Reference to procedural shader
Make a shader match the texture.
Generate a seamless reference with the existing texture pipeline, then let a measured GLSL harness run ten Muse Spark improvement passes via OpenPaths. Each pass is rendered and scored against the reference for palette, grain, structure, and tile seams. Shader passes are metered usage-credit calls; sign in with credits to run them.
Generate a reference to begin.
Reference
Shader output
Current fragment shader
Pass history
Metrics appear after the first render.
The optimizer uses the browser render as the source of truth. Model output is accepted only when it compiles and improves the measured score; the best verified shader is kept.
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