Files
feuerwerk/tools/e2e/28-shader.mjs
T
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

1185 lines
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import { colourDistance } from '../lib/harness.mjs';
import { FIND_HALVES, HALVES_LEFT as LEFT, HALVES_RIGHT as RIGHT, PASTE_HALVES } from './lib/pictures.mjs';
/**
* Shader assets: made from the + menu, built from nodes in the Shader tab, worn by a sprite through
* its Shader dropdown – whose Property nodes are the rows below it – and visible in the pixels, in
* the scene view and in the game – and in the tab's own preview of the picture selected last (28n).
* The fixture ships "Adjust colors"; the step removes what it made.
*/
/** (64, 128, 255): three distinct channels, so brightness, contrast and saturation each read differently. */
const BASE = '#4080ff';
const ADJUST = 'adjust-colors';
export async function shader(t) {
const {
check,
sleep,
json,
evaluate,
mutate,
drag,
click,
clickText,
locate,
press,
select,
undo,
play,
stop,
shot,
showTab,
} = t;
const { doubleClick, typeText } = t;
const field = (label) => json(`__gm.inspectorField(${JSON.stringify(label)})`);
const info = () => json('__gm.shader.info()');
const shaders = () =>
json(`__gm.state.project.assets
.filter((a) => a.type === 'shader')
.map((a) => ({ id: a.id, name: a.name, nodes: a.graph.nodes.map((n) => ({ id: n.id, type: n.type, name: n.params.name })) }))`);
/** The overlay is drawn last, so a menu entry wins over a tab button or a row saying the same. */
const clickLast = async (text) => {
const p = await locate(text, true);
await click(p.x, p.y);
};
const assetProps = (patch) =>
mutate(
`Object.assign(__gm.state.project.assets.find((a) => a.id === 'shade-sprite').props, ${JSON.stringify(patch)})`,
);
await press('Escape');
await evaluate('document.activeElement instanceof HTMLElement && document.activeElement.blur()');
await evaluate('__gm.state.select(null)');
// 28a. The fixture ships Adjust colors as an asset; the + menu makes another and opens its tab on it.
const seeded = (await shaders()).find((s) => s.id === ADJUST);
check(
'the fixture carries the Adjust colors shader as an asset of twelve nodes',
Boolean(seeded) && seeded.nodes.length === 12,
JSON.stringify(seeded),
);
await clickText('+');
await clickLast('Shader');
const made = (await shaders()).find((s) => s.id !== ADJUST);
const selection = await json('__gm.state.selection');
check(
'the + menu creates a shader asset, selected, and its tab opens on it',
Boolean(made) &&
selection?.kind === 'asset' &&
selection.assetId === made.id &&
(await json('__gm.tab()')) === 'shader' &&
(await json('__gm.shader.current()')) === made.id,
JSON.stringify({ made, selection, tab: await json('__gm.tab()') }),
);
if (!made) return;
check('the tab button has room for its label', (await json("__gm.shownLabel('Shader')")) === 'Shader');
// Named after its type, the asset's row in the Assets panel would say "Shader" like the inspector row.
await mutate(`__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(made.id)}).name = 'Glow'`);
made.name = 'Glow';
check('an empty shader says what it lacks', (await info()) === 'No Output node', await info());
// 28b. Right-click offers shader nodes only; Texture color and Output placed from the palette.
const canvas = await json('__gm.shader.canvasRect()');
// The preview takes the right of the tab (#168); the second column stays inside what is left.
const right = canvas.x + Math.min(420, canvas.w - 100);
await click(canvas.x + 80, canvas.y + 60, 'right');
const offered = await json('__gm.overlayTexts()');
check(
'right-click offers shader nodes and no behavior node',
['Texture color', 'Output', 'Property', 'Number', 'Mix', 'Luminance'].every((text) =>
offered.includes(text),
) && !offered.some((text) => /On start|Boolean|Branch|Set state/.test(text)),
JSON.stringify(offered),
);
// A dozen entries scroll; searched, the row is the only one and in view.
await typeText('Texture color');
await clickLast('Texture color');
await click(right, canvas.y + 60, 'right');
await clickLast('Output');
const madeNodes = async () => (await shaders()).find((s) => s.id === made.id)?.nodes ?? [];
check(
'both nodes are in the graph, the Output where its right-click was',
(await madeNodes()).map((n) => n.type).join(',') === 'ShaderTextureColor,ShaderOutput',
JSON.stringify(await madeNodes()),
);
await click(right, canvas.y + 320, 'right');
const again = await json('__gm.overlayTexts()');
check(
'the palette offers the Output only once',
!again.includes('Output') && again.includes('Property'),
JSON.stringify(again),
);
await press('Escape');
check(
'an Output with nothing connected compiles: the texel passes through, no property declared',
(await info()) === '0 properties',
await info(),
);
// 28c. A Property node: its name is the row a sprite shows; a bad name is a problem on the node.
await click(canvas.x + 80, canvas.y + 320, 'right');
// Property is the twelfth entry, below the palette's scroll mask: search it into view first.
await typeText('Property');
await clickLast('Property');
const propertyNode = (await madeNodes()).find((n) => n.type === 'ShaderProperty');
check(
'the placed property is named "value" and counted',
propertyNode?.name === 'value' && (await info()) === '1 property',
JSON.stringify({ propertyNode, info: await info() }),
);
const nameField = await json("__gm.inspectorField('Name', true)");
check('the inspector shows a Name field for the property', Boolean(nameField), JSON.stringify(nameField));
await doubleClick(nameField.x, nameField.y);
await typeText('glow');
await press('Enter');
check(
'typing in the Name field renames the property, on the node too',
(await madeNodes()).find((n) => n.id === propertyNode?.id)?.name === 'glow' &&
(await json(`__gm.shader.nodeLabel(${JSON.stringify(propertyNode?.id)})`)) === 'glow',
JSON.stringify(await madeNodes()),
);
await shot('28-shader-tab');
await mutate(`
const a = __gm.state.project.assets.find((x) => x.id === ${JSON.stringify(made.id)});
a.graph.nodes.find((n) => n.id === ${JSON.stringify(propertyNode?.id)}).params.name = 'no good';`);
const problem = await json(`__gm.shader.nodeProblem(${JSON.stringify(propertyNode?.id)})`);
check(
'a name that is not one word is a problem on the node and the reason in the readout',
typeof problem === 'string' && problem.startsWith('Name must be') && (await info()) === problem,
JSON.stringify({ problem, info: await info() }),
);
await mutate(`
const a = __gm.state.project.assets.find((x) => x.id === ${JSON.stringify(made.id)});
a.graph.nodes.find((n) => n.id === ${JSON.stringify(propertyNode?.id)}).params.name = 'glow';`);
// 28c-ii. Where a node sits is the editor's business: dropping it somewhere else compiles nothing
// again, a changed param does – once (#65).
const nodeRef = JSON.stringify(propertyNode?.id);
const compiledBefore = await json('__gm.shaderCompiles()');
const grab = await json(`__gm.shader.nodeAt(${nodeRef})`);
await drag(grab.x, grab.y, grab.x + 60, grab.y + 40);
const dropped = await json(`__gm.shader.nodeAt(${nodeRef})`);
const compiledAfterMove = await json('__gm.shaderCompiles()');
check(
'dropping a node somewhere else moves it without compiling the graph again',
dropped.x > grab.x + 30 && compiledAfterMove === compiledBefore,
JSON.stringify({ grab, dropped, compiledBefore, compiledAfterMove }),
);
const defaultBefore = await json(
`__gm.state.project.assets.find((x) => x.id === ${JSON.stringify(made.id)}).graph.nodes.find((n) => n.id === ${nodeRef}).params.default`,
);
const setDefault = (value) =>
mutate(`
const a = __gm.state.project.assets.find((x) => x.id === ${JSON.stringify(made.id)});
a.graph.nodes.find((n) => n.id === ${nodeRef}).params.default = ${JSON.stringify(value)};`);
await setDefault(2);
const compiledAfterParam = await json('__gm.shaderCompiles()');
check(
'changing a param compiles it again, once',
compiledAfterParam === compiledAfterMove + 1,
JSON.stringify({ compiledAfterMove, compiledAfterParam }),
);
await setDefault(defaultBefore);
// 28d. A flat sprite on the camera, drawn on top of everything; its Shader dropdown lists the assets.
await mutate(`
const project = __gm.state.project;
const sprite = structuredClone(project.assets.find((a) => a.id === 'crate'));
sprite.id = 'shade-sprite';
sprite.name = 'Shaded';
sprite.props = { ...sprite.props, width: 160, height: 120, color: 0x4080ff, texture: '', shader: '' };
project.assets.push(sprite);
const scene = __gm.state.activeScene;
const cam = scene.objects.find((o) => o.id === 'o3').position;
scene.objects.push({ id: 'oshade', assetId: 'shade-sprite', name: '', position: { x: cam.x - 190, y: cam.y - 105, z: 950 }, editorOffset: { x: 0, y: 0 }, overrides: {}, parentId: '', instanceEdits: {} });
__gm.state.select(null)`);
await sleep(600);
// The pixels are the scene view's; the tab is still the shader's.
await showTab('scene');
await select({ kind: 'object', holderId: 'scene1', objectIds: ['oshade'], objectId: 'oshade' });
const box = await json("__gm.objectRect('oshade')");
check('the shaded sprite is on screen', Boolean(box) && box.w > 8, JSON.stringify(box));
if (!box) return;
const sample = (fx, fy) =>
json(`__gm.pixelAt(${Math.round(box.x + fx * box.w)}, ${Math.round(box.y + fy * box.h)})`);
// Off centre: a symbol may sit on the sprite's middle, and symbols draw above objects.
const centre = () => sample(0.3, 0.3);
const base = await centre();
check('with no shader the sprite is its plain colour', colourDistance(base, BASE) < 12, base);
// Every later check reads pixels at its own spot on this sprite, so nothing may be drawn over it.
// The step parks the sprite away from the camera for that reason: symbols draw above objects, and
// by this point the earlier steps have left containers and colliders around the origin. Without
// this guard their outlines show up as a wrong colour in whichever check happens to sample them.
// Since names stand on plates, a plate covers what a thin name let through: the sprite sat right
// of the camera once, where the Crate pair container's plate reaches into it, so it sits up left.
const dirty = [];
for (let fx = -0.4; fx <= 0.401; fx += 0.1)
for (let fy = -0.4; fy <= 0.401; fy += 0.1) {
const seen = await sample(fx, fy);
if (colourDistance(seen, BASE) >= 12) dirty.push(`${fx.toFixed(1)},${fy.toFixed(1)}:${seen}`);
}
check('nothing is drawn over the sprite the pixel checks read', dirty.length === 0, dirty.join(' '));
// The Shader row's dropdown reads "None"; it is the last such text in the inspector (Parent and
// Texture say it above). The label itself is no anchor: the tab button says "Shader" too.
// With its groups under bands (#290) the inspector is taller than the window: scrolled to its end.
const panelRect = await json('__gm.inspectorRect()');
await t.wheel(panelRect.x + 40, panelRect.y + panelRect.h / 2, 2000);
await t.settle();
const shaderField = await locate('None', true);
check(
'a sprite has a Shader row reading None, and no shader brings no parameter rows',
shaderField.x > box.x + box.w && (await field('brightness')) === null,
JSON.stringify(shaderField),
);
await click(shaderField.x, shaderField.y);
const choices = await json('__gm.overlayTexts()');
check(
'the dropdown offers None and every shader asset',
choices.some((text) => text.includes('None')) &&
choices.some((text) => text.includes('Adjust colors')) &&
choices.some((text) => text.includes(made.name)),
JSON.stringify({ choices, shaderField }),
);
await clickLast(choices.find((text) => text.includes('Adjust colors')));
const rows = await Promise.all([field('brightness'), field('contrast'), field('saturation')]);
check(
'picking Adjust colors adds its three property rows below the dropdown',
rows.every((r) => r !== null) &&
(await json("__gm.state.activeScene.objects.find((o) => o.id === 'oshade').overrides.shader")) ===
ADJUST,
JSON.stringify(rows),
);
await shot('28-shader-rows');
await undo();
check('undoing the choice takes the rows away again', (await field('brightness')) === null);
await select(null);
// 28e. Each property is visible in the pixels, with 1 neutral.
await assetProps({ shader: ADJUST });
const neutral = await centre();
check(
'Adjust colors at its defaults draws exactly what no shader draws',
colourDistance(neutral, base) < 6,
JSON.stringify({ base, neutral }),
);
// What the cost was made of (#67) and is not any more (#77): the shader draws in the sprite's own
// pass, there is no filter and so no extra render pass.
const passes = '({ shaders: __gm.shaderCount(), filters: __gm.filterCount() })';
const passesOn = await json(passes);
await assetProps({ shader: '' });
const passesOff = await json(passes);
await assetProps({ shader: ADJUST });
check(
'a shaded sprite draws with its own shader and no filter pass – and plain without',
passesOn.shaders === 1 && passesOn.filters === 0 && passesOff.shaders === 0 && passesOff.filters === 0,
{
on: passesOn,
off: passesOff,
},
);
await assetProps({ brightness: 1.25 });
const lighter = await centre();
check('brightness 1.25 adds a quarter to every channel', colourDistance(lighter, '#80c0ff') < 24, lighter);
await assetProps({ brightness: 1, contrast: 0 });
const flat = await centre();
check('contrast 0 flattens the colour to mid grey', colourDistance(flat, '#808080') < 24, flat);
await assetProps({ contrast: 1, saturation: 0 });
const grey = await centre();
check('saturation 0 leaves the luma as a grey', colourDistance(grey, '#7c7c7c') < 24, grey);
await shot('28-shader-desaturated');
// 28f. The game draws through the same path, so play shows the shader too.
await assetProps({ saturation: 1, brightness: 1.25 });
await play();
await sleep(500);
const at = await json("__gm.gameScreen('oshade')");
const played = at ? await json(`__gm.pixelAt(${Math.round(at.x + 20)}, ${Math.round(at.y + 20)})`) : null;
check(
'during play the sprite is drawn with its shader',
played !== null && colourDistance(played, '#80c0ff') < 24,
JSON.stringify({ at, played }),
);
await stop();
// 28g. Editing a shader's graph reaches every sprite wearing it: a Color wired into the new one's Output.
await assetProps({ brightness: 1, shader: made.id });
const through = await centre();
check(
'the new shader passes the texel through',
colourDistance(through, base) < 6,
JSON.stringify({ base, through }),
);
await mutate(`
const a = __gm.state.project.assets.find((x) => x.id === ${JSON.stringify(made.id)});
const out = a.graph.nodes.find((n) => n.type === 'ShaderOutput');
a.graph.nodes.push({ id: 'sh-red', type: 'ShaderColor', x: 0, y: 200, params: { value: 0xff0000 } });
a.graph.edges.push({ id: 'sh-red-edge', from: { node: 'sh-red', port: 'color' }, to: { node: out.id, port: 'color' } });`);
const red = await centre();
check(
'wiring a red Color into the Output recompiles: the sprite turns red',
colourDistance(red, '#ff0000') < 24,
red,
);
// 28h. Alpha: Texture alpha times a Property into the Output's alpha blends the sprite with what
// is behind it; at 1 the pixel is the one from before, byte for byte.
await mutate(`
const a = __gm.state.project.assets.find((x) => x.id === ${JSON.stringify(made.id)});
const out = a.graph.nodes.find((n) => n.type === 'ShaderOutput');
a.graph.nodes.push(
{ id: 'sh-alpha', type: 'ShaderTextureAlpha', x: 0, y: 300, params: {} },
{ id: 'sh-opacity', type: 'ShaderProperty', x: 0, y: 400, params: { name: 'opacity', default: 1, min: 0, max: 1 } },
{ id: 'sh-fade', type: 'ShaderMultiply', x: 200, y: 350, params: {} });
a.graph.edges.push(
{ id: 'sh-fade-a', from: { node: 'sh-alpha', port: 'value' }, to: { node: 'sh-fade', port: 'a' } },
{ id: 'sh-fade-b', from: { node: 'sh-opacity', port: 'value' }, to: { node: 'sh-fade', port: 'b' } },
{ id: 'sh-fade-out', from: { node: 'sh-fade', port: 'result' }, to: { node: out.id, port: 'alpha' } });`);
const opaque = await centre();
check(
'an opacity property at its default 1 changes nothing',
opaque === red,
JSON.stringify({ red, opaque, info: await info() }),
);
await assetProps({ opacity: 0 });
const behind = await centre();
check('opacity 0 shows what is behind the sprite', colourDistance(behind, red) > 60, { red, behind });
await assetProps({ opacity: 0.5 });
const half = await centre();
const channel = (hex, i) => parseInt(hex.slice(i, i + 2), 16);
const expected =
'#' +
[1, 3, 5]
.map((i) =>
Math.round((channel(red, i) + channel(behind, i)) / 2)
.toString(16)
.padStart(2, '0'),
)
.join('');
check('opacity 0.5 blends the sprite half with what is behind', colourDistance(half, expected) < 24, {
red,
behind,
half,
expected,
});
await assetProps({ opacity: 1 });
check('opacity back at 1 draws the pixel from before, byte for byte', (await centre()) === red);
// 28i. A Number node is a constant in the fragment: red times 0.5 is half red; typed back to 1,
// the pixel is the red from before. Its value is a setting row on the node.
await mutate(`
const a = __gm.state.project.assets.find((x) => x.id === ${JSON.stringify(made.id)});
const out = a.graph.nodes.find((n) => n.type === 'ShaderOutput');
a.graph.nodes.push(
{ id: 'sh-half', type: 'ShaderNumber', x: 200, y: 200, params: { value: 0.5 } },
{ id: 'sh-dim', type: 'ShaderMultiply', x: 400, y: 200, params: {} });
a.graph.edges = a.graph.edges.filter((e) => e.id !== 'sh-red-edge');
a.graph.edges.push(
{ id: 'sh-dim-a', from: { node: 'sh-red', port: 'color' }, to: { node: 'sh-dim', port: 'a' } },
{ id: 'sh-dim-b', from: { node: 'sh-half', port: 'value' }, to: { node: 'sh-dim', port: 'b' } },
{ id: 'sh-dim-out', from: { node: 'sh-dim', port: 'result' }, to: { node: out.id, port: 'color' } });`);
const dimmed = await centre();
check('a Number of 0.5 into a Multiply halves the red', colourDistance(dimmed, '#800000') < 6, {
red,
dimmed,
});
await showTab('shader');
check(
'the Number node draws its value as a setting row',
(await json("__gm.shader.nodeSettings('sh-half')"))?.join() === 'Value: 0.5',
JSON.stringify(await json("__gm.shader.nodeSettings('sh-half')")),
);
await shot('28-number-node');
await showTab('scene');
await mutate(`
const a = __gm.state.project.assets.find((x) => x.id === ${JSON.stringify(made.id)});
a.graph.nodes.find((n) => n.id === 'sh-half').params.value = 1`);
check('the Number typed to 1 gives the red from before, byte for byte', (await centre()) === red, {
red,
now: await centre(),
});
// 28k. UV into Step: the pixel's place on the picture decides its colour – a hard cut at u = 0.5,
// then at v = 0.5, which shows v runs top to bottom. `box` is the sprite's centre and size.
const node = (id, type, params = {}, x = 0, y = 0) => ({ id, type, x, y, params });
const edge = (from, fromPort, to, toPort) => ({
id: `${from}-${to}-${toPort}`,
from: { node: from, port: fromPort },
to: { node: to, port: toPort },
});
const graph = (nodes, edges) =>
mutate(`
const a = __gm.state.project.assets.find((x) => x.id === ${JSON.stringify(made.id)});
a.graph.nodes = ${JSON.stringify(nodes)};
a.graph.edges = ${JSON.stringify(edges)};`);
const pixel = (fx, fy) =>
json(`__gm.pixelAt(${Math.round(box.x + fx * box.w)}, ${Math.round(box.y + fy * box.h)})`);
const redOrBlue = (t, edges) =>
graph(
[
...t,
node('red', 'ShaderColor', { value: 0xff0000 }, 260, 200),
node('blue', 'ShaderColor', { value: 0x0000ff }, 260, 340),
node('mix', 'ShaderMix', {}, 520, 200),
node('out', 'ShaderOutput', {}, 780, 200),
],
[
...edges,
edge('red', 'color', 'mix', 'a'),
edge('blue', 'color', 'mix', 'b'),
edge('mix', 'result', 'out', 'color'),
],
);
const cutAt = (port) =>
redOrBlue(
[node('uv', 'ShaderUV'), node('cut', 'ShaderStep', { edge: 0.5 }, 260, 0)],
[edge('uv', port, 'cut', 'value'), edge('cut', 'result', 'mix', 't')],
);
await cutAt('u');
const uLeft = await pixel(-0.3, -0.3);
const uRight = await pixel(0.3, -0.3);
check(
'UV into Step: left of u = 0.5 the sprite is red, right of it blue',
colourDistance(uLeft, '#ff0000') < 6 && colourDistance(uRight, '#0000ff') < 6,
{ uLeft, uRight },
);
await cutAt('v');
const vTop = await pixel(-0.3, -0.3);
const vBottom = await pixel(-0.3, 0.3);
check(
'v runs top to bottom: above v = 0.5 red, below it blue',
colourDistance(vTop, '#ff0000') < 6 && colourDistance(vBottom, '#0000ff') < 6,
{ vTop, vBottom },
);
// 28k-ii. Pow bends the cut: u squared crosses 0.5 at u = 0.707, its square root at u = 0.25.
const cutAfterPow = (exponent) =>
redOrBlue(
[
node('uv', 'ShaderUV'),
node('pow', 'ShaderPow', { exponent }, 260, 0),
node('cut', 'ShaderStep', { edge: 0.5 }, 260, 120),
],
[
edge('uv', 'u', 'pow', 'value'),
edge('pow', 'result', 'cut', 'value'),
edge('cut', 'result', 'mix', 't'),
],
);
await cutAfterPow(2);
const squaredNear = await pixel(0.1, -0.3);
const squaredFar = await pixel(0.3, -0.3);
check(
'Pow 2 moves the cut to u = 0.707: still red at u = 0.6, blue at 0.8',
colourDistance(squaredNear, '#ff0000') < 6 && colourDistance(squaredFar, '#0000ff') < 6,
{ squaredNear, squaredFar },
);
await cutAfterPow(0.5);
const rootNear = await pixel(-0.3, -0.3);
const rootFar = await pixel(-0.15, -0.3);
check(
'Pow 0.5 pulls it to u = 0.25: red at u = 0.2, blue at 0.35',
colourDistance(rootNear, '#ff0000') < 6 && colourDistance(rootFar, '#0000ff') < 6,
{ rootNear, rootFar },
);
// 28k-iii. Abs folds u around 0.5 into a V: |u - 0.5| is below 0.25 only in the middle half.
await redOrBlue(
[
node('uv', 'ShaderUV'),
node('centred', 'ShaderSubtract', { b: 0.5 }, 260, 0),
node('fold', 'ShaderAbs', {}, 260, 120),
node('cut', 'ShaderStep', { edge: 0.25 }, 260, 240),
],
[
edge('uv', 'u', 'centred', 'a'),
edge('centred', 'result', 'fold', 'value'),
edge('fold', 'result', 'cut', 'value'),
edge('cut', 'result', 'mix', 't'),
],
);
const foldLeft = await pixel(-0.4, -0.3);
const foldMiddle = await pixel(0, -0.3);
const foldRight = await pixel(0.4, -0.3);
check(
'Abs folds the cut into a V: red in the middle, blue at both edges',
colourDistance(foldMiddle, '#ff0000') < 6 &&
colourDistance(foldLeft, '#0000ff') < 6 &&
colourDistance(foldRight, '#0000ff') < 6,
{ foldLeft, foldMiddle, foldRight },
);
// 28k-iv. A property named like a row the sprite has anyway is a problem on the node (#63): both
// rows would sit on the same bag key and the uniform would read the sprite's width, 160 here,
// instead of the default the node declares. Renaming it compiles the same graph.
const namedProperty = (name) =>
graph(
[
node('named', 'ShaderProperty', { name, default: 0.25, min: 0, max: 1 }),
node('red', 'ShaderColor', { value: 0xff0000 }, 260, 200),
node('dim', 'ShaderMultiply', {}, 520, 0),
node('out', 'ShaderOutput', {}, 780, 0),
],
[
edge('named', 'value', 'dim', 'b'),
edge('red', 'color', 'dim', 'a'),
edge('dim', 'result', 'out', 'color'),
],
);
await namedProperty('width');
const spriteProp = await info();
check(
'a property named like a sprite row is a problem on the node, not a second width row (#63)',
(await json("__gm.shader.nodeProblem('named')")) === '"width" is a sprite property' &&
spriteProp === '"width" is a sprite property',
JSON.stringify({ spriteProp, problem: await json("__gm.shader.nodeProblem('named')") }),
);
await namedProperty('amount');
check(
'the same graph under a free name compiles: a quarter of the red',
(await info()) === '1 property' && colourDistance(await pixel(-0.3, -0.3), '#400000') < 6,
JSON.stringify({ info: await info(), pixel: await pixel(-0.3, -0.3) }),
);
// 28k-v. Dividing by zero has an answer (#64). `a / 0.0` is NaN, and the epilog's clamp(NaN) is
// undefined in GLSL – the pixel would be the driver's choice. The guard makes it 0, so the sprite
// goes black instead of "whatever this machine does".
const dividedBy = (value) =>
graph(
[
node('red', 'ShaderColor', { value: 0xff0000 }),
node('by', 'ShaderNumber', { value }, 260, 200),
node('div', 'ShaderDivide', {}, 520, 0),
node('out', 'ShaderOutput', {}, 780, 0),
],
[
edge('red', 'color', 'div', 'a'),
edge('by', 'value', 'div', 'b'),
edge('div', 'result', 'out', 'color'),
],
);
await dividedBy(2);
const halved = await pixel(-0.3, -0.3);
await dividedBy(0);
const byZero = await pixel(-0.3, -0.3);
check(
'Divide by 2 halves the red, and dividing by 0 is 0 – a black pixel, not the driver’s choice (#64)',
colourDistance(halved, '#800000') < 6 && colourDistance(byZero, '#000000') < 6,
JSON.stringify({ halved, byZero }),
);
// 28k-vi. Clamp holds a value inside a range, per channel for a colour.
await graph(
[
node('red', 'ShaderColor', { value: 0xff0000 }),
node('hold', 'ShaderClamp', { min: 0, max: 0.25 }, 260, 0),
node('out', 'ShaderOutput', {}, 520, 0),
],
[edge('red', 'color', 'hold', 'value'), edge('hold', 'result', 'out', 'color')],
);
const held = await pixel(-0.3, -0.3);
check('Clamp at 0..0.25 holds full red down to a quarter', colourDistance(held, '#400000') < 6, held);
// 28k-vii. An arithmetic node shows the type that really comes out (#219): a number until a
// colour is dragged into it, a colour from then on – along the chain behind it too. A result
// that is a colour no longer lands on a number input, and an edge wired while it was a number
// stays and turns red.
await graph(
[
node('tex', 'ShaderTextureColor', {}, 0, 0),
node('times', 'ShaderMultiply', {}, 0, 140),
node('sum', 'ShaderAdd', {}, 0, 300),
node('out', 'ShaderOutput', {}, 0, 460),
],
[edge('times', 'result', 'sum', 'a'), edge('times', 'result', 'out', 'alpha')],
);
await showTab('shader');
await clickText('Fit');
await sleep(150);
const types = (id) => json(`__gm.shader.portTypes(${JSON.stringify(id)})`);
const portOf = (id, port, isOutput) =>
json(`__gm.shader.portAt(${JSON.stringify(id)}, ${JSON.stringify(port)}, ${isOutput})`);
const wire = async (from, fromPort, to, toPort) => {
const a = await portOf(from, fromPort, true);
const b = await portOf(to, toPort, false);
await drag(a.x, a.y, b.x, b.y, 16);
};
const edgeIds = () =>
json(
`__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(made.id)}).graph.edges.map((e) => e.from.node + '.' + e.from.port + '>' + e.to.node + '.' + e.to.port)`,
);
const edgeColor = (id) => json(`__gm.shader.edgeColor(${JSON.stringify(id)})`);
const theme = (name) => json(`__gm.themeColor(${JSON.stringify(name)})`);
const plain = {
times: await types('times'),
sum: await types('sum'),
toAlpha: await edgeColor('times-out-alpha'),
info: await info(),
};
await wire('tex', 'color', 'times', 'a');
const lifted = {
times: await types('times'),
sum: await types('sum'),
chain: await edgeColor('times-sum-a'),
toAlpha: await edgeColor('times-out-alpha'),
info: await info(),
problem: await json("__gm.shader.nodeProblem('out')"),
};
check(
'a Multiply is a number until a colour is dragged into it, then a colour, and so is the Add behind it',
plain.times.outputs.result === 'number' &&
plain.sum.outputs.result === 'number' &&
lifted.times.outputs.result === 'vec3' &&
lifted.times.inputs.a === 'any' &&
lifted.times.paint.a === 'vec3' &&
lifted.sum.outputs.result === 'vec3' &&
lifted.sum.paint.a === 'vec3' &&
lifted.chain === (await theme('portVec3')),
JSON.stringify({ plain, lifted }),
);
check(
'the edge wired to alpha while the result was a number stays, turns red and is the Output’s problem',
plain.toAlpha === (await theme('portNumber')) &&
plain.info === '0 properties' &&
lifted.toAlpha === (await theme('danger')) &&
lifted.problem === '"alpha" needs a number, not a color' &&
lifted.info === lifted.problem &&
(await edgeIds()).includes('times.result>out.alpha'),
JSON.stringify({ plain, lifted, edges: await edgeIds() }),
);
await shot('28-lifted-result');
await mutate(`
const a = __gm.state.project.assets.find((x) => x.id === ${JSON.stringify(made.id)});
a.graph.edges = a.graph.edges.filter((e) => e.to.node !== 'out');`);
const before = await edgeIds();
await wire('sum', 'result', 'out', 'alpha');
const refused = await edgeIds();
await press('Escape');
await wire('sum', 'result', 'out', 'color');
const taken = await edgeIds();
check(
'a result that is a colour does not land on the number input alpha, and does on color',
before.length === 2 &&
refused.length === 2 &&
taken.length === 3 &&
taken.includes('sum.result>out.color') &&
(await info()) === '0 properties',
JSON.stringify({ before, refused, taken, info: await info() }),
);
await showTab('scene');
// 28l. Sample texture reads the picture where the graph says. On a pasted two-colour picture:
// flipped u swaps the halves; u + 0.5 past the border shows the Output's Edge – Repeat continues
// with the far half, Mirror with the near one.
await evaluate(PASTE_HALVES);
await sleep(2500);
const picture = await json(FIND_HALVES);
check(
'a two-colour picture is pasted in for the sampling checks',
Boolean(picture),
JSON.stringify(picture),
);
await evaluate('__gm.state.select(null)');
await assetProps({ texture: picture?.id ?? '', color: 0xffffff });
await graph(
[node('texel', 'ShaderTextureColor'), node('out', 'ShaderOutput')],
[edge('texel', 'color', 'out', 'color')],
);
await sleep(600);
const plainLeft = await pixel(-0.3, -0.3);
const plainRight = await pixel(0.3, -0.3);
check(
'through Texture color the picture is on: red left, green right',
colourDistance(plainLeft, LEFT) < 12 && colourDistance(plainRight, RIGHT) < 12,
{ plainLeft, plainRight },
);
const sampleAt = (uNodes, uEdges, outParams = {}) =>
graph(
[
node('uv', 'ShaderUV'),
...uNodes,
node('sample', 'ShaderSample', {}, 520, 0),
node('out', 'ShaderOutput', outParams, 780, 0),
],
[...uEdges, edge('sample', 'color', 'out', 'color')],
);
await sampleAt(
[node('flip', 'ShaderSubtract', { a: 1 }, 260, 0)],
[edge('uv', 'u', 'flip', 'b'), edge('flip', 'result', 'sample', 'u')],
);
const flipLeft = await pixel(-0.3, -0.3);
const flipRight = await pixel(0.3, -0.3);
check(
'sampling at 1 - u mirrors the picture: green left, red right',
colourDistance(flipLeft, RIGHT) < 12 && colourDistance(flipRight, LEFT) < 12,
{ flipLeft, flipRight },
);
const scrolled = async (edgeMode) => {
await sampleAt(
[node('shift', 'ShaderAdd', { b: 0.5 }, 260, 0)],
[edge('uv', 'u', 'shift', 'a'), edge('shift', 'result', 'sample', 'u')],
{ edge: edgeMode },
);
return { left: await pixel(-0.3, -0.3), right: await pixel(0.3, -0.3) };
};
const repeat = await scrolled('repeat');
check(
'u + 0.5 with Edge Repeat: the near half shows the far one, and past the border the picture starts over',
colourDistance(repeat.left, RIGHT) < 12 && colourDistance(repeat.right, LEFT) < 12,
repeat,
);
const mirror = await scrolled('mirror');
check(
'the same with Edge Mirror: past the border the picture turns back on itself',
colourDistance(mirror.left, RIGHT) < 12 && colourDistance(mirror.right, RIGHT) < 12,
mirror,
);
// u + 0.5 cannot tell Clamp from Mirror: both hold green past the border. u + 0.8 puts the near
// half on 1.6, where Mirror is already back in the far half and Clamp still holds the last texel.
const scrolledFar = async (outParams) => {
await sampleAt(
[node('far', 'ShaderAdd', { b: 0.8 }, 260, 0)],
[edge('uv', 'u', 'far', 'a'), edge('far', 'result', 'sample', 'u')],
outParams,
);
return pixel(0.3, -0.3);
};
const byDefault = await scrolledFar({});
const byMirror = await scrolledFar({ edge: 'mirror' });
check(
'with nothing set on the Output the edge is Clamp: at u + 0.8 the border texel goes on, where Mirror shows the near half again',
colourDistance(byDefault, RIGHT) < 12 && colourDistance(byMirror, LEFT) < 12,
{ byDefault, byMirror },
);
await showTab('shader');
await shot('28-shader-scroll-graph');
await showTab('scene');
const sizeAtLeast = async (px) => {
await redOrBlue(
[node('size', 'ShaderTextureSize'), node('cut', 'ShaderStep', { edge: px }, 260, 0)],
[edge('size', 'width', 'cut', 'value'), edge('cut', 'result', 'mix', 't')],
);
return pixel(-0.3, -0.3);
};
const wide = await sizeAtLeast(31.5);
const wider = await sizeAtLeast(32.5);
check(
'Texture size reads the picture’s pixel width: at least 31.5, not 32.5',
colourDistance(wide, '#0000ff') < 6 && colourDistance(wider, '#ff0000') < 6,
{ wide, wider },
);
// 28l-ii. The sprite wears a picture and a shader: both open from the object's menu, from the
// asset's menu and from the inspector, whose Texture and Shader labels are links (#221).
const shadedProps = await json("__gm.state.project.assets.find((a) => a.id === 'shade-sprite').props");
const docs = () => json('__gm.documents()');
const openBefore = (await docs()).docs;
const opened = async () => (await docs()).docs.filter((doc) => !openBefore.includes(doc));
const closeAll = async () => {
for (const doc of await opened()) await evaluate(`__gm.closeDocument(${JSON.stringify(doc)})`);
await showTab('scene');
};
// A missing entry is a failed check, not a dead run: picked only when it is there.
const pick = async (text) => {
const entry = await t.find(text, true);
if (entry) await click(entry.x, entry.y);
else await press('Escape');
};
await showTab('scene');
await click(Math.round(box.x + 0.3 * box.w), Math.round(box.y + 0.3 * box.h), 'right');
const objectRows = ((await json('__gm.menuRows()')) ?? []).filter(Boolean);
await pick('Open shader');
const shaderOpened = await docs();
check(
'the object menu offers Open texture and Open shader, and Open shader opens the one it wears',
objectRows.slice(0, 4).join('|') === 'Select asset|Open asset|Open texture|Open shader' &&
shaderOpened.active === `asset:${shadedProps.shader}`,
JSON.stringify({ objectRows, shaderOpened, shadedProps }),
);
await closeAll();
const spriteRow = await json("__gm.assetRow('shade-sprite')");
await click(spriteRow.x, spriteRow.y, 'right');
const assetRows = ((await json('__gm.menuRows()')) ?? []).filter(Boolean);
await pick('Open texture');
const textureOpened = await docs();
check(
'the asset menu starts with the same two entries, and Open texture opens the picture',
assetRows.slice(0, 2).join('|') === 'Open texture|Open shader' &&
textureOpened.active === `asset:${picture?.id}`,
JSON.stringify({ assetRows, textureOpened }),
);
await closeAll();
await select({ kind: 'object', holderId: 'scene1', objectIds: ['oshade'], objectId: 'oshade' });
const link = (text) => json(`__gm.inspectorLink(${JSON.stringify(text)})`);
const textureLink = await link('Texture');
const nameLink = await link('Name');
check(
'a set Texture reads as a link in the accent colour, underlined; a plain row does not',
textureLink?.underlined === true &&
textureLink.pressable === true &&
textureLink.color === (await json("__gm.themeColor('accent')")) &&
nameLink?.underlined === false &&
nameLink.pressable === false,
JSON.stringify({ textureLink, nameLink }),
);
await shot('28-shader-links');
// Folded first, so the ping has to find the row itself.
const textures = await json("__gm.assetRow('group:texture')");
await click(textures.x, textures.y);
const foldedBefore =
(await json('__gm.assetGroups()')).find((g) => g.type === 'texture').expanded === false;
const rebuildsBefore = (await json('__gm.inspectorInfo()')).rebuilds;
await click(textureLink.x, textureLink.y);
const afterClick = {
ping: await json('__gm.assetPing()'),
row: await json(`__gm.assetRowShown(${JSON.stringify(picture?.id)})`),
selection: await json('__gm.state.selection'),
rebuilds: (await json('__gm.inspectorInfo()')).rebuilds - rebuildsBefore,
opened: await opened(),
tab: await json('__gm.tab()'),
};
await shot('28-shader-ping');
check(
'a click on the link pings the picture in the asset panel: its group unfolds, its row lights up, the inspector stays',
foldedBefore &&
afterClick.ping?.id === picture?.id &&
afterClick.ping.alpha > 0 &&
Boolean(afterClick.row) &&
afterClick.selection?.kind === 'object' &&
afterClick.selection.objectId === 'oshade' &&
afterClick.rebuilds === 0 &&
afterClick.opened.length === 0 &&
afterClick.tab === 'scene',
JSON.stringify({ foldedBefore, afterClick }),
);
// Past the glow and the double-click window, so the next press is a fresh one.
await sleep(1200);
const faded = await json('__gm.assetPing()');
check('the glow fades out by itself', faded === null, JSON.stringify(faded));
// Still the sprite's inspector after the ping; were it not, the link is missing and the check fails.
const shaderLink = await link('Shader');
if (shaderLink) await doubleClick(shaderLink.x, shaderLink.y);
const afterDouble = { selection: await json('__gm.state.selection'), docs: await docs() };
check(
'a double-click on the Shader link opens the shader',
afterDouble.selection?.assetId === shadedProps.shader &&
afterDouble.docs.active === `asset:${shadedProps.shader}`,
JSON.stringify({ shaderLink, afterDouble }),
);
await closeAll();
// What the object was placed from is a link too: its name beside it only reads.
await select({ kind: 'object', holderId: 'scene1', objectIds: ['oshade'], objectId: 'oshade' });
const spriteName = await json("__gm.state.project.assets.find((a) => a.id === 'shade-sprite').name");
const assetLink = await link('Asset');
if (assetLink?.field) await click(assetLink.x + 150, assetLink.y);
const focusedAfter = await json('__gm.focusedRect()');
check(
'the Asset row is a link with the name in a read-only field that takes no focus',
assetLink?.underlined === true &&
assetLink.pressable === true &&
assetLink.color === (await json("__gm.themeColor('accent')")) &&
assetLink.field?.value === spriteName &&
assetLink.field.readOnly === true &&
focusedAfter === null,
JSON.stringify({ assetLink, spriteName, focusedAfter }),
);
const assetRebuilds = (await json('__gm.inspectorInfo()')).rebuilds;
if (assetLink) await click(assetLink.x, assetLink.y);
const assetPing = {
ping: await json('__gm.assetPing()'),
selection: await json('__gm.state.selection'),
rebuilds: (await json('__gm.inspectorInfo()')).rebuilds - assetRebuilds,
};
await mutate("__gm.state.project.assets.find((a) => a.id === 'shade-sprite').name = 'Renamed sprite'");
const renamedField = (await link('Asset'))?.field?.value;
await mutate(
`__gm.state.project.assets.find((a) => a.id === 'shade-sprite').name = ${JSON.stringify(spriteName)}`,
);
check(
'a click pings the sprite and the inspector stays; renaming the sprite updates the field',
assetPing.ping?.id === 'shade-sprite' &&
assetPing.selection?.objectId === 'oshade' &&
assetPing.rebuilds === 0 &&
renamedField === 'Renamed sprite',
JSON.stringify({ assetPing, renamedField }),
);
await sleep(1200);
const assetAgain = await link('Asset');
if (assetAgain) await doubleClick(assetAgain.x, assetAgain.y);
const assetOpened = await json('__gm.state.selection');
check(
'a double-click on the Asset link opens the sprite',
assetOpened?.kind === 'asset' && assetOpened.assetId === 'shade-sprite',
JSON.stringify({ assetAgain, assetOpened }),
);
await closeAll();
await select(null);
// 28m. Time: with the clock held the pixel is a function of the second; released, a sprite wearing
// a Time shader redraws by itself in the scene view, where nothing else ticks, and in play.
await redOrBlue(
[
node('time', 'ShaderTime'),
node('saw', 'ShaderFract', {}, 260, 0),
node('cut', 'ShaderStep', { edge: 0.5 }, 260, 120),
],
[
edge('time', 'value', 'saw', 'value'),
edge('saw', 'result', 'cut', 'value'),
edge('cut', 'result', 'mix', 't'),
],
);
await evaluate('__gm.shaderTime(0.2)');
await sleep(400);
const early = await pixel(-0.3, -0.3);
await evaluate('__gm.shaderTime(0.7)');
await sleep(400);
const late = await pixel(-0.3, -0.3);
check(
'Time into Fract and Step: red at 0.2 s, blue at 0.7 s',
colourDistance(early, '#ff0000') < 6 && colourDistance(late, '#0000ff') < 6,
{ early, late },
);
await redOrBlue(
[node('time', 'ShaderTime'), node('saw', 'ShaderFract', {}, 260, 0)],
[edge('time', 'value', 'saw', 'value'), edge('saw', 'result', 'mix', 't')],
);
await evaluate('__gm.shaderTime(null)');
await sleep(400);
const first = await pixel(-0.3, -0.3);
await sleep(400);
const second = await pixel(-0.3, -0.3);
const animates = await json('__gm.animates()');
check(
'released, the scene view redraws every tick for the Time shader: the colour moves with nothing running',
animates.scene === true && animates.game === false && first !== second,
{ animates, first, second },
);
// (#90) The shader clock is the global one: a scale of 0 holds the colour where it is without
// freezing anything shader-specific, and 1 lets it move on.
await evaluate('__gm.setTimeScale(0)');
await sleep(400);
const frozenEarly = await pixel(-0.3, -0.3);
await sleep(400);
const frozenLate = await pixel(-0.3, -0.3);
await evaluate('__gm.setTimeScale(1)');
await sleep(400);
const thawed = await pixel(-0.3, -0.3);
check(
'a global time scale of 0 stops the shader clock, and 1 starts it again',
frozenEarly === frozenLate && thawed !== frozenLate,
{ frozenEarly, frozenLate, thawed },
);
await play();
await sleep(500);
const playing = await json('__gm.animates()');
await stop();
check('and so does the game view while playing', playing.game === true, JSON.stringify(playing));
await assetProps({ shader: '' });
check(
'with the shader off the scene view stops redrawing',
(await json('__gm.animates()')).scene === false,
JSON.stringify(await json('__gm.animates()')),
);
// 28n. The Shader tab previews the picture selected last (#168), through sliders of its own that
// never touch the project, and falls back to a built-in test image once that picture is gone.
await graph(
[
node('uv', 'ShaderUV'),
node('flip', 'ShaderSubtract', { a: 1 }, 260, 0),
node('sample', 'ShaderSample', {}, 520, 0),
node('level', 'ShaderProperty', { name: 'level', default: 1, min: 0, max: 1 }, 520, 200),
node('dim', 'ShaderMultiply', {}, 780, 0),
node('out', 'ShaderOutput', {}, 1040, 0),
],
[
edge('uv', 'u', 'flip', 'b'),
edge('flip', 'result', 'sample', 'u'),
edge('sample', 'color', 'dim', 'a'),
edge('level', 'value', 'dim', 'b'),
edge('dim', 'result', 'out', 'color'),
],
);
const openPreview = async (selection) => {
await select(selection);
await select({ kind: 'asset', assetId: made.id });
await showTab('shader');
await sleep(400);
return json('__gm.shader.preview()');
};
const inPicture = async (fx, fy) => {
const r = await json('__gm.shader.pictureRect()');
return json(`__gm.pixelAt(${Math.floor(r.x + fx * r.w)}, ${Math.floor(r.y + fy * r.h)})`);
};
const halvesName = await json(
`__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(picture?.id ?? '')})?.name ?? null`,
);
const onHalves = await openPreview({ kind: 'asset', assetId: picture?.id ?? '' });
const flippedLeft = await inPicture(0.25, 0.5);
const flippedRight = await inPicture(0.75, 0.5);
check(
'the preview shows the texture selected last, through the shader: 1 - u puts green left, red right',
onHalves.subject === halvesName &&
(await json('__gm.shader.current()')) === made.id &&
colourDistance(flippedLeft, RIGHT) < 12 &&
colourDistance(flippedRight, LEFT) < 12,
{ halvesName, onHalves, flippedLeft, flippedRight },
);
check(
'the preview has a slider for the property at its default, and no clock without a Time node',
onHalves.values.level === 1 && onHalves.timed === false && onHalves.time === '',
onHalves,
);
await shot('28-shader-preview');
const levelSlider = await json("__gm.shader.sliderAt('level')");
await click(levelSlider.x + 2, levelSlider.y + levelSlider.h / 2);
await sleep(300);
const pulled = await json('__gm.shader.preview()');
const dark = await inPicture(0.25, 0.5);
const written = await json(`({
sprite: __gm.state.project.assets.find((a) => a.id === 'shade-sprite').props.level ?? null,
declared: __gm.state.project.assets.find((a) => a.id === ${JSON.stringify(made.id)}).graph.nodes.find((n) => n.id === 'level').params.default,
})`);
check(
'the slider pulled to its left end darkens the preview to black and writes nothing into the project',
pulled.values.level === 0 &&
colourDistance(dark, '#000000') < 12 &&
written.sprite === null &&
written.declared === 1,
{ pulled, dark, written },
);
// A changed range rebuilds the row while the column keeps its height: the new slider still gets
// its width, and its right end is the new max.
await mutate(`
__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(made.id)})
.graph.nodes.find((n) => n.id === 'level').params.max = 2;`);
await sleep(300);
const widened = await json("__gm.shader.sliderAt('level')");
await click(widened.x + widened.w - 2, widened.y + widened.h / 2);
await sleep(300);
const pushed = await json('__gm.shader.preview()');
check(
'a new max rebuilds the slider at full width, and its right end is the new max',
widened.w > 40 && Math.abs(widened.w - levelSlider.w) < 1 && pushed.values.level === 2,
{ levelSlider, widened, pushed },
);
await assetProps({ texture: picture?.id ?? '', color: 0xffffff, shader: made.id, level: 0.5 });
const onSprite = await openPreview({
kind: 'object',
holderId: 'scene1',
objectIds: ['oshade'],
objectId: 'oshade',
});
const halfGreen = await inPicture(0.25, 0.5);
const halfOfRight = `#${[1, 3, 5]
.map((i) =>
Math.round(parseInt(RIGHT.slice(i, i + 2), 16) / 2)
.toString(16)
.padStart(2, '0'),
)
.join('')}`;
check(
'a sprite wearing the shader starts the slider at its own value: level 0.5 halves the green',
onSprite.subject === 'Shaded' &&
onSprite.values.level === 0.5 &&
colourDistance(halfGreen, halfOfRight) < 12,
{ onSprite, halfGreen, halfOfRight },
);
await redOrBlue(
[
node('time', 'ShaderTime'),
node('saw', 'ShaderFract', {}, 260, 0),
node('cut', 'ShaderStep', { edge: 0.5 }, 260, 120),
],
[
edge('time', 'value', 'saw', 'value'),
edge('saw', 'result', 'cut', 'value'),
edge('cut', 'result', 'mix', 't'),
],
);
await evaluate('__gm.shader.hold(0.2)');
await sleep(300);
const heldEarly = { preview: await json('__gm.shader.preview()'), pixel: await inPicture(0.5, 0.5) };
await evaluate('__gm.shader.hold(0.7)');
await sleep(300);
const heldLate = { preview: await json('__gm.shader.preview()'), pixel: await inPicture(0.5, 0.5) };
check(
'with a Time node the preview has a clock of its own: held at 0.2 s red, at 0.7 s blue, the button reads Run',
heldEarly.preview.timed &&
heldLate.preview.hold === 'Run' &&
heldLate.preview.time === '0.70 s' &&
colourDistance(heldEarly.pixel, '#ff0000') < 6 &&
colourDistance(heldLate.pixel, '#0000ff') < 6,
{ heldEarly, heldLate },
);
await evaluate('__gm.shader.hold(null)');
await sleep(300);
const runningFirst = await json('__gm.shader.preview()');
await sleep(600);
const runningLater = await json('__gm.shader.preview()');
check(
'let go, the clock runs on from the held second',
runningFirst.hold === 'Hold' &&
runningFirst.seconds >= 0.7 &&
runningLater.seconds > runningFirst.seconds &&
runningLater.time !== runningFirst.time,
{ runningFirst, runningLater },
);
// The halves texture selected once more, then deleted: the preview has nothing left to show.
await graph(
[node('texel', 'ShaderTextureColor'), node('out', 'ShaderOutput', {}, 260, 0)],
[edge('texel', 'color', 'out', 'color')],
);
await openPreview({ kind: 'asset', assetId: picture?.id ?? '' });
await mutate(`
const project = __gm.state.project;
project.assets = project.assets.filter((a) => a.id !== ${JSON.stringify(picture?.id ?? '')});
project.assets.find((a) => a.id === 'shade-sprite').props.texture = '';`);
await sleep(400);
const fallback = await json('__gm.shader.preview()');
// Texel (16, 48) of the 64-px test image, hit in its middle: u 0.26, v 0.76, a light checker cell.
const testTexel = await inPicture(16.5 / 64, 48.5 / 64);
const testEdge = await inPicture(0.5 / 64, 0.5);
check(
'with that picture gone the preview shows the test image: colour runs with u and v, the edge fades out',
fallback.subject === 'Test image' &&
colourDistance(testTexel, '#42c1bd') < 12 &&
colourDistance(testEdge, testTexel) > 60,
{ fallback, testTexel, testEdge },
);
await select(null);
await showTab('scene');
await assetProps({ texture: '', color: 0x4080ff, shader: made.id });
// 28j. Back to None: no filter at all, the plain colour returns bit for bit.
await assetProps({ shader: '' });
const back = await centre();
check(
'switching back to None restores the plain colour',
colourDistance(back, base) < 6,
JSON.stringify({ base, back }),
);
await mutate(`
const project = __gm.state.project;
const gone = new Set(['shade-sprite', ${JSON.stringify(made.id)}, ${JSON.stringify(picture?.id ?? '')}]);
project.assets = project.assets.filter((a) => !gone.has(a.id));
const scene = __gm.state.activeScene;
scene.objects = scene.objects.filter((o) => o.id !== 'oshade')`);
await evaluate('__gm.state.select(null)');
check(
'the step leaves nothing behind but the fixture’s shader',
(await json("__gm.state.project.assets.some((a) => a.id === 'shade-sprite')")) === false &&
(await json("__gm.state.activeScene.objects.some((o) => o.id === 'oshade')")) === false &&
(await json(`__gm.state.project.assets.some((a) => a.id === ${JSON.stringify(picture?.id ?? '')})`)) ===
false &&
(await shaders()).map((s) => s.id).join(',') === ADJUST,
);
}