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    Interface EmittedWgslNodeShader

    What the emitter hands the store — one WGSL module plus its binding data.

    interface EmittedWgslNodeShader {
        blockBytes: number;
        blockGroup: number | null;
        code: string;
        domain: ShaderDomain;
        sourceMap: ShaderSourceMap;
        textureGroup: number | null;
        textures: readonly string[];
        uniforms: readonly ShaderUniformReflection[];
        uniformSlots: number;
        usesTime: boolean;
        vertexStreams: readonly ShaderAttributeName[];
    }
    Index
    blockBytes: number

    Bytes of the uniform block, or 0 for a block-less screen program.

    blockGroup: number | null

    The bind group the block occupies, or null when there is none.

    code: string

    The module: both entry points (vertexMain/fragmentMain), one string.

    domain: ShaderDomain
    sourceMap: ShaderSourceMap
    textureGroup: number | null

    The bind group the texture pairs occupy, or null when there are none.

    textures: readonly string[]

    Reachable sampler names, reflection order (§33).

    uniforms: readonly ShaderUniformReflection[]

    Reachable uniforms, reflection order (§33).

    uniformSlots: number

    vec4 lanes the material uniforms occupy (after the fixed prefix).

    usesTime: boolean

    Whether any reachable node reads §9 render time.

    vertexStreams: readonly ShaderAttributeName[]

    The vertex streams a surface pipeline binds, in slot order — "position" always first, then whichever of "normal"/"uv"/"color" the graph reaches, in that fixed order. Empty for a screen program (its triangle comes from the vertex index).