Commit Graph
18 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 a526e1b40f Use a shader graph as a node in other shaders (#303)
game-maker / gate (push) Successful in 3m16s
game-maker / suite (push) Failing after 14m37s
A calculation needed in several shaders (a greyscale, a noise, an
outline) had to be built again in every one of them. A shader
function keeps it as an asset of its own, called like a behavior is
since #16.

- New asset type `shaderfunction` ("Shader function"), edited in the
  Shader tab. The panel beside the graph shows no picture, the
  readout counts its inputs and outputs.
- Two new nodes: `Function input` and `Function output`. Their
  declared ports, numbers or colours only, are the ports of every
  call. One of each per function, like Start and End.
- The call is node `ShaderCall`, named after the function. The
  palette lists every function, it can be dragged in from the Assets
  panel, and a double-click opens it.
- The compiler sets the function in where it is called
  (`inlineFunctions`). It renames the copied nodes `<call>/<node>`
  and turns an unconnected port into a constant. Passes, Time, the
  Edge cut and the corner walk then see a plain graph.
- A problem inside a function is reported at the call, in the
  function's words. The function's own tab checks it on its own
  (`checkShaderFunction`).
- `ShaderLibrary` keys a shader on its graph and on every function it
  calls, however deep, so a change reaches every caller.
- The port commands mirror a new, renamed or removed port into every
  call, as for a behavior's Start and End. `NodeDef.portKinds` holds
  the two ends to Number and Color.
- As agreed in the issue: no `Property`, `Color property`, Output or
  Vertex output in a function, and `Time` is the caller's clock.
- Own decision: a `Pass` may stand in a function. It becomes a pass
  of the calling shader, so a wide blur can be a function.
- A function calling itself, also through another, says so at the
  node and is not set in. The palette does not offer such a call.
- The Shader tab showed only the compiler's problems. A call nothing
  reaches was never compiled and looked healthy, so a call now also
  shows its own problem there, as in a behavior.

Tests:
- Gate: 228 files, 3510 tests, CHECK EXIT 0 (+13: 11 in
  tests/core/shader-functions.test.ts, 2 for the new icon)
- e2e 28: 100 checks, all passed (+3 in 28l-viii). Called and in
  place both #606060/#a2a2a2, halved in the function #303030/#515151.
- Counter-check: a fingerprint without the called functions fails 1
  unit test, and in the browser the change check (#606060 stays).
- The first e2e runs found two faults, both fixed: a double-click
  only selected the function, and an unreached call of itself
  showed no problem.
- e2e total 1728 is computed (1725 + 3).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 17:09:53 +02:00
adminandClaude Opus 5.5 f03ca0d382 Draw a shader in passes with a Pass node (#301)
game-maker / gate (push) Successful in 3m3s
game-maker / suite (push) Successful in 14m43s
A Blur stops at radius 8 in one pass, and bloom needs a softened copy
of the picture beside the original. A Pass node cuts the graph: what
feeds it is drawn into a picture of its own first, and the nodes that
read a picture read that one when it feeds them.

- Pass has color and alpha like the Output, a Resolution setting
  (Full, Half, Quarter) and a picture output. Texture color, Texture
  alpha, Sample texture, Blur and Texture size get a picture input.
  Unconnected it is the wearer's own picture, so the original stays
  readable beside any pass.
- picture is a port type of its own. It plugs only into a picture
  input, not even into an any port.
- The walk shared by the compilers can stop at a node (cut). The
  shader compiler draws each Pass it meets as a fragment of its own,
  earlier passes first. A ring through a picture says Feeds itself,
  and more than 8 passes say so at the node.
- A pass draws untinted. The tint comes on when the last part reads a
  picture, so a particle source draws its passes once for all of its
  particles (user decision).
- A pass's picture is the wearer's picture and its Padding, at the
  pixels of the picture times Resolution, at most 2048 per side. It is
  read with the picture's own filter and continues past its frame as
  the Output's Edge says.
- PassPictures keeps one render texture per pass and wearer. It draws
  again only when picture, size, Padding or a uniform changed. A
  field's picture is a render texture that changes under the same id,
  so a field draws its passes every time.
- Sprite, sliced sprite, text, particle source, field shader and the
  Shader tab's preview all draw passes. syncShader takes a fixed
  picture for a 9-slice, which holds its corners but keeps the margin.
- texelAt and blur take the sampler they read. Existing shaders
  compile to the same program apart from that argument.
- A field shader's Blur and Texture size count a pixel as a unit of
  the frame (uPixelScale), not of the screen. Before, a field's blur
  grew when zooming out and shrank when zooming in. This came with
  #170 and #300 and is fixed here because passes inherit it.
- tools/perf-shaders.mjs and tools/perf-field-shaders.mjs measure two
  passes with GM_PERF_PASSES=1 and GM_PERF_PASS_RESOLUTION. Below Full
  an open Pass shrinks the picture first, as the wiki's recipe does.

Found on the way:
- Destroying the pictures before the shader made Pixi warn that a
  texture was still bound. The shader goes first now, and a picture of
  a new size is resized rather than replaced.
- Two passes in a row could draw plain white the first time. Pixi
  builds the code that binds a program's resources once and finds them
  by position. A pass of one graph is often the same program as a pass
  of another with fewer slots, so it bound a placeholder. Every shader
  now declares all 8 pass slots and its uniform group.

Tests:
- Gate on melektaus-atx: 225 files, 3480 tests (3467 + 13), exit 0.
- e2e 28 and 31 on melektaus-atx: 97 checks (94 + 3) and 44 checks
  (43 + 1), all passed, no Pixi warning in the console.
- 28l-vii: a Blur across, a Pass and a Blur down draw the 5x5 spot of
  a Blur of Both (difference 0.000). On a grey sprite a pass's picture
  added to the original is 231/60/60, each tinted once. Two Passes in
  a row after a graph with one show red and green, not white.
- 31v-iii: a Blur of 8 fades a field's frame edge over 8.0 units at
  50 % and at 200 % zoom.
- Counter-checks: a tinted pass fails 1 unit test. Pictures never
  bound fail both e2e checks (spot 0.20 instead of 0.04, 243/158/158).
  Pass slots by the number of passes draw #ffffff, and a field without
  its pixel scale ramps over 16 and 4 units: exactly the two new
  checks fail.
- e2e sum 1716 is counted, not yet measured (1712 + 4).
- Measured on stein2 (HD 630, one run per row): 50 field shaders at
  radius 8 go from 11.4 to 41.3 fps in two passes, 44.4 at radius 16
  (three passes at Half). 800 sprites at radius 8 go from 13.9 to
  24.5 fps. At radius 4 one pass stays faster from 400 sprites on.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 14:51:18 +02:00
adminandClaude Opus 5.5 df61b08bd1 Soften a shader's picture in one pass with a Blur node (#300)
game-maker / gate (push) Successful in 3m3s
game-maker / suite (push) Successful in 14m26s
A blur already worked with Sample texture, but only by wiring every
sample by hand: 25 nodes for a 5x5. Averaging their colours also gave
a dark seam wherever a neighbour was transparent. The Blur node writes
the loop itself and averages the right way.

- Blur takes radius (pixels of the picture, 0 to 8, fractions allowed)
  and u/v like Sample texture, and gives color and alpha.
- Kind is Box (default) or Gaussian, Direction is Both, Horizontal or
  Vertical. Both are arguments of one prelude helper, blur().
- The samples are averaged premultiplied and only then made straight,
  so a transparent neighbour lowers the opacity and adds no black.
- The outermost ring counts by the part of the radius that reaches
  it, so a radius from a Property changes smoothly and compiles
  nothing again.
- A node may now declare prepare, a vec4 the compiler works out once
  into a local. Color and alpha read that one sum instead of blurring
  twice.
- A reached Blur counts as a shifted sample, so the picture comes
  with the Output's Edge. It cannot feed the Vertex output.
- Both perf tools take GM_PERF_BLUR=<radius>.

Wider blurs and bloom need several passes. That is #301.

Measured on stein2 (HD 630, one run per value, fps), Box blur:
- 48x48 sprites at 100/400/800: radius 2 59.8/58.4/55.6,
  radius 4 53.1/51.4/36.3, radius 8 46.6/24.4/14.4.
- 256x256 field shaders at 1/10/50: radius 2 60.2/56.0/49.0,
  radius 4 60.1/49.0/27.1, radius 8 52.4/34.9/11.4.

Tests:
- Gate: 224 files, 3467 tests, CHECK EXIT 0 (+7).
- e2e 28: ALL PASSED, 94 checks (+5 in 28l-vi). Pixels match the
  arithmetic to 1: the last red texel at radius 0.5/1/4 reads
  187/173/154 (expected 188/173/154).
- Counter-checks: Blur not counted as shifted fails 1 unit test.
  Blur output left premultiplied fails the seam and spot checks.
- e2e total 1712 is computed (1707 + 5).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 13:11:31 +02:00
adminandClaude Opus 5.5 bf27e42e8a Let a shader declare a color the sprite sets (#298)
game-maker / gate (push) Successful in 3m1s
game-maker / suite (push) Successful in 14m11s
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>
2026-10-03 11:43:54 +02:00
adminandClaude Opus 5.5 4716726b6b Let a shader move the corners of the picture it wears (#79)
A shader could only say what colour a pixel has. Where the picture
is drawn was fixed to the four corners of its rectangle, so nothing
could wave, bend or wobble.

- The new node Vertex output takes x and y, in pixels of the
  picture, and moves every corner of the wearer's grid by them. The
  UVs stay with the corners, so the picture bends along.
- Subdivisions on that node says how fine the grid is: cells per
  axis, 1 to 64, 8 by default. 1 is the plain quad. A shader without
  the node keeps the quad every sprite shares.
- A graph holds one Vertex output at most. UV, Time, Property,
  Number and the math nodes may feed it, and one node may feed both
  outputs.
- Texture color, Texture alpha, Sample texture, Texture size and
  Color cannot feed it. The node says "Not available per corner"
  and the shader does not compile.
- Sprites, texts and the preview in the shader tab wear the grid.
  A nine-slice sprite and particles draw as if the node were not
  there.
- Picking, the selection frame, the size and colliders stay with
  the rectangle. A wearer with a Vertex output is never culled, as
  with Padding, and with Padding the grid covers the room around
  the picture too.
- tools/perf-shaders.mjs takes GM_PERF_SUBDIVISIONS to measure a
  grid against the plain quad.

Measured on stein2 (Intel HD 630), frames per second, one run per
row: at 800 sprites 58 with a shader on the quad, 46 with 8 cells,
41 with 32. Up to 400 sprites a grid hardly shows. Every sprite
holds its own grid.

Tests:
- Gate on melektaus-atx: 220 files, 3416 tests, CHECK EXIT 0.
- 15 new unit tests for the compiler and the grid.
- Four new e2e checks in modules 28 and 30: a fixed offset moves
  the picture, 8 cells bend only the lower half where 1 cell shears
  it all, Texture alpha is refused at the node, a text moves.
- e2e 28,30 on melektaus-atx: 110 checks, all pass.
- The e2e total of 1699 is counted (1695 + 4), the full suite did
  not run.
- No counter-probe, no screenshot. Not looked at: the preview, Time
  in the browser, flipped sprites, Padding together with the grid.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 00:14:00 +02:00
adminandClaude Opus 5.5 e933fad446 Give a shader room to draw around the picture it wears (#69)
A shader ran only inside the rectangle of what wears it: the quad
has the size of the sprite, and outside of it no fragment runs. An
outline or a glow built with Sample texture was cut off at the
border. The issue still spoke of Filter.padding, but since #77 the
shader is no filter any more, the limit is the geometry.

- The Output node has a number Padding next to Edge: so many pixels
  of the picture per side the wearer draws beyond it. 0 is the
  default and draws as before, 256 is the most.
- The quad grows and its UVs grow with it, so the picture keeps its
  place and size. In the margin the UVs run on below 0 and above 1.
- Transparent is a fourth Edge mode: outside of the picture there
  is nothing. It is cut in the fragment (texelAt), so it needs no
  copy of the picture with an address mode of its own.
- Edge holds everywhere alike, also for Texture color, Texture
  alpha and unconnected inputs.
- Padding above 0 with Edge on Clamp puts the hint "Padding with
  Clamp smears the border" on the Output. The shader still
  compiles. A chosen Clamp and the default cannot be told apart.
- All four wearers draw the margin. A sprite counts in pixels of
  its frame, a text in its units, a particle source grows every
  particle about its centre.
- A nine-slice sprite gets a ring around its nine fields, as wide
  as so many border pixels. The fields themselves stay.
- Without a picture a pixel is one unit of the wearer's own size,
  or of the particle size.
- Particles now take the Edge mode of their shader. It had no
  effect on them before.
- An object wearing a padded shader is never culled, or its margin
  would vanish at the edge of the screen.
- The preview in the shader tab shows the margin and leaves room
  for it.
- Picking, the selection frame, the size and the collider stay with
  the rectangle without the margin.

Tests:
- Gate on melektaus-atx right before this commit: 216 files,
  3336 tests (3319 + 17), exit 0.
- e2e 28,30,31,37,41 on melektaus-atx: 178 checks, all pass.
  e2e 1-37,47,48,58 ran before the last change (no culling with
  padding): 1281 checks, all pass.
- 17 new unit tests: the compiler (padding, Transparent, the hint)
  and the geometry (quad, nine-slice ring).
- Seven new e2e checks: four at the sprite in module 28, one each
  for text, particles and nine-slice.
- 17 unit counter-probes all fail their tests. Three browser
  counter-probes fail their checks (5, 3 and 1 of them).
- Three screenshots looked at: the sprite with Clamp and margin in
  the scene, the preview in the shader tab, the text.
- The e2e sum of 1687 is counted (1680 + 7), the full suite and
  the smokes did not run.
- Not seen: the hint at the node in a picture, particles and
  nine-slice in a picture, the game view while playing, sprites
  without a picture, vector and pixel art pictures.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 20:33:20 +02:00
adminandClaude Opus 5.5 f02adabcf9 Show the type an arithmetic shader node really puts out (#219)
The result of Add, Multiply, Mix and the other arithmetic nodes of
a shader graph was drawn as any, whatever went in. The compiler
already lifts a colour on any side to a colour result, so the pin
said less than the code knew. A colour result could also be wired
into a number input, and the shader then failed to compile.

- liftedType in core/shader/nodes.ts is the one rule. The compiler
  reads it when it lifts two operands, and the editor reads it
  through liftedPortType for the ports it draws.
- A SharedPortGroup may bring its own rule as agree. Without one
  it is agreedType, as before. The thirteen arithmetic nodes share
  their type by liftedPortType.
- Only the any inputs decide. An input nothing feeds counts as the
  number typed into it. t, edge, exponent, min and max have no say.
- The type travels through a chain of such nodes without code of
  its own, because #210 hands a shared type on.
- In a ring the result stays any, unless a colour has settled it.
- A number may feed a colour input. Without that a number result
  no longer fitted Output.color, although the compiler spreads it
  over three channels. The rule sits in portsCompatible, but only
  the shader graph has colour ports.
- A colour result no longer fits a number input. An edge laid
  before the colour came in stays and is drawn in the danger
  colour, and the node at its end names the problem.
- The nine shaders in the stored projects (108 edges) all stay
  valid under the new rule.

Tests:
- Gate on melektaus-atx: 212 files, 3260 tests (3240 + 20), exit 0.
  The gate right before this commit ran on the tree of this and
  the next commit together, with the same numbers.
- e2e 28 on melektaus-atx: 81 checks, all pass.
- e2e 1-31: 1059 pass, 1 fail in module 18 (the editor clock read
  1.97 s after a stop). A rerun of 1-18 passed with 602 checks and
  0.18 s. 1-31 was not run in full again.
- No full run and no smokes. The sum of 1676 (1673 + 3) is reckoned.
- Twenty unit tests in shader-port-types.test.ts, one of them runs
  all thirteen nodes through every mix of number and colour and
  compares what is drawn with the code made.
- Two tests in shaders.test.ts now lay the edge first and bring the
  colour in after, the only order that still wires such a graph.
- Three e2e checks in module 28 with the real mouse: a colour into
  Multiply, the red edge with its message, and the colour result
  refused at alpha and taken at color.
- Fifteen unit counter-probes and two browser counter-probes all
  fail their tests.
- Not checked in the browser: the one-input nodes, Mix and the
  ring, and a number wired straight into a colour input. Nothing
  was looked at after the build.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 16:50:50 +02:00
adminandClaude Opus 5.5 14972d057f Refactoring round 8: hide data files, safe saves, Esc as Cancel (#85)
game-maker / gate (push) Successful in 3m53s
game-maker / suite (push) Successful in 11m55s
Recurring cleanup round over the code since round 7 (bc688f3). The
issue now also asks to fix bugs and small inconsistencies found on the
way, so unlike the rounds before, this one changes behaviour in a few
places. Duplicated code in api went from 23 clones with 228 lines to
none (jscpd, at least 50 tokens). In src it stays at 22 clones with
271 lines, the same before and after.

Bugs:
- nginx served project and snapshot files as they were, so anyone who
  knew a project id could read it without signing in. Every file the
  API writes now goes through AtomicFile (temp file, mode, rename).
  Projects, snapshots, releases, accounts and sessions are 0640, and
  nginx answers 403 for them.
- Any signed-in account could delete a shared image, font or sound,
  which projects of other accounts may wear. Deleting one is now for
  administrators only. The editor never deleted a file, so the
  client's delete is gone.
- Two saves of one project could run at once. The lock file was
  removed after each save, so a waiting save and the next one locked
  different files. The lock file now stays, and deleting a project
  takes the lock as well.
- Bytes that are no picture got a 500 instead of a 422, because the
  error handler also threw for warnings silenced with @.
- A session file was rewritten in place. A request reading it at that
  moment found it empty and was signed out. It is replaced atomically.
- Delete did nothing for a shape picked in the vector art list. Delete
  now goes through removeSelection, one case per kind of selection,
  and a kind without a case fails the type check.

Inconsistencies:
- Escape on a question does what its Cancel does. Cancel on "Delete
  project?" and "Restore snapshot?" leads back to the picker or the
  list like the other questions did, and so does deleting a project.
- Editor texts use American spelling throughout, like the port names:
  48 British spellings in 45 lines (colour, centre, initialised).
- objectName and groupName replace eleven copies of "own name, else
  the asset's" and three of "Group". One copy fell back to the object
  id instead of "?".

Duplicates, dead code, comments:
- routeFiles serves images, fonts and sounds instead of three copies.
  HashedFileStore holds what the three stores shared: keeping a file
  under its hash with its name, listing and deleting. The stores keep
  only which bytes they take and what a record says.
- AtomicFile replaces nine copies of temp file plus rename.
- removeShapes is the one way the canvas, the inspector button and
  Delete take shapes out.
- GraphInterpreter.fire was called by tests only. The 54 calls use a
  helper in tests/helpers.ts now.
- FileStore.delete, HttpFileStore.delete and the PluginApi type were
  unused. A doc comment in actions.ts sat above the wrong function.

Checked and left as is:
- solidCells is used by tests only. It is the per-cell view before the
  merge into rectangles, the one place the largest-scale rule shows.
- An undo checker ran all 124 commands of the unit tests and compared
  the project before and after undo. The only differences are empty
  ports, groups and notes lists where there were none, which the file
  format drops anyway.

Docs:
- README: the check sum.
- Wiki, own commit: API (admin-only deletes, 422, file modes, lock
  file), Home (the "Not yet" list named three things that exist),
  Concepts, Keyboard, Vector art, Architecture and Development, and
  the 38 characters Gitea flagged as ambiguous on eight pages.
- .gitignore: the lock files, and pasted-*.png in any folder, which
  keeps the screenshot archive out.

Tests:
- ./check.sh: 195 files, 2817 tests, exit 0 (+2 for the name helpers).
- PHP: accounts 52 in the web container and 53 in the CI image with
  the race test (+2), snapshots 15 (+1), releases 20.
- Full e2e run: ALL PASSED, 1586 checks (+6 in 12, 47, 49 and 50).
- Smokes jumprun, tetris, actor: 24, 19 and 21 checks. The example
  project files were restored byte for byte afterwards.
- The file stores of HEAD and of this commit give byte-identical
  output for the live folders and for store, list and delete in a
  throwaway folder.
- Counter-checks, all fail as expected: a 500 for bad bytes fails 12,
  no admin check fails 49, removing the lock file again loses saves
  in 3 of 3 runs (151 to 170 of 321), Delete ignoring shapes fails 47,
  Escape that only closes fails 50, and dropping the shape case fails
  the type check (TS2366).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 18:12:55 +02:00
adminandClaude Opus 5 2a390e52ff The scene view and the animation preview share one camera, the three form dialogs one base, and keys are found through one set of helpers (#85)
game-maker / gate (push) Successful in 1m36s
game-maker / suite (push) Successful in 5m41s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 14:19:53 +02:00
admin c990dbcb26 A name that a sprite already owns cannot name a property, and a division by zero cannot answer (#63, #64)
game-maker / suite (push) Failing after 11m29s
#63: a shader Property node named "width" quietly took over the sprite
row of the same name. isSpriteProp lives in PropertySchema now and is
derived from FULL_SCHEMAS.sprite instead of being a second list that
drifts. isValidPropertyName rejects those ten names, and the compiler
reports it at the node as its own problem: "width" is a sprite
property, told apart from "not a word" and from a duplicate.

#64: Divide emitted (a / b) and handed NaN to the driver. It emits
divide(a, b) now, with the guard in the prologue next to straight(),
scalar and per channel: zero divided by zero is zero. That was already
the house rule in the behavior and particle graphs - only the shader
had never been told. Clamp comes along as a shader node for the same
reason: the behavior catalog has had it all along.
2026-09-15 18:43:40 +02:00
adminandClaude Opus 5 2637feb715 A square root is one node everywhere else, so the shader graph gets its own (#92)
game-maker / suite (push) Successful in 10m29s
`Sqrt` already exists in the behavior graph (`data/Sqrt.ts`) and in particles
(`ParticleSqrt`); the shader was the only graph without it. `Pow` with exponent
0.5 does the same job, so this is convenience, not a missing capability -- a
radial falloff no longer needs a node whose purpose has to be read off its
parameter.

Like `Pow` it cannot go through `unary()`: GLSL leaves `sqrt` undefined below 0,
so the value is held there with `max(value, 0.0)`. That form takes a float
second argument for a `vec3` too, so unlike `pow` the exponent broadcast has no
counterpart here.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:35:00 +02:00
admin e0c459ce92 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.
2026-09-13 21:33:41 +02:00
rootandClaude Fable 5.1 28c0789b19 Shader graph: Abs node, the distance from 0 per channel
game-maker / suite (push) Failing after 8m10s
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 18:46:20 +02:00
rootandClaude Fable 5.1 a399795772 Shader graph: Pow node, base held at 0, exponent broadcast for colours (#80)
game-maker / suite (push) Failing after 8m13s
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 18:29:04 +02:00
rootandClaude Fable 5.1 f85606427b 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>
2026-09-13 16:18:22 +02:00
rootandClaude Fable 5.1 ccc6dc5b6e Shader graph: Number node, a typed constant like Color (#72)
game-maker / suite (push) Canceled after 6m55s
No input, one Value param (step 0.05, drawn on the node), output `value`
as a float literal via floatLiteral (2 -> 2.0, NaN -> 0.0). No uniform,
no sprite row - that is the difference to Property.

The e2e negative check for "no behavior node in the palette" now uses
Boolean as its marker, and step 28 types the palette search first
because the palette scrolls from twelve entries on.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 12:26:53 +02:00
rootandClaude Fable 5.1 3da0ef1be2 Shader graph: alpha input on Output, Texture alpha node (#70)
game-maker / suite (push) Successful in 7m55s
Output gains a number input `alpha`; unconnected it reads the texel's
alpha, like `color` reads the texel. The epilogue premultiplies with the
resolved alpha. New `Texture alpha` node exposes texel.a for maths.

PortDef.inline=false keeps the alpha port without an inline field: every
number port is inline by default, and a typed default of 0 would have made
every shaded sprite invisible. The compiler's texel fallback is typed:
colour ports get rgb, number ports get texel.a.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 11:51:59 +02:00
rootandClaude Fable 5.1 42cafa7543 Shader assets: graph-built shaders, the Shader tab and sprite rows from the graph (#62)
game-maker / suite (push) Failing after 3m59s
A shader is an asset carrying a node graph (Texture color, Output, Property,
Color, Add/Subtract/Multiply/Divide, Mix, Luminance) that compiles to the GLSL
fragment of a Pixi filter. The Shader tab reuses the Behavior canvas; a sprite
wears a shader through its Shader picker, and the rows below it are the
graph's Property nodes. Property schema, resolution and deviation take the
project because a sprite's rows now live in another asset. The built-in
registry of the prototype is gone; "Adjust colors" ships as a graph in the
fixture and the three example games.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 22:41:14 +02:00