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authorskal <pascal.massimino@gmail.com>2026-02-13 08:34:24 +0100
committerskal <pascal.massimino@gmail.com>2026-02-13 08:34:24 +0100
commita109983c194c45ad85f0e481232bc605c7cfd85b (patch)
tree2b2fadb054fb8ea52d3e31fefdc4678d5a3ed7dc /workspaces/main/assets.txt
parent3ce45fcf073047d71ed0b2c88f4d6c5362f6b620 (diff)
Remediation: Implement shared common/shaders/ directory
Eliminates 36 duplicate shader files across workspaces. Structure: - common/shaders/{math,render,compute}/ - Shared utilities (20 files) - workspaces/*/shaders/ - Workspace-specific only Changes: - Created common/shaders/ with math, render, compute subdirectories - Moved 20 common shaders from workspaces to common/ - Removed duplicates from test workspace - Updated assets.txt: ../../common/shaders/ references - Enhanced asset_packer.cc: filesystem path normalization for ../ resolution Implementation: Option 1 from SHADER_REUSE_INVESTIGATION.md - Single source of truth for common code - Workspace references via relative paths - Path normalization in asset packer handoff(Claude): Common shader directory implemented
Diffstat (limited to 'workspaces/main/assets.txt')
-rw-r--r--workspaces/main/assets.txt40
1 files changed, 20 insertions, 20 deletions
diff --git a/workspaces/main/assets.txt b/workspaces/main/assets.txt
index e575b41..72a469b 100644
--- a/workspaces/main/assets.txt
+++ b/workspaces/main/assets.txt
@@ -24,15 +24,15 @@ NOISE_TEX, PROC(gen_noise, 1234, 16), _, "Procedural noise texture for bump mapp
# --- WGSL Shaders & Snippets ---
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_RAY_TRIANGLE, NONE, shaders/ray_triangle.wgsl, "Ray-Triangle Intersection Snippet (Möller-Trumbore)"
+SHADER_COMMON_UNIFORMS, NONE, ../../common/shaders/common_uniforms.wgsl, "Common Uniforms Snippet"
+SHADER_SDF_PRIMITIVES, NONE, ../../common/shaders/sdf_primitives.wgsl, "SDF Primitives Snippet"
+SHADER_LIGHTING, NONE, ../../common/shaders/lighting.wgsl, "Lighting Snippet"
+SHADER_RAY_BOX, NONE, ../../common/shaders/ray_box.wgsl, "Ray-Box Intersection Snippet"
+SHADER_RAY_TRIANGLE, NONE, ../../common/shaders/ray_triangle.wgsl, "Ray-Triangle Intersection Snippet (Möller-Trumbore)"
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_PASSTHROUGH, NONE, ../../common/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"
@@ -50,24 +50,24 @@ 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"
-SHADER_SKYBOX, NONE, shaders/skybox.wgsl, "Skybox background shader"
-SHADER_MATH_SDF_SHAPES, NONE, shaders/math/sdf_shapes.wgsl, "SDF Shapes Snippet"
-SHADER_MATH_SDF_UTILS, NONE, shaders/math/sdf_utils.wgsl, "SDF Utils Snippet"
-SHADER_MATH_COMMON_UTILS, NONE, shaders/math/common_utils.wgsl, "Common Math Utils"
-SHADER_MATH_NOISE, NONE, shaders/math/noise.wgsl, "RNG and Noise Functions"
-SHADER_RENDER_SHADOWS, NONE, shaders/render/shadows.wgsl, "Shadows Snippet"
-SHADER_RENDER_SCENE_QUERY_BVH, NONE, shaders/render/scene_query_bvh.wgsl, "Scene Query Snippet (BVH)"
-SHADER_RENDER_SCENE_QUERY_LINEAR, NONE, shaders/render/scene_query_linear.wgsl, "Scene Query Snippet (Linear)"
-SHADER_RENDER_LIGHTING_UTILS, NONE, shaders/render/lighting_utils.wgsl, "Lighting Utils Snippet"
+SHADER_SKYBOX, NONE, ../../common/shaders/skybox.wgsl, "Skybox background shader"
+SHADER_MATH_SDF_SHAPES, NONE, ../../common/shaders/math/sdf_shapes.wgsl, "SDF Shapes Snippet"
+SHADER_MATH_SDF_UTILS, NONE, ../../common/shaders/math/sdf_utils.wgsl, "SDF Utils Snippet"
+SHADER_MATH_COMMON_UTILS, NONE, ../../common/shaders/math/common_utils.wgsl, "Common Math Utils"
+SHADER_MATH_NOISE, NONE, ../../common/shaders/math/noise.wgsl, "RNG and Noise Functions"
+SHADER_RENDER_SHADOWS, NONE, ../../common/shaders/render/shadows.wgsl, "Shadows Snippet"
+SHADER_RENDER_SCENE_QUERY_BVH, NONE, ../../common/shaders/render/scene_query_bvh.wgsl, "Scene Query Snippet (BVH)"
+SHADER_RENDER_SCENE_QUERY_LINEAR, NONE, ../../common/shaders/render/scene_query_linear.wgsl, "Scene Query Snippet (Linear)"
+SHADER_RENDER_LIGHTING_UTILS, NONE, ../../common/shaders/render/lighting_utils.wgsl, "Lighting Utils Snippet"
SHADER_MESH, NONE, shaders/mesh_render.wgsl, "Mesh Rasterization Shader"
MESH_CUBE, NONE, obj/test_mesh.obj, "A simple cube mesh"
DODECAHEDRON, NONE, obj/dodecahedron.obj, "A dodecahedron mesh"
SHADER_VIGNETTE, NONE, shaders/vignette.wgsl, "Vignette Shader"
-SHADER_COMPUTE_GEN_NOISE, NONE, shaders/compute/gen_noise.wgsl, "GPU Noise Compute Shader"
-SHADER_COMPUTE_GEN_PERLIN, NONE, shaders/compute/gen_perlin.wgsl, "GPU Perlin Noise Compute Shader"
-SHADER_COMPUTE_GEN_GRID, NONE, shaders/compute/gen_grid.wgsl, "GPU Grid Compute Shader"
-SHADER_COMPUTE_GEN_BLEND, NONE, shaders/compute/gen_blend.wgsl, "GPU Blend Composite Shader"
-SHADER_COMPUTE_GEN_MASK, NONE, shaders/compute/gen_mask.wgsl, "GPU Mask Composite Shader"
+SHADER_COMPUTE_GEN_NOISE, NONE, ../../common/shaders/compute/gen_noise.wgsl, "GPU Noise Compute Shader"
+SHADER_COMPUTE_GEN_PERLIN, NONE, ../../common/shaders/compute/gen_perlin.wgsl, "GPU Perlin Noise Compute Shader"
+SHADER_COMPUTE_GEN_GRID, NONE, ../../common/shaders/compute/gen_grid.wgsl, "GPU Grid Compute Shader"
+SHADER_COMPUTE_GEN_BLEND, NONE, ../../common/shaders/compute/gen_blend.wgsl, "GPU Blend Composite Shader"
+SHADER_COMPUTE_GEN_MASK, NONE, ../../common/shaders/compute/gen_mask.wgsl, "GPU Mask Composite Shader"
CIRCLE_MASK_COMPUTE_SHADER, NONE, shaders/circle_mask_compute.wgsl, "Circle mask compute shader"
CIRCLE_MASK_RENDER_SHADER, NONE, shaders/circle_mask_render.wgsl, "Circle mask render shader"
MASKED_CUBE_SHADER, NONE, shaders/masked_cube.wgsl, "Masked cube shader"