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Stage 12a1: shader ABI, shader import and material runtime (D367, D368, D380, D381, D393)
Shader ABI 1: ub0 frame (16 B), ub1 view (112 B), ub2 material, ub3 mesh
draw; tex0 main, tex1 reserved, tex2-tex7 user; @instance lanes in
vertex slot 1 at locations 4-7, 64 bytes a sprite. The engine sprite,
sprite3d, debug and mesh shaders move to it, and engine includes
sprite, color, noise and lighting ship under engine/res/shaders/include.

.aeshader files import into an AESH artifact with every variant in both
GLSL dialects and a line map; errors are SHD001-SHD009 mapped back to the
source file and line, also for driver compile logs. A failed reimport
keeps the last good shader. .aemat materials (MAT001-MAT004) reference a
shader and textures and are reimported when their shader changes. The
material cache in render/material binds a material with no allocations,
retires replaced shaders, moves materials to a reimported shader in
place (D393) and re-uploads every material after a WebGL context
restore. make ci requires glslangValidator (D367).

web-bench, baseline retaken on nodea in both GPU modes, the same numbers
in swiftshader and hardware, Chromium and Firefox:
- the frame UBO is uploaded once a frame: buffer uploads 2 -> 3 a frame;
- the view UBO is 112 bytes instead of 64: buffer KB 0.372 -> 0.434
  a frame (+16 B frame, +48 B view);
- fewer SetUniformBuffer calls a batch: the sprite pass no longer binds
  the view per batch, frame and view are bound once per view; the GL
  state cache already deduped that bind, so WebGL calls go 50.49 ->
  52.49 a frame with the two new frame-UBO calls, draws 3.31 unchanged;
- buffer KB from lanes is unchanged: the demo has no @instance material.
Frame time and Go bytes in the engine frame (357 -> 342) do not regress.

wasm size, gzip: playground 6.46 -> 6.50 MB, try 6.98 -> 7.01 MB, web
runtime 6.05 -> 6.07 MB (total 27.27 -> 27.46, 29.54 -> 29.67,
25.56 -> 25.65 MB).
2026-10-28 01:23:11 +03:00

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#pragma aego abi 1
#pragma variant A B C
#pragma variants A, A+B, C
#include "engine/sprite.glsl"
void fragment() {
vec4 c = aego_sample();
#if A
c.r = 1.0;
#endif
#if B
c.g = 1.0;
#endif
#if C
c.b = 1.0;
#endif
aego_out = c;
}