Fluorite
Concepts

Textures

How images get into a graph — private blobs, uploads, Unsplash, and the texture proxy.

Texture nodes sample an image as a vec4. The images behind them are stored as private blobs, scoped to the workflow, and managed through the editor's asset library.

Getting images in

Two ways, both in the asset library:

  • Upload an image file.
  • Import from Unsplash — search and pick, and the image is copied into the workflow's own storage.

Either way the asset belongs to the workflow; nothing references an external URL at render time.

How textures are served

Blobs are private, but shaders render on the viewer's GPU — including in embeds on third-party sites. So textures are served through the unauthenticated /api/get-texture proxy, and the public workflow payload lists each texture asset with an absolute URL pointing at that proxy. The embed runtime resolves texture nodes against that list; the editor uses the same proxy.

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