Shaders
MelekTaus edited this page 2026-10-11 18:35:20 +02:00
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Author SHA1 Message Date
adminandClaude Opus 5.5 4c5823a63f Shaders: Texture size feeds the Vertex output, scaling (#409)
- Shaders: Texture size is in the list of what may feed the Vertex
  output, except when fed a Pass's picture. New paragraph "Scaling
  about the middle" with the formula and the fade from 1.2 to 1.0.
- Development: 2009 checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 18:35:20 +02:00
admin 9823f414cd Describe shader functions (#303)
Shaders gets the section Shader functions, three node rows and the code notes. Concepts names the new asset type, Development the e2e total 1728.
2026-10-03 17:10:09 +02:00
admin 986aad5bd7 Describe the camera shader (#299)
Shaders gets the camera as a wearer, its measurement and In the code. Scene editing gets the Shader switch, Concepts a pointer, Development the e2e sum 1725.
2026-10-03 16:03:25 +02:00
admin d36fc4ad1c Describe drawing a shader in passes (#301)
- Shaders: the Pass node in the catalogue, the section Drawing in
  passes with the bloom recipe and Wider than 8, the measurements and
  In the code.
- Particles: a field shader counts a pixel as a unit of its frame, so
  a Blur reaches as far at every zoom.
- Development: 1716 editor checks.
2026-10-03 14:51:44 +02:00
admin e28129747e Describe the Blur node and what it costs (#300)
- Shaders: catalogue row, section Softening the picture with the
  glow recipe, Blur in the list of nodes a corner cannot read, the
  measured tables under What it costs, and a note in In the code.
- Shaders: drop "no colour-typed property", which #298 made untrue.
- Development: e2e total 1712.
2026-10-03 13:11:47 +02:00
adminandClaude Opus 5.5 315ee9215c Describe the field shader of a particle source (#170)
- Particles: rows Field shader, Field width and Field height, and a
  section on how the frame, its UV, its resolution and the checks
  work.
- Shaders: a pointer to it, and the measurement with 1, 10 and 50
  sources under What it costs.
- Development: e2e total 1707.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 12:25:17 +02:00
adminandClaude Opus 5.5 7bddb77b5f Describe the Color property node in the shader graph (#298)
- Shaders: a row for Color property in the node table, the colour
  field in the preview, the vec3 uniform, and that it cannot feed
  the Vertex output.
- Development: e2e total 1704.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 11:44:11 +02:00
admin 8a9c36f21e Shaders: moving the corners with the Vertex output node (#79)
A new section on the Vertex output node, its Subdivisions and what may feed it, with the measured frame rates of a grid against the plain quad. Development carries the new e2e total of 1699.
2026-10-03 00:14:09 +02:00
admin 6e7ecb0260 Shaders: Padding and the Edge mode Transparent give room around the picture (#69) 2026-10-02 20:33:30 +02:00
admin b89e6ecf6a Shaders: the result of an arithmetic node shows its real type (#219)
Behaviors: a port group may bring its own rule; the inspector of a picked link no longer carries Hide link and Delete link. Development: 1676 e2e checks.
2026-10-02 16:51:06 +02:00
adminandClaude Opus 5.5 2e15bb21de Describe text shaders, the font filter, Tab and Texture size
Shaders and Concepts: a text wears a shader like a sprite (#169).

Fonts: the Filter row and how Nearest rasters sharp (#169).

Keyboard: Tab belongs to the game in the Game tab (#261).

Behaviors: the Texture size node (#262). Development: sum 1544.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 06:01:44 +02:00
adminandClaude Opus 5 41b1532a33 Shaders: the preview next to the graph (#168)
- Shaders: new section "The preview" with what each selection shows
- Architecture: ShaderPreview, previewPicture and PreviewSplit
- Development: check total 1209

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 08:55:02 +02:00
adminandClaude Opus 5 64305861e0 Snap is a magnet button in the docs (#194)
The pages described snapping as a checkbox and, in vector art, as a
Grid button. Both are now the same magnet toggle.

- Behaviors, State machines, Particles, Shaders and Vector Art name
  the magnet instead of the checkbox or the Grid button.
- Architecture lists SnapToggle and headerIcons.
- Development carries the check total 1188.

Tests:
- 1188 is computed (1184 + 4), the full run is left to CI

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 06:26:07 +02:00
admin 770f891cc9 Architecture, Shaders: shared graph emitter, FileLibrary, command bases 2026-09-16 19:28:29 +02:00
admin f05d610b86 The suite waits for the editor now, and the count is 930 (#93) 2026-09-16 08:08:14 +02:00
adminandClaude Opus 5 e0eb5c5089 Shaders: the node table lists Sqrt (#92)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:35:04 +02:00
root 0af2886351 A source wears a shader: what it costs, and what the fragment can see (#88)
Particles: the Shader row, why it is free where a sprite's is not, that the
fragment sees a particle's picture and not its life, and which row wins when a
name arrives from both graphs.

Shaders: the same from the shader's side.

Architecture: where a shader is cheap depends on what already breaks the batch,
and that rows from two places need an owner.

Development: 833 -> 837 checks.
2026-09-14 11:06:55 +02:00
root 6b56e212d7 One global clock: the time scale, the pause and what it resets (#90)
Architecture: core/time.ts in the layout, and why one accumulating clock
beats three wall clocks — plus the price, that whoever keeps an absolute
second of it has to survive its reset.

Concepts: a pause is that scale at 0, and it reaches particles, time shaders
and the animation preview, not just the world.

Particles / Shaders: both pages claimed their clock was the editor's and did
not stop for a pause. Both were true and are not any more.

Development: a check that wants an exact number must be handed the number —
the preview's round trip through elapsed seconds had been quietly flaky — and
clock checks across a driver round trip want a multiple, not an epsilon.
Counters to 833.
2026-09-14 09:32:03 +02:00
admin 7ed7bc85b5 Shaders: Clamp is the default edge, and what the sheet itself carries (#81) 2026-09-13 21:33:47 +02:00
root 11209c047e Shaders: Abs node; 763 checks 2026-09-13 18:46:22 +02:00
root bda512e0c4 Shaders: Pow node; 762 checks (#80) 2026-09-13 18:29:10 +02:00
admin f80df5e085 Shaders: fingerprint without node positions, compile counter hook; 760 checks (#65) 2026-09-13 18:00:51 +02:00
admin 288e156e68 Shaders: UV, Sample texture, Texture size, Time, math nodes, edge mode; five coordinate recipes (#78)
Development: 742 checks
2026-09-13 16:18:26 +02:00
admin 01d0602654 Shaders: the shader draws in the sprite's own pass, measured again (#77) 2026-09-13 15:31:16 +02:00
root bd26824b01 Shaders: replace the performance estimate with measured numbers (#67)
Intel HD 630, 48x48 sprites, 640x360 camera, neutral values. The estimate
"fine for dozens, not for thousands" was right in spirit and two orders of
magnitude too optimistic at the upper end. Development names the new tool
and finally lists e2e step 28.
2026-09-13 14:41:46 +02:00
rootandClaude Opus 5 46d30db966 Properties node: shader params are named by their shader (#66)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-13 14:05:10 +02:00
admin 7debb2370a Textures: Linear/Nearest labels; Shaders: filter pass measured, not assumed (#68); 723 checks 2026-09-13 12:53:23 +02:00
admin 7af660262a Shaders: Number node (#72); 720 checks 2026-09-13 12:26:55 +02:00
admin 85c2a04fb6 Asset rows: click selects, double-click or + opens the tab (#71); 717 checks 2026-09-13 12:10:37 +02:00
root 7eac624fb1 Shaders: alpha input on Output, Texture alpha node, fade recipe (#70) 2026-09-13 11:52:01 +02:00
admin 349d54306a Shaders: brightness adds instead of multiplying in the Adjust colors recipe 2026-09-12 22:48:57 +02:00
admin a0fad88eb2 Shaders: the shader asset, its tab, the node set and the Adjust colors recipe (#62) 2026-09-12 22:23:32 +02:00