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authorskal <pascal.massimino@gmail.com>2026-02-03 08:18:13 +0100
committerskal <pascal.massimino@gmail.com>2026-02-03 08:18:13 +0100
commitf32afcbeffa0e8b947457c67c73566da4ebf33cc (patch)
tree8860e7c319b687871e6b9692dc0053eb4b1d583d /assets/final/demo_assets.txt
parent7cbebea3a0cce82f3a756c26ab0e1323bbf1d169 (diff)
refactor: Shader Asset Integration (Task #24)
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.
Diffstat (limited to 'assets/final/demo_assets.txt')
-rw-r--r--assets/final/demo_assets.txt16
1 files changed, 16 insertions, 0 deletions
diff --git a/assets/final/demo_assets.txt b/assets/final/demo_assets.txt
index a425e38..3099afe 100644
--- a/assets/final/demo_assets.txt
+++ b/assets/final/demo_assets.txt
@@ -3,3 +3,19 @@ KICK_1, NONE, kick1.spec, "A drum kick sample"
SNARE_1, NONE, snare1.spec, "A snare drum sample"
HIHAT_1, NONE, hihat1.spec, "A hi-hat sample"
NOISE_TEX, PROC(gen_noise, 1234, 16), _, "Procedural noise texture for bump mapping"
+SHADER_RENDERER_3D, NONE, shaders/renderer_3d.wgsl, "Hybrid 3D Renderer Shader"
+SHADER_COMMON_UNIFORMS, NONE, shaders/common_uniforms.wgsl, "Common Uniforms Snippet"
+SHADER_SDF_PRIMITIVES, NONE, shaders/sdf_primitives.wgsl, "SDF Primitives Snippet"
+SHADER_LIGHTING, NONE, shaders/lighting.wgsl, "Lighting Snippet"
+SHADER_RAY_BOX, NONE, shaders/ray_box.wgsl, "Ray-Box Intersection Snippet"
+SHADER_MAIN, NONE, shaders/main_shader.wgsl, "Main Heptagon Shader"
+SHADER_PARTICLE_COMPUTE, NONE, shaders/particle_compute.wgsl, "Particle Compute Shader"
+SHADER_PARTICLE_RENDER, NONE, shaders/particle_render.wgsl, "Particle Render Shader"
+SHADER_PASSTHROUGH, NONE, shaders/passthrough.wgsl, "Passthrough Shader"
+SHADER_ELLIPSE, NONE, shaders/ellipse.wgsl, "Ellipse Shader"
+SHADER_PARTICLE_SPRAY_COMPUTE, NONE, shaders/particle_spray_compute.wgsl, "Particle Spray Compute"
+SHADER_GAUSSIAN_BLUR, NONE, shaders/gaussian_blur.wgsl, "Gaussian Blur Shader"
+SHADER_SOLARIZE, NONE, shaders/solarize.wgsl, "Solarize Shader"
+SHADER_DISTORT, NONE, shaders/distort.wgsl, "Distort Shader"
+SHADER_CHROMA_ABERRATION, NONE, shaders/chroma_aberration.wgsl, "Chroma Aberration Shader"
+SHADER_VISUAL_DEBUG, NONE, shaders/visual_debug.wgsl, "Visual Debug Shader"