Shader graph: UV, Sample texture, Texture size, Time, Sin/Floor/Fract/Step; edge mode on Output (#78)
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>
This commit is contained in:
rootandClaude Fable 5.1 committed 2026-09-13 16:18:22 +02:00
1 parent 0e5e5ef925
commit f85606427b
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@@ -32,9 +32,14 @@ import {
SHADER_NODES,
SHADER_NUMBER,
SHADER_OUTPUT,
SHADER_SAMPLE,
SHADER_TEXTURE_ALPHA,
SHADER_TEXTURE_COLOR,
SHADER_TEXTURE_SIZE,
SHADER_TIME,
SHADER_UV,
ShaderOutput,
ShaderSample,
} from '../../src/core/shader/nodes';
import { deserializeProject } from '../../src/core/store/serialize';
import { paletteEntries } from '../../src/editor/graph/paletteEntries';
@@ -205,7 +210,9 @@ describe('compileShader', () => {
expect(fragment).toContain(`uniform float u_${name};`);
// Drawn in the sprite's own pass: the tint goes in before the graph, premultiplied like the texel.
expect(fragment).toContain('vec4 texel = texture(uTexture, vTextureCoord) * vColor;');
expect(fragment).toContain('vec3 rgb = texel.a > 0.0 ? texel.rgb / texel.a : texel.rgb;');
expect(fragment).toContain('vec3 straight(vec4 c) { return c.a > 0.0 ? c.rgb / c.a : c.rgb; }');
expect(fragment).toContain('vec3 rgb = straight(texel);');
expect(compiled).toMatchObject({ time: false, edge: 'mirror' });
expect(fragment).toMatch(/float n\d+_result = \(n\d+_value - 1\.0\);/);
expect(fragment).toMatch(/vec3 n\d+_result = \(n\d+_color \+ vec3\(n\d+_result\)\);/);
expect(fragment).toMatch(/vec3 n\d+_result = \(n\d+_result - vec3\(0\.5\)\);/);
@@ -355,6 +362,88 @@ describe('compileShader', () => {
expect(build.compiled).toBeNull();
expect(build.problems).toEqual({ [two]: 'Feeds itself' });
});
it('gives the graph the pixel’s place, the picture at another spot, its size and the clock', () => {
const f = makeProject();
const s = shaderEditor(f, 'Flip');
const uv = s.add(SHADER_UV);
const flipped = s.add('ShaderSubtract', { a: 1 });
const sample = s.add(SHADER_SAMPLE);
const size = s.add(SHADER_TEXTURE_SIZE);
const time = s.add(SHADER_TIME);
const wave = s.add('ShaderSin');
const sum = s.add('ShaderAdd');
const output = s.add(SHADER_OUTPUT, { edge: 'repeat' });
s.link(uv, 'u', flipped, 'b');
s.link(flipped, 'result', sample, 'u');
s.link(sample, 'color', output, 'color');
s.link(time, 'value', wave, 'value');
s.link(size, 'width', sum, 'a');
s.link(wave, 'result', sum, 'b');
s.link(sum, 'result', output, 'alpha');
// Nothing to type on u and v: unconnected, each is the pixel's own, and the node is Texture color.
expect(inlineInputs(ShaderSample)).toEqual([]);
const build = compileShader(s.asset().graph);
expect(build.problems).toEqual({});
const compiled = build.compiled!;
expect(compiled).toMatchObject({ time: true, edge: 'repeat', uniforms: [] });
const { fragment } = compiled;
expect(fragment).toContain('uniform float uTime;');
expect(fragment).toMatch(/float n\d+_u = vTextureCoord\.x;/);
expect(fragment).toMatch(/float n\d+_result = \(1\.0 - n\d+_u\);/);
expect(fragment).toMatch(
/vec3 n\d+_color = straight\(texture\(uTexture, vec2\(n\d+_result, vTextureCoord\.y\)\) \* vColor\);/,
);
expect(fragment).toMatch(
/float n\d+_alpha = \(texture\(uTexture, vec2\(n\d+_result, vTextureCoord\.y\)\) \* vColor\)\.a;/,
);
expect(fragment).toMatch(/float n\d+_width = float\(textureSize\(uTexture, 0\)\.x\);/);
expect(fragment).toMatch(/float n\d+_value = uTime;/);
expect(fragment).toMatch(/float n\d+_result = sin\(n\d+_value\);/);
});
it('takes the clock only for a Time node the Output reaches, and the Edge from the Output', () => {
const f = makeProject();
const s = shaderEditor(f, 'Idle');
s.add(SHADER_TIME);
const out = s.add(SHADER_OUTPUT);
let compiled = compileShader(s.asset().graph).compiled!;
expect(compiled).toMatchObject({ time: false, edge: 'mirror' });
expect(compiled.fragment).not.toContain('uTime');
const params = s.asset().graph.nodes.find((n) => n.id === out)!.params;
params.edge = 'clamp';
expect(compileShader(s.asset().graph).compiled!.edge).toBe('clamp');
// A value the dropdown never offers reads as the default rather than as a mode.
params.edge = 'sideways';
compiled = compileShader(s.asset().graph).compiled!;
expect(compiled.edge).toBe('mirror');
});
it('writes Fract, Step and Floor as the GLSL calls, per channel for a colour', () => {
const f = makeProject();
const s = shaderEditor(f, 'Lines');
const uv = s.add(SHADER_UV);
const scaled = s.add('ShaderMultiply', { b: 4 });
const saw = s.add('ShaderFract');
const cut = s.add('ShaderStep', { edge: 0.5 });
const tint = s.add('ShaderColor', { value: 0xff8000 });
const whole = s.add('ShaderFloor');
const output = s.add(SHADER_OUTPUT);
s.link(uv, 'v', scaled, 'a');
s.link(scaled, 'result', saw, 'value');
s.link(saw, 'result', cut, 'value');
s.link(cut, 'result', output, 'alpha');
s.link(tint, 'color', whole, 'value');
s.link(whole, 'result', output, 'color');
const build = compileShader(s.asset().graph);
expect(build.problems).toEqual({});
const { fragment } = build.compiled!;
expect(fragment).toMatch(/float n\d+_result = \(n\d+_v \* 4\.0\);/);
expect(fragment).toMatch(/float n\d+_result = fract\(n\d+_result\);/);
expect(fragment).toMatch(/float n\d+_result = step\(0\.5, n\d+_result\);/);
expect(fragment).toMatch(/vec3 n\d+_result = floor\(n\d+_color\);/);
expect(fragment).toMatch(/float alpha = clamp\(n\d+_result, 0\.0, 1\.0\);/);
});
});
describe('a sprite wearing a shader', () => {