nodes: spell shape/despill shader dispatch as if/else chains
naga's WGSL emitter rejects fall-through-capable GLSL switch blocks, so every shape and despill job failed to compile and silently fell back to the effect input - both effects were no-ops. Rewrite the type/method dispatch as if/else chains (same semantics as the C++ shaders) and cover all three shape types plus green-screen despill with GPU pixel tests. Also drop the now-stale nested-payload/merge-binding TODO notes.
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@@ -52,9 +52,12 @@ pub const LUMA_COEFFS_INPUT: &str = "luma_coeffs";
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pub struct DespillNode;
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/// Fragment shader (C++ loads the `:/shaders/despill.frag` resource in
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/// `get_shader_code`). Text copied verbatim from
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/// `engine/shaders/despill.frag`. The `luma_coeffs` uniform is not a
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/// node input — it is injected into the shader job by `value()`.
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/// `get_shader_code`). Text adapted from
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/// `engine/shaders/despill.frag`: the C++ `switch (method_in)`
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/// dispatch is spelled as if/else chains because naga's WGSL emitter
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/// rejects fall-through-capable GLSL switch blocks. The `luma_coeffs`
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/// uniform is not a node input — it is injected into the shader job by
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/// `value()`.
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const SHADER_FRAG: &str = r#"uniform sampler2D tex_in;
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uniform int color_in;
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uniform int method_in;
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@@ -75,40 +78,30 @@ void main(void) {
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float color_average = 0.0;
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if(color_in == 0) { // Green screen
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switch (method_in) {
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case AVERAGE:
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if (method_in == AVERAGE) {
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color_average = dot(tex_col.rb, vec2(0.5)); // (tex_col.r + tex_col.b) / 2.0
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tex_col.g = tex_col.g > color_average ? color_average: tex_col.g;
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break;
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case DOUBLE_RED_AVERAGE:
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} else if (method_in == DOUBLE_RED_AVERAGE) {
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color_average = dot(tex_col.rb, vec2(2.0, 1.0) / 3.0); // (2.0 * tex_col.r + tex_col.b) / 3.0
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tex_col.g = tex_col.g > color_average ? color_average : tex_col.g;
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break;
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case DOUBLE_AVERAGE:
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} else if (method_in == DOUBLE_AVERAGE) {
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color_average = dot(tex_col.br, vec2(2.0, 1.0) / 3.0); // (2.0 * tex_col.b + tex_col.r) / 3.0
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tex_col.g = tex_col.g > color_average ? color_average : tex_col.g;
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break;
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case BLUE_LIMIT:
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} else if (method_in == BLUE_LIMIT) {
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tex_col.g = tex_col.g > tex_col.b ? tex_col.b : tex_col.g;
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break;
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}
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} else { // Blue screen
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switch (method_in) {
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case AVERAGE:
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if (method_in == AVERAGE) {
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color_average = dot(tex_col.rg, vec2(0.5)); // (tex_col.r + tex_col.g) / 2.0
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tex_col.b = tex_col.b > color_average ? color_average : tex_col.b;
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break;
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case DOUBLE_RED_AVERAGE:
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} else if (method_in == DOUBLE_RED_AVERAGE) {
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color_average = dot(tex_col.rg, vec2(2.0, 1.0) / 3.0); // (2.0 * tex_col.r + tex_col.g) / 3.0
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tex_col.b = tex_col.b > color_average ? color_average : tex_col.b;
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break;
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case DOUBLE_AVERAGE:
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} else if (method_in == DOUBLE_AVERAGE) {
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color_average = dot(tex_col.gr, vec2(2.0, 1.0) / 3.0); // (2.0 * tex_col.g+ tex_col.r) / 3.0
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tex_col.b = tex_col.b > color_average ? color_average : tex_col.b;
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break;
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case BLUE_LIMIT:
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} else if (method_in == BLUE_LIMIT) {
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tex_col.b = tex_col.b > tex_col.g ? tex_col.g : tex_col.b;
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break;
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}
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}
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@@ -122,9 +122,10 @@ impl NodeBehavior for MergeNode {
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/// renderer's resolve hook executes and replaces with the result
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/// texture; the params row carries both input textures, keyed by
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/// their input ids. The C++ `MergeNode` constructor never sets an
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/// effect input, so `effect_input` is empty and the runner has no
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/// main texture to bind — binding `base_in`/`blend_in` explicitly is
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/// a renderer TODO. The "blend has fewer than 4 channels" check
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/// effect input, so `effect_input` is empty and the runner binds
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/// `base_in`/`blend_in` explicitly by name (the pass size follows the
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/// first bound texture — the base). The "blend has fewer than 4
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/// channels" check
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/// needs the texture's channel count, which the Rust texture handle
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/// does not carry, so the alpha-less blend case is only
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/// distinguishable by presence here (`// CPP-PARITY: merge.cpp`
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@@ -43,8 +43,10 @@ pub const RADIUS_INPUT: &str = "radius_in";
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pub struct ShapeNode;
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/// Fragment shader for the `"shape"` shader id (C++ loads
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/// `:/shaders/shape.frag` in `get_shader_code`). Text copied verbatim
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/// from `engine/shaders/shape.frag`.
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/// `:/shaders/shape.frag` in `get_shader_code`). Text adapted from
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/// `engine/shaders/shape.frag`: the C++ `switch (type_in)` dispatch is
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/// spelled as if/else chains because naga's WGSL emitter rejects
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/// fall-through-capable GLSL switch blocks.
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const SHADER_FRAG: &str = r#"// Input texture coordinate
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in vec2 ove_texcoord;
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out vec4 frag_color;
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@@ -88,22 +90,14 @@ void main() {
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vec4 col = vec4(0.0);
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switch (type_in) {
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case SHAPE_RECTANGLE:
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{
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if (type_in == SHAPE_RECTANGLE) {
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col = draw_rect(real_position, real_size);
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break;
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}
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case SHAPE_ELLIPSE:
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{
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} else if (type_in == SHAPE_ELLIPSE) {
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vec2 center = p+size_in*0.5;
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float radius = size_in.y*0.5;
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float aspect_ratio = size_in.x/size_in.y;
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col = draw_ellipse(center, radius, aspect_ratio);
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break;
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}
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case SHAPE_ROUNDEDRECT:
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{
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} else if (type_in == SHAPE_ROUNDEDRECT) {
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// Limit radius so it is never larger than half the shortest size
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float r = min(radius_in, min(size_in.y*0.5, size_in.x*0.5));
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vec2 real_rad = vec2(r / resolution_in.x, r / resolution_in.y);
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@@ -122,8 +116,6 @@ void main() {
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} else {
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col = draw_rect(real_position, real_size);
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}
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break;
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}
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}
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frag_color = col;
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@@ -199,9 +191,8 @@ impl NodeBehavior for ShapeNode {
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/// the params here. With a `base_in` texture connected, the C++
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/// `push_mergable_job` instead pushes a `"mrg"` alpha-over job whose
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/// `blend_in` is the shape job nested as a texture value — mirrored
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/// here as a nested payload, which the renderer cannot yet
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/// recursively resolve (TODO; `// CPP-PARITY: shapenode.cpp`
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/// `value()`, `generatorwithmerge.cpp` `push_mergable_job`).
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/// here as a nested payload, which the renderer resolves recursively
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/// (see `process_shader_job_depth`).
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fn value(
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&self,
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core: &NodeCore,
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@@ -231,10 +222,9 @@ impl NodeBehavior for ShapeNode {
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// texture and `blend_in` = the shape job nested as a texture
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// value; the merge's params are a fresh row holding exactly
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// those two keys, and the default `ShaderJob` has
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// `iterations = 1` and no iterative input. Recursively
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// resolving the nested payload is a renderer TODO
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// (`// CPP-PARITY: generatorwithmerge.cpp`
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// `push_mergable_job`).
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// `iterations = 1` and no iterative input. The renderer
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// resolves the nested payload recursively
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// (`process_shader_job_depth`).
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let mut params = crate::value::NodeValueRow::new();
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params.insert(
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super::generatorwithmerge::BASE_INPUT.to_string(),
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