Files
feuerwerk/tests/core/shaders.test.ts
T
adminandClaude Opus 5.5 f03ca0d382
game-maker / gate (push) Successful in 3m3s
game-maker / suite (push) Successful in 14m43s
Draw a shader in passes with a Pass node (#301)
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

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/**
* A shader is an asset whose graph is GLSL in nodes: `Property` nodes declare the rows a sprite
* wearing it shows, the compiler turns everything reachable from `Output` into a fragment. The
* one graph every test builds is the "Adjust colors" recipe (brightness, contrast, saturation).
*/
import { describe, expect, it } from 'vitest';
import { CreateAssetCommand, SetAssetPropertyCommand } from '../../src/core/commands/assetCommands';
import {
AddNodeCommand,
CollapseNodesCommand,
ConnectCommand,
FoldEdgeCommand,
MoveNodeCommand,
SetNodeParamCommand,
} from '../../src/core/commands/graphCommands';
import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
import type { Graph } from '../../src/core/graph';
import { BUILT_IN_NODES } from '../../src/core/graph/nodes';
import type { ShaderAsset } from '../../src/core/model/Asset';
import { isPlaceableType } from '../../src/core/model/AssetTypes';
import { findAssetOf } from '../../src/core/model/Project';
import { assetDeviates, objectDeviates } from '../../src/core/properties/deviation';
import {
allShaderParamRows,
schemaFor,
schemaForAsset,
schemaForObject,
} from '../../src/core/properties/PropertySchema';
import { resolveSceneObjectProps } from '../../src/core/properties/resolve';
import {
nextPropertyName,
SHADER_KEY,
SHADER_PROPERTY,
shaderParamDefs,
} from '../../src/core/properties/shaders';
import { inlineInputs } from '../../src/core/graph/NodeRegistry';
import { graphFingerprint } from '../../src/core/graph/Graph';
import { compileShader, PADDING_CLAMP_HINT } from '../../src/core/shader/compile';
import {
DEFAULT_EDGE,
EDGE_PARAM,
MAX_PADDING,
PADDING_PARAM,
paddingOf,
SHADER_NODES,
SHADER_NUMBER,
SHADER_OUTPUT,
SHADER_SAMPLE,
SHADER_TEXTURE_ALPHA,
SHADER_TEXTURE_COLOR,
SHADER_TEXTURE_SIZE,
SHADER_TIME,
SHADER_UV,
ShaderOutput,
ShaderSample,
SHEET_EDGE,
} from '../../src/core/shader/nodes';
import { deserializeProject } from '../../src/core/store/serialize';
import { paletteEntries } from '../../src/editor/graph/paletteEntries';
import { makeProject, makeSpriteScene, place, type ProjectFixture, roundTrip } from '../helpers';
/** Command-driven editing of a shader asset's graph, the way the tab does it. */
function shaderEditor(f: ProjectFixture, name = 'Adjust colors') {
const create = new CreateAssetCommand('shader', name);
f.stack.execute(create);
const id = create.asset.id;
const asset = () => findAssetOf(f.project, id, 'shader')!;
const add = (type: string, params = {}) => {
const command = new AddNodeCommand(id, type, 0, 0, params);
f.stack.execute(command);
return command.node.id;
};
const link = (from: string, fromPort: string, to: string, toPort: string) =>
f.stack.execute(new ConnectCommand(id, { node: from, port: fromPort }, { node: to, port: toPort }));
return { id, asset, add, link };
}
const property = (name: string, value = 1, min = 0, max = 4) => ({ name, default: value, min, max });
/**
* rgb += brightness - 1; rgb = (rgb - 0.5) * contrast + 0.5; rgb = mix(luma, rgb, saturation) –
* twelve nodes, the recipe `tools/lib/shaders.mjs` ships.
*/
function buildAdjustColors(s: ReturnType<typeof shaderEditor>) {
const texel = s.add(SHADER_TEXTURE_COLOR);
const brightness = s.add(SHADER_PROPERTY, property('brightness'));
const contrast = s.add(SHADER_PROPERTY, property('contrast'));
const saturation = s.add(SHADER_PROPERTY, property('saturation'));
const offset = s.add('ShaderSubtract', { b: 1 });
const bright = s.add('ShaderAdd');
const shifted = s.add('ShaderSubtract', { b: 0.5 });
const scaled = s.add('ShaderMultiply');
const centred = s.add('ShaderAdd', { b: 0.5 });
const luma = s.add('ShaderLuminance');
const mixed = s.add('ShaderMix');
const output = s.add(SHADER_OUTPUT);
s.link(texel, 'color', bright, 'a');
s.link(brightness, 'value', offset, 'a');
s.link(offset, 'result', bright, 'b');
s.link(bright, 'result', shifted, 'a');
s.link(shifted, 'result', scaled, 'a');
s.link(contrast, 'value', scaled, 'b');
s.link(scaled, 'result', centred, 'a');
s.link(centred, 'result', luma, 'color');
s.link(luma, 'value', mixed, 'a');
s.link(centred, 'result', mixed, 'b');
s.link(saturation, 'value', mixed, 't');
s.link(mixed, 'result', output, 'color');
return {
texel,
brightness,
contrast,
saturation,
offset,
bright,
shifted,
scaled,
centred,
luma,
mixed,
output,
};
}
describe('a shader asset', () => {
it('is created with an empty graph, is not placeable, and is a graph asset for the commands', () => {
const f = makeProject();
const s = shaderEditor(f);
expect(isPlaceableType('shader')).toBe(false);
expect(s.asset().graph).toEqual({ nodes: [], edges: [] });
expect(schemaFor('shader')).toEqual([]);
expect(compileShader(s.asset().graph).reason).toBe('No Output node');
});
it('offers shader nodes and nothing else, the Output only once, properties numbered', () => {
const f = makeProject();
const s = shaderEditor(f);
const offered = () => paletteEntries(f.project, s.asset()).map((e) => e.def.type);
expect(offered()).toEqual(SHADER_NODES.map((d) => d.type));
expect(offered()).not.toContain('OnStart');
s.add(SHADER_OUTPUT);
expect(offered()).not.toContain(SHADER_OUTPUT);
const entry = () => paletteEntries(f.project, s.asset()).find((e) => e.def.type === SHADER_PROPERTY)!;
expect(entry().params).toEqual({ name: 'value' });
s.add(SHADER_PROPERTY, entry().params);
expect(nextPropertyName(s.asset().graph)).toBe('value2');
expect(entry().params).toEqual({ name: 'value2' });
});
it('keeps its nodes out of every behavior palette and out of the built-in set', () => {
const f = makeProject();
const behavior = new CreateAssetCommand('behavior', 'B');
f.stack.execute(behavior);
const asset = findAssetOf(f.project, behavior.asset.id, 'behavior')!;
const offered = paletteEntries(f.project, asset).map((e) => e.def.type);
for (const def of SHADER_NODES) expect(offered).not.toContain(def.type);
expect(BUILT_IN_NODES.some((d) => d.category === 'shader')).toBe(false);
});
});
describe('shaderParamDefs', () => {
it('turns every well-named Property node into a number row, in node order', () => {
const f = makeProject();
const s = shaderEditor(f);
s.add(SHADER_PROPERTY, property('brightness'));
s.add(SHADER_PROPERTY, { name: 'amount', default: 0.25, min: 0, max: 1 });
s.add(SHADER_PROPERTY, { name: 'not a name', default: 1 });
s.add(SHADER_PROPERTY, { name: 'brightness', default: 7 });
const rows = shaderParamDefs(s.asset().graph);
expect(rows.map((r) => r.key)).toEqual(['brightness', 'amount']);
expect(rows[0]).toEqual({
key: 'brightness',
label: 'brightness',
kind: 'number',
default: 1,
min: 0,
max: 4,
step: 0.05,
});
expect(rows[1]).toMatchObject({ default: 0.25, min: 0, max: 1, step: 0.05 });
});
it('drops a max at or below the min instead of pinning the value', () => {
const f = makeProject();
const s = shaderEditor(f);
s.add(SHADER_PROPERTY, { name: 'wide', default: 50, min: 10, max: 10 });
const [row] = shaderParamDefs(s.asset().graph);
expect(row).toMatchObject({ min: 10, default: 50 });
expect(row).not.toHaveProperty('max');
});
});
describe('allShaderParamRows', () => {
it('offers one row per name, naming every shader that declares it', () => {
const f = makeProject();
const adjust = shaderEditor(f, 'Adjust colors');
adjust.add(SHADER_PROPERTY, property('brightness'));
const neon = shaderEditor(f, 'Neon glow');
neon.add(SHADER_PROPERTY, property('brightness'));
neon.add(SHADER_PROPERTY, property('glow'));
expect(allShaderParamRows(f.project).map((row) => `${row.def.key} (${row.shaders.join(', ')})`)).toEqual([
'brightness (Adjust colors, Neon glow)',
'glow (Neon glow)',
]);
});
});
describe('compileShader', () => {
it('compiles the Adjust colors graph to a fragment with one uniform per property', () => {
const f = makeProject();
const s = shaderEditor(f);
buildAdjustColors(s);
const build = compileShader(s.asset().graph);
expect(build.problems).toEqual({});
expect(build.reason).toBe('');
const compiled = build.compiled!;
expect(compiled.uniforms).toEqual([
{ name: 'brightness', kind: 'number', default: 1 },
{ name: 'contrast', kind: 'number', default: 1 },
{ name: 'saturation', kind: 'number', default: 1 },
]);
const { fragment } = compiled;
for (const name of ['brightness', 'contrast', 'saturation'])
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 texelAt(sampler2D picture, vec2 uv) { return texture(picture, uv); }');
expect(fragment).toContain('vec4 texel = texelAt(uTexture, vTextureCoord) * vColor;');
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\(0\.5\)\);/);
expect(fragment).toMatch(/float n\d+_value = dot\(n\d+_result, vec3\(0\.2126, 0\.7152, 0\.0722\)\);/);
expect(fragment).toMatch(/vec3 n\d+_result = mix\(vec3\(n\d+_value\), n\d+_result, n\d+_value\);/);
expect(fragment).toContain('float alpha = clamp(texel.a, 0.0, 1.0);');
expect(fragment).toMatch(/finalColor = vec4\(clamp\(n\d+_result, 0\.0, 1\.0\) \* alpha, alpha\);/);
// Each local is declared before it is used.
const declared = new Set<string>();
for (const line of fragment.split('\n')) {
const m = /^\s+(?:float|vec3) (n\d+_\w+) = (.*);$/.exec(line);
if (!m) continue;
for (const used of m[2]!.match(/n\d+_\w+/g) ?? []) expect(declared.has(used)).toBe(true);
declared.add(m[1]!);
}
});
it('passes the texel through an Output with nothing connected, and types literals as floats', () => {
const f = makeProject();
const s = shaderEditor(f);
s.add(SHADER_OUTPUT);
expect(compileShader(s.asset().graph).compiled!.fragment).toContain('clamp(rgb, 0.0, 1.0) * alpha');
const g = shaderEditor(f, 'Scaled');
const times = g.add('ShaderMultiply', { a: 2, b: 0.75 });
const output = g.add(SHADER_OUTPUT);
g.link(times, 'result', output, 'color');
const { fragment } = compileShader(g.asset().graph).compiled!;
// Two numbers make a number; feeding it to the colour broadcasts it.
expect(fragment).toMatch(/float n0_result = \(2\.0 \* 0\.75\);/);
expect(fragment).toContain('clamp(vec3(n0_result), 0.0, 1.0)');
const c = shaderEditor(f, 'Tinted');
const tint = c.add('ShaderColor', { value: 0xff8000 });
const times2 = c.add('ShaderMultiply');
const out2 = c.add(SHADER_OUTPUT);
c.link(tint, 'color', times2, 'b');
c.link(times2, 'result', out2, 'color');
const tinted = compileShader(c.asset().graph).compiled!.fragment;
expect(tinted).toContain('vec3 n0_color = vec3(1.0000, 0.5020, 0.0000);');
// An unconnected `a` is its typed-in default, 1 for a Multiply, lifted to a colour.
expect(tinted).toMatch(/vec3 n1_result = \(vec3\(1\.0\) \* n0_color\);/);
});
it('turns a Number node into one float literal: decimal point kept, sign kept, NaN made 0', () => {
const f = makeProject();
const s = shaderEditor(f);
const half = s.add(SHADER_NUMBER, { value: 0.5 });
const two = s.add(SHADER_NUMBER, { value: 2 });
const minus = s.add(SHADER_NUMBER, { value: -0.25 });
const broken = s.add(SHADER_NUMBER, { value: Number.NaN });
const sum = s.add('ShaderAdd');
const times = s.add('ShaderMultiply');
const diff = s.add('ShaderSubtract');
const output = s.add(SHADER_OUTPUT);
s.link(half, 'value', sum, 'a');
s.link(two, 'value', sum, 'b');
s.link(sum, 'result', times, 'a');
s.link(minus, 'value', times, 'b');
s.link(times, 'result', diff, 'a');
s.link(broken, 'value', diff, 'b');
s.link(diff, 'result', output, 'color');
const { fragment } = compileShader(s.asset().graph).compiled!;
// Locals are numbered in visiting order; the literal's form is what matters here.
expect(fragment).toMatch(/float n\d+_value = 0\.5;/);
expect(fragment).toMatch(/float n\d+_value = 2\.0;/);
expect(fragment).toMatch(/float n\d+_value = -0\.25;/);
expect(fragment).toMatch(/float n\d+_value = 0\.0;/);
expect(fragment).toMatch(/float n\d+_result = \(n\d+_value \+ n\d+_value\);/);
expect(fragment).toMatch(/clamp\(vec3\(n\d+_result\), 0\.0, 1\.0\)/);
expect(fragment).not.toContain('uniform float u_');
});
it('keeps the texture’s alpha until the Output’s alpha is fed, then clamps what feeds it', () => {
const f = makeProject();
const s = shaderEditor(f);
const alpha = s.add(SHADER_TEXTURE_ALPHA);
const opacity = s.add(SHADER_PROPERTY, { name: 'opacity', default: 1, min: 0, max: 1 });
const times = s.add('ShaderMultiply');
const output = s.add(SHADER_OUTPUT);
// Nothing to type on the alpha port: a typed-in 0 would hide every sprite by default.
expect(inlineInputs(ShaderOutput).map((p) => p.key)).toEqual([]);
let { fragment } = compileShader(s.asset().graph).compiled!;
expect(fragment).toContain('float alpha = clamp(texel.a, 0.0, 1.0);');
expect(fragment).toContain('finalColor = vec4(clamp(rgb, 0.0, 1.0) * alpha, alpha);');
s.link(alpha, 'value', times, 'a');
s.link(opacity, 'value', times, 'b');
s.link(times, 'result', output, 'alpha');
({ fragment } = compileShader(s.asset().graph).compiled!);
expect(fragment).toMatch(/float n0_value = texel\.a;/);
expect(fragment).toMatch(/float n1_value = u_opacity;/);
expect(fragment).toMatch(/float n2_result = \(n0_value \* n1_value\);/);
expect(fragment).toContain('float alpha = clamp(n2_result, 0.0, 1.0);');
expect(fragment).toContain('finalColor = vec4(clamp(rgb, 0.0, 1.0) * alpha, alpha);');
// A result wired to the alpha port while it was a number, and fed a colour afterwards, is the
// Output's problem.
const wrong = shaderEditor(f, 'Wrong');
const texel = wrong.add(SHADER_TEXTURE_COLOR);
const doubled = wrong.add('ShaderMultiply', { b: 2 });
const out = wrong.add(SHADER_OUTPUT);
wrong.link(doubled, 'result', out, 'alpha');
wrong.link(texel, 'color', doubled, 'a');
const build = compileShader(wrong.asset().graph);
expect(build.compiled).toBeNull();
expect(build.problems).toEqual({ [out]: '"alpha" needs a number, not a color' });
});
it('names the problem on the node, and compiles nothing while there is one', () => {
const f = makeProject();
const s = shaderEditor(f);
// A colour cannot be wired to a number port; a Multiply's result can while it is a number, and
// the edge stays when a colour feeds the Multiply afterwards.
const texel = s.add(SHADER_TEXTURE_COLOR);
const doubled = s.add('ShaderMultiply', { b: 2 });
const mixed = s.add('ShaderMix');
const output = s.add(SHADER_OUTPUT);
s.link(doubled, 'result', mixed, 't');
s.link(texel, 'color', doubled, 'a');
s.link(mixed, 'result', output, 'color');
let build = compileShader(s.asset().graph);
expect(build.compiled).toBeNull();
expect(build.problems).toEqual({ [mixed]: '"t" needs a number, not a color' });
expect(build.reason).toBe('"t" needs a number, not a color');
const dup = shaderEditor(f, 'Dup');
dup.add(SHADER_OUTPUT);
const first = dup.add(SHADER_PROPERTY, property('amount'));
const second = dup.add(SHADER_PROPERTY, property('amount'));
const odd = dup.add(SHADER_PROPERTY, property('2fast'));
build = compileShader(dup.asset().graph);
expect(build.compiled).toBeNull();
expect(build.problems).toEqual({
[second]: 'Another property is named "amount"',
[odd]: 'Name must be one word: letters, digits, _',
});
expect(build.problems[first]).toBeUndefined();
// A node cannot be wired to itself, but two can be wired into a ring.
const loop = shaderEditor(f, 'Loop');
const one = loop.add('ShaderAdd');
const two = loop.add('ShaderAdd');
const out = loop.add(SHADER_OUTPUT);
loop.link(one, 'result', two, 'a');
loop.link(two, 'result', one, 'b');
loop.link(two, 'result', out, 'color');
build = compileShader(loop.asset().graph);
expect(build.compiled).toBeNull();
expect(build.problems).toEqual({ [two]: 'Feeds itself' });
});
it('refuses a property named like a row the sprite brings itself (#63)', () => {
const f = makeSpriteScene();
const s = shaderEditor(f);
s.add(SHADER_OUTPUT);
// One of the sprite's own rows, one of the transform rows, one legitimate name.
const wide = s.add(SHADER_PROPERTY, property('width'));
const turned = s.add(SHADER_PROPERTY, property('rotation'));
const fine = s.add(SHADER_PROPERTY, property('amount'));
const build = compileShader(s.asset().graph);
expect(build.compiled).toBeNull();
expect(build.problems).toEqual({
[wide]: '"width" is a sprite property',
[turned]: '"rotation" is a sprite property',
});
expect(build.problems[fine]).toBeUndefined();
// The row is not declared either, so the sprite keeps one width row – the one that is 100.
expect(shaderParamDefs(s.asset().graph).map((r) => r.key)).toEqual(['amount']);
const sprite = findAssetOf(f.project, f.spriteId, 'sprite')!;
f.stack.execute(new SetAssetPropertyCommand(f.spriteId, SHADER_KEY, s.id));
const rows = schemaForAsset(f.project, sprite).filter((d) => d.key === 'width');
expect(rows).toHaveLength(1);
expect(rows[0]).toMatchObject({ label: 'Width', default: 100 });
});
it('divides through a guard, so dividing by zero is 0 and not the driver’s choice (#64)', () => {
const f = makeProject();
const s = shaderEditor(f);
const zero = s.add(SHADER_NUMBER, { value: 0 });
const half = s.add('ShaderDivide', { a: 1 });
const held = s.add('ShaderClamp', { min: 0, max: 0.5 });
const output = s.add(SHADER_OUTPUT);
s.link(zero, 'value', half, 'b');
s.link(half, 'result', held, 'value');
s.link(held, 'result', output, 'color');
const { fragment } = compileShader(s.asset().graph).compiled!;
expect(fragment).toContain('float divide(float a, float b) { return b == 0.0 ? 0.0 : a / b; }');
expect(fragment).toMatch(/float n\d+_result = divide\(1\.0, n\d+_value\);/);
expect(fragment).toMatch(/float n\d+_result = clamp\(n\d+_result, 0\.0, 0\.5\);/);
// Nothing writes the bare operator any more – that was the NaN (#64).
expect(fragment).not.toMatch(/n\d+_\w+ \/ n\d+_\w+/);
// A colour divides per channel, through the vec3 overload of the same guard.
const c = shaderEditor(f, 'Faded');
const texel = c.add(SHADER_TEXTURE_COLOR);
const by = c.add('ShaderDivide', { b: 2 });
const out = c.add(SHADER_OUTPUT);
c.link(texel, 'color', by, 'a');
c.link(by, 'result', out, 'color');
const coloured = compileShader(c.asset().graph).compiled!.fragment;
expect(coloured).toContain(
'vec3 divide(vec3 a, vec3 b) { return vec3(divide(a.x, b.x), divide(a.y, b.y), divide(a.z, b.z)); }',
);
expect(coloured).toMatch(/vec3 n\d+_result = divide\(n\d+_color, vec3\(2\.0\)\);/);
// A clamped colour keeps its type: clamp(vec3, float, float) is one of the GLSL overloads.
const k = shaderEditor(f, 'Held');
const rgb = k.add(SHADER_TEXTURE_COLOR);
const clamped = k.add('ShaderClamp', { min: 0.25, max: 0.75 });
const out2 = k.add(SHADER_OUTPUT);
k.link(rgb, 'color', clamped, 'value');
k.link(clamped, 'result', out2, 'color');
expect(compileShader(k.asset().graph).compiled!.fragment).toMatch(
/vec3 n\d+_result = clamp\(n\d+_color, 0\.25, 0\.75\);/,
);
});
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\(texelAt\(uTexture, vec2\(n\d+_result, vTextureCoord\.y\)\) \* vColor\);/,
);
expect(fragment).toMatch(
/float n\d+_alpha = \(texelAt\(uTexture, vec2\(n\d+_result, vTextureCoord\.y\)\) \* vColor\)\.a;/,
);
expect(fragment).toMatch(/float n\d+_width = \(vec2\(textureSize\(uTexture, 0\)\) \* uPixelScale\)\.x;/);
expect(fragment).toContain('uniform vec2 uPixelScale;');
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);
const params = s.asset().graph.nodes.find((n) => n.id === out)!.params;
// A new Output carries the default, so a graph never silently changes when the default does.
expect(params[EDGE_PARAM]).toBe('clamp');
let compiled = compileShader(s.asset().graph).compiled!;
expect(compiled).toMatchObject({ time: false, edge: SHEET_EDGE });
expect(compiled.fragment).not.toContain('uTime');
// Nothing reads past the border here, so no mode can show – and none costs a second picture.
params[EDGE_PARAM] = 'repeat';
expect(compileShader(s.asset().graph).compiled!.edge).toBe(SHEET_EDGE);
const uv = s.add(SHADER_UV);
const shift = s.add('ShaderAdd', { b: 0.5 });
const sample = s.add(SHADER_SAMPLE);
s.link(uv, 'u', shift, 'a');
s.link(shift, 'result', sample, 'u');
s.link(sample, 'color', out, 'color');
expect(compileShader(s.asset().graph).compiled!.edge).toBe('repeat');
// A value the dropdown never offers reads as the default rather than as a mode.
params[EDGE_PARAM] = 'sideways';
compiled = compileShader(s.asset().graph).compiled!;
expect(compiled.edge).toBe(DEFAULT_EDGE);
// A graph from before the setting existed has no value at all and takes the default too (#81).
delete params[EDGE_PARAM];
expect(compileShader(s.asset().graph).compiled!.edge).toBe('clamp');
});
describe('padding and the Transparent edge (#69)', () => {
const plain = (params: Record<string, unknown> = {}) => {
const s = shaderEditor(makeProject(), 'Glow');
const out = s.add(SHADER_OUTPUT, params);
return { s, out, build: () => compileShader(s.asset().graph) };
};
it('has no padding on a new Output, and hands on what is set there', () => {
const fresh = plain();
const params = fresh.s.asset().graph.nodes.find((n) => n.id === fresh.out)!.params;
expect(params[PADDING_PARAM]).toBe(0);
expect(fresh.build().compiled!.padding).toBe(0);
expect(plain({ padding: 3 }).build().compiled!.padding).toBe(3);
// A graph from before the setting existed has no value and draws as it did.
delete params[PADDING_PARAM];
expect(fresh.build().compiled!.padding).toBe(0);
});
it('reads a padding nobody could mean as none, and stops at the limit', () => {
expect(paddingOf({ padding: -4 })).toBe(0);
expect(paddingOf({ padding: 'wide' })).toBe(0);
expect(paddingOf({ padding: Number.POSITIVE_INFINITY })).toBe(0);
expect(paddingOf({ padding: MAX_PADDING + 1 })).toBe(MAX_PADDING);
expect(paddingOf({ padding: 1.5 })).toBe(1.5);
});
it('shows the Edge in the margin: with padding the mode counts without any shifted Sample', () => {
expect(plain({ edge: 'repeat' }).build().compiled!.edge).toBe(SHEET_EDGE);
expect(plain({ edge: 'repeat', padding: 2 }).build().compiled!.edge).toBe('repeat');
expect(plain({ edge: 'clamp', padding: 2 }).build().compiled!.edge).toBe('clamp');
});
it('cuts Transparent in the fragment, on the plain sheet', () => {
const { compiled } = plain({ edge: 'transparent', padding: 2 }).build();
// No copy of the picture with a sampler of its own: the fragment empties the outside itself.
expect(compiled!.edge).toBe(SHEET_EDGE);
expect(compiled!.fragment).toContain(
'vec4 texelAt(sampler2D picture, vec2 uv) { vec2 inside = step(vec2(0.0), uv) * step(uv, vec2(1.0)); return texture(picture, uv) * (inside.x * inside.y); }',
);
// The sprite's own pixel goes through the same cut, so the margin itself is empty.
expect(compiled!.fragment).toContain('vec4 texel = texelAt(uTexture, vTextureCoord) * vColor;');
for (const edge of ['clamp', 'mirror', 'repeat'])
expect(plain({ edge, padding: 2 }).build().compiled!.fragment).toContain(
'vec4 texelAt(sampler2D picture, vec2 uv) { return texture(picture, uv); }',
);
});
it('reads a shifted Sample through the same cut', () => {
const { s, out, build } = plain({ edge: 'transparent' });
const uv = s.add(SHADER_UV);
const shift = s.add('ShaderAdd', { b: 0.5 });
const sample = s.add(SHADER_SAMPLE);
s.link(uv, 'u', shift, 'a');
s.link(shift, 'result', sample, 'u');
s.link(sample, 'color', out, 'color');
const { compiled } = build();
expect(compiled!.edge).toBe(SHEET_EDGE);
expect(compiled!.fragment).toMatch(
/straight\(texelAt\(uTexture, vec2\(n\d+_result, vTextureCoord\.y\)\) \* vColor\)/,
);
expect(compiled!.fragment).not.toMatch(/straight\(texture\(/);
});
it('says at the Output that padding with Clamp smears, and still compiles', () => {
const smeared = plain({ edge: 'clamp', padding: 2 });
const build = smeared.build();
expect(build.hints).toEqual({ [smeared.out]: PADDING_CLAMP_HINT });
expect(build.problems).toEqual({});
expect(build.reason).toBe('');
expect(build.compiled).not.toBeNull();
expect(plain({ edge: 'clamp' }).build().hints).toEqual({});
for (const edge of ['transparent', 'mirror', 'repeat'])
expect(plain({ edge, padding: 2 }).build().hints).toEqual({});
});
it('offers Transparent and Padding on the Output', () => {
const [edge, padding] = ShaderOutput.params;
expect(edge).toMatchObject({ key: EDGE_PARAM, kind: 'enum' });
expect((edge as { options: { value: string }[] }).options.map((o) => o.value)).toEqual([
'clamp',
'mirror',
'repeat',
'transparent',
]);
expect(padding).toMatchObject({
key: PADDING_PARAM,
kind: 'number',
default: 0,
min: 0,
max: MAX_PADDING,
});
});
it('compiles anew when the padding changes, so every wearer hears of it', () => {
const { s, out } = plain({ padding: 1 });
const before = graphFingerprint(s.asset().graph);
s.asset().graph.nodes.find((n) => n.id === out)!.params[PADDING_PARAM] = 2;
expect(graphFingerprint(s.asset().graph)).not.toBe(before);
});
});
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\(n\d+_result, 0\.0, 1\.0\);/);
});
it('writes Pow as the GLSL call with the base held at 0, the exponent broadcast for a colour', () => {
const f = makeProject();
const s = shaderEditor(f, 'Gamma');
const uv = s.add(SHADER_UV);
const eased = s.add('ShaderPow', { exponent: 2 });
const tint = s.add('ShaderColor', { value: 0xff8000 });
const gamma = s.add('ShaderPow', { exponent: 2.2 });
const output = s.add(SHADER_OUTPUT);
s.link(uv, 'u', eased, 'value');
s.link(eased, 'result', output, 'alpha');
s.link(tint, 'color', gamma, 'value');
s.link(gamma, 'result', output, 'color');
const build = compileShader(s.asset().graph);
expect(build.problems).toEqual({});
const { fragment } = build.compiled!;
expect(fragment).toMatch(/float n\d+_result = pow\(max\(n\d+_u, 0\.0\), 2\.0\);/);
expect(fragment).toMatch(/vec3 n\d+_result = pow\(max\(n\d+_color, 0\.0\), vec3\(2\.2\)\);/);
});
it('writes Sqrt as the GLSL call with the value held at 0, per channel for a colour', () => {
const f = makeProject();
const s = shaderEditor(f, 'Root');
const uv = s.add(SHADER_UV);
const root = s.add('ShaderSqrt');
const tint = s.add('ShaderColor', { value: 0xff8000 });
const rolled = s.add('ShaderSqrt');
const output = s.add(SHADER_OUTPUT);
s.link(uv, 'u', root, 'value');
s.link(root, 'result', output, 'alpha');
s.link(tint, 'color', rolled, 'value');
s.link(rolled, 'result', output, 'color');
const build = compileShader(s.asset().graph);
expect(build.problems).toEqual({});
const { fragment } = build.compiled!;
expect(fragment).toMatch(/float n\d+_result = sqrt\(max\(n\d+_u, 0\.0\)\);/);
expect(fragment).toMatch(/vec3 n\d+_result = sqrt\(max\(n\d+_color, 0\.0\)\);/);
});
it('writes Abs as the GLSL call, per channel for a colour', () => {
const f = makeProject();
const s = shaderEditor(f, 'Fold');
const uv = s.add(SHADER_UV);
const centred = s.add('ShaderSubtract', { b: 0.5 });
const folded = s.add('ShaderAbs');
const tint = s.add('ShaderColor', { value: 0xff8000 });
const magnitude = s.add('ShaderAbs');
const output = s.add(SHADER_OUTPUT);
s.link(uv, 'u', centred, 'a');
s.link(centred, 'result', folded, 'value');
s.link(folded, 'result', output, 'alpha');
s.link(tint, 'color', magnitude, 'value');
s.link(magnitude, 'result', output, 'color');
const build = compileShader(s.asset().graph);
expect(build.problems).toEqual({});
const { fragment } = build.compiled!;
expect(fragment).toMatch(/float n\d+_result = abs\(n\d+_result\);/);
expect(fragment).toMatch(/vec3 n\d+_result = abs\(n\d+_color\);/);
});
});
describe('a sprite wearing a shader', () => {
function wearing() {
const f = makeSpriteScene();
const s = shaderEditor(f);
buildAdjustColors(s);
const sprite = () => findAssetOf(f.project, f.spriteId, 'sprite')!;
return { ...f, s, sprite };
}
it('has the shader picker and, once one is picked, that shader’s rows', () => {
const f = wearing();
const keys = () => schemaForAsset(f.project, f.sprite()).map((d) => d.key);
expect(keys()).toEqual([
'enabled',
'keepOnSceneLoad',
'scale',
'rotation',
'mirrorX',
'mirrorY',
'sortWithParent',
'width',
'height',
'color',
'texture',
'shader',
]);
expect(schemaFor('sprite').find((d) => d.key === SHADER_KEY)).toMatchObject({
kind: 'asset',
assetTypes: ['shader'],
default: '',
});
f.stack.execute(new SetAssetPropertyCommand(f.spriteId, SHADER_KEY, f.s.id));
expect(keys()).toEqual([
'enabled',
'keepOnSceneLoad',
'scale',
'rotation',
'mirrorX',
'mirrorY',
'sortWithParent',
'width',
'height',
'color',
'texture',
'shader',
'brightness',
'contrast',
'saturation',
]);
expect(assetDeviates(f.project, f.sprite())).toBe(true);
// A dangling id adds no rows and draws nothing – the picker still shows it.
f.sprite().props[SHADER_KEY] = 'gone';
expect(keys()).toHaveLength(12);
});
it('gives a placed object the rows of the shader it overrides, filled with the node defaults', () => {
const f = wearing();
const id = place(f, f.spriteId, { x: 0, y: 0 });
const object = () => f.object(id);
expect(schemaForObject(f.project, f.sprite(), object())).toHaveLength(12);
f.stack.execute(new SetOverrideCommand(f.sceneId, id, SHADER_KEY, f.s.id));
expect(schemaForObject(f.project, f.sprite(), object()).map((d) => d.key)).toContain('saturation');
expect(resolveSceneObjectProps(f.project, f.sprite(), object())).toMatchObject({
shader: f.s.id,
brightness: 1,
contrast: 1,
saturation: 1,
});
// A parameter override passes through its row: clamped to the node's range.
f.stack.execute(new SetOverrideCommand(f.sceneId, id, 'brightness', 9));
expect(object().overrides.brightness).toBe(4);
expect(objectDeviates(f.project, f.sceneOf(), object())).toBe(true);
// Back to no shader the parameter row is gone, so the stored value marks nothing.
f.stack.execute(new SetOverrideCommand(f.sceneId, id, SHADER_KEY, ''));
expect(resolveSceneObjectProps(f.project, f.sprite(), object())).not.toHaveProperty('brightness');
expect(objectDeviates(f.project, f.sceneOf(), object())).toBe(false);
});
it('rejects a parameter no shader of the sprite declares', () => {
const f = wearing();
const id = place(f, f.spriteId, { x: 0, y: 0 });
expect(() => f.stack.execute(new SetOverrideCommand(f.sceneId, id, 'brightness', 0.5))).toThrow(
/not defined/,
);
});
it('survives a round trip: the graph, the sprite’s values and an override-only shader’s values', () => {
const f = wearing();
const other = shaderEditor(f, 'Fade');
other.add(SHADER_OUTPUT);
other.add(SHADER_PROPERTY, { name: 'amount', default: 0.5, min: 0, max: 1 });
f.stack.execute(new SetAssetPropertyCommand(f.spriteId, SHADER_KEY, f.s.id));
f.stack.execute(new SetAssetPropertyCommand(f.spriteId, 'contrast', 2));
const id = place(f, f.spriteId, { x: 0, y: 0 });
f.stack.execute(new SetOverrideCommand(f.sceneId, id, SHADER_KEY, other.id));
f.stack.execute(new SetOverrideCommand(f.sceneId, id, 'amount', 0.25));
const loaded = roundTrip(f.project);
const shader = findAssetOf(loaded, f.s.id, 'shader')!;
expect(shader.graph).toEqual(f.s.asset().graph);
expect(compileShader(shader.graph).compiled!.fragment).toBe(
compileShader(f.s.asset().graph).compiled!.fragment,
);
const sprite = findAssetOf(loaded, f.spriteId, 'sprite')!;
expect(sprite.props).toMatchObject({ shader: f.s.id, contrast: 2, brightness: 1 });
const placed = findAssetOf(loaded, f.sceneId, 'scene')!.objects.find((o) => o.id === id)!;
expect(placed.overrides).toEqual({ shader: other.id, amount: 0.25 });
});
it('drops anything but shader nodes from a shader graph on load', () => {
const graph: Graph = {
nodes: [
{ id: 'o', type: SHADER_OUTPUT, x: 0, y: 0, params: {} },
{ id: 'e', type: 'OnStart', x: 0, y: 0, params: {} },
],
edges: [],
};
const loaded = deserializeProject(
{ id: 'p', name: 'P', assets: [{ id: 'sh', type: 'shader', name: 'S', props: {}, graph }] },
'p',
);
const shader = loaded.assets[0] as ShaderAsset;
expect(shader.graph.nodes.map((n) => n.id)).toEqual(['o']);
});
});
describe('the fingerprint the shader library caches on', () => {
it('ignores a move, a collapse and a fold, and changes with a param or an edge', () => {
const f = makeProject();
const s = shaderEditor(f);
const n = buildAdjustColors(s);
const before = graphFingerprint(s.asset().graph);
f.stack.execute(new MoveNodeCommand(s.id, n.bright, 300, 200));
f.stack.execute(new CollapseNodesCommand(s.id, [n.bright, n.luma], true));
f.stack.execute(new FoldEdgeCommand(s.id, s.asset().graph.edges[0]!.id, true));
expect(s.asset().graph.nodes.find((x) => x.id === n.bright)).toMatchObject({ x: 300, collapsed: true });
expect(graphFingerprint(s.asset().graph)).toBe(before);
f.stack.execute(new SetNodeParamCommand(s.id, n.shifted, 'b', 0.25));
const withParam = graphFingerprint(s.asset().graph);
expect(withParam).not.toBe(before);
s.link(n.brightness, 'value', n.output, 'alpha');
expect(graphFingerprint(s.asset().graph)).not.toBe(withParam);
});
});