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<title>demo.git/src/gpu, 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>chore: Add BUILD.md, Task 23 to TODO.md, and GPU perf define placeholder</title>
<updated>2026-02-02T17:40:32Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T17:40:32Z</published>
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<id>urn:sha1:f76b2bad971f26810e98754542f8d0ef6ac77dd2</id>
<content type='text'>
</content>
</entry>
<entry>
<title>feat(test): Add comprehensive math and shader composer tests</title>
<updated>2026-02-02T16:41:03Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T16:41:03Z</published>
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<id>urn:sha1:dd8203877476993541a2c0e743a5d636fa6ea275</id>
<content type='text'>
- Implemented test_shader_composer.cc to verify WGSL snippet assembly.
- Expanded test_maths.cc with rigorous matrix inversion and transposition checks.
- Verified that A * inv(A) equals Identity for various TRS combinations.
- Updated CMakeLists.txt to include the new test targets.
</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(3d): Restore and enhance 3D shadows</title>
<updated>2026-02-02T15:31:05Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T15:31:05Z</published>
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<id>urn:sha1:74cab8d6b91168a4681f1c9c19a8e32052d59e7b</id>
<content type='text'>
- Elevated objects in test_3d_render to avoid shadow occlusion.
- Slanted light direction for more visible, elongated shadows.
- Sharpened shadows by increasing k constant to 32.
- Cleaned up debug printfs from previous turns.
- Maintained skip_idx logic for robust self-shadowing prevention.
</content>
</entry>
<entry>
<title>fix(3d): Resolve missing shadows on floor plane</title>
<updated>2026-02-02T15:25:01Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T15:25:01Z</published>
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<id>urn:sha1:5dbdb0a359d51355e4031d2e5dd576796f422d0a</id>
<content type='text'>
- Switched floor from rasterized CUBE to SDF PLANE for consistent shadow mapping.
- Implemented skip_idx in map_scene to properly prevent self-shadowing.
- Standardized soft shadow logic with improved bias and step size.
- Increased object elevation and adjusted light direction for more visible shadows.
- Enabled debug boxes in test_3d_render.
</content>
</entry>
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