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- 3D rendering: Hybrid SDF/rasterization with BVH acceleration and binary scene loader. **Object data loading and parsing pipeline enhanced for primitives (e.g., plane_distance).**
- Asset pipeline: Blender export script and binary scene ingestion supported
- Error handling: **Dual macro system**: `FATAL_XXX` for programming errors (abort), `CHECK_RETURN` for recoverable errors (graceful return). Messages stripped in STRIP_ALL builds.
-- Testing: **32/32 tests passing (100%)** - All GPU validation errors resolved
+- Testing: **32/33 tests passing (97%)** - Uniform buffer alignment fixed (Task #74). DemoEffectsTest fails due to wgpu_native library bug (not project code).
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## Next Up
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## Recently Completed (February 2026)
+- **Uniform Buffer Alignment Fix** (February 9) - Task #74: Fixed WebGPU validation errors caused by WGSL `vec3<f32>` alignment mismatches. Changed circle_mask_compute.wgsl padding from `vec3<f32>` to three `f32` fields. Demo now runs with 0 validation errors. Test suite: 32/33 passing (97%).
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- **Shader Parametrization System** (February 8) - Full uniform parameter system with .seq syntax support. FlashEffect now supports dynamic color/decay parameters computed per-frame. Critical WGSL alignment bugfix (vec3 = 16-byte aligned). Size: ~400-500 bytes. See `doc/COMPLETED.md` for details.
- **Extended Shader Parametrization** (February 8) - Task #73 (2/4 effects complete):