Let a shader declare a color the sprite sets (#298)
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>
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@@ -27,7 +27,12 @@ import {
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PROPERTY_NAME_PARAM as PARTICLE_NAME_PARAM,
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propertyNameOf,
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} from '../../core/properties/particles';
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import { nextPropertyName, PROPERTY_NAME_PARAM, SHADER_PROPERTY } from '../../core/properties/shaders';
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import {
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nextPropertyName,
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PROPERTY_NAME_PARAM,
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SHADER_COLOR_PROPERTY,
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SHADER_PROPERTY,
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} from '../../core/properties/shaders';
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import { nextParticlePropertyName, PARTICLE_NODES, PARTICLE_OUTPUT } from '../../core/particles/nodes';
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import { SHADER_NODES, SHADER_OUTPUT, SHADER_VERTEX_OUTPUT } from '../../core/shader/nodes';
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@@ -99,7 +104,11 @@ export function paletteEntries(project: Project, asset: GraphAsset): PaletteEntr
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const once = [SHADER_OUTPUT, SHADER_VERTEX_OUTPUT];
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return SHADER_NODES.filter((def) => !once.includes(def.type) || !placed.has(def.type)).map((def) => {
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const params: PropertyBag =
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def.type === SHADER_PROPERTY ? { [PROPERTY_NAME_PARAM]: nextPropertyName(asset.graph) } : {};
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def.type === SHADER_PROPERTY
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? { [PROPERTY_NAME_PARAM]: nextPropertyName(asset.graph) }
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: def.type === SHADER_COLOR_PROPERTY
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? { [PROPERTY_NAME_PARAM]: nextPropertyName(asset.graph, 'tint') }
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: {};
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return { id: def.type, hint: def.category, def, params };
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});
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}
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