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-# Asset Name, Compression Type, Filename/Placeholder, Description
-
-# --- Drum & Percussion Samples ---
-KICK_1, NONE, music/KICK_606.spec, "606 Kick"
-KICK_2, NONE, music/KICK_90S_2.spec, "90s Kick"
-SNARE_1, NONE, music/SNARE_808.spec, "808 Snare"
-SNARE_2, NONE, music/SNARE_909_TUNE_8.spec, "909 Snare"
-SNARE_3, NONE, music/SNARE_BLUE_ROOM.spec, "Snare Blue Room"
-HIHAT_1, NONE, music/HIHAT_CLOSED_DMX.spec, "DMX Closed Hi-hat"
-HIHAT_2, NONE, music/HIHAT_CLOSED_DUFF.spec, "Duff Closed Hi-hat"
-HIHAT_3, NONE, music/HIHAT_CLOSED_ER_1.spec, "ER-1 Closed Hi-hat"
-CRASH_1, NONE, music/CRASH_DMX.spec, "DMX Crash"
-RIDE_1, NONE, music/RIDE_CUP_1.spec, "Ride Cymbal"
-SPLASH_1, NONE, music/SPLASH_GROUNDED.spec, "Splash Cymbal"
-
-# --- Melodic Samples ---
-BASS_1, NONE, music/BASS_GUITAR_FEEL.spec, "Bass Guitar"
-BASS_2, NONE, music/BASS_SYNTH_1.spec, "Synth Bass 1"
-BASS_3, NONE, music/SYNTH_BASS_DISTORT.spec, "Distorted Synth Bass"
-
-# --- Procedural Textures ---
-NOISE_TEX, PROC(gen_noise, 1234, 16), _, "Procedural noise texture for bump mapping"
-
-# --- 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_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_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"
-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_MESH, NONE, shaders/mesh_render.wgsl, "Mesh Rasterization Shader"
-MESH_CUBE, NONE, test_mesh.obj, "A simple cube mesh"
-DODECAHEDRON, NONE, 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"
-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"
-
-# --- CNN v2 Post-Processing ---
-SHADER_CNN_V2_STATIC, NONE, shaders/cnn_v2/cnn_v2_static.wgsl, "CNN v2 Static Features Shader"
-SHADER_CNN_V2_COMPUTE, NONE, shaders/cnn_v2/cnn_v2_compute.wgsl, "CNN v2 Compute Shader"
-WEIGHTS_CNN_V2, NONE, cnn_v2_weights.bin, "CNN v2 Weights Binary"