@shaderfrog/core 0.0.2 → 0.1.1

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Files changed (56) hide show
  1. package/README.md +184 -1
  2. package/dist/ast/manipulate.js +328 -0
  3. package/dist/ast/shader-sections.js +256 -0
  4. package/dist/context.js +230 -0
  5. package/dist/engine.js +209 -0
  6. package/dist/evaluate.js +27 -0
  7. package/dist/graph-types.js +7 -0
  8. package/dist/graph.js +381 -0
  9. package/dist/graph.test.js +168 -0
  10. package/dist/nodes/code-nodes.js +18 -0
  11. package/dist/nodes/core-node.js +9 -0
  12. package/dist/nodes/data-nodes.js +123 -0
  13. package/dist/nodes/edge.js +1 -0
  14. package/dist/nodes/engine-node.js +189 -0
  15. package/dist/parsers.js +213 -0
  16. package/dist/plugins/babylon/bablyengine.js +582 -0
  17. package/dist/plugins/babylon/importers.js +64 -0
  18. package/{src/plugins/babylon/index.ts → dist/plugins/babylon/index.js} +0 -1
  19. package/dist/plugins/playcanvas/importers.js +28 -0
  20. package/dist/plugins/playcanvas/index.js +2 -0
  21. package/dist/plugins/playcanvas/playengine.js +510 -0
  22. package/dist/plugins/three/importers.js +15 -0
  23. package/{src/plugins/three/index.ts → dist/plugins/three/index.js} +0 -1
  24. package/dist/plugins/three/threngine.js +495 -0
  25. package/dist/strategy/assignemntTo.js +26 -0
  26. package/dist/strategy/declarationOf.js +23 -0
  27. package/dist/strategy/hardCode.js +23 -0
  28. package/dist/strategy/index.js +38 -0
  29. package/dist/strategy/inject.js +122 -0
  30. package/dist/strategy/namedAttribute.js +48 -0
  31. package/dist/strategy/texture2D.js +83 -0
  32. package/dist/strategy/uniform.js +190 -0
  33. package/dist/strategy/variable.js +80 -0
  34. package/dist/stratgies.test.js +164 -0
  35. package/dist/util/ast.js +9 -0
  36. package/dist/util/ensure.js +7 -0
  37. package/dist/util/id.js +2 -0
  38. package/package.json +12 -4
  39. package/src/ast/manipulate.ts +0 -392
  40. package/src/ast/shader-sections.ts +0 -323
  41. package/src/core/engine.ts +0 -214
  42. package/src/core/file.js +0 -53
  43. package/src/core/graph.ts +0 -1007
  44. package/src/core/nodes/code-nodes.ts +0 -66
  45. package/src/core/nodes/core-node.ts +0 -48
  46. package/src/core/nodes/data-nodes.ts +0 -344
  47. package/src/core/nodes/edge.ts +0 -23
  48. package/src/core/nodes/engine-node.ts +0 -266
  49. package/src/core/strategy.ts +0 -520
  50. package/src/core.test.ts +0 -312
  51. package/src/plugins/babylon/bablyengine.ts +0 -670
  52. package/src/plugins/babylon/importers.ts +0 -69
  53. package/src/plugins/three/importers.ts +0 -18
  54. package/src/plugins/three/threngine.tsx +0 -571
  55. package/src/util/ensure.ts +0 -10
  56. package/src/util/id.ts +0 -2
package/README.md CHANGED
@@ -1,3 +1,186 @@
1
1
  # Shaderfrog Core
2
2
 
3
- Experimental. Do not use this.
3
+ 🚨 This library is experimental! 🚨
4
+ 🚨 The API can change at any time! 🚨
5
+
6
+ The core graph API that powers Shaderfrog. This API, built on top of the
7
+ [@Shaderfrog/glsl-parser](https://github.com/ShaderFrog/glsl-parser), compiles
8
+ Shaderfrog graphs into an intermediate result, which you then pass off to an
9
+ _engine_ (aka a plugin), to create a running GLSL shader.
10
+
11
+ ### Graph
12
+
13
+ ```typescript
14
+ interface Graph {
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+ nodes: GraphNode[];
16
+ edges: Edge[];
17
+ }
18
+ ```
19
+
20
+ The Shaderfrog _graph_ is a list of nodes and edges. It represents all of the
21
+ GLSL code and configurations in your material. Conceptually, a graph is similar
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+ to a dependency graph for source code, where edges represent relationships
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+ (including dependencies) between nodes.
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+
25
+ Each _node_ in the graph is some type of GLSL (raw source code) and configuration.
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+ Some graph node GLSL is hard coded, as in written by you, like in a
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+ `SourceNode`. Some source code is generated at runtime by an engine, and
28
+ injected into a node right before the graph is compiled.
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+
30
+ Each _edge_ in the graph represents a dependency between two nodes. Edges have
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+ different types and meanings, based on which inputs and outputs they're
32
+ connected to.
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+
34
+ The main API function for working with graphs are `compileGraph` and
35
+ `computeGraphContext`:
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+
37
+ ```typescript
38
+ type compileGraph = (
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+ engineContext: EngineContext,
40
+ engine: Engine,
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+ graph: Graph
42
+ ): CompileGraphResult
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+
44
+ type computeGraphContext = async (
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+ engineContext: EngineContext,
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+ engine: Engine,
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+ graph: Graph
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+ ): void
49
+ ```
50
+
51
+ A graph's _context_, more specifically a node's context, is the runtime /
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+ in-memory computed data associated with a graph node. It includes the parsed AST
53
+ representation of the node, as well as the inputs found in that AST.
54
+
55
+ ### Parsers
56
+
57
+ A graph is a vanilla Javscript object. To convert it to context, there's one
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+ "parser" per node type in the graph, defined in the engine configuration. A
59
+ parser is an object with this interface:
60
+
61
+ ```typescript
62
+ type NodeParser = {
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+ // cacheKey?: (graph: Graph, node: GraphNode, sibling?: GraphNode) => string;
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+ // Callback hook to manipulate the node right before it's compiled by the
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+ // graph. Engines use this to dynamically generate node source code.
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+ onBeforeCompile?: OnBeforeCompile;
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+ // Callback hook to manipulate the parsed AST. Example use is to convert
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+ // standalone GLSL programs into code that can be used in the graph, like
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+ // turning `void main() { out = color; }` into `vec4 main() { return color; }`
70
+ manipulateAst?: ManipulateAst;
71
+ // Find the inputs for this node type. Done dynamically because it's based on
72
+ // the source code of the node.
73
+ findInputs?: FindInputs;
74
+ // Create the filler AST offered up to nodes that import this node.
75
+ produceFiller?: ProduceNodeFiller;
76
+ };
77
+ ```
78
+
79
+ ### Engine
80
+
81
+ Shaderfrog is a GLSL editor. It's not a Three.js editor, nor a Babylon.js
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+ editor, etc. The output of Shaderfrog is raw GLSL and metadata.
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+
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+ To use shaders in your _engine_, like Three.js, or even your own home grown
85
+ engine, you implement your engine as a _plugin_ to Shaderfrog. An engine
86
+ definition is verbose and likely to change:
87
+
88
+ ```typescript
89
+ export interface Engine {
90
+ // The name of your engine, like "three"
91
+ name: string;
92
+ // Which GLSL variables are defined in your engine's materials
93
+ preserve: Set<string>;
94
+ // Rules for how to merge source code from different nodes together
95
+ mergeOptions: MergeOptions;
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+ // Parsers for your engine node types. These are combined with the
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+ // core engine parsers
98
+ parsers: Record<string, NodeParser>;
99
+ // Functions to import graphs/code from other engines into your own
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+ importers: EngineImporters;
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+ // How to evaluate a node, like turning a node of { type: 'vec3' } into a
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+ // THREE.Vector3
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+ evaluateNode: (node: DataNode) => any;
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+ // How to create specific nodes in your engine
105
+ constructors: {
106
+ [EngineNodeType]: NodeConstructor;
107
+ };
108
+ }
109
+ ```
110
+
111
+ ### Inputs, Holes and Fillers
112
+
113
+ Shaderfrog works by searching each node's AST for certain patterns, like
114
+ `uniform` variables, and creating an interface where you can replace each
115
+ `uniform` variable with the output of another node.
116
+
117
+ Each fillable part of the AST is called a __hole__. Holes are found by executing
118
+ user defined _strategies_ against an AST. With a program such as:
119
+
120
+ ```glsl
121
+ uniform vec2 uv;
122
+ void main() {
123
+ vec2 someVar = uv * 2.0;
124
+ }
125
+ ```
126
+
127
+ If you apply the `uniform` strategy to this code, it will mark the AST nodes
128
+ relevant to the uniform as _holes_:
129
+
130
+ ```glsl
131
+ uniform vec2 [uv];
132
+ void main() {
133
+ vec2 someVar = [uv] * 2.0;
134
+ }
135
+ ```
136
+
137
+ And it adds a new _input_ to your node, named `uv` in this case.
138
+
139
+ When you plug in the output of another node into this input, it _"fills in"_ the
140
+ hole with the _filler_ output of another node. A _filler_ is an AST node. For
141
+ example, if you have another node like:
142
+
143
+ ```glsl
144
+ vec2 myFn() {
145
+ return vec2(1.0, 1.0);
146
+ }
147
+ ```
148
+
149
+ And you plug in the `myFn` output into the `uv` input, the hole is _filled_,
150
+ resulting in:
151
+
152
+ ```glsl
153
+ vec2 myFn() {
154
+ return vec2(1.0, 1.0);
155
+ }
156
+
157
+ void main() {
158
+ vec2 someVar = myFn() * 2.0;
159
+ }
160
+ ```
161
+
162
+ Note that this is not a simple find and replace. Not only was the `uv` variable
163
+ replaced, but the declaration line `uniform vec2 uv;` was removed, and `myFn`
164
+ was inlined into the final program.
165
+
166
+ Hole filling always produces a new AST, or more accurately, a new
167
+ `ShaderSections`, which is the intermediary representation of the compilation
168
+ process.
169
+
170
+ ### Static Monkeypatching
171
+
172
+ This whole process allows Shaderfrog to monkeypatch engine shaders. When
173
+ modifying an engine shader, the process is:
174
+
175
+ - Shaderfrog creates a `BABYLON.PBRMaterial` or `Three.MeshPhysicalMaterial` (or
176
+ whatever built in material type you want)
177
+ - Shaderfrog reads the engine material's generated GLSL, and then modifies it to
178
+ add new effects by injecting new GLSL
179
+ - Shaderfrog dumps the new compiled GLSL back into the `BABYLON.PBRMaterial` or
180
+ `Three.MeshPhysicalMaterial`, and updates the material to add a new uniforms.
181
+
182
+ Injecting new GLSL into an engine shader is essentially _monkeypatching_ it:
183
+ your code is modifying an external library's code. I call this _static
184
+ monkeypatching_ because compiles new source code. This is opposed to traditional
185
+ monkeypatching in languages like Ruby, where you modify external modules by
186
+ changing them at runtime.
@@ -0,0 +1,328 @@
1
+ var __read = (this && this.__read) || function (o, n) {
2
+ var m = typeof Symbol === "function" && o[Symbol.iterator];
3
+ if (!m) return o;
4
+ var i = m.call(o), r, ar = [], e;
5
+ try {
6
+ while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);
7
+ }
8
+ catch (error) { e = { error: error }; }
9
+ finally {
10
+ try {
11
+ if (r && !r.done && (m = i["return"])) m.call(i);
12
+ }
13
+ finally { if (e) throw e.error; }
14
+ }
15
+ return ar;
16
+ };
17
+ var __spreadArray = (this && this.__spreadArray) || function (to, from, pack) {
18
+ if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {
19
+ if (ar || !(i in from)) {
20
+ if (!ar) ar = Array.prototype.slice.call(from, 0, i);
21
+ ar[i] = from[i];
22
+ }
23
+ }
24
+ return to.concat(ar || Array.prototype.slice.call(from));
25
+ };
26
+ /**
27
+ * Utility functions to work with ASTs
28
+ */
29
+ import { parser, generate } from '@shaderfrog/glsl-parser';
30
+ import { visit, } from '@shaderfrog/glsl-parser/ast';
31
+ var log = function () {
32
+ var _a;
33
+ var args = [];
34
+ for (var _i = 0; _i < arguments.length; _i++) {
35
+ args[_i] = arguments[_i];
36
+ }
37
+ return (_a = console.log).call.apply(_a, __spreadArray([console, '\x1b[31m(core.manipulate)\x1b[0m'], __read(args), false));
38
+ };
39
+ export var findVec4Constructor = function (ast) {
40
+ var parent;
41
+ var visitors = {
42
+ function_call: {
43
+ enter: function (path) {
44
+ var _a, _b;
45
+ if (((_a = path.node.identifier) === null || _a === void 0 ? void 0 : _a.specifier).token === 'vec4') {
46
+ parent = (_b = path.findParent(function (p) { return 'right' in p.node; })) === null || _b === void 0 ? void 0 : _b.node;
47
+ path.skip();
48
+ }
49
+ },
50
+ },
51
+ };
52
+ visit(ast, visitors);
53
+ return parent;
54
+ };
55
+ export var findAssignmentTo = function (ast, assignTo) {
56
+ var assign;
57
+ var visitors = {
58
+ expression_statement: {
59
+ enter: function (path) {
60
+ var _a, _b;
61
+ if (((_b = (_a = path.node.expression) === null || _a === void 0 ? void 0 : _a.left) === null || _b === void 0 ? void 0 : _b.identifier) === assignTo) {
62
+ assign = path.node;
63
+ }
64
+ path.skip();
65
+ },
66
+ },
67
+ };
68
+ visit(ast, visitors);
69
+ return assign;
70
+ };
71
+ export var findDeclarationOf = function (ast, declarationOf) {
72
+ var declaration;
73
+ var visitors = {
74
+ declaration_statement: {
75
+ enter: function (path) {
76
+ var _a, _b;
77
+ var foundDecl = (_b = (_a = path.node.declaration) === null || _a === void 0 ? void 0 : _a.declarations) === null || _b === void 0 ? void 0 : _b.find(function (decl) { var _a; return ((_a = decl === null || decl === void 0 ? void 0 : decl.identifier) === null || _a === void 0 ? void 0 : _a.identifier) === declarationOf; });
78
+ if (foundDecl) {
79
+ declaration = foundDecl;
80
+ }
81
+ path.skip();
82
+ },
83
+ },
84
+ };
85
+ visit(ast, visitors);
86
+ return declaration;
87
+ };
88
+ export var from2To3 = function (ast, stage) {
89
+ var glOut = 'fragmentColor';
90
+ // TODO: add this back in when there's only one after the merge
91
+ // ast.program.unshift({
92
+ // type: 'preprocessor',
93
+ // line: '#version 300 es',
94
+ // _: '\n',
95
+ // });
96
+ if (stage === 'fragment') {
97
+ ast.program.unshift(makeStatement("out vec4 ".concat(glOut)));
98
+ }
99
+ visit(ast, {
100
+ function_call: {
101
+ enter: function (path) {
102
+ var identifier = path.node.identifier;
103
+ if (identifier.type === 'identifier' &&
104
+ identifier.identifier === 'texture2D') {
105
+ identifier.identifier = 'texture';
106
+ }
107
+ },
108
+ },
109
+ identifier: {
110
+ enter: function (path) {
111
+ if (path.node.identifier === 'gl_FragColor') {
112
+ path.node.identifier = glOut;
113
+ }
114
+ },
115
+ },
116
+ keyword: {
117
+ enter: function (path) {
118
+ if ((path.node.token === 'attribute' || path.node.token === 'varying') &&
119
+ path.findParent(function (path) { return path.node.type === 'declaration_statement'; })) {
120
+ path.node.token =
121
+ stage === 'vertex' && path.node.token === 'varying' ? 'out' : 'in';
122
+ }
123
+ },
124
+ },
125
+ });
126
+ };
127
+ export var outDeclaration = function (name) { return ({
128
+ type: 'declaration_statement',
129
+ declaration: {
130
+ type: 'declarator_list',
131
+ specified_type: {
132
+ type: 'fully_specified_type',
133
+ qualifiers: [{ type: 'keyword', token: 'out', whitespace: ' ' }],
134
+ specifier: {
135
+ type: 'type_specifier',
136
+ specifier: { type: 'keyword', token: 'vec4', whitespace: ' ' },
137
+ quantifier: null,
138
+ },
139
+ },
140
+ declarations: [
141
+ {
142
+ type: 'declaration',
143
+ identifier: {
144
+ type: 'identifier',
145
+ identifier: name,
146
+ whitespace: undefined,
147
+ },
148
+ quantifier: null,
149
+ operator: undefined,
150
+ initializer: undefined,
151
+ },
152
+ ],
153
+ commas: [],
154
+ },
155
+ semi: { type: 'literal', literal: ';', whitespace: '\n ' },
156
+ }); };
157
+ export var makeStatement = function (stmt) {
158
+ // log(`Parsing "${stmt}"`);
159
+ var ast;
160
+ try {
161
+ ast = parser.parse("".concat(stmt, ";\n"), { quiet: true });
162
+ }
163
+ catch (error) {
164
+ console.error({ stmt: stmt, error: error });
165
+ throw new Error("Error parsing stmt \"".concat(stmt, "\": ").concat(error === null || error === void 0 ? void 0 : error.message));
166
+ }
167
+ // log(util.inspect(ast, false, null, true));
168
+ return ast.program[0];
169
+ };
170
+ export var makeFnStatement = function (fnStmt) {
171
+ var ast;
172
+ try {
173
+ ast = parser.parse("\n void main() {\n ".concat(fnStmt, ";\n }"), { quiet: true });
174
+ }
175
+ catch (error) {
176
+ console.error({ fnStmt: fnStmt, error: error });
177
+ throw new Error("Error parsing fnStmt \"".concat(fnStmt, "\": ").concat(error === null || error === void 0 ? void 0 : error.message));
178
+ }
179
+ // log(util.inspect(ast, false, null, true));
180
+ return ast.program[0].body.statements[0];
181
+ };
182
+ export var makeExpression = function (expr) {
183
+ var ast;
184
+ try {
185
+ ast = parser.parse("void main() {\n a = ".concat(expr, ";\n }"), { quiet: true });
186
+ }
187
+ catch (error) {
188
+ console.error({ expr: expr, error: error });
189
+ throw new Error("Error parsing expr \"".concat(expr, "\": ").concat(error === null || error === void 0 ? void 0 : error.message));
190
+ }
191
+ return ast.program[0].body
192
+ .statements[0].expression.right;
193
+ };
194
+ export var makeExpressionWithScopes = function (expr) {
195
+ var ast;
196
+ try {
197
+ ast = parser.parse("void main() {\n ".concat(expr, ";\n }"), { quiet: true });
198
+ }
199
+ catch (error) {
200
+ console.error({ expr: expr, error: error });
201
+ throw new Error("Error parsing expr \"".concat(expr, "\": ").concat(error === null || error === void 0 ? void 0 : error.message));
202
+ }
203
+ // log(util.inspect(ast, false, null, true));
204
+ return {
205
+ scope: ast.scopes[1],
206
+ expression: ast.program[0].body
207
+ .statements[0].expression,
208
+ };
209
+ };
210
+ export var makeFnBodyStatementWithScopes = function (body) {
211
+ var ast;
212
+ try {
213
+ ast = parser.parse("void main() {\n".concat(body, "\n }"), { quiet: true });
214
+ }
215
+ catch (error) {
216
+ console.error({ body: body, error: error });
217
+ throw new Error("Error parsing body \"".concat(body, "\": ").concat(error === null || error === void 0 ? void 0 : error.message));
218
+ }
219
+ // log(util.inspect(ast, false, null, true));
220
+ return {
221
+ scope: ast.scopes[1],
222
+ statements: ast.program[0].body.statements,
223
+ };
224
+ };
225
+ export var findFn = function (ast, name) {
226
+ return ast.program.find(function (stmt) {
227
+ return stmt.type === 'function' && stmt.prototype.header.name.identifier === name;
228
+ });
229
+ };
230
+ export var returnGlPosition = function (fnName, ast) {
231
+ return convertVertexMain(fnName, ast, 'vec4', function (assign) { return assign.expression.right; });
232
+ };
233
+ export var returnGlPositionHardCoded = function (fnName, ast, returnType, hardCodedReturn) {
234
+ return convertVertexMain(fnName, ast, returnType, function () {
235
+ return makeExpression(hardCodedReturn);
236
+ });
237
+ };
238
+ export var returnGlPositionVec3Right = function (fnName, ast) {
239
+ return convertVertexMain(fnName, ast, 'vec3', function (assign) {
240
+ var found;
241
+ visit(assign, {
242
+ function_call: {
243
+ enter: function (path) {
244
+ var _a, _b, _c, _d, _e;
245
+ log('returnGlPositionVec3Right', path.node);
246
+ var node = path.node;
247
+ if (((_b = (_a = node === null || node === void 0 ? void 0 : node.identifier) === null || _a === void 0 ? void 0 : _a.specifier) === null || _b === void 0 ? void 0 : _b.token) === 'vec4' &&
248
+ ((_e = (_d = (_c = node === null || node === void 0 ? void 0 : node.args) === null || _c === void 0 ? void 0 : _c[2]) === null || _d === void 0 ? void 0 : _d.token) === null || _e === void 0 ? void 0 : _e.includes('1.'))) {
249
+ found = node.args[0];
250
+ }
251
+ },
252
+ },
253
+ });
254
+ if (!found) {
255
+ console.error(generate(ast));
256
+ throw new Error('Could not find position assignment to convert to return!');
257
+ }
258
+ return found;
259
+ });
260
+ };
261
+ var convertVertexMain = function (fnName, ast, returnType, generateRight) {
262
+ var mainReturnVar = "frogOut";
263
+ var main = findFn(ast, fnName);
264
+ if (!main) {
265
+ throw new Error("No ".concat(fnName, " fn found!"));
266
+ }
267
+ // Convert the main function to one that returns
268
+ main.prototype.header.returnType.specifier.specifier.token =
269
+ returnType;
270
+ // Find the gl_position assignment line
271
+ var assign = main.body.statements.find(function (stmt) {
272
+ var _a;
273
+ return stmt.type === 'expression_statement' &&
274
+ ((_a = stmt.expression.left) === null || _a === void 0 ? void 0 : _a.identifier) === 'gl_Position';
275
+ });
276
+ if (!assign) {
277
+ throw new Error("No gl position assign found in main fn!");
278
+ }
279
+ var rtnStmt = makeFnStatement("".concat(returnType, " ").concat(mainReturnVar, " = 1.0"));
280
+ rtnStmt.declaration.declarations[0].initializer =
281
+ generateRight(assign);
282
+ main.body.statements.splice(main.body.statements.indexOf(assign), 1, rtnStmt);
283
+ main.body.statements.push(makeFnStatement("return ".concat(mainReturnVar)));
284
+ };
285
+ export var convert300MainToReturn = function (suffix, ast) {
286
+ var mainReturnVar = "frogOut_".concat(suffix);
287
+ // Find the output variable, as in "pc_fragColor" from "out highp vec4 pc_fragColor;"
288
+ var outName;
289
+ ast.program.find(function (line, index) {
290
+ var _a, _b;
291
+ var declaration = line === null || line === void 0 ? void 0 : line.declaration;
292
+ if (
293
+ // line.type === 'declaration_statement' &&
294
+ ((_b = (_a = declaration === null || declaration === void 0 ? void 0 : declaration.specified_type) === null || _a === void 0 ? void 0 : _a.qualifiers) === null || _b === void 0 ? void 0 : _b.find(function (n) { return n.token === 'out'; })) &&
295
+ declaration.specified_type.specifier.specifier.token ===
296
+ 'vec4') {
297
+ // Remove the out declaration
298
+ ast.program.splice(index, 1);
299
+ outName = declaration.declarations[0].identifier.identifier;
300
+ return true;
301
+ }
302
+ });
303
+ if (!outName) {
304
+ console.error(generate(ast));
305
+ throw new Error('No "out vec4" line found in the fragment shader');
306
+ }
307
+ ast.program.unshift(makeStatement("vec4 ".concat(mainReturnVar)));
308
+ visit(ast, {
309
+ identifier: {
310
+ enter: function (path) {
311
+ if (path.node.identifier === outName) {
312
+ path.node.identifier = mainReturnVar;
313
+ // @ts-ignore
314
+ path.node.doNotDescope = true; // hack because this var is in the scope which gets renamed later
315
+ }
316
+ },
317
+ },
318
+ function: {
319
+ enter: function (path) {
320
+ if (path.node.prototype.header.name.identifier === 'main') {
321
+ path.node.prototype.header.returnType.specifier
322
+ .specifier.token = 'vec4';
323
+ path.node.body.statements.push(makeFnStatement("return ".concat(mainReturnVar)));
324
+ }
325
+ },
326
+ },
327
+ });
328
+ };