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V3: Keyframeable Gradient Map ramp - #195

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Oct 1, 2026
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Roadmap 6.6 item 2: keyframeable Gradient Map stops. It's stacked on #194 (SVG shapes).

What you get

  • Ramp keyframes. The diamond next to "Dark to light" keys the whole ramp. The timeline shows a Ramp row (pink, like colour params) with keyframes, easing and enable/disable.
  • Editing while animated works like other params.
    • With Auto-Key on, changing the preset or moving a stop at the playhead creates or updates a keyframe.
    • With Auto-Key off, the edit only previews until you click the diamond.
  • How it blends between two ramps:
    • Pairing: stops pair up in order. With the same number of stops, they glide in position and colour.
    • Different stop counts: the ramp with fewer stops first gets extra stops that don't change how it looks, so nothing jumps at a keyframe and changing between presets is a clean crossfade.
    • Easing: each keyframe keeps its easing, and Step holds the first ramp.
  • Cost. The 256-entry colour table is rewritten in place, and only when the evaluated ramp actually changes. Projects without ramp tracks are unchanged.
  • Same everywhere. The editor, PNG/video export, shader export and the React runtime all evaluate the same. Tracks survive history, duplication and save/reopen. The runtime package ships a changeset.

Tests

  • gradient-map-keyframes.mjs, 211 cases:
    • exact endpoints, and identical editor/runtime interpolation over 49 ramp pairs × 100 steps;
    • no 1% step jumping more than 12/255, stops staying in order, crossfades, easing;
    • the Auto-Key and keyframe paths, history, duplication, save/reopen, shader export;
    • in-place colour-table rewrites only on change, and pixel-exact GPU frames against static renders of the blended ramp;
    • runtime pixel parity at two times.
  • Negative controls fail as expected: interpolation disabled, colour-table upload skipped, naive stop pairing.
  • gradient-map-keyframes-ui.mjs drives the real editor: keyframe button, Auto-Key, preview without Auto-Key, the timeline lane, undo and .lab save/reopen. It passed 3 of 4 runs; the other failed on a page error that wasn't captured and couldn't be reproduced.
  • The full bun run test:composition suite passes on this commit (SwiftShader).

Manual test: tests/composition/GRADIENT-MAP-KEYFRAMES-MANUAL-QA.md.

Notes

  • Colours blend in sRGB, the same space the ramp and colour tracks already use. Complementary colours go a little dull mid-blend; blending in OKLab is a possible follow-up.
  • An older runtime reading a new export snaps between ramps at the midpoint instead of blending. It doesn't break.
  • Not done: ramp swatches on the timeline lane, and the same keyframing for the Lumen Print and Connected Dots palettes.

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RetriggerConfidence Score: 3/5

[Medium risk] Adds animation support to gradient map ramps.

This PR should not merge until overlapping-stop interpolation and stop-color drags during playback are fixed.

Summary

Gradient Map ramps can now be animated as one timeline property, with matching interpolation in the editor and React runtime. The PR also reuses the existing color table when the evaluated ramp changes and adds tests and guides for the new workflow.

  • Adds a Ramp keyframe control and timeline lane.
  • Blends ramps between keyframes, including ramps with different stop counts.
  • Carries the same ramp animation through editor rendering, exports, and the React runtime.

Reviews (1) · Last reviewed commit: "Record Gradient Map keyframes in the roa..."

Comment thread src/renderer/color-map-lut.ts Outdated
Comment thread src/components/editor/gradient-map-controls.tsx
…roup failures

Media load callbacks now ignore replaced or removed passes and pending loads are cleared on disposal. Strict-mode pass failures are reported once at the originating pass instead of at every group boundary.
Publishing now drops every descendant of a hidden group and clears the
parentId of any retained layer (the audio source) whose parent was removed,
so the published scene passes hierarchy validation on reopen.
Cap the neighbor row and column search to two cells each side so the
worst-case cellAt count per fragment is 25 instead of unbounded in the
packed minimum-size, maximum-stroke configuration. Mirrored in the
runtime package.
…e on buttons

Clear the active paint layer when the layer stops being paintable (selection,
mode, visibility or lock change) so Paint never resumes without Edit Paint.
Only preventDefault on Space for non-interactive targets so focused buttons
and links still activate.
…terials, shadows, exact depth and Blender-style transforms

A new 3D Model source layer renders a .glb (or self-contained .gltf) into
its own HalfFloat MSAA target and composites it as a source over the layers
below. Draco, meshopt and KTX2 decoders are served from public/three. The
model is fitted to a tight vertex sphere with a margin; focal length changes
perspective without changing size.

Lighting: five CC0 Poly Haven studios or a custom .hdr, each normalized to
the same mean irradiance so switching studios keeps the exposure. The
environment goes through one persistent pmremTexture node set as
scene.environmentNode, because r183 bakes the environment texture node into
compiled materials and swapping scene.environment left them sampling the
disposed PMREM. A camera-relative key light casts PCF soft shadows onto an
invisible floor, and a blurred height pass under the model draws the
contact shadow. Tone mapping runs in the composite (Neutral by default).

Materials: the file's PBR materials or Chrome, Brushed Metal, Glass, Clay,
Rubber and Iridescent overrides. Anisotropy was dropped (flat white on
derivative tangents); iridescence is a view-angle spectral tint because
thin-film interference was invisible on metals.

Depth: an override pass writes near=1 depth normalized to the model's
bounding sphere, composited over any incoming scene depth, so Blur, Glass,
Relief, Input -> Depth and depth masks read the model, also inside groups.

Transform UX (asked for Blender basics): Location/Rotation/Scale as XYZ
fields with scrubbable axis letters, Move/Rotate/Scale gizmos, G/R/S modal
transforms with X/Y/Z locks, Alt+G/R/S clear, middle-drag orbit and
Shift+middle-drag shift. Modal keys are captured before other handlers so a
focused toolbar tooltip cannot swallow Escape.

Workarounds for three r183, found by tests:
- NodeMaterialObserver is shared per node builder state and its renderId
  fast path skips the world-matrix cache, so a mesh returning to an exact
  earlier pose kept a stale GPU matrix. A node-valued property on file
  materials makes the observer refresh every render.
- compileAsync allocates the transmission backdrop copy with the canvas
  format, breaking glass in HalfFloat targets; transmissive models compile
  on first draw instead.
- ShadowNode updates once per node frame per camera and frames only advance
  on three's own rAF, so the pass advances the node frame before each draw
  (hidden-tab exports and several draws per tick froze shadows).
- WebGPU only allows 1 or 4 samples; MSAA turns off above 4K so 8192 px
  exports stay within memory.

Exports wait up to 30 s for model and HDR loads.
The picker already uses the cube for 3D Model; the layer row fell back to
the generic image placeholder like effect layers do.
…, load tracking

- Offset the floor, contact shadow and key light target by Location Y
- Render the depth pass with per-material alpha-tested variants so cutouts stay empty
- Carry alpha test, alpha map, map alpha, transparency and depth write into material presets
- Track model and environment loads per request so stale loads cannot clear readiness
- Keep model and environment errors in separate slots and flag a missing custom HDR
three 0.183.2 -> 0.185.1 and @types/three 0.185.4. The published runtime now
asks for three ^0.185.0, so projects on 0.183 have to update three with it
(changeset included). @webgpu/types is now an explicit dev dependency
referenced from src/types/webgpu.d.ts, because @types/three stops pulling
it in with 0.186.

0.186.1, the latest release, was tried first and set aside. It has a TSL
codegen bug (three #34339, still open): a shared math value first read
inside an If/select branch is cached in a variable assigned only in that
branch, so every other read sees 0. It broke the Photographic Cells outline
at gap 0 and Focus Blur, and a scan of every WGSL shader the composition
suite generates found the same uninitialized reads in Glass, Connected Dots,
Photocopy and Plotter, with none on 0.185.1. r186 started counting usage
through ContextNode, so far more nodes get cached than before. Turning that
cache off inside branches and loops fixed Cells but made glass and blur
shaders compile several times slower and still failed a Focus Blur check,
so it is not worth shipping. r187 rewrites this cache; retry then with the
full suite and the WGSL scan.

The 3D layer no longer skips compileAsync for transmissive models: 0.183
still throws the transmission CopyTextureToTexture format error without the
skip, 0.185 does not. The exact-pose uniform refresh stays, since three only
fixes that in r186 (0.185 without it fails the pose-return test). The shadow
node-frame advance and the persistent environment node stay as well.

Visible changes: environment rotation follows three r184 (same direction as
rotating an object), so Studio Rotation turns the other way than on 0.183;
the layer is unreleased, so there is no migration. The r185 premultiplied-
alpha output change only touches transparent output pixels and the canvas
is opaque; all alpha checks pass.

three now reports uncaptured GPU errors through console.error. SwiftShader
cannot import decoded video frames, which produces the same 64 validation
errors on 0.183 (Chrome printed them as warnings, so they were never
counted). The composition suite now ignores exactly that ExternalTexture
chain, prints how many it skipped, and still fails on any other GPU error.

The roadmap records the new order the user asked for on September 29: three
upgrade, animation clips, SVG to 3D, and the path-traced Render mode last.
The shader reference lists every three/tsl export so the MCP can tell agents
which TSL functions exist. three 0.185 adds packNormalToRGB,
unpackRGBToNormal, transformNormalByInverseViewMatrix and the other names
from the r184 and r185 releases, so CI's snapshot check failed until the
generated file was refreshed.
Step 3 of roadmap 4.4 (4.3 in Fase 4). The Model section lists the clips of
a .glb, read straight from the glTF JSON (names and durations from the
animation input accessors), so the list shows without loading the model and
works for projects saved before this change.

Clip picks one clip, All clips plays every clip together, None shows the
rest pose. The automatic default plays every clip when each clip moves
different objects (per-object actions from Blender) and otherwise the first
one, so a character with Idle/Walk/Run on one skeleton does not blend them.

Play, Speed (0-4x), Repeat (Loop, Ping-Pong, Once) and Start map composition
time to clip time: Start + time * Speed, wrapped by the repeat mode, set on
each action and evaluated with mixer.update(0). That keeps preview, PNG and
video export identical frame by frame; paused shows the Start frame. The
clip settings are hidden registry params rendered in the Model section, so
they save, undo and duplicate like any other param. Importing an animated
model seeds the timeline length from the playing clips, like video.

Framing, floor height and shadows are computed over 24 poses spread across
the selected clips, so a moving model stays in frame and on its floor. The
depth pass, shadows and replacement materials follow skinned and morphed
meshes; Brushed Metal and Iridescent noise uses positionGeometry so it stays
on the surface instead of sliding while bones move. Floor sampling now
evaluates only the vertices it keeps.

model-animation.mjs adds 44 GPU checks: clip timing math, default clips,
parsing, poses over time, clip-wide framing, animated depth, speed, pause,
repeat modes, Start, None, All clips, skinning, timeline seeding, save and
reopen, and exported frames. The editor UI test imports an animated .glb
and checks the clip list, the timeline length and the Play toggle.
- Fit animated bounds from keyframe-aware pose samples with a larger per-pose vertex limit
- Give each clip a unique selection value so duplicate or reserved names resolve correctly
- Read the input accessor data when its max is missing so clip duration is not zero
- Seed the timeline duration when replacing a model
- Stop requesting renders once a Once clip has finished
Step 4 of roadmap 4.4 (Fase 5). Add layer -> 3D Model now also accepts
.svg: the asset is stored as a model with its image/svg+xml type, and the
layer is a normal 3D Model layer, so framing, Blender-style transforms,
materials, studios, shadows and exact depth all carry over. Dropping an SVG
on the canvas still makes an image layer. Replace accepts .glb, .gltf and
.svg.

Supported: paths with every command, rect, circle, ellipse, polygon,
polyline, line, groups with transforms, fill colors and fill-rule (nonzero
and evenodd, so holes and compound paths stay open), and strokes with their
width, joins and caps. Text has to be converted to outlines first; an SVG
with only text shows that message. Images, filters, masks, clip paths and
patterns are ignored, gradients fall back to a solid color.

Fills go through ShapePath.toShapes() (r185 replaces SVGLoader.createShapes),
are flattened at 48 points per curve with SVG's y-down axis flipped at the
shape level, and extruded with ExtrudeGeometry. Bevel uses a negative bevel
offset, so it rounds the front and back without growing the silhouette.
Strokes come from SVGLoader.pointsToStroke and are extruded as straight
prisms from their triangles, with side walls on boundary edges. Depth and
bevel are shares of the logo's larger side. Each later path sits slightly
in front of the one before so stacked shapes do not z-fight, and
crease-angle normals keep curved walls smooth and corners sharp (chrome
showed facets on the inner wall of a ring without them). Original uses the
SVG fill colors on a satin standard material. Changing Depth, Bevel or
Bevel Smoothness rebuilds the geometry from the parsed SVG, and the SVG
builder loads on demand.

The default bevel is 0.02 of the logo size: renders on the flat yellow of
reference 31 showed chrome only catching light on beveled edges.

model-svg.mjs adds 21 checks: the ring's hole, bevel inside the outline,
depth as a share of size, y-up, fill colors, stacked paths, stroke-only
shapes, the text-only message, the picker accepting .svg, extrusion depth
seen side-on, replacement materials, depth output and save/reopen. The
editor UI test imports an SVG and checks the Extrude controls and the saved
asset kind.
three 0.186.1 compiles some TSL graphs with a variable assigned inside only
one branch of an If/select and read outside it, so other pixels read 0
(three #34339). None of the composition checks fail on most of those reads,
so upgrades need a second gate.

wgsl-capture.mjs runs every registered composition check (discovered from
window, plus the baseline projects) and saves each unique shader module the
checks create. THREE_DIR swaps in an unpacked three package through a Bun
build plugin, so a candidate version can be captured without touching the
installed one; CHECKS limits the run. wgsl-scan.mjs tracks which variables
each block has assigned, treating an if/else chain as assigning a variable
only when every arm does, and reports reads with no assignment on the path.
Given a baseline capture it reports only new patterns and exits non-zero.
On the September 29 captures it finds 40 new patterns on 0.186.1 in exactly
the six layers that broke, and none comparing 0.185.1 with itself.

The roadmap gets a "Para retomar" block: what is pending acceptance, the
unfinished full run on the stack and unconfirmed CI, the six steps for
moving to r187 (types, runtime peer and changeset, MCP reference, dropping
the r186-fixed pose workaround, suite, shader scan), and that the
path-traced Render mode can start on 0.185.1.
Connected Dots cost 43-50 ms per frame at 1080p on an Apple GPU and was the
main source of heat. Each pixel recomputed 81 dot sites; a pre-pass now
stores the 25 distinct sites once per cell and the shader reads them back,
and only the active mode's link maths runs. It now takes about 5 ms.

Other passes, native GPU at 1080p, before -> after (ms):
Displaced Rings 5.4 -> 2.3, Focus Blur depth of field 3.2 -> 0.3 and
tilt-shift 3.4 -> 1.9, Glass hammered 3.5 -> 1.3, Plotter stipple 3.2 -> 1.0,
Signal Rot 1.95 -> 0.65, Outline stroke 2.0 -> 1.2, Photocopy 1.0 -> 0.4-0.85.
The savings come from running only the selected pattern, mode or shape,
skipping work whose slider is 0, sharing dependency chains with Fn/toVar,
and skipping the blur pyramid when no pixel reaches its first level.

The editor pipeline redrew every layer each frame whenever any layer
animated. It now caches the static layers at the bottom of the stack when a
continuous layer sits above them, and reuses them until something changes.
A photo with Connected Dots and Glass under an animated Signal Rot goes from
8.0 to 0.9 ms per frame, and the cached frame is pixel-identical to a full
render.

Passes now learn whether their input may have changed this frame. Blob
Tracking uses it to stop forcing continuous rendering once its temporal
state settles (it previously redrew the whole pipeline forever), restarts
when a layer below changes, and joins the static cache while settled.
Annotations re-read the Edges field only when their input changes instead of
every third frame, and shade only each mark's own kind.

Outline, Flares and Relief bound two texture nodes to one placeholder, which
merged into a single binding when the material compiled before its first
render; they now use separate placeholders.

Verified with the composition suite (all checks pass; 83 of 95 renders
byte-identical, the rest within 1/255 except 4 pixels at 3/255) and a
native-GPU dump of every style of every V3 layer at 1080p against HEAD.
Lumen Print Sabattier re-rolls grain on single-pixel columns and Dot Grid
Night moves a few dot edges by less than a pixel at rounding ties.
… asset in the reopen test

- Carry fill-opacity and stroke-opacity onto the SVG materials so semi-transparent logo parts stay translucent in Original mode
- Make the save/reopen check register the SVG asset, assert it resolves after reopen, and render the reopened project
Preset -> Custom shows a Motifs tray under the preset: up to ten images or
SVGs, added several at a time with the + tile or by dropping files on the
tray. Dragging a tile lifts and tilts it while the others make room (the
user's sketch, reference 35); the drop is one undo step and Esc cancels.
Alt+arrows reorder and Delete removes from the keyboard.

Motifs are drawn into an RGBA atlas that keeps their colors, instead of the
presets' thresholded mask. The first motif covers the lightest perceptual
tones and the last the darkest, in equal bands; Invert reverses the order.
The new Motif colors mode draws each motif's own colors over the
Background, and is chosen when the first motifs are added if the mode was
still Source. The other modes tint the motif's silhouette through its alpha.
Bars, Candles and Shapes are unchanged.

The ordered list is `patternAssetIds` on the layer, so it follows save,
autosave, history, duplication and publishing through
collectReferencedAssetIds. A motif missing on reopen is dropped with
"Missing motif: <file>"; one that fails to decode is reported while the
others still render. The runtime config gains `patternAssets`, with a
distinct /replace/image/ placeholder per motif. The limit of ten keeps a
scene under the community's twelve-asset cap.

pattern-motifs.mjs checks the editor and runtime passes on a tone ramp,
the project path and runtime parity; reversing the bands fails it.
… paths, drag handling

- Keep the motif load warning until a load succeeds (src and runtime pass)
- Treat Motif colors as source color for built-in pattern presets
- Make exported motif placeholder paths unique across all layers
- End the undo interaction when a tile loses pointer capture or is cancelled, outside the state updater
- Check motif capacity after loading and report files that did not fit
Shape -> SVG takes an uploaded file as the layer's asset. The SVG is
rasterized once at 1024 px on its long side with a margin, and an exact
Euclidean distance transform (inside and outside, refined by the
anti-aliased alpha at the edge) turns it into a half-float signed
distance field. The shape shader samples it as kind 7 of the same
branchless shader, so switching shapes still doesn't recompile, edges
stay sharp at any size, and Softness and Outline mean exactly what they
mean on the procedural shapes. A distance field was chosen over
rasterizing like the Image layer for that reason.

Original colors come from a color texture whose colors are dilated
outward, so softness never shows a dark fringe. File colors are listed
from attributes, inline styles, <style> rules, gradient stops and the
implicit black of shapes without a fill, and each can be changed;
recoloring reuses the distance field and only redraws colors. Single
color and Outline use the layer Color.

Because the SVG is the layer's assetId, saving, autosave, history,
duplication, publishing, the Missing asset notice and export work as on
Image layers. Replaced fields are disposed a few frames later so a
texture is never freed while still bound.
…opic edges

- Keep SVG interior opacity through the distance field and color texture
- Preserve alpha when extracting and replacing SVG file colors
- Skip the implicit-fill swatch when a parent group sets fill
- Retry a failed SVG load on the next sync
- Keep the export wait entry until the current SVG request finishes
- Scale sampled SVG distance per axis for stretched shapes
The ramp was a JSON text param, so it could not be animated. It is now one
timeline property, Ramp, with a new "gradient" value type: the diamond next
to "Dark to light" keys the whole ramp, Auto-Key edits at the playhead create
or update keyframes, and without Auto-Key an edit only previews until keyed,
like every other animated param.

Between two keyframes the ramps are aligned stop by stop. With equal counts
the sorted stops pair up and glide in position and color. With different
counts the shorter ramp gains stops at the positions of the unmatched ones
(a monotone matching that minimises position travel), colored by sampling
the shorter ramp itself, so it looks unchanged and nothing pops at either
keyframe; nested presets crossfade exactly. Colors blend in sRGB like the
ramp and color tracks already do, per-keyframe easing applies, and the
alignment is cached per keyframe pair. The same code runs in the editor and
the runtime timeline, so preview, PNG/video export and shader export agree.

The pass rewrites its LUT in place and only when the evaluated ramp string
changes, so static scenes and projects without ramp tracks behave as before.
- Interpolate inserted ramp stops between the adjacent matched stops so overlapping stops keep the correct side of the color change (app and runtime copy)
- Pass onInteractionStart/End through GradientRamp to its ColorPicker so a color drag is one interaction
@git-chad
git-chad force-pushed the git-chad/v3-svg-shapes branch from 77fe15e to ed37832 Compare October 1, 2026 14:03
@git-chad
git-chad force-pushed the git-chad/v3-gradient-map-keyframes branch from 6f2f49a to 8cf7b05 Compare October 1, 2026 14:03
@git-chad
git-chad changed the base branch from git-chad/v3-svg-shapes to git-chad/shader-lab-v3-plan October 1, 2026 15:15
@git-chad
git-chad merged commit 8cf7b05 into git-chad/shader-lab-v3-plan Oct 1, 2026
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