Shader graph: Clamp is the Output's default edge, and the sheet's own mode is a constant of its own (#81)
game-maker / suite (push) Successful in 9m16s

The default of the Edge param and the address mode the shared sheet physically
carries were the same constant; changing the value would have turned every
sentinel with it and given each shader sprite a full copy of its texture.
SHEET_EDGE ('mirror', what TextureLibrary uploads) is now separate from
DEFAULT_EDGE ('clamp'). A graph whose Sample reads nothing but its own pixel
draws with the plain sheet whatever the Edge says, so the common shader costs
no second copy.

Without a shader the quad's coordinates never leave 0..1, and mirror-repeat
reads like clamp within a texel - so clamp is what a sprite shows anyway.
This commit is contained in:
admin committed 2026-09-13 21:33:41 +02:00
1 parent 03c4323794
commit e0c459ce92
7 files changed
+74 -20

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+16 -2
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@@ -10,7 +10,9 @@ import {
floatLiteral,
isShaderNodeDef,
SHADER_OUTPUT,
SHADER_SAMPLE,
SHADER_TIME,
SHEET_EDGE,
STRAIGHT_FN,
TEXEL_ALPHA,
TEXEL_COLOR,
@@ -29,7 +31,10 @@ export interface CompiledShader {
uniforms: ShaderUniform[];
/** A Time node feeds the Output: the fragment takes `uTime`, and a sprite wearing it redraws every tick. */
time: boolean;
/** How the picture continues past its border – the texture variant the sprite's mesh draws with. */
/**
* The texture variant the sprite's mesh draws with – the Output's Edge where the graph samples
* past the border, and the plain sheet where it cannot.
*/
edge: EdgeMode;
}
@@ -177,5 +182,14 @@ export function compileShader(graph: Graph): ShaderBuild {
'}',
'',
].join('\n');
return { compiled: { fragment, uniforms, time, edge: edgeOf(output.params) }, problems, reason: '' };
// The edge only shows where a Sample reads somewhere other than its own pixel. A graph that never
// shifts a UV stays on the plain sheet, so the common shader costs no second copy of the picture.
const shifted = graph.nodes.some(
(n) =>
n.type === SHADER_SAMPLE &&
emitted.has(n.id) &&
(edgesInto(graph, n.id, 'u').length > 0 || edgesInto(graph, n.id, 'v').length > 0),
);
const edge = shifted ? edgeOf(output.params) : SHEET_EDGE;
return { compiled: { fragment, uniforms, time, edge }, problems, reason: '' };
}
+10 -4
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@@ -56,16 +56,22 @@ export const STRAIGHT_FN = 'vec3 straight(vec4 c) { return c.a > 0.0 ? c.rgb / c
/**
* How the picture continues past its edge when a `Sample texture` reads outside 0..1 – a setting
* of the Output node, because the sampler state is one per draw. Mirror is what every picture has
* anyway (`TextureLibrary`); repeat is for tiles.
* of the Output node, because the sampler state is one per draw.
*/
export type EdgeMode = 'repeat' | 'mirror' | 'clamp';
export const EDGE_PARAM = 'edge';
export const DEFAULT_EDGE: EdgeMode = 'mirror';
/**
* The address mode the shared sheet carries anyway (`TextureLibrary`): within a texel it reads
* like clamp, and no other mode can have it without a cut of its own. Asking for it costs nothing,
* so it is what a sprite without a shader draws with.
*/
export const SHEET_EDGE: EdgeMode = 'mirror';
/** Clamp: the border texel goes on, which is what a sprite without a shader shows (#81). */
export const DEFAULT_EDGE: EdgeMode = 'clamp';
const EDGE_OPTIONS: { value: EdgeMode; label: string }[] = [
{ value: 'clamp', label: 'Clamp' },
{ value: 'mirror', label: 'Mirror' },
{ value: 'repeat', label: 'Repeat' },
{ value: 'clamp', label: 'Clamp' },
];
export function edgeOf(params: PropertyBag): EdgeMode {