Protected ReadonlycollectedTexture values collected by ShaderGraphBuilder.texture.
ReadonlydomainWhich stage inputs this graph may name — fixed at construction.
ReadonlyoutputThe output slots — builder.output.color = … (RFC 0001's spelling).
A vertex attribute (§60 "vertex attributes") — R-19's four fixed streams
in a "surface" graph; in a "screen" graph only "uv", the pass's own
normalized coordinate (see ShaderAttributeName).
Internal
The binary-op factory the expression methods call.
A constant. A number is a float; an array of 2–4 numbers is the
matching vector; 9 or 16 numbers are mat3/mat4 (column-major, as
Matrix4.elements is laid out).
Internal
Lifts an operand into this builder's graph (§85 on mixing).
Snapshots the built graph — nodes in creation order, outputs resolved —
and validates it (analyzeShaderGraph, §85: a broken graph is refused
here, where the code that built it is on the stack).
Blends a toward b by t — GLSL mix.
Internal
Refuses an expression built by another builder (§85).
ProtectedpushSamples the named sampler at uv (the default uv stream when omitted)
without binding a value: a surface material binds one later with
setTexture(name, …); a "screen" graph's names resolve against the §70
pass's declared inputs ("source" plus GraphEffect.textures).
Optionaluv: ShaderOperandInternal
The swizzle factory ShaderExpression.swizzle calls.
Samples texture (§60's example spelling): registers the value under an
auto-generated sampler name (texture0, texture1, …) that
NodeMaterialBuilder.build binds on the material, and samples it
at uv — the mesh's uv stream by default. A RenderTarget.colorTexture
works here with no adapter (R-4's seam).
Optionaluv: ShaderOperand§9 render time, in seconds — never simulation time (§42/§43: nothing
downstream of a shader may become simulation input). The application
feeds it to the backend (WebglRenderer.renderTime).
Value type of an expression, validated with the graph's normal rules.
Internal
The unary-op factory the expression methods call.
A named uniform of type (§60 "uniforms"). One name has one type; the
value lives on each NodeMaterial (setUniform) or, for a screen graph,
on the §70 pass (GraphEffect.uniforms).
Opt into one padded std140 uniform upload per material draw on WebGL 2.
Shorthand for attribute("uv"), cached — the texture default.
vec2(...) — parts' components must total 2.
vec3(...) — parts' components must total 3.
vec4(...) — parts' components must total 4.
Builds a ShaderGraph node by node — the domain-agnostic base.
"surface"authors normally use NodeMaterialBuilder, which adds texture-value collection and NodeMaterialBuilder.build;"screen"authors build a §70GraphEffect's graph here: