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| author | skal <pascal.massimino@gmail.com> | 2026-02-10 18:09:41 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-10 18:09:41 +0100 |
| commit | 934579def5bd1c4f4b0f2ef7a9d81e21de796495 (patch) | |
| tree | 89487c5532a23238e4f37f687037891b99d19403 /tools/shadertoy/README.md | |
| parent | ae810e1a9c68d05bee254ef570fbb0e783e25931 (diff) | |
docs: Fix EFFECT keyword syntax and add automation-friendly workflow
Fix EFFECT keyword format across all documentation and scripts - priority
modifier (+/=/–) is required but was missing from examples.
**Documentation fixes:**
- doc/HOWTO.md: Added missing + to EFFECT example
- doc/RECIPE.md: Added priority modifiers to examples
- tools/shadertoy/README.md: Fixed test path, clarified workflow
- tools/shadertoy/convert_shadertoy.py: Updated output instructions
**New automation guide:**
- doc/EFFECT_WORKFLOW.md: Complete step-by-step checklist for AI agents
- Exact file paths and line numbers
- Common issues and fixes
- Asset ID naming conventions
- CMakeLists.txt dual-section requirement
- Test list instructions (post_process_effects vs scene_effects)
**Integration:**
- CLAUDE.md: Added EFFECT_WORKFLOW.md to Tier 2 (always loaded)
- doc/AI_RULES.md: Added "Adding Visual Effects" quick reference
- README.md: Added EFFECT_WORKFLOW.md to documentation list
**CMakeLists.txt:**
- Disabled incomplete cube_sphere_effect.cc (ShaderToy conversion WIP)
**Timeline:**
- Commented out incomplete CubeSphereEffect
- Removed obsolete constructor argument
Fixes #issue-with-effect-syntax
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'tools/shadertoy/README.md')
| -rw-r--r-- | tools/shadertoy/README.md | 22 |
1 files changed, 16 insertions, 6 deletions
diff --git a/tools/shadertoy/README.md b/tools/shadertoy/README.md index e734684..d12865f 100644 --- a/tools/shadertoy/README.md +++ b/tools/shadertoy/README.md @@ -2,6 +2,8 @@ Quick guide to convert ShaderToy shaders to demo effects. +**For complete workflow:** See `doc/EFFECT_WORKFLOW.md` for full integration checklist. + ## Quick Start (Automated) ```bash @@ -95,16 +97,24 @@ In `src/gpu/demo_effects.h`: In `workspaces/main/timeline.seq`: ``` SEQUENCE 0.0 0 - EFFECT MyEffectEffect 0.0 10.0 0 + EFFECT + MyEffectEffect 0.0 10.0 +``` + +### 7. Update CMakeLists.txt + +Add effect source to `CMakeLists.txt` GPU_SOURCES (both headless and normal mode sections): +```cmake +src/gpu/effects/myeffect_effect.cc ``` -### 7. Update Tests +### 8. Update Tests -In `tests/test_demo_effects.cc`: -- Add `"MyEffectEffect"` to test list -- Increment `EXPECTED_*_COUNT` +In `src/tests/gpu/test_demo_effects.cc`: +- Add to `post_process_effects` list (lines 80-93) if it's a post-process effect +- OR add to `scene_effects` list (lines 125-137) if it's a scene effect +- Example: `{"MyEffectEffect", std::make_shared<MyEffectEffect>(fixture.ctx())},` -### 8. Build & Test +### 9. Build & Test ```bash cmake --build build -j4 |
