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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).
13 lines
338 B
Plaintext
13 lines
338 B
Plaintext
#pragma aego abi 1
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#pragma material
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uniform vec4 Tint; // @color @default(1, 0.5, 0.25, 1)
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uniform float Speed; // @default(1)
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#pragma end
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void fragment() {
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vec4 c = texture(aego_main, aego_uv) * aego_color;
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float w = 0.5 + 0.5 * sin(aego_time * Speed + aego_local.x * 6.2831);
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aego_out = vec4(c.rgb * Tint.rgb * w, c.a);
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}
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