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>
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.
- 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.
- 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.
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>
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>
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.
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.
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>
- 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>
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>
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.
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.
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.