Reference
Shaders
R3NE compositions are compiled to Metal at runtime. The Custom Shader node lets you drop your own Metal Shading Language (MSL) fragment into the graph and have it rebuild as you type.
Anatomy of a node shader
A custom shader is a fragment function that receives the upstream texture and any uniforms you declare. R3NE wraps your function in a full-screen pass and binds parameters to inspector controls.
Live recompile
- Edit the shader inside R3NE or in your editor of choice, files are watched.
- Compile errors surface in the inspector with line numbers; the last good pipeline keeps running so the show never goes black.
- Uniforms in your
Paramsstruct become inspector controls automatically, annotate them with// @rangecomments to set min/max.
What’s next
- Combine shaders with MCP to let a model author and tweak nodes from natural language.
- Compute kernels and multi-pass shaders, coming after 1.0.
Draft, the parameter annotation syntax is still being finalized.