<feed xmlns='http://www.w3.org/2005/Atom'>
<title>demo.git/common, branch main</title>
<subtitle>Vide-coded 64k demo system</subtitle>
<id>https://git.taar-o.com/demo.git/atom?h=main</id>
<link rel='self' href='https://git.taar-o.com/demo.git/atom?h=main'/>
<link rel='alternate' type='text/html' href='https://git.taar-o.com/demo.git/'/>
<updated>2026-02-28T08:08:57Z</updated>
<entry>
<title>refactor: move common/shaders/ to src/shaders/</title>
<updated>2026-02-28T08:08:57Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-28T08:08:57Z</published>
<link rel='alternate' type='text/html' href='https://git.taar-o.com/demo.git/commit/?id=9ee410594a52cbc699b13de2bde4860d70c959a3'/>
<id>urn:sha1:9ee410594a52cbc699b13de2bde4860d70c959a3</id>
<content type='text'>
Relocates shared WGSL shaders under src/ where all source code lives,
eliminating the top-level common/ directory.

- Update asset references in workspaces/main/assets.txt and workspaces/test/assets.txt
- Update docs: PROJECT_CONTEXT.md, ARCHITECTURE.md, WORKSPACE_SYSTEM.md, SHADER_REUSE_INVESTIGATION.md

Co-Authored-By: Claude Sonnet 4.6 &lt;noreply@anthropic.com&gt;
</content>
</entry>
<entry>
<title>replace wgsl type: vec4&lt;f32&gt; -&gt; vec4f ..</title>
<updated>2026-02-28T01:39:04Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-28T01:39:04Z</published>
<link rel='alternate' type='text/html' href='https://git.taar-o.com/demo.git/commit/?id=472c2258dbeca000a454ea1781f09df63477563e'/>
<id>urn:sha1:472c2258dbeca000a454ea1781f09df63477563e</id>
<content type='text'>
</content>
</entry>
<entry>
<title>fix(shaders): deduplicate VertexOutput/vs_main via render/fullscreen_uv_vs snippet</title>
<updated>2026-02-27T23:51:27Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-27T23:39:32Z</published>
<link rel='alternate' type='text/html' href='https://git.taar-o.com/demo.git/commit/?id=75e561bd092895a031ae4475f7d1fdc35b1b1832'/>
<id>urn:sha1:75e561bd092895a031ae4475f7d1fdc35b1b1832</id>
<content type='text'>
- Fix vs_main return type (VertexOutput, not vec4&lt;f32&gt;)
- Fix #include paths in passthrough, gaussian_blur, heptagon, combined_postprocess
- ShaderComposer: assert + suggest correct path on missing #include (non-STRIP_ALL)
- VerifyIncludes: upgrade WARNING to ERROR + assert, add "did you mean?" hint

Co-Authored-By: Claude Sonnet 4.6 &lt;noreply@anthropic.com&gt;
</content>
</entry>
<entry>
<title>refactor(wgsl): Use vec*f alias for vector types</title>
<updated>2026-02-21T08:50:09Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-21T08:44:17Z</published>
<link rel='alternate' type='text/html' href='https://git.taar-o.com/demo.git/commit/?id=de9bc553ed0e8bda42057ac441936c20a8185f60'/>
<id>urn:sha1:de9bc553ed0e8bda42057ac441936c20a8185f60</id>
<content type='text'>
Replaces all instances of `vec&lt;f32&gt;` with the more concise `vec*f` alias (e.g., `vec3f`) across all `.wgsl` shaders. This improves readability and aligns with common graphics programming conventions.

Also adds a new coding style rule to `doc/CODING_STYLE.md` to enforce this standard going forward.

Finally, this commit fixes a build error in `test_effect_base.cc` by replacing a call to the non-existent `wgpuDeviceTick` with `wgpuDevicePoll`, which resolves the test failure.
</content>
</entry>
<entry>
<title>split raymarching.wgsl in two: with id, or without id.</title>
<updated>2026-02-21T08:33:40Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-21T08:33:40Z</published>
<link rel='alternate' type='text/html' href='https://git.taar-o.com/demo.git/commit/?id=1dad17db104f671aa0e913143a95826078892ed5'/>
<id>urn:sha1:1dad17db104f671aa0e913143a95826078892ed5</id>
<content type='text'>
</content>
</entry>
<entry>
<title>refactor(wgsl): Factorize getScreenCoord helper</title>
<updated>2026-02-21T07:42:13Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-21T07:42:13Z</published>
<link rel='alternate' type='text/html' href='https://git.taar-o.com/demo.git/commit/?id=25dc87528915fb0fd89181333324b215d77ad014'/>
<id>urn:sha1:25dc87528915fb0fd89181333324b215d77ad014</id>
<content type='text'>
Factorizes the screen coordinate calculation from scene1.wgsl into a reusable getScreenCoord function in common/shaders/math/common_utils.wgsl.

This improves code reuse and simplifies fragment shaders.
</content>
</entry>
<entry>
<title>feat(uniforms): Add noise field with per-frame random values</title>
<updated>2026-02-17T12:24:56Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-17T12:24:56Z</published>
<link rel='alternate' type='text/html' href='https://git.taar-o.com/demo.git/commit/?id=e3f0b002c0998c8553e782273b254869107ffc0f'/>
<id>urn:sha1:e3f0b002c0998c8553e782273b254869107ffc0f</id>
<content type='text'>
Replace _pad with noise field in UniformsSequenceParams, providing
effects with non-deterministic random values [0..1] updated each frame.

Co-Authored-By: Claude Sonnet 4.5 &lt;noreply@anthropic.com&gt;
</content>
</entry>
<entry>
<title>fix: correct Heptagon effect rendering and SDF implementation</title>
<updated>2026-02-16T22:54:15Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-16T22:54:15Z</published>
<link rel='alternate' type='text/html' href='https://git.taar-o.com/demo.git/commit/?id=340dd11c44077ac121f9da27752ae97b3b7566e8'/>
<id>urn:sha1:340dd11c44077ac121f9da27752ae97b3b7566e8</id>
<content type='text'>
- Change draw call from 21 to 3 vertices (fullscreen triangle)
- Replace broken folding-based SDF with IQ's atan-based regular polygon formula
- Simplify test timeline to render Heptagon directly to sink
- Reduce heptagon radius from 0.5 to 0.3 for better visibility

The effect was not visible due to incorrect vertex count and broken SDF
returning negative values everywhere (showing only fill color).

Co-Authored-By: Claude Sonnet 4.5 &lt;noreply@anthropic.com&gt;
</content>
</entry>
<entry>
<title>fix: calculate beat_phase for FlashEffect and refactor uniforms</title>
<updated>2026-02-16T16:04:41Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-16T16:04:41Z</published>
<link rel='alternate' type='text/html' href='https://git.taar-o.com/demo.git/commit/?id=c79ebff06ae74135c5f67ecc01d5bb55aeb5eda9'/>
<id>urn:sha1:c79ebff06ae74135c5f67ecc01d5bb55aeb5eda9</id>
<content type='text'>
- seq_compiler.py: Calculate beat_phase from beat_time (was hardcoded 0.0f)
- Refactor: Replace CommonPostProcessUniforms with UniformsSequenceParams
- Remove duplicate struct definition in post_process_helper.h
- Update all CNN effects and tests to use unified uniform struct
- Fixes FlashEffect showing solid white instead of flashing to beat

Co-Authored-By: Claude Sonnet 4.5 &lt;noreply@anthropic.com&gt;
</content>
</entry>
<entry>
<title>refactor: remove v2 versioning artifacts, establish Sequence as canonical system</title>
<updated>2026-02-16T13:32:59Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-16T13:32:59Z</published>
<link rel='alternate' type='text/html' href='https://git.taar-o.com/demo.git/commit/?id=b2ede3f0680edc894a54e28374cb87ab2690afa2'/>
<id>urn:sha1:b2ede3f0680edc894a54e28374cb87ab2690afa2</id>
<content type='text'>
Complete v1→v2 migration cleanup: rename 29 files (sequence_v2→sequence, effect_v2→effect, 14 effect files, 8 shaders, compiler, docs), update all class names and references across 54 files. Archive v1 timeline. System now uses standard naming with all versioning removed. 30/34 tests passing.

Co-Authored-By: Claude Sonnet 4.5 &lt;noreply@anthropic.com&gt;
</content>
</entry>
</feed>
