Hey, no, but it's some time since they were last compiled (framework 2.0.3 iirc), so that might have something to do with them not showing up. I don't have an M1 mac to test with for a couple weeks at least though, but do you get any error messages in the MacOs console when starting Vuo?
jersmi that seems more like there is an already existing variable named Color in the shader code. Could you try renaming the port to to inputColor? I also think that variables shouldn't start with a capitalized letter, but I'm unsure if that matters for this application.
how did you set the data types of Crosshair (Cursor) and Pointer (Cursor) on the select latest?
Connect the "Select Latest" to the cursor input port, and the inputs of the select node will be set to the correct type. As long as a node is written to be generic, and the input makes sense for the application, this should happen. I assume the "Select..." group of nodes are among the few that support most (if not all) types.
I think there isn't a system wide bool for the pressed status, especially with the force-press pads used now. The "Pressed" output fires one event when the pad/button is pressed, and the "Released" output fires one event when the button is released. The "Select Latest" then fires one event with the value from whatever input port got the latest event. Kind of a riff on an old trick when dealing with stubborn lighting console vendors that don't want to implement different MIDI modes like toggle so that you'll have to spend a couple $10k more on a console for a single button.
The wiring of what is what is arbitrary, and I could have made that part more clear (straight cables). The "Change Mouse Cursor" is also arbitrary, but is a quick way to check if the comp works with boolean values without involving layers or any other things. There is no event flow through this other than when a button/pad is pressed/released which is neat.