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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Shader (asset type) A shader is a WGSL program that runs on the GPU. Materials reference shaders and supply property values; renderable entities reference materials, not shaders directly. This README is the canonical reference for writing **every** kind of shader — it covers all domains, the surface authoring contract, the material property schema, the engine library functions you can call, and how a shader registers and compiles. > New to how shaders, materials, meshes, and textures relate as assets and live > GPU resources? Read `core/resource-model` first. ## Folder shape A `.shader` is a folder asset: ``` <name>.shader/ shader.wgsl # the WGSL body (required) properties.yaml # the material property schema (optional; surface shaders) README.md # a one-paragraph description of THIS shader (required) .metadata # asset metadata ``` Each file carries a committed `.meta` sidecar pinning its stable guid. The identity is `<name>` (the `.shader` suffix strips). Materials and other assets reference a shader by **AssetRef** (a typed, guid-backed handle), never by a raw string. ## Domains The first line of `shader.wgsl` declares the domain: ```wgsl // @domain: surface ``` | Domain | What it is | You write | |---|---|---| | `surface` | A material on a mesh (the common case). | `fragment()` (+ optional `vertex()`/`vertex_clip()`). The engine generates everything else. | | `post-process` | A full-screen pass over the rendered frame, in the space it declares (bloom, vignette, grade). | `fragment(in: PostInput) -> vec4` only. The engine generates the fullscreen `vs_main`/`fs_main` and the group(1) interface from `properties.yaml`. | | `screen` | A standalone full-screen visual (UI background, procedural). | `fragment(in: ScreenInput) -> vec4` only. The engine generates the fullscreen `vs_main`/`fs_main` and the group(1) interface from `properties.yaml`. | | `sky` | The sky background (a fullscreen material). | `fragment(in: SkyInput) -> vec4` only. The engine generates the fullscreen `vs_main`/`fs_main` and the group(1) interface from `properties.yaml`. | | `compute` | GPU data processing, no rasterization. | *(legacy)* An `@compute @workgroup_size(...)` entry over storage buffers — you write the `@group/@binding` lines yourself. **The canonical path is now the separate `.computeShader` assetType** (see below); `.shader` + `// @domain: compute` still compiles for back-compat. | `// @domain:` resolves the names above and `postprocess` / `screenspace` / `ui` as further spellings of `post-process` and `screen`. A body carrying no `@domain:` line is `surface`. `shaderRef:domain()` answers the domain a body declares, a further spelling as the domain it names. Any other name is refused where the shader registers, with an error naming the spellings that resolve, so a shader reaches the renderer only under a domain the compiler scaffolds. Particles are drawn and simulated through these domains like anything else: the particle package's `particle_sprite` and `particle_mesh` are `surface` shaders, and its simulation, culling and sorting steps are `.computeShader` assets. ## Texture coordinate space A shader that samples a texture through a coordinate it builds itself declares which space that coordinate lives in, on a line beside `@domain:`: ```wgsl // @domain: surface // @uv_space: world ``` | Value | The coordinate | A material's `uv_scale` means | |---|---|---| | `mesh` (the default) | The mesh's own UV attribute, `input.uv`. | How many times the texture repeats across a surface. | | `world` | The fragment's world position, as a triplanar projection samples. | How many times the texture repeats per world unit, so a larger surface carries more. | Texture residency reads the declaration to work out how finely a frame samples each texture: a material laying eight copies of its texture across a surface samples each copy at an eighth of the surface's size, and the mip level that serves it is three levels coarser than the surface's own footprint implies. Leaving the line out puts the shader in mesh space, which is what sampling `input.uv` is. `renderer.textureStreaming().textures` reads back the span each texture was measured at and the level that span asked for. **Compute shaders are now their own assetType.** A `.computeShader/` folder gives compute the same zero-scaffolding contract surface/sky/post/screen get: you write only `@compute fn main` (+ helper fns/structs, **no `@group/@binding` lines**) and declare bindings in a sibling `bindings.yaml` (storage buffers, textures, samplers, storage textures, plus a `params:` uniform); the engine generates the `@group(0)/@binding(N)` declarations. Dispatch it through a resolved reference (`asset.resolve("name", "computeShader"):dispatch(...)`). See the `.computeShader` assetType README and `man compute`. The `.shader` compute domain above remains only for back-compat. **Surface**, **sky**, **post-process**, and **screen** shaders all get engine-generated scaffolding — you write only `fragment()` and declare properties in `properties.yaml`; the engine generates the entry points and the group(1) material interface. (Each domain's `fragment` takes a domain-specific input instead of `FragmentData`: `SkyInput`, `PostInput`, or `ScreenInput` — see "Sky shaders" and "Post-process & screen shaders" below.) Compute shaders get the same treatment via the separate `.computeShader` assetType (write only `@compute fn main`, declare bindings in `bindings.yaml`). The legacy `compute` domain here writes its own entry points directly — see `man compute`. ## Surface shaders A surface shader writes **only** the parts that are unique to it. The engine owns all the scaffolding — the vertex stage, every render-mode entry point (`vs_main` / `fs_forward` / `fs_gbuffer`), group(0) (camera, transforms, lights, shadows, and the material rows), and the material interface generated from `properties.yaml` (`material` and your texture slots). Adding a render path never touches your shader. Inside `fragment()` you have access to exactly four things — nothing is hidden: 1. **`input: FragmentData`** — the interpolated per-fragment surface data the engine hands you: world position, world normal, uv, view direction, vertex colour, and more. Every field is in the `FragmentData` table below. 2. **`material.*` and your textures** — the material inputs **you** declare in `properties.yaml`. The mapping is mechanical: a scalar property named `foo` becomes `material.foo`; a texture property named `bar` becomes `bar` (the texture) and `bar_sampler` (its sampler). `material` has **exactly** the fields your `properties.yaml` declares and no others — to add an input, add a property. List what a shader exposes with `shaderRef:getProperties()` or `asset.inspect("<name>")`. 3. **Engine state** — the scene's camera, lights, time, and shadows that the renderer binds for every surface shader. `uniforms.*` (sun direction/colour, ambient, `camera_pos`, `time`) and the punctual lights (`zero_point_light(i)`) are always in scope; the shadow functions come from `#include "@builtin::shaderModules.shadows"`. This is how you light a surface **without** the prebuilt PBR — see "Engine state" and "Writing your own shading" below. 4. **Library functions** you `#include` (see "Library includes"). A shader and its property schema go together. The two files below are a complete surface shader: `properties.yaml` — declares the material inputs: ```yaml properties: - { name: base_color, type: color, default: [1, 1, 1, 1] } - { name: roughness, type: float, default: 0.5, min: 0, max: 1 } - { name: metallic, type: float, default: 0.0, min: 0, max: 1 } - { name: base_color_texture, type: texture, default: white } ``` `shader.wgsl` — those declarations are now `material.base_color`, `material.roughness`, `material.metallic`, and the `base_color_texture` / `base_color_texture_sampler` pair: ```wgsl // @domain: surface #include "@builtin::shaderModules.pbr_shading" // the PBR helpers — see "Library includes" fn fragment(input: FragmentData) -> vec4<f32> { var s = zero_pbr_default_surface(input); s.albedo = material.base_color.rgb * textureSample(base_color_texture, base_color_texture_sampler, input.uv).rgb; s.perceptual_roughness = material.roughness; s.metallic = material.metallic; return vec4<f32>(zero_pbr_shade(input, s), material.base_color.a); } ``` `fragment()` returns the final colour. The engine forces no lighting model on you — flat, toon, PS1, dithered, or PBR are all just different `fragment()` bodies. Calling `zero_pbr_shade` is opt-in. ### The two surface bodies, and what each gives up A surface shader exposes one of two entry points, and which one decides how much of the shader the engine can see: | Body | The engine gets | PBR debug passes read | |---|---|---| | `fn fragment(input: FragmentData) -> vec4<f32>` | the finished pixel, and the `PbrSurface` too when the body hands one to `zero_pbr_shade` | the real channel where a surface was handed over; magenta, the "no data here" marker, where the body shades by its own math | | `fn surface(input: FragmentData) -> PbrSurface` | the surface (albedo, roughness, metallic, emissive, normal, occlusion), which the engine then lights | the real channel | Both are first-class: `fragment()` is what you want when the shader owns its own look, `surface()` when you want engine lighting. `capture { pass = "albedo" }` (and `roughness` / `metallic` / `ao` / `emissive`) answers about your material for either body wherever the engine has the surface — writing the same `PbrSurface` behind `surface()` or behind `fragment()` + `zero_pbr_shade` gives one answer per channel. A body that lights itself by its own math draws those channels magenta. `pbr.shader` exposes `surface()`. `capture { pass = "normal" }` is a geometry read rather than a material one, so it answers for every shader: the normal of the surface where one was handed over, and the interpolated normal of the triangle where none was. It is the same normal the frame's normal buffer carries, which is what a screen-space pass reading `@scene.normal` sees. `shaderRef:shadingModel()` reports which one a shader ended up with — `"engine-lit"` for `surface()`, `"self-shading"` for `fragment()`. ### Optional vertex hooks ```wgsl // Displace geometry in OBJECT space. Runs on skinned meshes too (it sees the // already-skinned, morph-applied local position). Return the modified vertex. // The `v` parameter is immutable (WGSL function params are), so copy it into a // `var` first and modify that. fn vertex(v: VertexData) -> VertexData { var out = v; out.position += out.normal * sin(out.time) * 0.1; return out; } // Post-transform vertex hook (runs AFTER the engine's world/skin/projection). Two // things you can do here, separately or together: // * move `clip_position` — vertex jitter, PS1 snapping, render-resolution lowering; // * write `color` — PER-VERTEX (Gouraud) shading: light the vertex from its // world_normal + the light context and the engine forwards the result into the // interpolated `vertex_color` the fragment reads. fn vertex_clip(v: ClipVertex) -> ClipVertex { var out = v; // Gouraud: Lambert sun + ambient, evaluated once per vertex (flat-banded shading). let n_dot_l = max(dot(v.world_normal, -normalize(v.light_direction)), 0.0); let lit = v.ambient_color * v.ambient_intensity + v.light_color * v.light_intensity * n_dot_l; out.color = vec4<f32>(v.color.rgb * lit, v.color.a); out.clip_position = round(out.clip_position * 80.0) / 80.0; // PS1 snap return out; } ``` #### Declaring how far a hook moves geometry: `vertexBoundsDilation` Static geometry is culled per cluster against its bounds as authored. A hook that moves vertices — wind sway, an outline hull, a vertex wave — can move them outside those bounds, and the cull then drops clusters whose displaced triangles are still on screen. Declare the farthest the hook moves any vertex, in world units, as a `vertexBoundsDilation` float property, with a default that covers the shader's own properties across their ranges: ```yaml properties: - { name: sway, type: float, default: 0.5, min: 0, max: 4 } # 0.4 x sway, at sway's largest value. - { name: vertexBoundsDilation, type: float, default: 1.6, min: 0, max: 100 } ``` Each material sets its own value — a material that sways less can set less, one moved farther sets more — and a material that sets none takes the default. The cull adds the material's value to every bound in its frustum and occlusion tests (not to the level-of-detail cut). A shader with a hook and no `vertexBoundsDilation` property is named once in the engine log when it compiles; its geometry is culled against its undisplaced bounds. ### Structs the engine passes you `FragmentData` (input to `fragment()`): | Field | Type | Meaning | |---|---|---| | `world_position` | `vec3<f32>` | fragment world-space position | | `world_normal` | `vec3<f32>` | interpolated geometric normal (normalized) | | `world_tangent` | `vec4<f32>` | xyz = world tangent, w = handedness (mikktspace) | | `uv` | `vec2<f32>` | primary texture coordinates (perspective-correct) | | `affine_uv` | `vec2<f32>` | the same UVs interpolated **without** perspective correction — the PS1 texture "swim". Always available; sample with it instead of `uv` for affine texture mapping | | `vertex_color` | `vec4<f32>` | interpolated per-vertex colour (white if unset; carries per-vertex lighting if `vertex_clip()` wrote it — see Gouraud below) | | `view_position` | `vec3<f32>` | camera world position | | `view_direction` | `vec3<f32>` | normalized world-space direction to the camera | | `light_direction` | `vec3<f32>` | directional (sun) travel direction, unit length; surface→sun is `-light_direction`. Where no sun reaches the camera it points straight down | | `light_color` | `vec3<f32>` | sun colour | | `light_intensity` | `f32` | sun intensity; 0 where no sun reaches the camera | | `ambient_color` | `vec3<f32>` | ambient colour | | `ambient_intensity` | `f32` | ambient intensity | | `frag_coord` | `vec4<f32>` | framebuffer pixel coords (xy) + depth (z) — for screen-space dither | | `receives_shadows` | `f32` | per-instance: > 0.5 if this surface receives shadows | | `material_index` | `u32` | per-instance: the index standing for the material this surface draws with — the number `renderer.materialIdentity()` maps to a name | | `shader_data` | `array<vec4<f32>, 4>` | per-instance: this entity's own four `vec4` lanes — its `ecs.ShaderData` component's `lane0`..`lane3`, or what `renderer.instanceData.set` put in them (zero until something does). A procedural graph's elements set them through the `data0`..`data3` attributes | | `front_facing` | `bool` | true for front faces (double-sided shading) | | `time` | `f32` | gameplay seconds: advances with the world at `engine.timeScale` and stands still while gameplay is paused (edit mode starts paused), so an effect slows and stops with the world | `shader_data` is the per-instance channel, and it is what lets ONE material serve many entities that differ in a value — a dissolve at its own progress per subject, a hit flash at its own age, a fill level per instance. The alternative is a material per entity, which is a separate pipeline binding and a separate row in the material table for every one of them. ```wgsl const DISSOLVE_LANE: u32 = 0u; fn fragment(input: FragmentData) -> vec4<f32> { let progress = input.shader_data[DISSOLVE_LANE].x; ... } ``` ```lua -- one material on twenty entities, each at its own progress renderer.instanceData.set(subject, 0, progress) renderer.instanceData.clear(subject) -- back to zero lanes ``` The engine attaches no meaning to a lane: a shader and whatever writes it agree what each one carries. Name the indices in the module that writes them. `renderer.instanceData.laneCount()` is how many there are. The same lanes reach a hardware-instanced population through `renderer.mesh.drawInstanced`'s `instanceDataBuffer`, on slots no entity owns. `VertexData` (in/out of `vertex()`): `position` (object-local, model-scale + morph applied), `normal`, `uv`, `color`, `time`. `ClipVertex` (in/out of `vertex_clip()`) — the post-transform vertex. Read context: `clip_position`, `world_position`, `world_normal`, `uv`, `view_position`, `view_direction`, `light_direction`, `light_color`, `light_intensity`, `ambient_color`, `ambient_intensity`, `time`, `view_proj` (the view-projection of the frame being evaluated), and where the vertex stands on its instance: `local_position` (its position in the mesh, after `vertex()` and before the instance's world transform), `object_origin` (the world position of the instance's origin), `object_scale` (the world length of the instance's x, y and z axes) and `object_axes` (`mat3x3<f32>`, the world direction of those axes, unit length) — what a camera-facing card, a shard grown about its own base, or anything placed per instance is built from. **Writable:** `clip_position` (snap / jitter) and `color` (write a lit colour here for per-vertex Gouraud shading; the engine forwards it to the interpolated `vertex_color` — left untouched, the mesh's own vertex colour passes through). ### Each hook runs twice: this frame and the one before it A vertex hook decides where the surface IS, so it also decides where the surface WAS. The engine runs every hook a shader declares a second time, over the same vertex standing one frame back — the previous-frame position stream, with `time` = the clock that frame was drawn at and (for `vertex_clip()`) `view_proj` = the view-projection it was drawn with. The motion vector the renderer publishes is taken between the two results, so a displacement that moves with time reports the velocity of the displaced surface, and a displacement that does not move reports the motion of the transform alone because the identical offset appears on both evaluations and cancels. What that asks of a hook: - **Take the frame from the argument.** `v.time` is the clock of the evaluation being run; `uniforms.time` is always this frame's. A displacement built on `uniforms.time` is identical on both evaluations, so its motion vector cancels to exactly zero. The same holds for `v.view_proj` against `uniforms.view_proj`: a clip hook that rebuilds its position from world space through `uniforms.view_proj` reprojects the previous frame with this frame's camera, and reports no camera motion at all. The wind helpers come in both shapes for this reason — `zero_wind_sway_at_time(world_pos, stiffness, v.time)` inside a hook, `zero_wind_sway(world_pos, stiffness)` outside one. - **Anchor a wrap to `uniforms.time`.** A displacement that jumps discontinuously — a falling drop that restarts at the top, a looping offset — differences its jump as velocity on whichever frame it wraps. Compute the wrap COUNT from `uniforms.time` and the position within the cycle from `v.time`, and both evaluations share the same cycle, so the surface reports the speed it fell at. `@builtin::shaders.rain_material` and `snow_material` do exactly that. The per-vertex attributes (`world_normal`, `uv`, `color`) and the lighting and camera-position context are this frame's on both evaluations, so a hook that displaces along its normal reports the motion of the transform plus this frame's displacement. ## Engine state — point lights & shadows The common lighting state — the sun (`input.light_direction` / `light_color` / `light_intensity`), the ambient (`input.ambient_color` / `ambient_intensity`), the camera (`input.view_position` / `view_direction`), and `input.time` — is already on `FragmentData`, so most shaders never touch the raw engine state. The one thing not on `FragmentData` is the punctual-light array (its length varies), which is always in scope: | Expression | Type | Meaning | |---|---|---| | `uniforms.point_light_count` | `u32` | number of active point/spot lights | | `zero_point_light(i)` | `PointLightData` | one point or spot light (fields below) | | `zero_punctual_shadow(i)` | `PunctualShadowEntry` | that light's shadow record (its projected map or cube) | `PointLightData`: `position`, `radius`, `color`, `intensity`, `direction`, `cone_outer_cos`, `cone_inner_cos`, `kind` (0 = point, 1 = spot). Shadows come from `#include "@builtin::shaderModules.shadows"`: - `compute_directional_shadow_factor(world_pos, normal, light_dir) -> f32` — 1.0 lit, 0.0 fully shadowed. - `compute_spot_shadow_factor(...)` / `compute_point_shadow_factor(...)` / `compute_area_shadow_factor(...)` — one shadow shape each. - `compute_punctual_shadow_factor(light_index, world_pos, normal) -> f32` — the row's own shape, read off its `kind`, for a loop that walks the punctual lights and does not want the switch. - `zshadow_light_reach(light_index, world_pos, normal, object_channels) -> f32` — how much direct light that row puts on a surface on those light channels: the channel mask, falloff, cone or rect orientation, and the cosine, times intensity. Zero exactly where the light contributes nothing. ## Writing your own shading The engine forces no lighting model — `zero_pbr_shade` is just one option. You can light a surface yourself from the state above. Here is a complete custom-lit (Lambert diffuse) surface with no PBR: ```wgsl // @domain: surface #include "@builtin::shaderModules.shadows" // exposes compute_directional_shadow_factor fn fragment(input: FragmentData) -> vec4<f32> { let n = normalize(input.world_normal); let albedo = material.base_color.rgb; // Directional (sun) light: Lambert N·L, attenuated by its shadow. let sun = normalize(-input.light_direction); // surface -> sun let sun_shadow = compute_directional_shadow_factor(input.world_position, n, input.light_direction); var lit = input.light_color * input.light_intensity * max(dot(n, sun), 0.0) * sun_shadow; // Point + spot lights (the punctual-light array, varying length). for (var i = 0u; i < uniforms.point_light_count; i = i + 1u) { let pl = zero_point_light(i); let to_light = pl.position - input.world_position; let dist = length(to_light); let l = to_light / max(dist, 1e-4); let atten = max(1.0 - dist / max(pl.radius, 1e-4), 0.0); lit += pl.color * pl.intensity * max(dot(n, l), 0.0) * atten; } // Ambient fill. lit += input.ambient_color * input.ambient_intensity; return vec4<f32>(albedo * lit, material.base_color.a); } ``` - **Unlit:** skip the lights and return your colour directly. - **Toon / PS1 / custom:** start from the loop above and band, quantize, or warp it however you like. - **PBR:** build a `PbrSurface` and call `zero_pbr_shade` (see "Library includes") instead of writing the BRDF by hand. ## Material properties — `properties.yaml` A surface shader declares its material properties in a sibling `properties.yaml`. The engine GENERATES the entire group(1) interface from it — the uniform struct (`material.<name>`) plus a texture/sampler pair per declared texture. You write no `@group`/`@binding` lines. ```yaml properties: - { name: base_color, type: color, default: [1, 1, 1, 1] } - { name: roughness, type: float, default: 0.5, min: 0, max: 1 } - { name: metallic, type: float, default: 0.0, min: 0, max: 1 } - { name: emissive, type: color, default: [0, 0, 0, 1] } - { name: base_color_texture, type: texture, default: white } - { name: normal_texture, type: texture, default: flat_normal } ``` | `type` | WGSL field type | Notes | |---|---|---| | `float` | `f32` | optional `min`/`max` for editor sliders | | `float2`/`float3`/`float4` | `vec2/3/4<f32>` | | | `color` | `vec4<f32>` | sRGB colour, default is `[r,g,b,a]` | | `int` | `i32` | | | `bool` | `u32` | | | `texture` | `texture_2d<f32>` + `sampler` | `default:` is a built-in texture name (`white`, `black`, `flat_normal`) | In the shader you read scalars as `material.<name>` and sample textures as `textureSample(<name>, <name>_sampler, uv)`. A texture slot with no bound texture samples its default, so a shader can always sample — no presence flag needed. `vertex()` reads the same material interface, so a height or deformation map drives displacement from the slot it was bound to. A vertex stage has no implicit derivatives, so sample it at an explicit mip there: `textureSampleLevel(<name>, <name>_sampler, uv, 0.0)`. ## Sky shaders A `// @domain: sky` shader draws the sky as a fullscreen pass. You write **only** `fn fragment(in: SkyInput) -> vec4<f32>` — the colour along the view ray for each pixel — and declare tunables in `properties.yaml` exactly like a surface shader (read as `material.<name>`, textures via `textureSample(<name>, <name>_sampler, uv)`). The engine generates the fullscreen `vs_main`/`fs_main`, the group(1) interface, and reconstructs the world-space ray; there is no separate sky renderer — a sky material runs through the same material pipeline, just on a fullscreen triangle. `SkyInput` (the only argument) carries: | Field | Type | Meaning | |---|---|---| | `ray_dir` | `vec3<f32>` | normalized world-space ray through this pixel | | `ndc` | `vec2<f32>` | screen position in NDC `[-1, 1]` | | `sun_direction` | `vec3<f32>` | unit vector TOWARD the sun (from the directional light) | | `camera_pos` | `vec3<f32>` | world-space camera position | | `time` | `f32` | gameplay seconds: advances with the world at `engine.timeScale` and stands still while gameplay is paused (edit mode starts paused), so an effect slows and stops with the world | ```wgsl // @domain: sky fn fragment(in: SkyInput) -> vec4<f32> { let up = max(in.ray_dir.y, 0.0); let col = mix(material.horizon_color.rgb, material.zenith_color.rgb, up); return vec4<f32>(col * material.exposure, 1.0); } ``` Day/night comes from `sun_direction.y` (the directional light's elevation), so a sky shader never needs a time-of-day uniform — orient the light and the sky follows. The builtin sky shaders (`procedural_sky`, `solid_sky`, `cubemap_sky`, `equirect_sky`) are all authored this way; author a custom sky material and point a `Skybox` component at it. ## Post-process & screen shaders `// @domain: post-process` and `// @domain: screen` shaders are authored exactly like surface and sky — you write **only** `fn fragment(in: PostInput) -> vec4<f32>` (post) or `fn fragment(in: ScreenInput) -> vec4<f32>` (screen) and declare tunables in `properties.yaml` (read as `material.<name>`, textures via `textureSample(<name>, <name>_sampler, uv)`). The engine generates the fullscreen `vs_main`/`fs_main` and the group(1) material interface. **There are no `uniforms.params[i]` slots** — that convention is retired; every input is a named property. A **post-process** shader's `properties.yaml` carries one further, top-level key beside `properties:` — `space`, either `light` (the default) or `display`: ```yaml space: display properties: - { name: amount, type: float, default: 1.0, min: 0, max: 1 } ``` `light` is the scene's linear radiance — what every surface, the sky and every `afterLighting` feature write, unbounded above 1.0. `display` is the code values the `__display__` pass leaves behind after applying exposure and its tone curve — the 0-1 range a colourist's tool and a dithered or quantized effect expect. `postprocess.add`'s `opts.space` overrides what the asset declares for one registration. The chain converts at both ends of an effect that runs on a segment in the other space, so a light-space vignette still darkens a frame graded after `__display__`, and a lookup table built from a `.cube` export always sees the code values it was authored against, wherever the chain runs it. `space` also decides which layer a registration that names none lands on: a `light` shader grades `scene`, the segment holding the scene's own light, and a `display` shader grades `all`, the picture after `__display__` with the UI on it. So `postprocess.add("glow", asset.resolve("~.shaders.bloom", "shader"))` thresholds highlights that still stand above 1.0, and a lookup table registered the same way reads the code values it was built for. `opts.layer` names one explicitly — `"all"` is what an effect that must grade the interface says. A **post-process** shader's `properties.yaml` carries a further, optional top-level key — `passes:`, the pass list the frame draws through, in order: ```yaml space: light passes: - { name: bright, entry: bright, scale: 0.5, inputs: [scene] } - { name: down1, entry: downsample, scale: 0.25, inputs: [bright] } - { name: up0, entry: upsample, scale: 0.5, inputs: [down1, bright] } - { name: composite, entry: composite, inputs: [scene, up0] } ``` Every pass's entry — `fn <entry>(in: PostInput) -> vec4<f32>` — lives in the one `shader.wgsl` the assetType recompiles on. `scale` is the fraction of the view a pass draws at; the LAST pass takes none, since it draws at the view's size and writes the chain's output. `inputs` names what a pass reads — `"scene"`, the chain's input for this effect, or the name of an EARLIER pass — and `inputs[0]` is what `zero_sample_scene(uv)` reads inside that pass's body; every input, `inputs[0]` included, is also reachable by index through `zero_pass_input(i, uv)` and `zero_pass_input_size(i)`, below. The one place the two reads of `inputs[0]` disagree: in an effect whose declared space differs from the segment it draws on, `zero_sample_scene` converts a `scene` input into that space while `zero_pass_input(0, uv)` hands back the segment's own, unconverted value. A shader declaring no `passes:` is one pass whose entry is `fragment`, and its generated WGSL is byte-identical to what it is without the key. A pass that is not the last writes a scratch target the effect owns — in the space the shader declared, view-sized times its own `scale` — allocated on the first draw and replaced whenever the size changes. `engine.params`, below, carries the drawing pass's own index, its scale, and its first input's texel size, so one shader body serves every level of a chain built this way. The worked example is the bloom: `@builtin::shaders.post.bloom` declares twelve passes — a threshold pass, five downsamples, five tent upsamples and a composite — out of four entries, since the five downsamples share one and the five upsamples share another, each level reading the one below it through `zero_pass_input` and telling itself apart by `engine.params`. Its own README walks the declaration. A declaration is refused at compile time — reported through `compileStatus()`, `postprocess.add`'s second return value, or a live effect's `status()[i].error` — for: an entry `passes:` names that `shader.wgsl` does not define; an input naming a later pass, or naming neither `scene` nor an earlier pass; a `scale` outside `(0, 1]`; a `scale` declared on the last pass; a `buffer` property (group(2) carries the pass inputs now); or a shader whose group(0) plus declared texture slots plus widest pass's inputs ask for more than the 16 FRAGMENT sampled textures one shader stage has. A **post-process** shader runs as a full-screen pass over the already-rendered frame. Its `fragment` argument and framework helpers: `PostInput`: | Field | Type | Meaning | |---|---|---| | `frag_coord` | `vec4<f32>` | framebuffer pixel coords (`@builtin(position)`) | | `uv` | `vec2<f32>` | screen UV, `(0,0)` top-left … `(1,1)` bottom-right | Framework helpers (always in scope — no include needed): | Call | Returns | Meaning | |---|---|---| | `zero_sample_scene(uv)` | `vec4<f32>` | the rendered scene colour at `uv`, converted into the space this effect declared (`zero_scene_light` is the same call, for content that reads it by that name) | | `zero_scene_depth(uv: vec2<f32>)` | `f32` | scene depth at `uv` — a screen UV here, where the surface domain's `zero::scene_depth` module takes a pixel coordinate under the same name (exact texel — an R32Float copy). Reversed: 1.0 is the near plane, 0.0 the far plane and empty sky, so a nearer surface reads GREATER and `d > 0.0` means "a surface was drawn here" | | `zero_linear_depth(d, near, far)` | `f32` | that sample as a distance in metres — the one inversion of the reversed range | | `zero_scene_motion(uv)` | `vec2<f32>` | per-pixel screen-space motion vector at `uv` | | `zero_pass_input(i, uv)` | `vec4<f32>` | the pass's declared input `i`, at `uv`. Input 0 is what `zero_sample_scene` reads | | `zero_pass_input_size(i)` | `vec2<f32>` | that input's size in texels, so one entry serves every level of a chain | Engine data uniform `engine` (a `PostEngineData`): | Field | Type | Meaning | |---|---|---| | `resolution` | `vec4<f32>` | `x`=width, `y`=height, `z`=1/width, `w`=1/height | | `time` | `vec4<f32>` | `x`=elapsed seconds, `y`=dt, `z`=frame index | | `view_proj` | `mat4x4<f32>` | this frame's view-projection | | `prev_view_proj` | `mat4x4<f32>` | last frame's view-projection (motion) | | `inv_view_proj` | `mat4x4<f32>` | inverse view-projection (world-space reconstruction) | | `params` | `vec4<f32>` | `x`=this pass's own index, `y`=the scale it draws at, `zw`=1/size of its first input — for a pass the post-process chain draws. A pass a `renderFeature` fragment pass draws carries that feature's `spec.params` here instead; a shader declaring `passes:` is always drawn by the chain, so the two never meet in one shader. | The engine fills all of it **per render target**. A registered effect runs over the live viewport's frame AND over every offscreen one — a `capture` from a world-space station or orbiting an entity, a capture of a named camera, a render-to-texture camera — and in each of those, `view_proj`, `prev_view_proj` and `inv_view_proj` are the camera THAT render was drawn from, while `resolution` is that target's own pixel size. So a pass reconstructing world space from `zero_scene_depth(uv)` reconstructs against the station and lens the capture asked for, and an offscreen frame is a picture of the effect as it stands at that station. (A render feature's passes reach an offscreen render the same way, against the same camera — the `renderFeature` assetType README carries that half, including `@frame.camera`, its own per-target camera input.) An offscreen render keeps no view history of its own, so `prev_view_proj` there holds that same matrix rather than the frame before it, and a pass taking camera motion from the two reads none. On the viewport the pair is a frame apart, so camera motion is the one reading a capture answers differently from the screen. `postProcessing = false` on a capture is the one control that takes the chain off the frame it returns; it names the camera property the ephemeral capture camera is built with, so it scopes to that one capture. What a capture opts out of is the registered effects; `__display__` still runs on it, so the exposure and tone curve that turn the scene's light into a picture are on what a capture returns. A diagnostic capture (`albedo`, `normal`, `motion_vectors`, …) bypasses `__display__` itself, since a channel like that is a reading of the scene rather than a graded picture of it. The environment-cube capture bypasses it too, and for the same reason: a probe face carries radiance into the cube array, and `__display__` would fit that radiance to a display's code values — a picture of it rather than the value the PBR indirect term multiplies into its lighting. A complete post-process effect — a vignette via `fragment()` + `properties.yaml`: `properties.yaml`: ```yaml properties: - { name: intensity, type: float, default: 0.5, min: 0, max: 1 } - { name: radius, type: float, default: 0.75, min: 0, max: 1 } - { name: softness, type: float, default: 0.45, min: 0, max: 1 } ``` `shader.wgsl`: ```wgsl // @domain: post-process fn fragment(in: PostInput) -> vec4<f32> { let color = zero_sample_scene(in.uv); let intensity = max(material.intensity, 0.01); let radius = max(material.radius, 0.01); let softness = max(material.softness, 0.01); let center = in.uv - vec2<f32>(0.5); let dist = length(center); let vignette = smoothstep(radius, radius - softness, dist); let darkened = color.rgb * mix(vec3<f32>(1.0), vec3<f32>(vignette), intensity); return vec4<f32>(darkened, color.a); } ``` The asset above **defines** the effect. It enters the frame when something registers it: ```luau postprocess.add("vignette", asset.resolve("~.shaders.vignette", "shader"), { priority = 200 }) ``` The registration names no layer, so the effect grades the layer its `space` belongs to: this vignette reads light, so it runs on `scene`, over the picture before the UI reaches it. Registering it is the one step that makes it render, so a world's chain holds exactly the passes its content asked for. Editing the shader body afterwards recompiles every effect registered from it, in place — the pass keeps its enabled state, priority, layer, tuned property values and bound textures, and draws the new pixels on the next frame. `postprocess.remove(name)` takes it back out of the chain and leaves the asset alone. Drive the named properties at runtime with `postprocess.setProperty(name, prop, value)` and bind texture properties with `postprocess.setTexture(name, prop, path)` (both keyed by the **property name**, never a slot index — see the post-process section of `man shaders` / the `postprocess.*` API). Read them back with `postprocess.describe(name)`: it carries the chain state `postprocess.status()` lists for that effect, the `properties` schema it was registered with, and the `values` each of those properties currently holds. Before the effect exists, `shaderRef:getProperties()` on the asset names the same schema, so what a pass takes is answerable either side of the registration. A **screen** shader is a standalone full-screen visual (UI background, procedural pattern). `ScreenInput` mirrors `PostInput` (`frag_coord` + `uv`); there is no scene to sample, so it has no `zero_sample_scene` helpers. Its `engine` uniform is a `ScreenEngineData`: | Field | Type | Meaning | |---|---|---| | `time` | `f32` | gameplay seconds: advances with the world at `engine.timeScale` and stands still while gameplay is paused (edit mode starts paused), so an effect slows and stops with the world | | `scroll` | `f32` | UI scroll offset | | `resolution` | `vec2<f32>` | render-target size in pixels | | `mouse` | `vec2<f32>` | mouse position | | `velocity` | `f32` | scroll velocity | ```wgsl // @domain: screen fn fragment(in: ScreenInput) -> vec4<f32> { let t = engine.time * 0.5; let col = vec3<f32>( sin(in.uv.x * 3.14159 + t) * 0.5 + 0.5, sin(in.uv.y * 3.14159 + t * 0.7) * 0.5 + 0.5, material.brightness ); return vec4<f32>(col, 1.0); } ``` ## Library includes A library module is a **`.shaderModule` asset**: it only EXPOSES functions and structs and does nothing on its own (exactly like a Unity `.cginc`). You must call what you include. Include one by its identity, the same string you would hand `asset.resolve`: | Include | Exposes | |---|---| | `@builtin::shaderModules.pbr_shading` | `struct PbrSurface { albedo, normal (world), metallic, perceptual_roughness, emissive, occlusion }`; `zero_pbr_default_surface(FragmentData) -> PbrSurface`; `zero_pbr_shade(FragmentData, PbrSurface) -> vec3<f32>` (the full forward PBR lighting) | | `@builtin::shaderModules.shadows` | `compute_directional_shadow_factor(...)`, `compute_spot_shadow_factor(...)`, `compute_point_shadow_factor(...)`, `compute_area_shadow_factor(...)`, `compute_punctual_shadow_factor(...)`, `zshadow_light_reach(...)` | | `@builtin::shaderModules.engine_bindings` | the group(0) declarations (camera, transforms, lights, shadow maps) — surface shaders get this implicitly; include it directly only for advanced raw access | | `@builtin::shaderModules.shadow_bias` | `zshadow_offset_receiver(...)`, `zshadow_directional_depth_bias(...)` and the rest of the bias math, as pure functions | | `@builtin::shaderModules.texturing` | `ztex_stochastic(...)` (tile without a visible repeat grid), `ztex_blend_normals(...)` (reoriented normal blending) | | `@builtin::shaderModules.depth` | `zero_linear_depth(depth, near, far)` — the one reading of a stored depth | | `@builtin::shaderModules.gbuffer_material` (`zero::gbuffer_material`) | `struct ZeroGbufferMaterial { base_color, metallic, perceptual_roughness }`; `zero_gbuffer_unpack_material(texel: vec4<u32>) -> ZeroGbufferMaterial`; `zero_gbuffer_material(t: texture_2d<u32>, coord: vec2<i32>) -> ZeroGbufferMaterial`, `zero_gbuffer_base_color`/`zero_gbuffer_metallic`/`zero_gbuffer_roughness(t, coord)` — the one unpacking of `@scene.material`'s `Rgba8Uint` texel into what a surface reflects | | `zero::scene_depth` | `zero_scene_depth(px: vec2<f32>)`, `zero_scene_depth_uv(uv: vec2<f32>)`, `zero_scene_depth_texel(px: vec2<i32>)`, `zero_scene_depth_size()`, `zero_scene_depth_is_sky(d: f32)`, `zero_scene_world_position(px: vec2<f32>)`, `zero_scene_world_normal(px: vec2<f32>)`, `zero_scene_depth_fade(px: vec2<f32>, world_position: vec3<f32>, fade_distance: f32)` — every `px` is a pixel coordinate in two components, so a surface fragment passes `input.frag_coord.xy`, not the `vec4<f32>` `FragmentData.frag_coord` holds. The depth already drawn UNDER a surface fragment, and the world position and geometric normal of the surface standing there. What a decal projector box, a soft particle, a forcefield or water intersection foam shades against. Surface domain; the depth belongs to the view being drawn | | `zero::scene_color` | `zero_scene_color(px: vec2<f32>)`, `zero_scene_color_uv(uv: vec2<f32>)`, `zero_scene_color_texel(px: vec2<i32>)`, `zero_scene_color_size()`, `zero_scene_color_refract(px: vec2<f32>, offset_px: vec2<f32>)`, `zero_scene_color_refract_uv(px: vec2<f32>, offset_fraction: vec2<f32>)` — every `px` is a pixel coordinate in two components, so a surface fragment passes `input.frag_coord.xy`, not the `vec4<f32>` `FragmentData.frag_coord` holds. The scene colour already composed BEHIND a surface fragment, and the displaced read that bends it. What heat haze, a refraction shockwave, a cloaking or shield warp, glass and ice shade with. Surface domain; the colour belongs to the view being drawn, and is the lit opaque scene as it stood immediately before the transparent pass — so a `blend`-queue surface reads this frame's, an opaque one reads the previous frame's, and two overlapping blended surfaces both read the same picture and do not bend each other | `asset.list("shaderModule")` enumerates the `.shaderModule` assets in this engine, builtin and world-authored alike, and each one's README says what it exposes. Those are the `@builtin::shaderModules.*` rows above; a module you write is included exactly the same way, by its own identity or by the package-relative `~.name` form. The `zero::`-named rows come from the renderer itself. Their WGSL is baked into the engine binary and registered under those names before any asset exists, so they answer an `#include` in every engine and appear in no asset index. A shader that includes one records no dependency on it: the engine reading the shader is the engine that already holds the module. Two spellings reach the same `.shaderModule`: an earlier name is kept working through the module's declared alias, so a shader written against `zero::pbr` still compiles and still pins the asset that name resolves to. Newly written shaders should use the identity — it says which asset travels with the content. Whichever punctuation an include is written with — `#include "name"`, `#include 'name'` or `#include <name>` — names the same module and records the same dependency. The engine's own scaffolding — `zero::surface`, `zero::sky`, `zero::post`, `zero::screen` — is injected by the compiler around the matching domain and is never written by hand. The surface framework puts `safe_normalize`, `mat3_from_mat4` and `apply_normal_map(FragmentData, tangent_normal)` in scope for every surface shader. ## Shader features — compile-time variants A **property** is runtime uniform data (a colour, a float, a texture): set per material, read as `material.<name>`, no recompile. A **feature** decides which code is in the program at all. Use a property when the value changes at runtime, a feature when it changes what the shader is. Declare features in `properties.yaml`, alongside the properties: ```yaml properties: - { name: base_color, type: color, default: [1, 1, 1, 1] } features: - { name: PARALLAX, default: false, description: silhouette parallax march } - { name: DETAIL, default: true, description: detail-normal overlay } ``` Guard the code each feature owns with `#ifdef`: ```wgsl fn surface(input: FragmentData) -> PbrSurface { var s = zero_pbr_default_surface(input); #ifdef PARALLAX s.normal = parallax_normal(input); // absent when PARALLAX is off #else s.normal = input.world_normal; #endif return s; } ``` `#ifdef` / `#ifndef` / `#else` / `#endif`, one per line, and they nest. The directives resolve before the WGSL reaches the compiler, so the program holds exactly the lines its feature set selected and every other line is an empty one, which keeps a compiler message on the line number the file shows. An unbalanced block is a compile error naming its line. A material is what chooses a feature set, so `features:` shapes the shaders a material draws with — the surface, sky and screen-space domains. A material names the features it wants in its `mat.yaml`: ```yaml name: worn_rock shader: "@builtin::shaders.pbr_layered" features: PARALLAX: true # on, over the shader's default DETAIL: false # off, against the shader's default ``` or through `asset.create`: ```lua asset.create("material", "worn_rock", { shader = "@builtin::shaders.pbr_layered", features = { PARALLAX = true, DETAIL = false }, }) ``` The engine compiles one program per feature set its materials ask for, named `<shader>#<features>`. Materials sharing a set share that program. A feature the shader does not declare selects nothing, so a stray name cannot make the engine compile anything, and the compile names both halves of a mismatch: a guard on a name `features:` does not declare, and a declared name no guard tests. **Permutations are the cost.** A shader with n features can express 2^n programs, each its own compile and pipeline. One shader holds at most 32 variants; a material asking for a set past that draws with the shader's default features and the engine logs which shader ran out. Read what a scene is spending: ```lua for _, s in renderer.shaderVariants() do print(s.shader, #s.variants, "of", s.budget) print(renderer.variantSource(s.base.program)) -- what it ships as for _, v in s.variants do print(v.program, renderer.variantSource(v.program)) -- what one asked for end end ``` A shader registers under every key it answers to — its identity, its guid, each alias — and each key is a row. A variant lands on the row for the key the material named, which for authored content is the guid, so take a program name from the report rather than composing one. ## Materials reference shaders A `.material` applies a shader to entities. Its `mat.yaml` references the shader by its identity string and supplies property values: ```yaml name: my_material shader: "@builtin::shaders.pbr" render: blend: alphaBlend cull: back depth_write: false floats: roughness: 0.5 colors: base_color: { r: 1.0, g: 1.0, b: 1.0, a: 1.0 } textures: base_color_texture: { ref: "default:white" } ``` `shader:` is a plain identity string, and each `colors:` entry is an `{ r, g, b, a }` map — the two forms `mat.yaml` accepts for those keys. A key's value is the rest of its line, so every value above stands alone on one. ### The render block Render behaviour that used to be material "flags" — the blend equation, alpha cutout, which faces are drawn — lives in the `render:` block and drives the pipeline, not the fragment. These are the keys that reach the pipeline from both authoring routes, and the values each one takes: | Key | Values | Sets | |-----|--------|------| | `blend` | `opaque` `transparent` `alpha` `alphaBlend` `additive` `add` `cutout` `alphaCutout` `premultiplied` `premultipliedAlpha` `multiply` | the equation the fragment composites with | | `cull` | `back` `front` `none` `off` `disabled` | which faces the rasterizer keeps | | `depth_write` | `true` `false` | whether the draw writes depth | | `depth_compare` | `less` `lessEqual` `lequal` `equal` `greater` `greaterEqual` `gequal` `always` `never` | the test a fragment's depth passes | | `topology` | `triangleList` `lineList` `lines` `line` | what consecutive vertices assemble into | `blend` is also spelled `type`, and the two name one key. Its equations, over the fragment the shader returned (`src`) and the value already in the target (`dst`): `opaque` is `src`; `transparent`, `alpha` and `alphaBlend` are `src * src.a + dst * (1 - src.a)`; `additive` and `add` are `src + dst`, the mode a glow, a light shaft or a spark card is written for; `premultiplied` and `premultipliedAlpha` are `src + dst * (1 - src.a)`, taking a source that already carries its own coverage; `multiply` is `src * dst`, which is how a soot, grime or shadow card darkens what stands behind it. `cutout` and `alphaCutout` keep the fragment or discard it on its alpha and go on writing depth. The same block is what `asset.create`'s `render` argument takes, key for key and value for value, so one material named in Luau and the same material standing on disk ask for their pipeline with the same words. `depth_write` is the one key whose value takes the shape of its route: the word `false` on a `mat.yaml` line, the boolean `false` in the Luau table. ```lua asset.create("material", "heat_plume", { shader = "@builtin::shaders.pbr", render = { blend = "alphaBlend", cull = "none", depth_write = false }, }) ``` Where a value outside a key's set is reported is what the two routes differ on. `asset.create` refuses the call on any of these keys and names the set it measured the value against. A `mat.yaml` standing on disk registers either way, each key falling back to a value of its own: `blend` to `opaque`, `cull` to `back`, `depth_write` to `true`, `depth_compare` to `less` and `topology` to `triangleList`. The engine log carries the blend fallback, naming the value and the set it was measured against, so a `mat.yaml` value is worth putting through `asset.create` once — that is where every key answers with its set. ## Registration & hot reload A `.shader` is compiled by the asset system, not by the renderer: writing `shader.wgsl` or `properties.yaml` fires the `.shader` assetType's `onChange`, which calls `shader.compile` — that reads the body + the property schema, generates the group(1) interface and (for surface) every render-mode entry point, expands `#include`s, **validates the result with naga**, and registers it. Validation happens at this compile step — the whole point of "compile". A shader with invalid WGSL (an unknown field, a type mismatch, an undefined function) **fails to compile** with the real reason — readable directly from Luau via `shaderRef:compileStatus()` (`{ status = "compiled" | "failed" | "pending", error?, pending? }`), and also in the author log and `asset.inspect`; it is **not** registered. This fires on create and on every edit, so saving a `.wgsl` recompiles with no world reload; the change is visible on the next frame. Compilation is async, so a `compileStatus()` of `"pending"` immediately after a write means check again next frame. A surface shader is also checked for the material resolve, the pass that shades each pixel of the visibility buffer through the shader's own code. That check reaches its verdict a few frames after the raster compile. Until it does, `compileStatus()` reads `"pending"` with `pending` saying so, and the shader already draws. A shader the check refuses reads `"failed"`, and `error` names the construct the resolve cannot evaluate and where it sits; its pixels resolve through the error shader until it changes. The stage the compile checks comes from one of two places: the hook the engine scaffolds entry points around (`fragment()`, or `surface()` for an engine-lit surface), or the `vs_main` / `fs_main` pair the body writes itself. The pair is a pair: a body that writes its own entry points owes both stages. A body carrying neither route — a hook whose name is a letter off, say, or half a pair — holds no stage the rasterizer can enter, so the compile **refuses it** and names both the entry point it looked for and what the body carries, in the same `compileStatus()` error every other compile failure reads back through. ### Reading a compile error against the text it is about What the compiler reads is not the file you wrote. The engine generates the group(1) material interface from `properties.yaml`, wraps the body in its domain's framework and every entry point that domain needs, expands every `#include`, and resolves every `#ifdef` — so a 100-line body reaches naga as tens of thousands of lines. **Every line number in a compile error, and every `[N]` handle index naga prints where it has no name to print, is a position in that composed module.** A fault at module scope (`no definition in scope for identifier: 'zero_scene_depth'`) reads fine without it; a fault inside a function body does not. `renderer.compiledSource(name)` returns that composed module, and `shaderRef:compiledWgsl()` returns it for a ref you already hold. Both answer for a shader that declares no features, needs no material, entity or draw, and — the case they exist for — **answer for a shader whose compile failed**, holding the text the compiler was refused over for as long as `compileStatus()` reports that failure. `renderer.compiledShaders()` lists every name they answer for. ```lua local ref = asset.resolve("myShader", "shader") local status = ref:compileStatus() if status.status == "failed" then print(status.error) -- the line, the caret, and the cause local wgsl = ref:compiledWgsl() -- the text those positions are in local line = tonumber(string.match(status.error, "wgsl:(%d+):")) print(string.split(wgsl, "\n")[line]) end ``` The composed text carries every `zero::*` module the shader included, so the signature a call was rejected against is in the same text as the rejection — which is the whole of what a "wrong argument type" error needs to be actionable. A material bound to a broken (or missing) shader renders with the **magenta error shader** — never invisibly — so a shader problem is impossible to miss on screen as well as in the log. **Fixing the shader and re-saving recovers it live**, with no engine restart: the recompile clears the failed-shader state and the object returns to normal on the next frame. ## Discovery - `asset.list("shader")` — every registered shader. - `asset.inspect("<name>")` — domain, status, source, parse errors, this README. - `shaderRef:compileStatus()` — did it compile? `{ status, error?, pending? }`, no log needed. `"pending"` with `pending` set means the material resolve check is still reaching its verdict; a resolve refusal reads as `"failed"`. - `shaderRef:compiledWgsl()` / `renderer.compiledSource("<name>")` — the WGSL the compiler received, which is what a compile error's positions index into. Answers for a failed compile too. - `renderer.compiledShaders()` — every name that call answers for. - `shaderRef:getProperties()` — the parsed `properties.yaml` schema. - `shaderRef:listMaterialsUsing()` — materials bound to this shader. ## Common pitfalls - **A compile error shows up in one of three ways at the draw.** A shader that never compiled has no pipeline, so the renderer binds the magenta placeholder. A shader that compiled once and was then edited into brokenness KEEPS the pipeline that build produced — the surface goes on drawing the last good program, pixel for pixel, and looks entirely intact while the source is broken. A geometry-pass-only shader has no magenta tell either, since it is not on a forward mesh. `shaderRef:compileStatus()` gives the status + error text (as does `asset.inspect("<name>")`), and `renderer.drawDiagnostics()` names which renderables are in which of the three states — a row carries `substituted` for the placeholder, `stale` for a program that no longer compiles, and the cause either way. - **A compile error's line numbers are lines of the composed module, not of your file.** `renderer.compiledSource("<name>")` / `shaderRef:compiledWgsl()` is that module; resolve the position against it rather than counting lines in `shader.wgsl`. The `[N]` a message prints in place of a name is a naga handle index — it moves with the size of the body and is the same value for two unrelated faults in one file, so it is neither a line number nor a way to tell two failures apart. - **Don't declare group(0) or group(1) in a surface shader.** The engine owns group(0) and generates group(1) from `properties.yaml`. Re-declaring them is the fastest way to a layout mismatch. - **`#include` does nothing by itself** — it only exposes functions; you must call them. - **Renaming a property** changes the generated uniform field; materials setting the old name silently fall back to its default. - **Compute shaders don't render** — verify output via a buffer readback or a debug pass. Author them as a `.computeShader` (its own assetType), not a `.shader` — see `man compute`. ## Related types - `.material` — the required wrapper that applies a shader to entities. - `.style` — UI cascade, not GPU shaders. ## In the Inspector Selecting a shader opens its **Shader** section: its domain and shading model (and, for a post-process shader, the space its `fragment()` reads and returns), whether it compiled (and the compiler's error when it did not), a table of its declared properties (type, default, range), its post-process passes when it has any, the bindings it declares, and openers for its source. The **Materials** section (collapsed at first) has a Find materials action that lists, as links, every material drawing with the shader; it scans every material, so it runs only when asked.
▲ 0↓ import
backing path · game/surfaces/house_plaster.material

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Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

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