every one of them. A shader
function keeps it as an asset of its own, called like a behavior is
since #16.

- New asset type `shaderfunction` ("Shader function"), edited in the
  Shader tab. The panel beside the graph shows no picture, the
  readout counts its inputs and outputs.
- Two new nodes: `Function input` and `Function output`. Their
  declared ports, numbers or colours only, are the ports of every
  call. One of each per function, like Start and End.
- The call is node `ShaderCall`, named after the function. The
  palette lists every function, it can be dragged in from the Assets
  panel, and a double-click opens it.
- The compiler sets the function in where it is called
  (`inlineFunctions`). It renames the copied nodes `<call>/<node>`
  and turns an unconnected port into a constant. Passes, Time, the
  Edge cut and the corner walk then see a plain graph.
- A problem inside a function is reported at the call, in the
  function's words. The function's own tab checks it on its own
  (`checkShaderFunction`).
- `ShaderLibrary` keys a shader on its graph and on every function it
  calls, however deep, so a change reaches every caller.
- The port commands mirror a new, renamed or removed port into every
  call, as for a behavior's Start and End. `NodeDef.portKinds` holds
  the two ends to Number and Color.
- As agreed in the issue: no `Property`, `Color property`, Output or
  Vertex output in a function, and `Time` is the caller's clock.
- Own decision: a `Pass` may stand in a function. It becomes a pass
  of the calling shader, so a wide blur can be a function.
- A function calling itself, also through another, says so at the
  node and is not set in. The palette does not offer such a call.
- The Shader tab showed only the compiler's problems. A call nothing
  reaches was never compiled and looked healthy, so a call now also
  shows its own problem there, as in a behavior.

Tests:
- Gate: 228 files, 3510 tests, CHECK EXIT 0 (+13: 11 in
  tests/core/shader-functions.test.ts, 2 for the new icon)
- e2e 28: 100 checks, all passed (+3 in 28l-viii). Called and in
  place both #606060/#a2a2a2, halved in the function #303030/#515151.
- Counter-check: a fingerprint without the called functions fails 1
  unit test, and in the browser the change check (#606060 stays).
- The first e2e runs found two faults, both fixed: a double-click
  only selected the function, and an unreached call of itself
  showed no problem.
- e2e total 1728 is computed (1725 + 3).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-03 17:09:53 +02:00
1 parent 2e55071fa5
commit a526e1b40f
28 files changed
+1091 -83

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+19 -2
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@@ -277,6 +277,15 @@ export interface ShaderAsset extends AssetBase {
graph: Graph;
}
/**
* A part of a shader graph used in others (#303): its `Function input` and `Function output` nodes
* are the ports of every node calling it, and the compiler sets the graph in at each call.
*/
export interface ShaderFunctionAsset extends AssetBase {
type: 'shaderfunction';
graph: Graph;
}
/**
* `file` names the typeface in `data/fonts/` the way a texture names its image: content-addressed
* `{sha256}.{ext}`, empty when the upload failed. A text object wears it through its `font`
@@ -545,6 +554,7 @@ export type Asset =
| TilemapAsset
| StateMachineAsset
| ShaderAsset
| ShaderFunctionAsset
| FontAsset
| SoundAsset
| ParticlesAsset;
@@ -557,9 +567,16 @@ export function isVariableOwner(asset: Asset | undefined): asset is VariableOwne
}
/** The assets edited as a node graph – what the graph canvas and the graph commands work on. */
export type GraphAsset = BehaviorAsset | StateMachineAsset | ShaderAsset | ParticlesAsset;
export type GraphAsset =
BehaviorAsset | StateMachineAsset | ShaderAsset | ShaderFunctionAsset | ParticlesAsset;
const GRAPH_TYPES: ReadonlySet<AssetType> = new Set(['behavior', 'statemachine', 'shader', 'particles']);
const GRAPH_TYPES: ReadonlySet<AssetType> = new Set([
'behavior',
'statemachine',
'shader',
'shaderfunction',
'particles',
]);
export function isGraphAsset(asset: Asset): asset is GraphAsset {
return GRAPH_TYPES.has(asset.type);
+5
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@@ -21,6 +21,7 @@ export const ASSET_TYPES = [
'tilemap',
'statemachine',
'shader',
'shaderfunction',
'font',
'sound',
'particles',
@@ -51,6 +52,7 @@ export const ASSET_TYPE_LABELS: Record<AssetType, string> = {
tilemap: 'Tilemap',
statemachine: 'State machine',
shader: 'Shader',
shaderfunction: 'Shader function',
font: 'Font',
sound: 'Sound',
particles: 'Particles',
@@ -64,6 +66,7 @@ export const ASSET_TYPE_LABELS: Record<AssetType, string> = {
* what a tilemap draws with, so it is placed no more directly than a texture is – what is placed
* is the tilemap. A curve is the way a key or a `Lerp` blends, picked by id like a state machine.
* A struct is a shape that variables and fields take on (#253), nothing that exists on its own.
* A shader function is part of other shaders (#303), worn by nothing itself.
*/
export type PlaceableAssetType = Exclude<
AssetType,
@@ -77,6 +80,7 @@ export type PlaceableAssetType = Exclude<
| 'tile'
| 'statemachine'
| 'shader'
| 'shaderfunction'
| 'font'
| 'sound'
| 'variables'
@@ -94,6 +98,7 @@ const NOT_PLACEABLE: ReadonlySet<AssetType> = new Set([
'tile',
'statemachine',
'shader',
'shaderfunction',
'font',
'sound',
'variables',
+9
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@@ -9,6 +9,14 @@ import { fieldTypings, typeFields, typingOf } from './structTypes';
import { findAsset, findAssetOf, type Project } from './Project';
import { resolvePicture } from './texture';
/** The project's shader functions by id, as a call and the compiler see them (#303). */
export function shaderFunctionsOf(project: Project): GraphLookup['shaderFunction'] {
return (assetId) => {
const asset = findAssetOf(project, assetId, 'shaderfunction');
return asset ? { name: asset.name, graph: asset.graph } : null;
};
}
/**
* What a graph may see of the project around it. A behavior's `defaults` are its variable values;
* every call starts from a copy of them, except for the variables it keeps (#229).
@@ -25,6 +33,7 @@ export function graphLookup(project: Project): GraphLookup {
kept: asset.keptVariables ?? [],
};
},
shaderFunction: shaderFunctionsOf(project),
machine: (assetId) => {
const asset = findAssetOf(project, assetId, 'statemachine');
if (!asset) return null;