Using KodeLife's graphical user interface one can create multiple draw calls (Render Passes) or compute work-loads (Compute Passes), specify the vertices to be submitted, textures to be loaded and bound, and set other inputs, parameters and switches, all usually specified programmatically using the graphics library's application programming interface.
KodeLife makes it easy to configure most of a modern graphics pipeline's parameters and states visually and easily, without the need to write any code at all, other than the actual shader source to be executed on the GPU.
Parameters and inputs to your shaders can also be specified visually, in a form independent of the graphics API - KodeLife's render back-end will generate the required definitions to submit all the data to the selected renderer for you.
No behind-the-scenes modification, pre or post-processing is done, and all the feedback, warnings and errors displayed in the output panel come directly from your graphics card vendor's driver.
This is a conscious design decision so that you remain in full control of your shader's code, and so that you can utilize the full knowledge and documentation of the graphics API and shading language you are using, without KodeLife abstracting anything away or magically generating invisible code for you.