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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@@ -83,7 +83,7 @@ describe('Vertex output (#79)', () => {
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s.link(amount, 'value', s.corner, 'y');
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s.link(amount, 'value', s.out, 'alpha');
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const { compiled } = s.build();
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expect(compiled!.uniforms).toEqual([{ name: 'amount', default: 1 }]);
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expect(compiled!.uniforms).toEqual([{ name: 'amount', kind: 'number', default: 1 }]);
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expect(compiled!.fragment).toContain('float n0_value = u_amount;');
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expect(compiled!.vertex!.body).toContain('float c0_value = u_amount;');
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// One precision for a uniform both stages declare: the fragment's default.
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