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<title>demo.git/src/shaders/render, branch main</title>
<subtitle>Vide-coded 64k demo system</subtitle>
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<updated>2026-03-11T06:13:22Z</updated>
<entry>
<title>factorize render_ntsc()</title>
<updated>2026-03-11T06:13:22Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-03-11T06:13:22Z</published>
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<id>urn:sha1:f700a081d9a5315ef583ffca2a2c626878ca2945</id>
<content type='text'>
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</entry>
<entry>
<title>ntsc: factor common code into snippet; add RGB and YIQ input variants</title>
<updated>2026-03-10T19:42:32Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-03-10T19:42:32Z</published>
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<id>urn:sha1:3547424b8c5f3884f84d16fb3f08b47965d62428</id>
<content type='text'>
- Extract shared NTSC logic into render/ntsc_common.wgsl snippet
- sample_ntsc_signal() hook decouples input format from processing
- ntsc_rgb.wgsl: RGB input (converts via rgba_to_luma_chroma_phase)
- ntsc_yiq.wgsl: YIQ passthrough for RotatingCube output
- Add NtscYiq WgslEffect thin wrapper; register both in tests

handoff(Claude): NTSC refactor complete; NtscYiq ready for timeline use with RotatingCube.

Co-Authored-By: Claude Sonnet 4.6 &lt;noreply@anthropic.com&gt;
</content>
</entry>
<entry>
<title>ntsc effect for real</title>
<updated>2026-03-08T22:38:11Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-03-08T22:38:11Z</published>
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<id>urn:sha1:ad0f386e1b5cd9148ad278c7f016734af00cd0bc</id>
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</entry>
<entry>
<title>fix(shaders): enforce y-up screen-space convention + document coordinate conventions</title>
<updated>2026-03-08T08:13:57Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-03-08T08:13:57Z</published>
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<id>urn:sha1:9d114ae4fec465baed381de7782ef42ca77e734b</id>
<content type='text'>
- Add textureSampleYUp() helper to fullscreen_uv_vs.wgsl to correct
  y-flip when sampling WebGPU textures with y-up UV coordinates
- Use textureSampleYUp() in passthrough, gaussian_blur, combined_postprocess
- Fix skybox.wgsl: remove erroneous (1.0 - uv.y) flip (double-flip bug)
- Document world/view/screen conventions in doc/3D.md, camera_common.wgsl,
  and fullscreen_uv_vs.wgsl

Co-Authored-By: Claude Sonnet 4.6 &lt;noreply@anthropic.com&gt;
</content>
</entry>
<entry>
<title>feat(effects): add Scratch post-process effect with reusable scratch_lines snippet</title>
<updated>2026-03-06T21:53:29Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-03-06T21:53:29Z</published>
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<id>urn:sha1:95802739b8ccaf9112fe4fe6e496ba7ae4158aae</id>
<content type='text'>
- src/shaders/render/scratch_lines.wgsl: reusable WGSL snippet registered as
  "render/scratch_lines"; call scratch_lines(uv, resolution, time)-&gt;f32 from
  any effect. Uses hash_1f from math/noise; 8 lines/frame, ~24fps flicker.
- src/effects/scratch.{wgsl,h,cc}: thin Scratch effect wrapping the snippet.
- Applied to "intro" and "rotating_cube" sequences as the final step.
- 35/35 tests passing.

handoff(Gemini): Scratch effect added. render/scratch_lines snippet is reusable.

Co-Authored-By: Claude Sonnet 4.6 &lt;noreply@anthropic.com&gt;
</content>
</entry>
<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>
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<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;
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