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<title>demo.git/src/gpu/effects, branch v0.1</title>
<subtitle>Vide-coded 64k demo system</subtitle>
<id>https://git.taar-o.com/demo.git/atom?h=v0.1</id>
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<updated>2026-02-03T09:59:08Z</updated>
<entry>
<title>test(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)</title>
<updated>2026-02-03T09:59:08Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T09:59:08Z</published>
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<id>urn:sha1:124899f27b6c1ec02bfa16a57a4e43ea2b7ebac0</id>
<content type='text'>
Implemented comprehensive unit tests for ShaderComposer and a validation test for production WGSL shader assets. This ensures the shader asset pipeline is robust and that all shaders contain required entry points and snippets. Also improved InitShaderComposer to be more robust during testing.
</content>
</entry>
<entry>
<title>fix: Resolve shader initialization crashes and build errors</title>
<updated>2026-02-03T07:23:00Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T07:23:00Z</published>
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<id>urn:sha1:dd849f36c09d08c4cd7a66348232206032455700</id>
<content type='text'>
Fixes crashes in demo64k and test_3d_render caused by uninitialized ShaderComposer. Moves InitShaderComposer() call before effect initialization in gpu.cc and adds explicit call in test_3d_render.cc. Also fixes include paths for generated assets.h in multiple files.
</content>
</entry>
<entry>
<title>refactor: Shader Asset Integration (Task #24)</title>
<updated>2026-02-03T07:18:13Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T07:18:13Z</published>
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<id>urn:sha1:f32afcbeffa0e8b947457c67c73566da4ebf33cc</id>
<content type='text'>
Extracted all hardcoded WGSL shaders into external assets. Updated AssetManager to handle shader snippets. Refactored Renderer3D, VisualDebug, and Effects to load shaders via the AssetManager, enabling better shader management and composition.
</content>
</entry>
<entry>
<title>feat: Complete audio tracker system integration and tests</title>
<updated>2026-02-02T22:26:16Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T22:26:16Z</published>
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<id>urn:sha1:2519948f03a8fc467614bdfbdf5bd3e065dbcb5e</id>
<content type='text'>
</content>
</entry>
<entry>
<title>update TODO and fix shaders.cc</title>
<updated>2026-02-02T18:44:50Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T18:44:50Z</published>
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<id>urn:sha1:5f7dd50b42af43c4cc5e954632cb21c37c33ce37</id>
<content type='text'>
</content>
</entry>
<entry>
<title>feat(3d): Implement Task 21.1 WGSL Library &amp; Composer</title>
<updated>2026-02-02T16:27:32Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T16:27:32Z</published>
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<id>urn:sha1:1971b20ebca35bc8dbe24902dd5749413b43ff1b</id>
<content type='text'>
- Implemented ShaderComposer for modular WGSL snippet management.
- Factored out common math, primitives, lighting, and ray-box helpers.
- Refactored Renderer3D to use dynamic shader composition.
- Consolidated high-DPI and shadow robustness fixes into final shader structure.
</content>
</entry>
<entry>
<title>fix(gpu): Resolve high-DPI squished rendering and 3D shadow bugs</title>
<updated>2026-02-02T14:55:03Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T14:55:03Z</published>
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<id>urn:sha1:c194f59e171a1e58ce1704f37d99ffcd09a42433</id>
<content type='text'>
- Implemented dynamic resolution support in all shaders and effects.
- Added explicit viewport setting for all render passes to ensure correct scaling.
- Fixed 3D shadow mapping by adding PLANE support and standardizing soft shadow logic.
- Propagated resize events through the Effect hierarchy.
- Applied project-wide code formatting.
</content>
</entry>
<entry>
<title>feat(3d): Use procedural grid for floor and revert object noise</title>
<updated>2026-02-02T13:52:04Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T13:52:04Z</published>
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<id>urn:sha1:9a57dabe1ae473fe35bafa2f80e2d7f1702c264b</id>
<content type='text'>
- Reverted test_3d_render to use the global 'noise' texture for floating objects, restoring their bump mapping.
- Implemented a procedural grid directly in the fragment shader for rasterized objects (floor).
- Inverted the grid color scheme (black lines on a lighter background) as requested.
- This ensures accurate object bump mapping and clear shadow visibility on the floor without requiring multiple texture bindings.
</content>
</entry>
<entry>
<title>fix(build): Add compatibility for older wgpu-native headers</title>
<updated>2026-02-02T11:24:29Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T11:24:29Z</published>
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<id>urn:sha1:e7fc9b3adeb37cb10726718e512b0da8dc49bc11</id>
<content type='text'>
- Added preprocessor definitions for 'WGPUOptionalBool_True' and 'WGPUOptionalBool_False' to ensure successful cross-compilation against the older wgpu-native headers used for the Windows build.
- This resolves the build failures in the Windows CI/check script.
</content>
</entry>
<entry>
<title>feat(visuals): Increase 3D object size and add erratic camera motion</title>
<updated>2026-02-02T08:30:34Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T08:30:34Z</published>
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<id>urn:sha1:e999a1a9efeb9d36613293b98eedb6b7ac1e291a</id>
<content type='text'>
- Increased the scale of orbiting 3D objects by 40% for more visual impact.
- Replaced the smooth, predictable camera animation with a non-linear, eased motion.
- Applied different easing frequencies to camera radius, height, and orbit to create an erratic, dramatic effect with sudden acceleration and braking.
</content>
</entry>
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