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authorskal <pascal.massimino@gmail.com>2026-02-28 09:08:57 +0100
committerskal <pascal.massimino@gmail.com>2026-02-28 09:08:57 +0100
commit9ee410594a52cbc699b13de2bde4860d70c959a3 (patch)
treed56adf5931d488abcf3ac8e24a828d2d5b02e8cc /workspaces/main
parent6599a428cd69be6c66c5179e1f0fce42f561f935 (diff)
refactor: move common/shaders/ to src/shaders/
Relocates shared WGSL shaders under src/ where all source code lives, eliminating the top-level common/ directory. - Update asset references in workspaces/main/assets.txt and workspaces/test/assets.txt - Update docs: PROJECT_CONTEXT.md, ARCHITECTURE.md, WORKSPACE_SYSTEM.md, SHADER_REUSE_INVESTIGATION.md Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'workspaces/main')
-rw-r--r--workspaces/main/assets.txt64
1 files changed, 32 insertions, 32 deletions
diff --git a/workspaces/main/assets.txt b/workspaces/main/assets.txt
index 4115397..85ae1fc 100644
--- a/workspaces/main/assets.txt
+++ b/workspaces/main/assets.txt
@@ -24,19 +24,19 @@ 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, ../../common/shaders/common_uniforms.wgsl, "Common Uniforms Snippet"
-SHADER_CAMERA_COMMON, NONE, ../../common/shaders/camera_common.wgsl, "Camera parameters and raymarching helpers"
-SHADER_SDF_SHAPES, NONE, ../../common/shaders/math/sdf_shapes.wgsl, "SDF Shapes (2D/3D primitives)"
-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_COMMON_UNIFORMS, NONE, ../../src/shaders/common_uniforms.wgsl, "Common Uniforms Snippet"
+SHADER_CAMERA_COMMON, NONE, ../../src/shaders/camera_common.wgsl, "Camera parameters and raymarching helpers"
+SHADER_SDF_SHAPES, NONE, ../../src/shaders/math/sdf_shapes.wgsl, "SDF Shapes (2D/3D primitives)"
+SHADER_LIGHTING, NONE, ../../src/shaders/lighting.wgsl, "Lighting Snippet"
+SHADER_RAY_BOX, NONE, ../../src/shaders/ray_box.wgsl, "Ray-Box Intersection Snippet"
+SHADER_RAY_TRIANGLE, NONE, ../../src/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_PARTICLE_COMPUTE_V2, NONE, shaders/particle_compute.wgsl, "Particle Compute Shader"
SHADER_PARTICLE_RENDER_V2, NONE, shaders/particle_render.wgsl, "Particle Render Shader"
SHADER_ROTATING_CUBE_V2, NONE, shaders/rotating_cube.wgsl, "Rotating Cube Shader"
-SHADER_PASSTHROUGH, NONE, ../../common/shaders/passthrough.wgsl, "Passthrough Shader"
+SHADER_PASSTHROUGH, NONE, ../../src/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"
@@ -54,39 +54,39 @@ 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, ../../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_SKYBOX, NONE, ../../src/shaders/skybox.wgsl, "Skybox background shader"
+SHADER_MATH_SDF_SHAPES, NONE, ../../src/shaders/math/sdf_shapes.wgsl, "SDF Shapes Snippet"
+SHADER_MATH_SDF_UTILS, NONE, ../../src/shaders/math/sdf_utils.wgsl, "SDF Utils Snippet"
+SHADER_MATH_COMMON_UTILS, NONE, ../../src/shaders/math/common_utils.wgsl, "Common Math Utils"
+SHADER_MATH_NOISE, NONE, ../../src/shaders/math/noise.wgsl, "RNG and Noise Functions"
+SHADER_RENDER_SHADOWS, NONE, ../../src/shaders/render/shadows.wgsl, "Shadows Snippet"
+SHADER_RENDER_SCENE_QUERY_BVH, NONE, ../../src/shaders/render/scene_query_bvh.wgsl, "Scene Query Snippet (BVH)"
+SHADER_RENDER_SCENE_QUERY_LINEAR, NONE, ../../src/shaders/render/scene_query_linear.wgsl, "Scene Query Snippet (Linear)"
+SHADER_RENDER_LIGHTING_UTILS, NONE, ../../src/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_RENDER_FULLSCREEN_VS, NONE, ../../common/shaders/render/fullscreen_vs.wgsl, "Fullscreen Vertex Shader"
-SHADER_RENDER_FULLSCREEN_UV_VS, NONE, ../../common/shaders/render/fullscreen_uv_vs.wgsl, "Fullscreen Vertex Shader + UV"
-SHADER_MATH_COLOR, NONE, ../../common/shaders/math/color.wgsl, "Color Functions"
-SHADER_MATH_UTILS, NONE, ../../common/shaders/math/utils.wgsl, "Math Utilities"
-SHADER_RENDER_RAYMARCHING, NONE, ../../common/shaders/render/raymarching.wgsl, "Raymarching Functions"
-SHADER_RENDER_RAYMARCHING_ID, NONE, ../../common/shaders/render/raymarching_id.wgsl, "Raymarching-ID Functions"
+SHADER_RENDER_FULLSCREEN_VS, NONE, ../../src/shaders/render/fullscreen_vs.wgsl, "Fullscreen Vertex Shader"
+SHADER_RENDER_FULLSCREEN_UV_VS, NONE, ../../src/shaders/render/fullscreen_uv_vs.wgsl, "Fullscreen Vertex Shader + UV"
+SHADER_MATH_COLOR, NONE, ../../src/shaders/math/color.wgsl, "Color Functions"
+SHADER_MATH_UTILS, NONE, ../../src/shaders/math/utils.wgsl, "Math Utilities"
+SHADER_RENDER_RAYMARCHING, NONE, ../../src/shaders/render/raymarching.wgsl, "Raymarching Functions"
+SHADER_RENDER_RAYMARCHING_ID, NONE, ../../src/shaders/render/raymarching_id.wgsl, "Raymarching-ID Functions"
SHADER_VIGNETTE, NONE, shaders/vignette.wgsl, "Vignette 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"
+SHADER_COMPUTE_GEN_NOISE, NONE, ../../src/shaders/compute/gen_noise.wgsl, "GPU Noise Compute Shader"
+SHADER_COMPUTE_GEN_PERLIN, NONE, ../../src/shaders/compute/gen_perlin.wgsl, "GPU Perlin Noise Compute Shader"
+SHADER_COMPUTE_GEN_GRID, NONE, ../../src/shaders/compute/gen_grid.wgsl, "GPU Grid Compute Shader"
+SHADER_COMPUTE_GEN_BLEND, NONE, ../../src/shaders/compute/gen_blend.wgsl, "GPU Blend Composite Shader"
+SHADER_COMPUTE_GEN_MASK, NONE, ../../src/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"
SHADER_SCENE1, NONE, shaders/scene1.wgsl, "Scene1 effect shader"
# --- Sequence Shaders ---
-SHADER_SEQUENCE_V2_UNIFORMS, NONE, ../../common/shaders/sequence_uniforms.wgsl, "Sequence Uniforms Snippet"
-SHADER_POSTPROCESS_INLINE, NONE, ../../common/shaders/postprocess_inline.wgsl, "Inline Post-Process Functions"
-SHADER_PASSTHROUGH_V2, NONE, ../../common/shaders/passthrough.wgsl, "Passthrough Shader"
-SHADER_GAUSSIAN_BLUR_V2, NONE, ../../common/shaders/gaussian_blur.wgsl, "Gaussian Blur Shader"
-SHADER_HEPTAGON_V2, NONE, ../../common/shaders/heptagon.wgsl, "Heptagon Shader"
+SHADER_SEQUENCE_V2_UNIFORMS, NONE, ../../src/shaders/sequence_uniforms.wgsl, "Sequence Uniforms Snippet"
+SHADER_POSTPROCESS_INLINE, NONE, ../../src/shaders/postprocess_inline.wgsl, "Inline Post-Process Functions"
+SHADER_PASSTHROUGH_V2, NONE, ../../src/shaders/passthrough.wgsl, "Passthrough Shader"
+SHADER_GAUSSIAN_BLUR_V2, NONE, ../../src/shaders/gaussian_blur.wgsl, "Gaussian Blur Shader"
+SHADER_HEPTAGON_V2, NONE, ../../src/shaders/heptagon.wgsl, "Heptagon Shader"
SHADER_FLASH, NONE, shaders/flash.wgsl, "Flash Shader"