Let a shader declare a color the sprite sets (#298)
game-maker / gate (push) Successful in 3m1s
game-maker / suite (push) Successful in 14m11s

A shader could only ask its sprites for numbers. A tint, an outline
colour or a glow colour had to be built from three Property nodes.

- New node Color property next to Property: Name and Default (a
  colour, white unless picked), output `color`. It becomes a colour
  row below the Shader dropdown and a vec3 uniform in the program.
- Number and colour properties share one set of names. A clash is
  the existing "Another property is named" problem.
- Like Color it cannot feed the Vertex output.
- Placed from the palette it is called tint, then tint2.
- The preview in the Shader tab shows a colour field for it. Like
  the sliders it starts at the sprite's value and never writes into
  the project.
- `declaredRows` takes the row builder, so the particle graph keeps
  its number rows unchanged.

Tests:
- Gate: 222 files, 3452 tests (3445 + 7)
- e2e 28: 89 checks (28l-v: default colour drawn, then the colour
  the sprite sets)
- e2e total 1704, counted (1703 + 1)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-03 11:43:54 +02:00
1 parent 4f4c149211
commit bf27e42e8a
13 files changed
+303 -57

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@@ -27,7 +27,12 @@ import {
PROPERTY_NAME_PARAM as PARTICLE_NAME_PARAM,
propertyNameOf,
} from '../../core/properties/particles';
import { nextPropertyName, PROPERTY_NAME_PARAM, SHADER_PROPERTY } from '../../core/properties/shaders';
import {
nextPropertyName,
PROPERTY_NAME_PARAM,
SHADER_COLOR_PROPERTY,
SHADER_PROPERTY,
} from '../../core/properties/shaders';
import { nextParticlePropertyName, PARTICLE_NODES, PARTICLE_OUTPUT } from '../../core/particles/nodes';
import { SHADER_NODES, SHADER_OUTPUT, SHADER_VERTEX_OUTPUT } from '../../core/shader/nodes';
@@ -99,7 +104,11 @@ export function paletteEntries(project: Project, asset: GraphAsset): PaletteEntr
const once = [SHADER_OUTPUT, SHADER_VERTEX_OUTPUT];
return SHADER_NODES.filter((def) => !once.includes(def.type) || !placed.has(def.type)).map((def) => {
const params: PropertyBag =
def.type === SHADER_PROPERTY ? { [PROPERTY_NAME_PARAM]: nextPropertyName(asset.graph) } : {};
def.type === SHADER_PROPERTY
? { [PROPERTY_NAME_PARAM]: nextPropertyName(asset.graph) }
: def.type === SHADER_COLOR_PROPERTY
? { [PROPERTY_NAME_PARAM]: nextPropertyName(asset.graph, 'tint') }
: {};
return { id: def.type, hint: def.category, def, params };
});
}