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    Class NodeMaterial

    §57's node material: a frozen ShaderGraph plus this material's own uniform values and texture bindings.

    const builder = new NodeMaterialBuilder();
    const uv = builder.attribute("uv");
    builder.output.color = builder.vec4(uv.swizzle("x"), 0.2, 0.8, 1);
    const material = builder.build();

    The graph is immutable — frozen at construction. Changing shading means building a new graph and a new material; that is what makes a backend's program cache a pure function of the graph (RFC 0001 §2). Uniform values and textures are the mutable half, and — like the rest of §57's render state — writing them does not bump Material.version: a backend reads them per draw and caches nothing against them.

    Rendering it requires the backend's node pipeline to be registered (registerNodeMaterialPipeline() on WebGL 2); an unregistered node material is skipped with a one-time §85 warning, never drawn flat — a graph the author wrote is a specific picture, and drawing an unrelated one would be R-6's "a JSON value must not become a different picture" in the material domain.

    Hierarchy (View Summary)

    Index
    • Validates graph (§85, at setup — the one place a bad graph may throw; a backend never validates inside a frame, §61), freezes it, and seeds every reflected uniform with zeroes — GL's own initial value, so an unset uniform means the same thing on every backend — and every reflected sampler with null.

      Parameters

      Returns NodeMaterial

      RangeError when the graph breaks §60's IR rules, when an option names a uniform or texture the graph does not reach, or when a uniform value's shape does not match its declared type.

    colorWrite: boolean

    Whether fragments write colour at all (§57); true by default. false draws the material into the depth buffer only — a depth-prepass or an occluder, visible to the depth test and to nothing else.

    depthTest: boolean

    Whether fragments are tested against the depth buffer (§57); true by default, which is the fixed state the backend sets at initialization.

    false draws the material over everything already in the buffer, whatever its depth — the "always front" overlay case §49's depthMode will generalise.

    depthWrite: boolean

    Whether fragments write depth (§57); true by default.

    The usual setting for a transparent surface is depthWrite: false with depthTest: true: it is occluded by opaque geometry in front of it but does not occlude the transparent surfaces drawn after it, which is what keeps a stack of blended quads from punching holes in each other.

    The graph, frozen at construction — see the class documentation.

    id: string

    Stable identity (§57 inherits §83's resource model), assigned at construction from the family-wide monotonic counter and prefixed by the subclass — material-7, lit-material-8, sprite-material-9. Unique within a process, ascending in construction order, never reused.

    kind: "node" = ...

    Pipeline discriminant (§57, §64): the render list maps it to "node".

    reflection: ShaderReflection

    What the compiled graph binds (§60 "reflection metadata"), derived once at construction from the graph alone — uniform names and types, sampler names, and the attributes read, all in first-appearance node order (§33).

    stencil: StencilState | undefined

    §57's optional stencil state (§67); undefined by default, which leaves the stencil test disabled — GL's initial state, and the state every frame this engine drew before R-7 ran in.

    material.stencil = new StencilState({ func: "equal", ref: 1, writeMask: 0 });
    

    A plain property, like the four booleans above and unlike Material.opacity, and the F14 rule is satisfied a different way: every field of a StencilState is validated by the class itself, on construction and on every later write, and the class is nominal — its fields are private, so an object literal is not assignable to it. A caller therefore cannot reach the backend with an unchecked comparison name without going through a validating constructor, and this property has nothing left to check.

    That is also what keeps it free. The import above is type-only, so a bundle whose scenes never mask does not carry StencilState — masking costs bytes only where it is used, which a validating accessor here would have made impossible (measured 2026-08-11 over four example bundles: 0.62 kB gzip each, which is 42% of what the whole packet costs them).

    Like the rest of §57's render state, assigning does not bump Material.version: a backend re-reads it per draw and caches none of it. Mutating the StencilState in place is therefore live too, with no announcement needed — and two materials may share one record, which is how the two passes of one mask stay in step.

    A backend that cannot allocate a stencil buffer honours this by drawing without the mask, never by failing the frame (§61) — see @fourjs/render-webgl's RendererOptions.stencil.

    transparent: boolean

    Whether this material's fragments are blended with the colour buffer (§57, §66); false by default.

    Two consequences, both stated because a flag that quietly did one of them would be the defect this replaced:

    1. the backend enables blending for the draw and applies Material.blendMode. With false — the default — blending stays off and the material's alpha is written to the buffer unblended, which is exactly what every scene authored before this flag existed did;
    2. §66's sort key 2 places transparent items after opaque ones inside their render layer, so a blended surface composites over what it overlaps instead of racing it in scene order.

    Transparency is a property of the material, not of its alpha: an alpha of 0.5 on an opaque material is a deliberate way to write a half-alpha pixel into the framebuffer (for compositing the canvas with the page), and inferring transparent from it would take that away and make an animated alpha change the sort order mid-frame.

    • get blendMode(): BlendMode

      How blended fragments combine with the buffer (§57, §66); "normal" — the straight-alpha blend — by default. Read only while Material.transparent is true, except on pipelines that blend by construction (sprites, particles), where it always applies.

      A value outside BlendMode is rejected on assignment as well as at construction (F14, 2026-08-07): the type is gone at runtime, and a backend that meets an unknown mode can only guess. Assigning does not bump Material.version.

      Returns BlendMode

    • set blendMode(value: BlendMode): void

      Parameters

      Returns void

    • get opacity(): number

      Uniform transparency multiplier over the material's own alpha (§57), nominally in 0…1 and 1 by default.

      The alpha a backend uploads is color[3] × opacity (tint[3] × opacity for a sprite), so the two compose rather than compete: a shared material's authored alpha stays where the artist put it and opacity is the knob an animation or a fade-out drives. At the default 1 the product is the authored alpha unchanged, bit for bit.

      Like the colour components, values outside 0…1 pass through rather than clamp (the WP-3.3 decision UnlitMaterial records); non-finite values are rejected (§85) — on every assignment, not only at construction (F14, 2026-08-07; see the module header). A rejected write leaves the previous opacity in place, exactly as a rejected setColor leaves the previous colour. Assigning does not bump Material.version: render state is read per draw, never cached.

      Opacity alone does not make a material blend — set Material.transparent too, or the alpha is written into the colour buffer without being blended against it.

      Returns number

    • set opacity(value: number): void

      Parameters

      • value: number

      Returns void

    • get version(): number

      Counter incremented on every announced mutation. Backends cache uniform uploads and texture bindings against it; treat it as opaque and compare for inequality, exactly like Transform.version. Monotonic, never wraps in a realistic session.

      It tracks colour and resource edits, not render state — see the module header for why the six §57 fields do not bump it.

      Returns number

    • Releases this material (§83). Idempotent.

      There is nothing GPU-side to free from here — the backend owns the pipeline and uniform buffers built from this material and drops them when it sees the material disposed — so this marks Material.disposed and bumps the version, which is what invalidates those backend caches. Colour arrays and texture references are kept: clearing them would turn a use-after-dispose bug into a silently black frame instead of a diagnosable one (§83's "disposed resources still in use" warning).

      It does remove this material from the process-wide §83 live-instance total (liveMaterialCount), exactly once: the idempotence guard above is what makes a double dispose() subtract once rather than twice.

      Returns void

    • The stored value of uniform name — the backend's per-draw read. A live view of this material's storage: treat it as read-only and do not retain it. Throws on a name the graph does not reach (§85).

      Parameters

      • name: string

      Returns Float32Array

    • Announces a mutation the material could not see — a direct write into a colour array. Bumps the version by one. Calling it after a setter that already bumped is harmless, only wasteful.

      Returns void

    • Binds texture name, or unbinds it with null (§60 "textures and samplers"; §85-validated name). A RenderTarget.colorTexture is a valid value — R-4's seam, so a graph can sample an off-screen pass with no adapter. A draw whose graph samples a name still bound to null (or to a disposed texture) is skipped, never drawn with undefined content.

      Parameters

      Returns this

    • Writes uniform name — validated against the graph's reflection (§85): the name must be a reachable uniform node's, the value's component count must match its declared type, and every component must be finite. A scalar is accepted for a float uniform. The value is copied; later mutation of a passed array is not observed.

      Does not bump Material.version — uniform values are per-draw state a backend re-reads, exactly like the §57 render-state fields.

      Parameters

      • name: string
      • value: number | readonly number[]

      Returns this