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    Type Alias ShaderAttributeName

    ShaderAttributeName: "position" | "normal" | "uv" | "color"

    The four attributes a "surface" graph may read — exactly R-19's four fixed vertex locations (0 position, 1 normal, 2 uv, 3 colour). §53's remaining standard attributes (tangent, secondary uv, joints/weights, instance transform) are unnameable until the packets that add them land — the same closed-union staging, applied to the attribute set.

    In the "screen" domain only "uv" is nameable, and it means the pass's own normalized coordinate — 0..1 across the destination surface. This is a recorded deviation from RFC 0001 §5, which rejected every attribute in the screen domain: without a coordinate the domain cannot express even a copy, a full-screen pass does have a uv (the one varying its triangle already interpolates), and "the surface parameterization of the thing being shaded" is what "uv" means in both domains. "position", "normal" and "color" stay rejected there — there is no mesh.