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Diffstat (limited to 'assets/final/demo_assets.txt')
| -rw-r--r-- | assets/final/demo_assets.txt | 67 |
1 files changed, 0 insertions, 67 deletions
diff --git a/assets/final/demo_assets.txt b/assets/final/demo_assets.txt deleted file mode 100644 index 6db6e48..0000000 --- a/assets/final/demo_assets.txt +++ /dev/null @@ -1,67 +0,0 @@ -# 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" |
