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    Interface ShaderGraph

    A validated graph: nodes in insertion order (§33), plus its two outputs.

    time nodes read §9 render time, never simulation time: a graph is a rendering artefact, and §42/§43's "render interpolation never feeds back into physics state" means nothing downstream of a shader may become simulation input. Backends receive the current render time from the application (see WebglRenderer.renderTime).

    interface ShaderGraph {
        color: number;
        domain: ShaderDomain;
        nodes: readonly ShaderNode[];
        positionOffset?: number;
        uniformTransport?: "individual" | "std140";
    }
    Index
    color: number

    vec4, required. The fragment result, in the domain's colour space (§60a).

    domain: ShaderDomain
    nodes: readonly ShaderNode[]
    positionOffset?: number

    vec3 object-space displacement added to position, or undefined. "screen" graphs must omit it — a full-screen pass has no vertices to move. A displacement is not a transform: §42's authority model is untouched, nothing tells the physics world, and by decision (RFC 0001 Q4) no §85 warning is raised when a displacing material sits on a collider.

    uniformTransport?: "individual" | "std140"

    Opt-in padded std140 on WebGL; WebGPU already transports uniforms in a block.