random float
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@@ -76,7 +76,7 @@ Important rules:
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- Keep parameter IDs, texture IDs, font IDs, and function entry points as valid shader identifiers: letters, numbers, and underscores only, starting with a letter or underscore.
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- Add only controls that are actually used by the shader.
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- Prefer a small number of clear controls with conservative defaults.
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- Keep shaders deterministic unless randomness is an explicit feature. For stable pseudo-randomness, hash from `uv`, pixel coordinates, `frameCount`, or trigger values rather than using unavailable global state.
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- Keep shaders deterministic unless randomness is an explicit feature. For stable process-level variation, use `context.startupRandom`; for per-pixel pseudo-randomness, hash from `uv`, pixel coordinates, `frameCount`, or trigger values.
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- If adapting third-party code, include attribution and source URL in the manifest description when the license allows adaptation.
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- If the source license is unclear or incompatible, do not add the shader package.
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@@ -149,6 +149,7 @@ struct ShaderContext
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float time;
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float utcTimeSeconds;
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float utcOffsetSeconds;
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float startupRandom;
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float frameCount;
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float mixAmount;
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float bypass;
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@@ -166,6 +167,7 @@ Fields:
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- `time`: elapsed runtime time in seconds.
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- `utcTimeSeconds`: current UTC time of day from the host PC clock, expressed as seconds since UTC midnight.
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- `utcOffsetSeconds`: host PC local UTC offset in seconds. Add this to `utcTimeSeconds` and wrap to `0..86400` to get local time of day.
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- `startupRandom`: random `0..1` value generated once when the host process starts. It stays constant for the lifetime of the app and changes on the next launch.
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- `frameCount`: incrementing frame counter.
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- `mixAmount`: runtime mix amount.
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- `bypass`: `1.0` when the layer is bypassed, otherwise `0.0`.
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