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<title>demo.git/workspaces/main/shaders, branch main</title>
<subtitle>Vide-coded 64k demo system</subtitle>
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<updated>2026-02-28T10:50:13Z</updated>
<entry>
<title>refactor(effects): co-locate effect WGSL shaders with their .h/.cc in src/effects/</title>
<updated>2026-02-28T10:50:13Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-28T10:50:13Z</published>
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<id>urn:sha1:b9c2a0394343ff3586880d118b7d549b3e748cad</id>
<content type='text'>
Move 13 effect-specific shaders from workspaces/main/shaders/ to src/effects/
so each effect's .h, .cc, and .wgsl are together. Update assets.txt paths in
both main and test workspaces. Update EFFECT_WORKFLOW.md to reflect new location.
Shared/reusable snippets remain in src/shaders/.

handoff(Gemini): shaders moved; src/effects/ now has .h, .cc, and .wgsl per effect.

Co-Authored-By: Claude Sonnet 4.6 &lt;noreply@anthropic.com&gt;
</content>
</entry>
<entry>
<title>fix(scene2): rewrite broken WGSL shader to fix test_demo_effects crash</title>
<updated>2026-02-28T09:02:05Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-28T09:02:05Z</published>
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<id>urn:sha1:21d8a0b86ceda19812e9869a72e49c56c90ae3da</id>
<content type='text'>
scene2.wgsl was invalid WGSL (mixed GLSL syntax, wrong function signatures,
undeclared variables, no return statement). Rewrote as valid WGSL preserving
the original volumetric cloud raymarching logic. 11/11 effects now pass.

handoff(Claude): scene2.wgsl fixed, all tests green.

Co-Authored-By: Claude Sonnet 4.6 &lt;noreply@anthropic.com&gt;
</content>
</entry>
<entry>
<title>fix(tools/shadertoy): fix Next Steps instructions and update EFFECT_WORKFLOW.md</title>
<updated>2026-02-28T08:48:08Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-28T08:48:08Z</published>
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<id>urn:sha1:f9ac4caf2f36c283c2d90bcb985e3298c417d564</id>
<content type='text'>
- Fix assets.txt path: shaders/xxx.wgsl (not ../../src/shaders/)
- Fix shader output path to workspaces/main/shaders/
- Step 5: reference cmake/DemoSourceLists.cmake COMMON_GPU_EFFECTS (not CMakeLists.txt GPU_SOURCES)
- Add step for test_demo_effects.cc

Co-Authored-By: Claude Sonnet 4.6 &lt;noreply@anthropic.com&gt;
</content>
</entry>
<entry>
<title>remove SDFEffect base class and sdf_test, update SDF_EFFECT_GUIDE</title>
<updated>2026-02-28T07:29:44Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-28T07:29:44Z</published>
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<id>urn:sha1:514b8d7141d1346c48c9e301d2b89fd5e5f42cc9</id>
<content type='text'>
- Delete unused SDFEffect base class (src/gpu/sdf_effect.h)
- Delete sdf_test.wgsl and SHADER_SDF_TEST from assets.txt
- Rewrite SDF_EFFECT_GUIDE.md based on Scene1 canonical pattern:
  correct bindings (2/3), vec4f syntax, UniformsSequenceParams
- Fix missing newline at end of gpu.h

handoff(Claude): SDF cleanup done, guide updated to match current Effect API
</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>
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<id>urn:sha1:472c2258dbeca000a454ea1781f09df63477563e</id>
<content type='text'>
</content>
</entry>
<entry>
<title>docs: Update WGSL files to use shorter vector and matrix type aliases</title>
<updated>2026-02-21T09:24:24Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-21T09:24:24Z</published>
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<id>urn:sha1:7d6c9bc2f10a479d9e054af56a75e535d1015b79</id>
<content type='text'>
Replaced `vec2&lt;f32&gt;`, `vec3&lt;f32&gt;`, `vec4&lt;f32&gt;`, `mat4x4&lt;f32&gt;`, and `mat3x3&lt;f32&gt;` with their shorter aliases `vec2f`, `vec3f`, `vec4f`, `mat4x4f`, and `mat3x3f` across all WGSL shader files in `workspaces/main/shaders/`. This improves readability and aligns with modern WGSL conventions.
</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>
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<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>
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<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>
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<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>refine scene1 shader</title>
<updated>2026-02-21T06:08:47Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-21T06:08:47Z</published>
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<content type='text'>
</content>
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