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| author | skal <pascal.massimino@gmail.com> | 2026-02-03 08:18:13 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-03 08:18:13 +0100 |
| commit | f32afcbeffa0e8b947457c67c73566da4ebf33cc (patch) | |
| tree | 8860e7c319b687871e6b9692dc0053eb4b1d583d /assets/final/test_assets_list.txt | |
| parent | 7cbebea3a0cce82f3a756c26ab0e1323bbf1d169 (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/test_assets_list.txt')
| -rw-r--r-- | assets/final/test_assets_list.txt | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/assets/final/test_assets_list.txt b/assets/final/test_assets_list.txt index f0c2275..727d4bc 100644 --- a/assets/final/test_assets_list.txt +++ b/assets/final/test_assets_list.txt @@ -1,3 +1,9 @@ # Asset Name, Compression Type, Filename/Placeholder, Description TEST_ASSET, NONE, test_asset.txt, "A static test asset" PROC_NOISE_256, PROC(gen_noise,256,256), _, "A 256x256 procedural noise texture" +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_VISUAL_DEBUG, NONE, shaders/visual_debug.wgsl, "Visual Debug Shader" |
