Shader graph: UV, Sample texture, Texture size, Time, Sin/Floor/Fract/Step; edge mode on Output (#78)
game-maker / suite (push) Successful in 8m38s
game-maker / suite (push) Successful in 8m38s
Fragment-side coordinate nodes instead of vertex nodes: the quad stays the quad, a UV read plus a sample at a computed coordinate covers flip, scroll, wave, pixelate and scanlines. Time is a uniform only when a Time node reaches the Output; a viewport that drew a Time shader redraws from the ticker so the Scene tab animates without a running world. Edge (Mirror/Repeat/Clamp) is a second texture variant in TextureLibrary because WebGL binds no TextureStyle resource of the shader. The compiler now emits #version 300 es first: Pixi only compiles as ES 3.00 when the fragment says so, and textureSize needs it. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@@ -9,6 +9,18 @@ import type { ShaderSource } from './shaders';
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*/
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export class ShaderLibrary {
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private readonly builds = new Map<string, { fingerprint: string; build: ShaderBuild }>();
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private readonly started = performance.now();
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/** Set from the test hook: the clock stands at this second until released. */
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private frozenAt: number | null = null;
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/** Seconds since the library came up – what a Time node reads. */
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now(): number {
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return this.frozenAt ?? (performance.now() - this.started) / 1000;
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}
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freezeTime(at: number | null): void {
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this.frozenAt = at;
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}
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buildFor(asset: ShaderAsset): ShaderBuild {
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const fingerprint = JSON.stringify(asset.graph);
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@@ -23,6 +35,7 @@ export class ShaderLibrary {
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source(project: Project): ShaderSource {
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const seen = new Map<string, ShaderBuild | null>();
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return {
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now: this.now(),
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compiled: (assetId) => {
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let build = seen.get(assetId);
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if (build === undefined) {
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@@ -1,5 +1,6 @@
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import { Assets, CanvasSource, Texture } from 'pixi.js';
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import type { FrameRect, TextureRef } from '../core/model/texture';
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import { DEFAULT_EDGE, type EdgeMode } from '../core/shader/nodes';
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const DEFAULT_BASE = '/game-maker/data/textures';
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@@ -10,6 +11,17 @@ const DEFAULT_BASE = '/game-maker/data/textures';
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*/
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const EDGE_MODE = 'mirror-repeat';
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/**
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* A shader may want the picture to continue differently past its border (the Output's Edge). The
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* sampler state lives on the source – WebGL takes no style from the shader – so that is a cut of
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* its own with that address mode.
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*/
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const ADDRESS_MODE: Record<EdgeMode, 'repeat' | 'mirror-repeat' | 'clamp-to-edge'> = {
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mirror: EDGE_MODE,
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repeat: 'repeat',
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clamp: 'clamp-to-edge',
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};
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/**
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* Keeps uploaded images on the GPU, keyed by file name. Nothing is evicted: file names are
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* content addressed, so a cached texture can never go stale. A miss is not an error – it starts
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@@ -35,9 +47,11 @@ export class TextureLibrary {
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* shared source, so two assets naming the same file with different `smooth` fight over it and
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* the last one drawn wins; upload avoids that by reusing the existing asset for a known file.
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*/
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get(ref: TextureRef): Texture | null {
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get(ref: TextureRef, edge: EdgeMode = DEFAULT_EDGE): Texture | null {
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const sheet = this.load(ref.file);
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const texture = sheet && (ref.rect ? this.crop(ref.file, sheet, ref.rect) : sheet);
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if (!sheet) return null;
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const rect = ref.rect ?? (edge === DEFAULT_EDGE ? null : wholeOf(sheet));
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const texture = rect ? this.crop(ref.file, sheet, rect, edge) : sheet;
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if (!texture) return null;
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const mode = ref.smooth ? 'linear' : 'nearest';
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if (texture.source.scaleMode !== mode) {
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@@ -80,15 +94,17 @@ export class TextureLibrary {
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* through a fill matrix it showed a row of the neighbouring cell along any edge that fell
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* inside a screen pixel; a cut has no neighbour to show.
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*/
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private crop(file: string, sheet: Texture, rect: FrameRect): Texture | null {
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private crop(file: string, sheet: Texture, rect: FrameRect, edge: EdgeMode): Texture | null {
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if (rect.w <= 0 || rect.h <= 0) return null;
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const key = cropKey(file, rect);
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const key = edge === DEFAULT_EDGE ? cropKey(file, rect) : `${cropKey(file, rect)}|${edge}`;
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let texture = this.crops.get(key);
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if (!texture) {
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const canvas = new OffscreenCanvas(rect.w, rect.h);
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const picture = sheet.source.resource as CanvasImageSource;
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canvas.getContext('2d')?.drawImage(picture, rect.x, rect.y, rect.w, rect.h, 0, 0, rect.w, rect.h);
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texture = new Texture({ source: new CanvasSource({ resource: canvas, addressMode: EDGE_MODE }) });
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texture = new Texture({
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source: new CanvasSource({ resource: canvas, addressMode: ADDRESS_MODE[edge] }),
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});
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this.crops.set(key, texture);
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}
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return texture;
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@@ -118,4 +134,8 @@ function cropKey(file: string, rect: FrameRect): string {
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return `${file}|${rect.x},${rect.y},${rect.w},${rect.h}`;
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}
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function wholeOf(sheet: Texture): FrameRect {
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return { x: 0, y: 0, w: sheet.source.pixelWidth, h: sheet.source.pixelHeight };
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}
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export const textureLibrary = new TextureLibrary();
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+32
-16
@@ -2,11 +2,19 @@ import { GlProgram, type Mesh, Shader, Texture, UniformGroup } from 'pixi.js';
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import type { PropertyBag } from '../core/model/Properties';
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import { shaderOf } from '../core/properties/shaders';
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import type { CompiledShader } from '../core/shader/compile';
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import { uniformName } from '../core/shader/nodes';
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import { TIME_UNIFORM, uniformName } from '../core/shader/nodes';
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/** Where a node's shader comes from: the compiled form of the asset the sprite names, if it compiles. */
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export interface ShaderSource {
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compiled(assetId: string): CompiledShader | null;
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/** The shader clock at this redraw, in seconds – what a Time node reads, the same on every sprite. */
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now: number;
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}
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/** The compiled shader the bag names, if there is one and it compiles. */
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export function wornShader(props: PropertyBag, shaders: ShaderSource): CompiledShader | null {
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const id = shaderOf(props);
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return id ? shaders.compiled(id) : null;
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}
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/**
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@@ -40,39 +48,47 @@ void main()
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*/
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class GraphShader extends Shader {
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private readonly uniforms: Record<string, number> | null;
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private readonly names: readonly { name: string; default: number }[];
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private readonly timed: boolean;
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readonly fragment: string;
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/** What `Mesh.shader` asks of a shader; kept in step with the mesh's own by `wear`. */
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texture: Texture = Texture.WHITE;
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constructor(
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readonly assetId: string,
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readonly fragment: string,
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private readonly names: readonly { name: string; default: number }[],
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compiled: CompiledShader,
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) {
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const group =
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names.length > 0
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? new UniformGroup(
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Object.fromEntries(
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names.map((u) => [uniformName(u.name), { value: u.default, type: 'f32' as const }]),
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),
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)
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: null;
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const entries: [string, { value: number; type: 'f32' }][] = compiled.uniforms.map((u) => [
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uniformName(u.name),
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{ value: u.default, type: 'f32' },
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]);
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if (compiled.time) entries.push([TIME_UNIFORM, { value: 0, type: 'f32' }]);
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const group = entries.length > 0 ? new UniformGroup(Object.fromEntries(entries)) : null;
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super({
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glProgram: GlProgram.from({ vertex: SPRITE_VERTEX, fragment, name: `shader-${assetId}` }),
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glProgram: GlProgram.from({
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vertex: SPRITE_VERTEX,
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fragment: compiled.fragment,
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name: `shader-${assetId}`,
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}),
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resources: {
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uTexture: Texture.WHITE.source,
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uSampler: Texture.WHITE.source.style,
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...(group ? { shaderUniforms: group } : {}),
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},
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});
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this.fragment = compiled.fragment;
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this.names = compiled.uniforms;
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this.timed = compiled.time;
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this.uniforms = group ? group.uniforms : null;
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}
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read(props: PropertyBag): void {
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read(props: PropertyBag, now: number): void {
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if (!this.uniforms) return;
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for (const u of this.names) {
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const n = Number(props[u.name]);
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this.uniforms[uniformName(u.name)] = Number.isFinite(n) ? n : u.default;
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}
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if (this.timed) this.uniforms[TIME_UNIFORM] = now;
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}
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/** Pixi binds a mesh's texture only for its own shader, so a custom one takes it here. */
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@@ -97,14 +113,14 @@ export function syncShader(mesh: Mesh, props: PropertyBag, shaders: ShaderSource
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const compiled = id ? shaders.compiled(id) : null;
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const worn = wornBy(mesh);
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if (worn && compiled && worn.assetId === id && worn.fragment === compiled.fragment) {
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worn.read(props);
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worn.read(props, shaders.now);
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worn.wear(mesh.texture);
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return;
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}
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disposeShader(mesh);
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if (compiled) {
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const shader = new GraphShader(id, compiled.fragment, compiled.uniforms);
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shader.read(props);
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const shader = new GraphShader(id, compiled);
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shader.read(props, shaders.now);
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shader.wear(mesh.texture);
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mesh.shader = shader;
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}
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@@ -2,9 +2,10 @@
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import { type Graphics, Mesh, MeshGeometry, Rectangle, Texture } from 'pixi.js';
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import { BEHAVIOR_SYMBOL, CONTAINER_SYMBOL, textAnchor } from '../core/properties/bounds';
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import { type ColliderShape, colliderShape, isTrigger } from '../core/properties/collider';
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import { DEFAULT_EDGE } from '../core/shader/nodes';
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import { Theme } from '../ui';
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import type { DrawItem } from './items';
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import { disposeShader, type ShaderSource, syncShader } from './shaders';
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import { disposeShader, type ShaderSource, syncShader, wornShader } from './shaders';
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import type { TextureLibrary } from './TextureLibrary';
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/** Screen-pixel half-width of the grab band along a collider's outline. */
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@@ -41,7 +42,8 @@ export function syncSpriteMesh(
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): void {
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// Null while the picture is still loading: the box shows its plain colour until then, and once
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// the picture is there the colour tints it.
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const texture = item.texture ? textures.get(item.texture) : null;
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const edge = wornShader(item.props, shaders)?.edge ?? DEFAULT_EDGE;
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const texture = item.texture ? textures.get(item.texture, edge) : null;
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mesh.position.set(item.x, item.y);
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mesh.scale.set(size.w, size.h);
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mesh.texture = texture ?? Texture.WHITE;
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