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-rw-r--r--assets/final/demo_assets.txt67
-rw-r--r--assets/final/dodecahedron.obj61
-rw-r--r--assets/final/music/BASS_GUITAR_FEEL.specbin51216 -> 0 bytes
-rw-r--r--assets/final/music/BASS_SYNTH_1.specbin32784 -> 0 bytes
-rw-r--r--assets/final/music/CRASH_DMX.specbin217104 -> 0 bytes
-rw-r--r--assets/final/music/HIHAT_CLOSED_DMX.specbin20496 -> 0 bytes
-rw-r--r--assets/final/music/HIHAT_CLOSED_DUFF.specbin12304 -> 0 bytes
-rw-r--r--assets/final/music/HIHAT_CLOSED_ER_1.specbin16400 -> 0 bytes
-rw-r--r--assets/final/music/KICK_606.specbin139280 -> 0 bytes
-rw-r--r--assets/final/music/KICK_90S_2.specbin30736 -> 0 bytes
-rw-r--r--assets/final/music/RIDE_CUP_1.specbin3577872 -> 0 bytes
-rw-r--r--assets/final/music/SNARE_808.specbin120848 -> 0 bytes
-rw-r--r--assets/final/music/SNARE_909_TUNE_8.specbin43024 -> 0 bytes
-rw-r--r--assets/final/music/SNARE_BLUE_ROOM.specbin43024 -> 0 bytes
-rw-r--r--assets/final/music/SPLASH_GROUNDED.specbin57360 -> 0 bytes
-rw-r--r--assets/final/music/SYNTH_BASS_DISTORT.specbin32784 -> 0 bytes
-rw-r--r--assets/final/null.bin0
-rw-r--r--assets/final/shaders/chroma_aberration.wgsl35
-rw-r--r--assets/final/shaders/circle_mask_compute.wgsl35
-rw-r--r--assets/final/shaders/circle_mask_render.wgsl30
-rw-r--r--assets/final/shaders/common_uniforms.wgsl25
-rw-r--r--assets/final/shaders/compute/gen_blend.wgsl29
-rw-r--r--assets/final/shaders/compute/gen_grid.wgsl24
-rw-r--r--assets/final/shaders/compute/gen_mask.wgsl27
-rw-r--r--assets/final/shaders/compute/gen_noise.wgsl26
-rw-r--r--assets/final/shaders/compute/gen_perlin.wgsl44
-rw-r--r--assets/final/shaders/distort.wgsl27
-rw-r--r--assets/final/shaders/ellipse.wgsl51
-rw-r--r--assets/final/shaders/gaussian_blur.wgsl36
-rw-r--r--assets/final/shaders/lighting.wgsl24
-rw-r--r--assets/final/shaders/main_shader.wgsl25
-rw-r--r--assets/final/shaders/masked_cube.wgsl159
-rw-r--r--assets/final/shaders/math/common_utils.wgsl36
-rw-r--r--assets/final/shaders/math/noise.wgsl147
-rw-r--r--assets/final/shaders/math/sdf_shapes.wgsl14
-rw-r--r--assets/final/shaders/math/sdf_utils.wgsl115
-rw-r--r--assets/final/shaders/mesh_render.wgsl58
-rw-r--r--assets/final/shaders/particle_compute.wgsl30
-rw-r--r--assets/final/shaders/particle_render.wgsl52
-rw-r--r--assets/final/shaders/particle_spray_compute.wgsl35
-rw-r--r--assets/final/shaders/passthrough.wgsl18
-rw-r--r--assets/final/shaders/ray_box.wgsl16
-rw-r--r--assets/final/shaders/ray_triangle.wgsl30
-rw-r--r--assets/final/shaders/render/lighting_utils.wgsl6
-rw-r--r--assets/final/shaders/render/scene_query_bvh.wgsl67
-rw-r--r--assets/final/shaders/render/scene_query_linear.wgsl56
-rw-r--r--assets/final/shaders/render/shadows.wgsl13
-rw-r--r--assets/final/shaders/renderer_3d.wgsl167
-rw-r--r--assets/final/shaders/sdf_primitives.wgsl14
-rw-r--r--assets/final/shaders/skybox.wgsl42
-rw-r--r--assets/final/shaders/solarize.wgsl53
-rw-r--r--assets/final/shaders/test_snippet_a.wgsl4
-rw-r--r--assets/final/shaders/test_snippet_b.wgsl4
-rw-r--r--assets/final/shaders/vignette.wgsl32
-rw-r--r--assets/final/shaders/visual_debug.wgsl31
-rw-r--r--assets/final/test_asset.txt3
-rw-r--r--assets/final/test_assets_list.txt25
-rw-r--r--assets/final/test_demo_assets.txt3
-rw-r--r--assets/final/test_image.tgabin34 -> 0 bytes
-rw-r--r--assets/final/test_mesh.obj30
60 files changed, 0 insertions, 1826 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"
diff --git a/assets/final/dodecahedron.obj b/assets/final/dodecahedron.obj
deleted file mode 100644
index c3d6c09..0000000
--- a/assets/final/dodecahedron.obj
+++ /dev/null
@@ -1,61 +0,0 @@
-# OBJ file created by ply_to_obj.c
-#
-g Object001
-
-v -0.57735 -0.57735 0.57735
-v 0.934172 0.356822 0
-v 0.934172 -0.356822 0
-v -0.934172 0.356822 0
-v -0.934172 -0.356822 0
-v 0 0.934172 0.356822
-v 0 0.934172 -0.356822
-v 0.356822 0 -0.934172
-v -0.356822 0 -0.934172
-v 0 -0.934172 -0.356822
-v 0 -0.934172 0.356822
-v 0.356822 0 0.934172
-v -0.356822 0 0.934172
-v 0.57735 0.57735 -0.57735
-v 0.57735 0.57735 0.57735
-v -0.57735 0.57735 -0.57735
-v -0.57735 0.57735 0.57735
-v 0.57735 -0.57735 -0.57735
-v 0.57735 -0.57735 0.57735
-v -0.57735 -0.57735 -0.57735
-
-f 19 3 2
-f 12 19 2
-f 15 12 2
-f 8 14 2
-f 18 8 2
-f 3 18 2
-f 20 5 4
-f 9 20 4
-f 16 9 4
-f 13 17 4
-f 1 13 4
-f 5 1 4
-f 7 16 4
-f 6 7 4
-f 17 6 4
-f 6 15 2
-f 7 6 2
-f 14 7 2
-f 10 18 3
-f 11 10 3
-f 19 11 3
-f 11 1 5
-f 10 11 5
-f 20 10 5
-f 20 9 8
-f 10 20 8
-f 18 10 8
-f 9 16 7
-f 8 9 7
-f 14 8 7
-f 12 15 6
-f 13 12 6
-f 17 13 6
-f 13 1 11
-f 12 13 11
-f 19 12 11
diff --git a/assets/final/music/BASS_GUITAR_FEEL.spec b/assets/final/music/BASS_GUITAR_FEEL.spec
deleted file mode 100644
index 54f49a6..0000000
--- a/assets/final/music/BASS_GUITAR_FEEL.spec
+++ /dev/null
Binary files differ
diff --git a/assets/final/music/BASS_SYNTH_1.spec b/assets/final/music/BASS_SYNTH_1.spec
deleted file mode 100644
index 33bc0a0..0000000
--- a/assets/final/music/BASS_SYNTH_1.spec
+++ /dev/null
Binary files differ
diff --git a/assets/final/music/CRASH_DMX.spec b/assets/final/music/CRASH_DMX.spec
deleted file mode 100644
index 45ee52d..0000000
--- a/assets/final/music/CRASH_DMX.spec
+++ /dev/null
Binary files differ
diff --git a/assets/final/music/HIHAT_CLOSED_DMX.spec b/assets/final/music/HIHAT_CLOSED_DMX.spec
deleted file mode 100644
index 8fce1d2..0000000
--- a/assets/final/music/HIHAT_CLOSED_DMX.spec
+++ /dev/null
Binary files differ
diff --git a/assets/final/music/HIHAT_CLOSED_DUFF.spec b/assets/final/music/HIHAT_CLOSED_DUFF.spec
deleted file mode 100644
index f738271..0000000
--- a/assets/final/music/HIHAT_CLOSED_DUFF.spec
+++ /dev/null
Binary files differ
diff --git a/assets/final/music/HIHAT_CLOSED_ER_1.spec b/assets/final/music/HIHAT_CLOSED_ER_1.spec
deleted file mode 100644
index bb03f5e..0000000
--- a/assets/final/music/HIHAT_CLOSED_ER_1.spec
+++ /dev/null
Binary files differ
diff --git a/assets/final/music/KICK_606.spec b/assets/final/music/KICK_606.spec
deleted file mode 100644
index 10af84a..0000000
--- a/assets/final/music/KICK_606.spec
+++ /dev/null
Binary files differ
diff --git a/assets/final/music/KICK_90S_2.spec b/assets/final/music/KICK_90S_2.spec
deleted file mode 100644
index 126409e..0000000
--- a/assets/final/music/KICK_90S_2.spec
+++ /dev/null
Binary files differ
diff --git a/assets/final/music/RIDE_CUP_1.spec b/assets/final/music/RIDE_CUP_1.spec
deleted file mode 100644
index 78867c1..0000000
--- a/assets/final/music/RIDE_CUP_1.spec
+++ /dev/null
Binary files differ
diff --git a/assets/final/music/SNARE_808.spec b/assets/final/music/SNARE_808.spec
deleted file mode 100644
index 2923c3c..0000000
--- a/assets/final/music/SNARE_808.spec
+++ /dev/null
Binary files differ
diff --git a/assets/final/music/SNARE_909_TUNE_8.spec b/assets/final/music/SNARE_909_TUNE_8.spec
deleted file mode 100644
index 4693c05..0000000
--- a/assets/final/music/SNARE_909_TUNE_8.spec
+++ /dev/null
Binary files differ
diff --git a/assets/final/music/SNARE_BLUE_ROOM.spec b/assets/final/music/SNARE_BLUE_ROOM.spec
deleted file mode 100644
index b24baa7..0000000
--- a/assets/final/music/SNARE_BLUE_ROOM.spec
+++ /dev/null
Binary files differ
diff --git a/assets/final/music/SPLASH_GROUNDED.spec b/assets/final/music/SPLASH_GROUNDED.spec
deleted file mode 100644
index a919be4..0000000
--- a/assets/final/music/SPLASH_GROUNDED.spec
+++ /dev/null
Binary files differ
diff --git a/assets/final/music/SYNTH_BASS_DISTORT.spec b/assets/final/music/SYNTH_BASS_DISTORT.spec
deleted file mode 100644
index 33bc0a0..0000000
--- a/assets/final/music/SYNTH_BASS_DISTORT.spec
+++ /dev/null
Binary files differ
diff --git a/assets/final/null.bin b/assets/final/null.bin
deleted file mode 100644
index e69de29..0000000
--- a/assets/final/null.bin
+++ /dev/null
diff --git a/assets/final/shaders/chroma_aberration.wgsl b/assets/final/shaders/chroma_aberration.wgsl
deleted file mode 100644
index 6c942b7..0000000
--- a/assets/final/shaders/chroma_aberration.wgsl
+++ /dev/null
@@ -1,35 +0,0 @@
-@group(0) @binding(0) var smplr: sampler;
-@group(0) @binding(1) var txt: texture_2d<f32>;
-
-#include "common_uniforms"
-struct ChromaAberrationParams {
- offset_scale: f32,
- angle: f32,
-};
-
-@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
-@group(0) @binding(3) var<uniform> params: ChromaAberrationParams;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1),
- vec2<f32>(3, -1),
- vec2<f32>(-1, 3)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
-
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / uniforms.resolution;
-
- // Compute offset magnitude and direction
- let offset_mag = params.offset_scale * uniforms.audio_intensity;
- let offset_dir = vec2<f32>(cos(params.angle), sin(params.angle));
- let offset = offset_mag * offset_dir;
-
- // Sample RGB channels with chromatic aberration
- let r = textureSample(txt, smplr, uv + offset).r;
- let g = textureSample(txt, smplr, uv).g;
- let b = textureSample(txt, smplr, uv - offset).b;
- return vec4<f32>(r, g, b, 1.0);
-}
diff --git a/assets/final/shaders/circle_mask_compute.wgsl b/assets/final/shaders/circle_mask_compute.wgsl
deleted file mode 100644
index 484d3dd..0000000
--- a/assets/final/shaders/circle_mask_compute.wgsl
+++ /dev/null
@@ -1,35 +0,0 @@
-// Circle mask compute shader
-// Generates a circular mask (1.0 inside, 0.0 outside)
-
-#include "common_uniforms"
-struct CircleMaskParams {
- radius: f32,
- _pad0: f32,
- _pad1: f32,
- _pad2: f32,
-};
-
-@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
-@group(0) @binding(1) var<uniform> params: CircleMaskParams;
-
-struct VSOutput {
- @builtin(position) position: vec4<f32>,
-};
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VSOutput {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1), vec2<f32>(3, -1), vec2<f32>(-1, 3));
- return VSOutput(vec4<f32>(pos[i], 0.0, 1.0));
-}
-
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / uniforms.resolution;
- let center = vec2<f32>(0.5, 0.5);
- let aspect_corrected_uv = (uv - center) * vec2<f32>(uniforms.aspect_ratio, 1.0);
- let dist = length(aspect_corrected_uv);
-
- let edge_width = 0.01;
- let mask = smoothstep(params.radius + edge_width, params.radius - edge_width, dist);
-
- return vec4<f32>(mask, mask, mask, 1.0);
-}
diff --git a/assets/final/shaders/circle_mask_render.wgsl b/assets/final/shaders/circle_mask_render.wgsl
deleted file mode 100644
index cfa002e..0000000
--- a/assets/final/shaders/circle_mask_render.wgsl
+++ /dev/null
@@ -1,30 +0,0 @@
-// Circle mask render shader
-// Samples mask and draws green outside the circle
-
-@group(0) @binding(0) var mask_tex: texture_2d<f32>;
-@group(0) @binding(1) var mask_sampler: sampler;
-
-#include "common_uniforms"
-
-@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
-
-struct VSOutput {
- @builtin(position) position: vec4<f32>,
-};
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VSOutput {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1), vec2<f32>(3, -1), vec2<f32>(-1, 3));
- return VSOutput(vec4<f32>(pos[i], 0.0, 1.0));
-}
-
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / uniforms.resolution;
- let mask_value = textureSample(mask_tex, mask_sampler, uv).r;
-
- if (mask_value > 0.5) {
- discard;
- }
-
- return vec4<f32>(0.0, 1.0, 0.0, 1.0);
-}
diff --git a/assets/final/shaders/common_uniforms.wgsl b/assets/final/shaders/common_uniforms.wgsl
deleted file mode 100644
index 1ab8939..0000000
--- a/assets/final/shaders/common_uniforms.wgsl
+++ /dev/null
@@ -1,25 +0,0 @@
-struct CommonUniforms {
- resolution: vec2<f32>, // Screen dimensions
- aspect_ratio: f32, // Width/height ratio
- time: f32, // Physical time in seconds (unaffected by tempo)
- beat_time: f32, // Musical time in beats (absolute, tempo-scaled)
- beat_phase: f32, // Fractional beat (0.0-1.0 within current beat)
- audio_intensity: f32, // Audio peak for beat sync
- _pad: f32, // Padding
-};
-struct GlobalUniforms {
- view_proj: mat4x4<f32>,
- inv_view_proj: mat4x4<f32>,
- camera_pos_time: vec4<f32>,
- params: vec4<f32>,
- resolution: vec2<f32>,
-};
-struct ObjectData {
- model: mat4x4<f32>,
- inv_model: mat4x4<f32>,
- color: vec4<f32>,
- params: vec4<f32>,
-};
-struct ObjectsBuffer {
- objects: array<ObjectData>,
-}; \ No newline at end of file
diff --git a/assets/final/shaders/compute/gen_blend.wgsl b/assets/final/shaders/compute/gen_blend.wgsl
deleted file mode 100644
index 9fc9e1e..0000000
--- a/assets/final/shaders/compute/gen_blend.wgsl
+++ /dev/null
@@ -1,29 +0,0 @@
-// This file is part of the 64k demo project.
-// GPU composite shader: Blend two textures.
-
-struct BlendParams {
- width: u32,
- height: u32,
- blend_factor: f32,
- _pad0: f32,
-}
-
-@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
-@group(0) @binding(1) var<uniform> params: BlendParams;
-@group(0) @binding(2) var input_a: texture_2d<f32>;
-@group(0) @binding(3) var input_b: texture_2d<f32>;
-@group(0) @binding(4) var tex_sampler: sampler;
-
-@compute @workgroup_size(8, 8, 1)
-fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- if (id.x >= params.width || id.y >= params.height) { return; }
-
- let uv = vec2<f32>(f32(id.x) / f32(params.width),
- f32(id.y) / f32(params.height));
-
- let color_a = textureSampleLevel(input_a, tex_sampler, uv, 0.0);
- let color_b = textureSampleLevel(input_b, tex_sampler, uv, 0.0);
- let blended = mix(color_a, color_b, params.blend_factor);
-
- textureStore(output_tex, id.xy, blended);
-}
diff --git a/assets/final/shaders/compute/gen_grid.wgsl b/assets/final/shaders/compute/gen_grid.wgsl
deleted file mode 100644
index cc5e189..0000000
--- a/assets/final/shaders/compute/gen_grid.wgsl
+++ /dev/null
@@ -1,24 +0,0 @@
-// GPU procedural grid pattern generator.
-// Simple grid lines with configurable spacing and thickness.
-
-struct GridParams {
- width: u32,
- height: u32,
- grid_size: u32,
- thickness: u32,
-}
-
-@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
-@group(0) @binding(1) var<uniform> params: GridParams;
-
-@compute @workgroup_size(8, 8, 1)
-fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- if (id.x >= params.width || id.y >= params.height) { return; }
-
- let on_line = (id.x % params.grid_size) < params.thickness ||
- (id.y % params.grid_size) < params.thickness;
-
- let val = select(0.0, 1.0, on_line);
-
- textureStore(output_tex, id.xy, vec4<f32>(val, val, val, 1.0));
-}
diff --git a/assets/final/shaders/compute/gen_mask.wgsl b/assets/final/shaders/compute/gen_mask.wgsl
deleted file mode 100644
index 1ce9f52..0000000
--- a/assets/final/shaders/compute/gen_mask.wgsl
+++ /dev/null
@@ -1,27 +0,0 @@
-// This file is part of the 64k demo project.
-// GPU composite shader: Multiply texture A by texture B (masking).
-
-struct MaskParams {
- width: u32,
- height: u32,
-}
-
-@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
-@group(0) @binding(1) var<uniform> params: MaskParams;
-@group(0) @binding(2) var input_a: texture_2d<f32>;
-@group(0) @binding(3) var input_b: texture_2d<f32>;
-@group(0) @binding(4) var tex_sampler: sampler;
-
-@compute @workgroup_size(8, 8, 1)
-fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- if (id.x >= params.width || id.y >= params.height) { return; }
-
- let uv = vec2<f32>(f32(id.x) / f32(params.width),
- f32(id.y) / f32(params.height));
-
- let color_a = textureSampleLevel(input_a, tex_sampler, uv, 0.0);
- let mask_b = textureSampleLevel(input_b, tex_sampler, uv, 0.0);
- let masked = color_a * mask_b;
-
- textureStore(output_tex, id.xy, masked);
-}
diff --git a/assets/final/shaders/compute/gen_noise.wgsl b/assets/final/shaders/compute/gen_noise.wgsl
deleted file mode 100644
index 5c0babd..0000000
--- a/assets/final/shaders/compute/gen_noise.wgsl
+++ /dev/null
@@ -1,26 +0,0 @@
-// GPU procedural noise texture generator.
-// Uses compute shader for parallel texture generation.
-
-#include "math/noise"
-
-struct NoiseParams {
- width: u32,
- height: u32,
- seed: f32,
- frequency: f32,
-}
-
-@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
-@group(0) @binding(1) var<uniform> params: NoiseParams;
-
-@compute @workgroup_size(8, 8, 1)
-fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- if (id.x >= params.width || id.y >= params.height) { return; }
-
- let uv = vec2<f32>(f32(id.x) / f32(params.width),
- f32(id.y) / f32(params.height));
- let p = uv * params.frequency + params.seed;
- let noise = noise_2d(p);
-
- textureStore(output_tex, id.xy, vec4<f32>(noise, noise, noise, 1.0));
-}
diff --git a/assets/final/shaders/compute/gen_perlin.wgsl b/assets/final/shaders/compute/gen_perlin.wgsl
deleted file mode 100644
index 73816d6..0000000
--- a/assets/final/shaders/compute/gen_perlin.wgsl
+++ /dev/null
@@ -1,44 +0,0 @@
-// GPU procedural Perlin noise texture generator.
-// Fractional Brownian Motion using value noise.
-
-#include "math/noise"
-
-struct PerlinParams {
- width: u32,
- height: u32,
- seed: f32,
- frequency: f32,
- amplitude: f32,
- amplitude_decay: f32,
- octaves: u32,
- _pad0: f32, // Padding for alignment
-}
-
-@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
-@group(0) @binding(1) var<uniform> params: PerlinParams;
-
-@compute @workgroup_size(8, 8, 1)
-fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- if (id.x >= params.width || id.y >= params.height) { return; }
-
- let uv = vec2<f32>(f32(id.x) / f32(params.width),
- f32(id.y) / f32(params.height));
-
- var value = 0.0;
- var amplitude = params.amplitude;
- var frequency = params.frequency;
- var total_amp = 0.0;
-
- for (var o: u32 = 0u; o < params.octaves; o++) {
- let p = uv * frequency + params.seed;
- value += noise_2d(p) * amplitude;
- total_amp += amplitude;
- frequency *= 2.0;
- amplitude *= params.amplitude_decay;
- }
-
- value /= total_amp;
- let clamped = clamp(value, 0.0, 1.0);
-
- textureStore(output_tex, id.xy, vec4<f32>(clamped, clamped, clamped, 1.0));
-}
diff --git a/assets/final/shaders/distort.wgsl b/assets/final/shaders/distort.wgsl
deleted file mode 100644
index 5d35129..0000000
--- a/assets/final/shaders/distort.wgsl
+++ /dev/null
@@ -1,27 +0,0 @@
-@group(0) @binding(0) var smplr: sampler;
-@group(0) @binding(1) var txt: texture_2d<f32>;
-
-#include "common_uniforms"
-
-struct DistortParams {
- strength: f32,
- speed: f32,
-};
-
-@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
-@group(0) @binding(3) var<uniform> params: DistortParams;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1),
- vec2<f32>(3, -1),
- vec2<f32>(-1, 3)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
-
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / uniforms.resolution;
- let dist = params.strength * uniforms.audio_intensity * sin(uv.y * 20.0 + uniforms.time * params.speed * 5.0);
- return textureSample(txt, smplr, uv + vec2<f32>(dist, 0.0));
-}
diff --git a/assets/final/shaders/ellipse.wgsl b/assets/final/shaders/ellipse.wgsl
deleted file mode 100644
index 69b2712..0000000
--- a/assets/final/shaders/ellipse.wgsl
+++ /dev/null
@@ -1,51 +0,0 @@
-#include "common_uniforms"
-
-@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1.0, -1.0),
- vec2<f32>(3.0, -1.0),
- vec2<f32>(-1.0, 3.0)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
-
-fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 {
- var p_abs = abs(p);
- if (p_abs.x > p_abs.y) {
- p_abs = vec2<f32>(p_abs.y, p_abs.x);
- }
- let l = ab.y * ab.y - ab.x * ab.x;
- let m = ab.x * p_abs.x / l;
- let n = ab.y * p_abs.y / l;
- let m2 = m * m;
- let n2 = n * n;
- let c = (m2 + n2 - 1.0) / 3.0;
- let c3 = c * c * c;
- let d = c3 + m2 * n2;
- let g = m + m * n2;
- var co: f32;
- if (d < 0.0) {
- let h = acos((c3 + m2 * n2 * 2.0) / c3) / 3.0;
- let s = cos(h);
- let t = sin(h) * sqrt(3.0);
- co = (sqrt(-c * (s + t * 2.0) + m2) + sign(l) * sqrt(-c * (s - t * 2.0) + m2) + abs(g) / (sqrt(-c * (s + t * 2.0) + m2) * sqrt(-c * (s - t * 2.0) + m2)) - m) / 2.0;
- } else {
- let h = 2.0 * m * n * sqrt(d);
- let s = sign(c3 + m2 * n2 + h) * pow(abs(c3 + m2 * n2 + h), 1.0 / 3.0);
- let u = sign(c3 + m2 * n2 - h) * pow(abs(c3 + m2 * n2 - h), 1.0 / 3.0);
- let rx = -s - u + m2 * 2.0;
- let ry = (s - u) * sqrt(3.0);
- co = (ry / sqrt(sqrt(rx * rx + ry * ry) - rx) + 2.0 * g / sqrt(rx * rx + ry * ry) - m) / 2.0;
- }
- let si = sqrt(max(0.0, 1.0 - co * co));
- return length(p_abs - vec2<f32>(ab.x * co, ab.y * si)) * sign(p_abs.y * ab.x * co - p_abs.x * ab.y * si);
-}
-
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = (p.xy / uniforms.resolution - 0.5) * 2.0;
- let movement = vec2<f32>(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5));
- let d = sdEllipse((uv * vec2<f32>(uniforms.aspect_ratio, 1.0)) - movement, vec2<f32>(0.5, 0.3) * (1.0 + uniforms.beat_phase * 0.2));
- return mix(vec4<f32>(0.2, 0.8, 0.4, 1.0), vec4<f32>(0.0), smoothstep(0.0, 0.01, d));
-}
diff --git a/assets/final/shaders/gaussian_blur.wgsl b/assets/final/shaders/gaussian_blur.wgsl
deleted file mode 100644
index 02156f7..0000000
--- a/assets/final/shaders/gaussian_blur.wgsl
+++ /dev/null
@@ -1,36 +0,0 @@
-@group(0) @binding(0) var smplr: sampler;
-@group(0) @binding(1) var txt: texture_2d<f32>;
-
-#include "common_uniforms"
-struct GaussianBlurParams {
- strength: f32,
- _pad: f32,
-};
-
-@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
-@group(0) @binding(3) var<uniform> params: GaussianBlurParams;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1),
- vec2<f32>(3, -1),
- vec2<f32>(-1, 3)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
-
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / uniforms.resolution;
- var res = vec4<f32>(0.0);
-
- // Parameterized strength + dramatic beat pulsation
- let pulse = 0.5 + uniforms.audio_intensity * 2.0; // Pulsate between 0.5x and 2.5x with beat
- let size = params.strength * pulse;
-
- for (var x: f32 = -2.0; x <= 2.0; x += 1.0) {
- for (var y: f32 = -2.0; y <= 2.0; y += 1.0) {
- res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / uniforms.resolution.x);
- }
- }
- return res / 25.0;
-}
diff --git a/assets/final/shaders/lighting.wgsl b/assets/final/shaders/lighting.wgsl
deleted file mode 100644
index ac2142b..0000000
--- a/assets/final/shaders/lighting.wgsl
+++ /dev/null
@@ -1,24 +0,0 @@
-fn get_normal_basic(p: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> {
- let obj_type = obj_params.x;
- if (obj_type == 1.0) { return normalize(p); }
- let e = vec2<f32>(0.001, 0.0);
- return normalize(vec3<f32>(
- get_dist(p + e.xyy, obj_params) - get_dist(p - e.xyy, obj_params),
- get_dist(p + e.yxy, obj_params) - get_dist(p - e.yxy, obj_params),
- get_dist(p + e.yyx, obj_params) - get_dist(p - e.yyx, obj_params)
- ));
-}
-
-fn calc_shadow(ro: vec3<f32>, rd: vec3<f32>, tmin: f32, tmax: f32, skip_idx: u32) -> f32 {
- var res = 1.0;
- var t = tmin;
- if (t < 0.05) { t = 0.05; }
- for (var i = 0; i < 32; i = i + 1) {
- let h = map_scene(ro + rd * t, skip_idx);
- if (h < 0.001) { return 0.0; }
- res = min(res, 16.0 * h / t);
- t = t + clamp(h, 0.02, 0.4);
- if (t > tmax) { break; }
- }
- return clamp(res, 0.0, 1.0);
-}
diff --git a/assets/final/shaders/main_shader.wgsl b/assets/final/shaders/main_shader.wgsl
deleted file mode 100644
index ab0278c..0000000
--- a/assets/final/shaders/main_shader.wgsl
+++ /dev/null
@@ -1,25 +0,0 @@
-#include "common_uniforms"
-
-@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- let PI = 3.14159265;
- let num_sides = 7.0;
- let scale = 0.5 + 0.3 * uniforms.audio_intensity;
- let tri_idx = f32(i / 3u);
- let sub_idx = i % 3u;
- if (sub_idx == 0u) {
- return vec4<f32>(0.0, 0.0, 0.0, 1.0);
- }
- let angle = (tri_idx + f32(sub_idx - 1u)) * 2.0 * PI / num_sides + uniforms.time * 0.5;
- return vec4<f32>(scale * cos(angle) / uniforms.aspect_ratio, scale * sin(angle), 0.0, 1.0);
-}
-
-@fragment fn fs_main() -> @location(0) vec4<f32> {
- let h = uniforms.time * 2.0 + uniforms.audio_intensity * 3.0;
- let r = sin(h) * 0.5 + 0.5;
- let g = sin(h + 2.0) * 0.9 + 0.3;
- let b = sin(h + 4.0) * 0.5 + 0.5;
- let boost = uniforms.audio_intensity * 0.5;
- return vec4<f32>(r + boost, g + boost, b + boost, 1.0);
-}
diff --git a/assets/final/shaders/masked_cube.wgsl b/assets/final/shaders/masked_cube.wgsl
deleted file mode 100644
index 5e673a3..0000000
--- a/assets/final/shaders/masked_cube.wgsl
+++ /dev/null
@@ -1,159 +0,0 @@
-// Masked cube shader - based on renderer_3d.wgsl with mask sampling
-#include "common_uniforms"
-#include "math/common_utils"
-#include "math/sdf_utils"
-
-@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
-@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
-@group(0) @binding(3) var noise_tex: texture_2d<f32>;
-@group(0) @binding(4) var noise_sampler: sampler;
-
-@group(1) @binding(0) var mask_tex: texture_2d<f32>;
-@group(1) @binding(1) var mask_sampler: sampler;
-
-struct VertexOutput {
- @builtin(position) position: vec4<f32>,
- @location(0) local_pos: vec3<f32>,
- @location(1) color: vec4<f32>,
- @location(2) @interpolate(flat) instance_index: u32,
- @location(3) world_pos: vec3<f32>,
- @location(4) transformed_normal: vec3<f32>,
-};
-
-@vertex
-fn vs_main(@builtin(vertex_index) vertex_index: u32,
- @builtin(instance_index) instance_index: u32) -> VertexOutput {
- var pos = array<vec3<f32>, 36>(
- vec3(-1.0, -1.0, 1.0), vec3( 1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0),
- vec3(-1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0), vec3(-1.0, 1.0, 1.0),
- vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, -1.0),
- vec3(-1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, -1.0, -1.0),
- vec3(-1.0, 1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3( 1.0, 1.0, 1.0),
- vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, 1.0, -1.0),
- vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0),
- vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0), vec3(-1.0, -1.0, 1.0),
- vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0),
- vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, -1.0, 1.0),
- vec3(-1.0, -1.0, -1.0), vec3(-1.0, -1.0, 1.0), vec3(-1.0, 1.0, 1.0),
- vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3(-1.0, 1.0, -1.0)
- );
-
- var p = pos[vertex_index];
- let obj = object_data.objects[instance_index];
- let world_pos = obj.model * vec4<f32>(p, 1.0);
- let clip_pos = globals.view_proj * world_pos;
-
- var out: VertexOutput;
- out.position = clip_pos;
- out.local_pos = p;
- out.color = obj.color;
- out.instance_index = instance_index;
- out.world_pos = world_pos.xyz;
- out.transformed_normal = normalize(vec3<f32>(0.0, 1.0, 0.0));
-
- return out;
-}
-
-#include "render/scene_query_mode"
-#include "render/shadows"
-#include "render/lighting_utils"
-#include "ray_box"
-
-struct FragmentOutput {
- @location(0) color: vec4<f32>,
- @builtin(frag_depth) depth: f32,
-};
-
-@fragment
-fn fs_main(in: VertexOutput) -> FragmentOutput {
- let screen_uv = in.position.xy / globals.resolution;
- let mask_value = textureSample(mask_tex, mask_sampler, screen_uv).r;
-
- if (mask_value < 0.5) {
- discard;
- }
-
- let obj = object_data.objects[in.instance_index];
- let obj_type = obj.params.x;
-
- var p: vec3<f32>;
- var normal: vec3<f32>;
- var base_color = in.color.rgb;
- let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
-
- let ray_origin = globals.camera_pos_time.xyz;
- let ray_dir = normalize(in.world_pos - ray_origin);
- let inv_model = obj.inv_model;
-
- let local_origin = (inv_model * vec4<f32>(ray_origin, 1.0)).xyz;
- let local_dir = normalize((inv_model * vec4<f32>(ray_dir, 0.0)).xyz);
-
- let bounds = ray_box_intersection(local_origin, local_dir, vec3<f32>(1.0));
- if (!bounds.hit) {
- discard;
- }
-
- let t_start = bounds.t_entry;
- let t_end = bounds.t_exit;
-
- var t_march = t_start;
- let max_steps = 128;
- var hit = false;
- var local_p = vec3<f32>(0.0);
-
- for (var step = 0; step < max_steps; step++) {
- local_p = local_origin + t_march * local_dir;
- let d = sdBox(local_p, vec3<f32>(1.0));
-
- if (d < 0.001) {
- hit = true;
- break;
- }
-
- t_march += max(d * 0.5, 0.001);
- if (t_march > t_end) {
- break;
- }
- }
-
- if (!hit) {
- discard;
- }
-
- p = local_p;
- let eps = 0.001;
- normal = normalize(vec3<f32>(
- sdBox(p + vec3<f32>(eps, 0.0, 0.0), vec3<f32>(1.0)) -
- sdBox(p - vec3<f32>(eps, 0.0, 0.0), vec3<f32>(1.0)),
- sdBox(p + vec3<f32>(0.0, eps, 0.0), vec3<f32>(1.0)) -
- sdBox(p - vec3<f32>(0.0, eps, 0.0), vec3<f32>(1.0)),
- sdBox(p + vec3<f32>(0.0, 0.0, eps), vec3<f32>(1.0)) -
- sdBox(p - vec3<f32>(0.0, 0.0, eps), vec3<f32>(1.0))
- ));
-
- let world_p = (obj.model * vec4<f32>(p, 1.0)).xyz;
- let world_normal = normalize((obj.model * vec4<f32>(normal, 0.0)).xyz);
-
- let bump_strength = 0.3;
- let bump_scale = 4.0;
- let noise_uv = world_p.xy * bump_scale;
- let noise_val = textureSample(noise_tex, noise_sampler, noise_uv).r;
- let bump_offset = (noise_val - 0.5) * bump_strength;
-
- let bumped_normal = normalize(world_normal + vec3<f32>(bump_offset));
-
- let diffuse = max(dot(bumped_normal, light_dir), 0.0);
- let ambient = 0.3;
- let lighting = ambient + diffuse * 0.7;
-
- let final_color = base_color * lighting;
-
- let clip_p = globals.view_proj * vec4<f32>(world_p, 1.0);
- let depth = clip_p.z / clip_p.w;
-
- var out: FragmentOutput;
- out.color = vec4<f32>(final_color, 1.0);
- out.depth = depth;
-
- return out;
-}
diff --git a/assets/final/shaders/math/common_utils.wgsl b/assets/final/shaders/math/common_utils.wgsl
deleted file mode 100644
index 7131216..0000000
--- a/assets/final/shaders/math/common_utils.wgsl
+++ /dev/null
@@ -1,36 +0,0 @@
-// Common utility functions for WGSL shaders.
-// Reduces duplication across renderer_3d, mesh_render, etc.
-
-// Constants
-const PI: f32 = 3.14159265359;
-const TAU: f32 = 6.28318530718;
-
-// Transform normal from local to world space using inverse model matrix
-fn transform_normal(inv_model: mat4x4<f32>, normal_local: vec3<f32>) -> vec3<f32> {
- let normal_matrix = mat3x3<f32>(inv_model[0].xyz, inv_model[1].xyz, inv_model[2].xyz);
- return normalize(normal_matrix * normal_local);
-}
-
-// Spherical UV mapping (sphere or any radial surface)
-// Returns UV in [0,1] range
-fn spherical_uv(p: vec3<f32>) -> vec2<f32> {
- let u = atan2(p.x, p.z) / TAU + 0.5;
- let v = acos(clamp(p.y / length(p), -1.0, 1.0)) / PI;
- return vec2<f32>(u, v);
-}
-
-// Spherical UV from direction vector (for skybox, etc.)
-fn spherical_uv_from_dir(dir: vec3<f32>) -> vec2<f32> {
- let u = atan2(dir.z, dir.x) / TAU + 0.5;
- let v = asin(clamp(dir.y, -1.0, 1.0)) / PI + 0.5;
- return vec2<f32>(u, v);
-}
-
-// Grid pattern for procedural texturing (checkerboard-like)
-fn grid_pattern(uv: vec2<f32>) -> f32 {
- let grid = 0.5 + 0.5 * sin(uv.x * PI) * sin(uv.y * PI);
- return smoothstep(0.45, 0.55, grid);
-}
-
-// NOTE: calc_sdf_normal_bumped() removed - too specialized, depends on get_dist()
-// from scene_query snippets. Keep bump mapping code inline in shaders that use it.
diff --git a/assets/final/shaders/math/noise.wgsl b/assets/final/shaders/math/noise.wgsl
deleted file mode 100644
index 9f99e4a..0000000
--- a/assets/final/shaders/math/noise.wgsl
+++ /dev/null
@@ -1,147 +0,0 @@
-// Random number generation and noise functions for WGSL shaders.
-// Collection of hash functions and noise generators.
-
-// ============================================
-// Hash Functions (Float Input)
-// ============================================
-
-// Hash: f32 -> f32
-// Fast fractional hash for floats
-fn hash_1f(x: f32) -> f32 {
- var v = fract(x * 0.3351);
- v *= v + 33.33;
- v *= v + v;
- return fract(v);
-}
-
-// Hash: vec2<f32> -> f32
-// 2D coordinate to single hash value
-fn hash_2f(p: vec2<f32>) -> f32 {
- var h = dot(p, vec2<f32>(127.1, 311.7));
- return fract(sin(h) * 43758.5453123);
-}
-
-// Hash: vec2<f32> -> vec2<f32>
-// 2D coordinate to 2D hash (from Shadertoy 4djSRW)
-fn hash_2f_2f(p: vec2<f32>) -> vec2<f32> {
- var p3 = fract(vec3<f32>(p.x, p.y, p.x) * vec3<f32>(0.1021, 0.1013, 0.0977));
- p3 += dot(p3, p3.yzx + 33.33);
- return fract((p3.xx + p3.yz) * p3.zy);
-}
-
-// Hash: vec3<f32> -> f32
-// 3D coordinate to single hash value
-fn hash_3f(p: vec3<f32>) -> f32 {
- var h = dot(p, vec3<f32>(127.1, 311.7, 74.7));
- return fract(sin(h) * 43758.5453123);
-}
-
-// Hash: vec3<f32> -> vec3<f32>
-// 3D coordinate to 3D hash
-fn hash_3f_3f(p: vec3<f32>) -> vec3<f32> {
- var v = fract(p);
- v += dot(v, v.yxz + 32.41);
- return fract((v.xxy + v.yzz) * v.zyx);
-}
-
-// ============================================
-// Hash Functions (Integer Input)
-// ============================================
-
-// Hash: u32 -> f32
-// Integer hash with bit operations (high quality)
-fn hash_1u(p: u32) -> f32 {
- var P = (p << 13u) ^ p;
- P = P * (P * P * 15731u + 789221u) + 1376312589u;
- return bitcast<f32>((P >> 9u) | 0x3f800000u) - 1.0;
-}
-
-// Hash: u32 -> vec2<f32>
-fn hash_1u_2f(p: u32) -> vec2<f32> {
- return vec2<f32>(hash_1u(p), hash_1u(p + 1423u));
-}
-
-// Hash: u32 -> vec3<f32>
-fn hash_1u_3f(p: u32) -> vec3<f32> {
- return vec3<f32>(hash_1u(p), hash_1u(p + 1423u), hash_1u(p + 124453u));
-}
-
-// ============================================
-// Noise Functions
-// ============================================
-
-// Value Noise: 2D
-// Interpolated grid noise using smoothstep
-fn noise_2d(p: vec2<f32>) -> f32 {
- let i = floor(p);
- let f = fract(p);
- let u = f * f * (3.0 - 2.0 * f);
- let n0 = hash_2f(i + vec2<f32>(0.0, 0.0));
- let n1 = hash_2f(i + vec2<f32>(1.0, 0.0));
- let n2 = hash_2f(i + vec2<f32>(0.0, 1.0));
- let n3 = hash_2f(i + vec2<f32>(1.0, 1.0));
- let ix0 = mix(n0, n1, u.x);
- let ix1 = mix(n2, n3, u.x);
- return mix(ix0, ix1, u.y);
-}
-
-// Value Noise: 3D
-fn noise_3d(p: vec3<f32>) -> f32 {
- let i = floor(p);
- let f = fract(p);
- let u = f * f * (3.0 - 2.0 * f);
- let n000 = hash_3f(i + vec3<f32>(0.0, 0.0, 0.0));
- let n100 = hash_3f(i + vec3<f32>(1.0, 0.0, 0.0));
- let n010 = hash_3f(i + vec3<f32>(0.0, 1.0, 0.0));
- let n110 = hash_3f(i + vec3<f32>(1.0, 1.0, 0.0));
- let n001 = hash_3f(i + vec3<f32>(0.0, 0.0, 1.0));
- let n101 = hash_3f(i + vec3<f32>(1.0, 0.0, 1.0));
- let n011 = hash_3f(i + vec3<f32>(0.0, 1.0, 1.0));
- let n111 = hash_3f(i + vec3<f32>(1.0, 1.0, 1.0));
- let ix00 = mix(n000, n100, u.x);
- let ix10 = mix(n010, n110, u.x);
- let ix01 = mix(n001, n101, u.x);
- let ix11 = mix(n011, n111, u.x);
- let iy0 = mix(ix00, ix10, u.y);
- let iy1 = mix(ix01, ix11, u.y);
- return mix(iy0, iy1, u.z);
-}
-
-// ============================================
-// Special Functions
-// ============================================
-
-// Gyroid function (periodic triply-orthogonal minimal surface)
-// Useful for procedural patterns and cellular structures
-fn gyroid(p: vec3<f32>) -> f32 {
- return abs(0.04 + dot(sin(p), cos(p.zxy)));
-}
-
-// Fractional Brownian Motion (FBM) 2D
-// Multi-octave noise for natural-looking variation
-fn fbm_2d(p: vec2<f32>, octaves: i32) -> f32 {
- var value = 0.0;
- var amplitude = 0.5;
- var frequency = 1.0;
- var pos = p;
- for (var i = 0; i < octaves; i++) {
- value += amplitude * noise_2d(pos * frequency);
- frequency *= 2.0;
- amplitude *= 0.5;
- }
- return value;
-}
-
-// Fractional Brownian Motion (FBM) 3D
-fn fbm_3d(p: vec3<f32>, octaves: i32) -> f32 {
- var value = 0.0;
- var amplitude = 0.5;
- var frequency = 1.0;
- var pos = p;
- for (var i = 0; i < octaves; i++) {
- value += amplitude * noise_3d(pos * frequency);
- frequency *= 2.0;
- amplitude *= 0.5;
- }
- return value;
-}
diff --git a/assets/final/shaders/math/sdf_shapes.wgsl b/assets/final/shaders/math/sdf_shapes.wgsl
deleted file mode 100644
index 31bbe2d..0000000
--- a/assets/final/shaders/math/sdf_shapes.wgsl
+++ /dev/null
@@ -1,14 +0,0 @@
-fn sdSphere(p: vec3<f32>, r: f32) -> f32 {
- return length(p) - r;
-}
-fn sdBox(p: vec3<f32>, b: vec3<f32>) -> f32 {
- let q = abs(p) - b;
- return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
-}
-fn sdTorus(p: vec3<f32>, t: vec2<f32>) -> f32 {
- let q = vec2<f32>(length(p.xz) - t.x, p.y);
- return length(q) - t.y;
-}
-fn sdPlane(p: vec3<f32>, n: vec3<f32>, h: f32) -> f32 {
- return dot(p, n) + h;
-}
diff --git a/assets/final/shaders/math/sdf_utils.wgsl b/assets/final/shaders/math/sdf_utils.wgsl
deleted file mode 100644
index 660a4ce..0000000
--- a/assets/final/shaders/math/sdf_utils.wgsl
+++ /dev/null
@@ -1,115 +0,0 @@
-fn get_normal_basic(p: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> {
- let obj_type = obj_params.x;
- if (obj_type == 1.0) { return normalize(p); }
- let e = vec2<f32>(0.001, 0.0);
- return normalize(vec3<f32>(
- get_dist(p + e.xyy, obj_params) - get_dist(p - e.xyy, obj_params),
- get_dist(p + e.yxy, obj_params) - get_dist(p - e.yxy, obj_params),
- get_dist(p + e.yyx, obj_params) - get_dist(p - e.yyx, obj_params)
- ));
-}
-
-// Optimized normal estimation using tetrahedron pattern (4 SDF evals instead of 6).
-// Slightly less accurate than central differences but faster.
-// Uses tetrahedral gradient approximation with corners at (±1, ±1, ±1).
-fn get_normal_fast(p: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> {
- let obj_type = obj_params.x;
- if (obj_type == 1.0) { return normalize(p); }
- let eps = 0.0001;
- let k = vec2<f32>(1.0, -1.0);
- return normalize(
- k.xyy * get_dist(p + k.xyy * eps, obj_params) +
- k.yyx * get_dist(p + k.yyx * eps, obj_params) +
- k.yxy * get_dist(p + k.yxy * eps, obj_params) +
- k.xxx * get_dist(p + k.xxx * eps, obj_params)
- );
-}
-
-// Bump-mapped normal using central differences (6 samples: SDF + texture).
-// High quality, suitable for detailed surfaces with displacement mapping.
-// Note: Requires spherical_uv() function and get_dist() to be available in calling context.
-fn get_normal_bump(
- p: vec3<f32>,
- obj_params: vec4<f32>,
- noise_tex: texture_2d<f32>,
- noise_sampler: sampler,
- disp_strength: f32
-) -> vec3<f32> {
- let e = vec2<f32>(0.005, 0.0);
-
- let q_x1 = p + e.xyy;
- let uv_x1 = spherical_uv(q_x1);
- let h_x1 = textureSample(noise_tex, noise_sampler, uv_x1).r;
- let d_x1 = get_dist(q_x1, obj_params) - disp_strength * h_x1;
-
- let q_x2 = p - e.xyy;
- let uv_x2 = spherical_uv(q_x2);
- let h_x2 = textureSample(noise_tex, noise_sampler, uv_x2).r;
- let d_x2 = get_dist(q_x2, obj_params) - disp_strength * h_x2;
-
- let q_y1 = p + e.yxy;
- let uv_y1 = spherical_uv(q_y1);
- let h_y1 = textureSample(noise_tex, noise_sampler, uv_y1).r;
- let d_y1 = get_dist(q_y1, obj_params) - disp_strength * h_y1;
-
- let q_y2 = p - e.yxy;
- let uv_y2 = spherical_uv(q_y2);
- let h_y2 = textureSample(noise_tex, noise_sampler, uv_y2).r;
- let d_y2 = get_dist(q_y2, obj_params) - disp_strength * h_y2;
-
- let q_z1 = p + e.yyx;
- let uv_z1 = spherical_uv(q_z1);
- let h_z1 = textureSample(noise_tex, noise_sampler, uv_z1).r;
- let d_z1 = get_dist(q_z1, obj_params) - disp_strength * h_z1;
-
- let q_z2 = p - e.yyx;
- let uv_z2 = spherical_uv(q_z2);
- let h_z2 = textureSample(noise_tex, noise_sampler, uv_z2).r;
- let d_z2 = get_dist(q_z2, obj_params) - disp_strength * h_z2;
-
- return normalize(vec3<f32>(d_x1 - d_x2, d_y1 - d_y2, d_z1 - d_z2));
-}
-
-// Optimized bump-mapped normal using tetrahedron pattern (4 samples instead of 6).
-// 33% faster than get_normal_bump(), slightly less accurate.
-// Suitable for real-time rendering with displacement mapping.
-fn get_normal_bump_fast(
- p: vec3<f32>,
- obj_params: vec4<f32>,
- noise_tex: texture_2d<f32>,
- noise_sampler: sampler,
- disp_strength: f32
-) -> vec3<f32> {
- let eps = 0.0005;
- let k = vec2<f32>(1.0, -1.0);
-
- let q1 = p + k.xyy * eps;
- let uv1 = spherical_uv(q1);
- let h1 = textureSample(noise_tex, noise_sampler, uv1).r;
- let d1 = get_dist(q1, obj_params) - disp_strength * h1;
-
- let q2 = p + k.yyx * eps;
- let uv2 = spherical_uv(q2);
- let h2 = textureSample(noise_tex, noise_sampler, uv2).r;
- let d2 = get_dist(q2, obj_params) - disp_strength * h2;
-
- let q3 = p + k.yxy * eps;
- let uv3 = spherical_uv(q3);
- let h3 = textureSample(noise_tex, noise_sampler, uv3).r;
- let d3 = get_dist(q3, obj_params) - disp_strength * h3;
-
- let q4 = p + k.xxx * eps;
- let uv4 = spherical_uv(q4);
- let h4 = textureSample(noise_tex, noise_sampler, uv4).r;
- let d4 = get_dist(q4, obj_params) - disp_strength * h4;
-
- return normalize(k.xyy * d1 + k.yyx * d2 + k.yxy * d3 + k.xxx * d4);
-}
-
-// Distance to an Axis-Aligned Bounding Box
-fn aabb_sdf(p: vec3<f32>, min_p: vec3<f32>, max_p: vec3<f32>) -> f32 {
- let center = (min_p + max_p) * 0.5;
- let extent = (max_p - min_p) * 0.5;
- let q = abs(p - center) - extent;
- return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
-}
diff --git a/assets/final/shaders/mesh_render.wgsl b/assets/final/shaders/mesh_render.wgsl
deleted file mode 100644
index 7390b06..0000000
--- a/assets/final/shaders/mesh_render.wgsl
+++ /dev/null
@@ -1,58 +0,0 @@
-#include "common_uniforms"
-#include "math/common_utils"
-
-@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
-@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
-
-// Binding 2 is reserved for BVH (not used here but matches layout for simplicity)
-
-@group(0) @binding(3) var noise_tex: texture_2d<f32>;
-@group(0) @binding(4) var noise_sampler: sampler;
-@group(0) @binding(5) var sky_tex: texture_2d<f32>;
-
-struct VertexInput {
- @location(0) position: vec3<f32>,
- @location(1) normal: vec3<f32>,
- @location(2) uv: vec2<f32>,
-};
-
-struct VertexOutput {
- @builtin(position) clip_pos: vec4<f32>,
- @location(0) world_pos: vec3<f32>,
- @location(1) normal: vec3<f32>,
- @location(2) uv: vec2<f32>,
- @location(3) color: vec4<f32>,
- @location(4) @interpolate(flat) instance_index: u32,
-};
-
-@vertex
-fn vs_main(in: VertexInput, @builtin(instance_index) instance_index: u32) -> VertexOutput {
- let obj = object_data.objects[instance_index];
- let world_pos = obj.model * vec4<f32>(in.position, 1.0);
-
- var out: VertexOutput;
- out.clip_pos = globals.view_proj * world_pos;
- out.world_pos = world_pos.xyz;
-
- // Transform normal from local to world space
- out.normal = transform_normal(obj.inv_model, in.normal);
-
- out.uv = in.uv;
- out.color = obj.color;
- out.instance_index = instance_index;
- return out;
-}
-
-#include "render/scene_query_mode"
-#include "render/shadows"
-#include "render/lighting_utils"
-
-@fragment
-fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
- let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
-
- let shadow = calc_shadow(in.world_pos, light_dir, 0.05, 20.0, in.instance_index);
- let lit_color = calculate_lighting(in.color.rgb, in.normal, in.world_pos, shadow);
-
- return vec4<f32>(lit_color, in.color.a);
-} \ No newline at end of file
diff --git a/assets/final/shaders/particle_compute.wgsl b/assets/final/shaders/particle_compute.wgsl
deleted file mode 100644
index ae513c8..0000000
--- a/assets/final/shaders/particle_compute.wgsl
+++ /dev/null
@@ -1,30 +0,0 @@
-struct Particle {
- pos: vec4<f32>,
- vel: vec4<f32>,
- rot: vec4<f32>,
- color: vec4<f32>,
-};
-
-#include "common_uniforms"
-
-@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
-@group(0) @binding(1) var<uniform> uniforms: CommonUniforms;
-
-@compute @workgroup_size(64)
-fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- let i = id.x;
- if (i >= arrayLength(&particles)) {
- return;
- }
- var p = particles[i];
- let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
- p.pos = vec4<f32>(new_pos, p.pos.w);
- p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_intensity * 5.0);
- p.rot.x = p.rot.x + p.rot.y * 0.016;
- if (p.pos.y < -1.5) {
- p.pos.y = 1.5;
- p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_intensity * 0.5);
- p.vel.y = 0.0;
- }
- particles[i] = p;
-}
diff --git a/assets/final/shaders/particle_render.wgsl b/assets/final/shaders/particle_render.wgsl
deleted file mode 100644
index 6a2b636..0000000
--- a/assets/final/shaders/particle_render.wgsl
+++ /dev/null
@@ -1,52 +0,0 @@
-struct Particle {
- pos: vec4<f32>,
- vel: vec4<f32>,
- rot: vec4<f32>,
- color: vec4<f32>,
-};
-
-#include "common_uniforms"
-
-@group(0) @binding(0) var<storage, read> particles: array<Particle>;
-@group(0) @binding(1) var<uniform> uniforms: CommonUniforms;
-
-struct VSOut {
- @builtin(position) pos: vec4<f32>,
- @location(0) color: vec4<f32>,
- @location(1) uv: vec2<f32>,
-};
-
-@vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut {
- let p = particles[ii];
- let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_intensity * 0.02;
- var offsets = array<vec2<f32>, 6>(
- vec2<f32>(-1, -1),
- vec2<f32>(1, -1),
- vec2<f32>(-1, 1),
- vec2<f32>(-1, 1),
- vec2<f32>(1, -1),
- vec2<f32>(1, 1)
- );
- let offset = offsets[vi];
- let c = cos(p.rot.x);
- let s = sin(p.rot.x);
- let rotated_offset = vec2<f32>(offset.x * c - offset.y * s, offset.x * s + offset.y * c);
- let pos = vec2<f32>(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size);
-
- // Fade based on lifetime (p.pos.w goes from 1.0 to 0.0)
- let lifetime_fade = p.pos.w;
- let color_with_fade = vec4<f32>(p.color.rgb * (0.5 + 0.5 * uniforms.audio_intensity), p.color.a * lifetime_fade);
-
- return VSOut(vec4<f32>(pos, 0.0, 1.0), color_with_fade, offset);
-}
-
-@fragment fn fs_main(@location(0) color: vec4<f32>, @location(1) uv: vec2<f32>) -> @location(0) vec4<f32> {
- // Calculate distance from center for circular shape
- let dist = length(uv);
-
- // Smooth circular falloff (1.0 at center, 0.0 at edge)
- let circle_alpha = smoothstep(1.0, 0.5, dist);
-
- // Apply circular fade to alpha channel
- return vec4<f32>(color.rgb, color.a * circle_alpha);
-}
diff --git a/assets/final/shaders/particle_spray_compute.wgsl b/assets/final/shaders/particle_spray_compute.wgsl
deleted file mode 100644
index 4b6e48f..0000000
--- a/assets/final/shaders/particle_spray_compute.wgsl
+++ /dev/null
@@ -1,35 +0,0 @@
-struct Particle {
- pos: vec4<f32>,
- vel: vec4<f32>,
- rot: vec4<f32>,
- color: vec4<f32>,
-};
-
-#include "common_uniforms"
-
-@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
-@group(0) @binding(1) var<uniform> uniforms: CommonUniforms;
-
-fn hash(p: f32) -> f32 {
- return fract(sin(p) * 43758.5453);
-}
-
-@compute @workgroup_size(64)
-fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- let i = id.x;
- if (i >= arrayLength(&particles)) {
- return;
- }
- var p = particles[i];
- if (p.pos.w <= 0.0) {
- let r = hash(f32(i) + uniforms.time);
- let angle = r * 6.28318;
- p.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0);
- p.vel = vec4<f32>(cos(angle), sin(angle), 0.0, 0.0) * (0.5 + hash(r) * 0.5) * (1.0 + uniforms.audio_intensity * 2.0);
- p.color = vec4<f32>(hash(r + 0.1), hash(r + 0.2), 1.0, 1.0);
- }
- let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
- p.pos = vec4<f32>(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat_phase));
- p.vel.y = p.vel.y - 0.01;
- particles[i] = p;
-}
diff --git a/assets/final/shaders/passthrough.wgsl b/assets/final/shaders/passthrough.wgsl
deleted file mode 100644
index 266e231..0000000
--- a/assets/final/shaders/passthrough.wgsl
+++ /dev/null
@@ -1,18 +0,0 @@
-@group(0) @binding(0) var smplr: sampler;
-@group(0) @binding(1) var txt: texture_2d<f32>;
-
-#include "common_uniforms"
-@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1),
- vec2<f32>(3, -1),
- vec2<f32>(-1, 3)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
-
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- return textureSample(txt, smplr, p.xy / uniforms.resolution);
-}
diff --git a/assets/final/shaders/ray_box.wgsl b/assets/final/shaders/ray_box.wgsl
deleted file mode 100644
index d56ea1b..0000000
--- a/assets/final/shaders/ray_box.wgsl
+++ /dev/null
@@ -1,16 +0,0 @@
-struct RayBounds {
- t_entry: f32,
- t_exit: f32,
- hit: bool,
-};
-
-fn ray_box_intersection(ro: vec3<f32>, rd: vec3<f32>, extent: vec3<f32>) -> RayBounds {
- let inv_rd = 1.0 / rd;
- let t0 = (-extent - ro) * inv_rd;
- let t1 = (extent - ro) * inv_rd;
- let tmin_vec = min(t0, t1);
- let tmax_vec = max(t0, t1);
- let t_entry = max(0.0, max(tmin_vec.x, max(tmin_vec.y, tmin_vec.z)));
- let t_exit = min(tmax_vec.x, min(tmax_vec.y, tmax_vec.z));
- return RayBounds(t_entry, t_exit, t_entry <= t_exit);
-}
diff --git a/assets/final/shaders/ray_triangle.wgsl b/assets/final/shaders/ray_triangle.wgsl
deleted file mode 100644
index 13341c8..0000000
--- a/assets/final/shaders/ray_triangle.wgsl
+++ /dev/null
@@ -1,30 +0,0 @@
-// This file is part of the 64k demo project.
-// Möller-Trumbore ray-triangle intersection algorithm.
-// Reference: "Fast, Minimum Storage Ray-Triangle Intersection"
-
-struct TriangleHit {
- uv: vec2<f32>,
- z: f32,
- N: vec3<f32>,
- hit: bool,
-};
-
-fn ray_triangle_intersection(
- orig: vec3<f32>,
- dir: vec3<f32>,
- p0: vec3<f32>,
- p1: vec3<f32>,
- p2: vec3<f32>
-) -> TriangleHit {
- let d10 = p1 - p0;
- let d20 = p2 - p0;
- let N = cross(d10, d20);
- let det = -dot(dir, N);
- let invdet = 1.0 / det;
- let d0 = orig - p0;
- let nd = cross(d0, dir);
- let uv = vec2<f32>(dot(d20, nd), -dot(d10, nd)) * invdet;
- let z = dot(d0, N) * invdet;
- let hit = det > 0.0 && z >= 0.0 && uv.x >= 0.0 && uv.y >= 0.0 && (uv.x + uv.y) < 1.0;
- return TriangleHit(uv, z, N, hit);
-}
diff --git a/assets/final/shaders/render/lighting_utils.wgsl b/assets/final/shaders/render/lighting_utils.wgsl
deleted file mode 100644
index d2fd2e2..0000000
--- a/assets/final/shaders/render/lighting_utils.wgsl
+++ /dev/null
@@ -1,6 +0,0 @@
-fn calculate_lighting(color: vec3<f32>, normal: vec3<f32>, pos: vec3<f32>, shadow: f32) -> vec3<f32> {
- let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
- let diffuse = max(dot(normal, light_dir), 0.0);
- let lighting = diffuse * (0.1 + 0.9 * shadow) + 0.1; // Ambient + Shadowed Diffuse
- return color * lighting;
-}
diff --git a/assets/final/shaders/render/scene_query_bvh.wgsl b/assets/final/shaders/render/scene_query_bvh.wgsl
deleted file mode 100644
index 3e6f895..0000000
--- a/assets/final/shaders/render/scene_query_bvh.wgsl
+++ /dev/null
@@ -1,67 +0,0 @@
-#include "math/sdf_shapes"
-#include "math/sdf_utils"
-
-struct BVHNode {
- min: vec3<f32>,
- left_idx: i32,
- max: vec3<f32>,
- obj_idx_or_right: i32,
-};
-
-@group(0) @binding(2) var<storage, read> bvh_nodes: array<BVHNode>;
-
-fn get_dist(p: vec3<f32>, obj_params: vec4<f32>) -> f32 {
- let obj_type = obj_params.x;
- if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere
- if (obj_type == 2.0) { return sdBox(p, vec3<f32>(1.0)); } // Unit Box
- if (obj_type == 3.0) { return sdTorus(p, vec2<f32>(1.0, 0.4)); } // Unit Torus
- if (obj_type == 4.0) { return sdPlane(p, vec3<f32>(0.0, 1.0, 0.0), 0.0); }
- if (obj_type == 5.0) { return sdBox(p, obj_params.yzw); } // MESH AABB
- return 100.0;
-}
-
-fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 {
- var d = 1000.0;
- var stack: array<i32, 32>;
- var stack_ptr = 0;
-
- if (arrayLength(&bvh_nodes) > 0u) {
- stack[stack_ptr] = 0;
- stack_ptr++;
- }
-
- while (stack_ptr > 0) {
- stack_ptr--;
- let node_idx = stack[stack_ptr];
- let node = bvh_nodes[node_idx];
-
- if (aabb_sdf(p, node.min, node.max) < d) {
- if (node.left_idx < 0) { // Leaf
- let obj_idx = u32(node.obj_idx_or_right);
- if (obj_idx == skip_idx) { continue; }
- let obj = object_data.objects[obj_idx];
- let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz;
-
- // Extract scale factors from the model matrix
- let sx = length(obj.model[0].xyz);
- let sy = length(obj.model[1].xyz);
- let sz = length(obj.model[2].xyz);
-
- var s = min(sx, min(sy, sz));
- if (obj.params.x == 4.0) {
- s = sy; // Plane normal is (0,1,0) in local space
- }
-
- d = min(d, get_dist(q, obj.params) * s);
- } else { // Internal
- if (stack_ptr < 31) {
- stack[stack_ptr] = node.left_idx;
- stack_ptr++;
- stack[stack_ptr] = node.obj_idx_or_right;
- stack_ptr++;
- }
- }
- }
- }
- return d;
-}
diff --git a/assets/final/shaders/render/scene_query_linear.wgsl b/assets/final/shaders/render/scene_query_linear.wgsl
deleted file mode 100644
index 0497a40..0000000
--- a/assets/final/shaders/render/scene_query_linear.wgsl
+++ /dev/null
@@ -1,56 +0,0 @@
-#include "math/sdf_shapes"
-#include "math/sdf_utils"
-
-fn get_dist(p: vec3<f32>, obj_params: vec4<f32>) -> f32 {
- let obj_type = obj_params.x;
- if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere
- if (obj_type == 2.0) { return sdBox(p, vec3<f32>(1.0)); } // Unit Box
- if (obj_type == 3.0) { return sdTorus(p, vec2<f32>(1.0, 0.4)); } // Unit Torus
- if (obj_type == 4.0) { return sdPlane(p, vec3<f32>(0.0, 1.0, 0.0), 0.0); }
- if (obj_type == 5.0) { return sdBox(p, obj_params.yzw); } // MESH AABB
- return 100.0;
-}
-
-fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 {
-
- var d = 1000.0;
-
- let num_objects = arrayLength(&object_data.objects);
-
- for (var i = 0u; i < num_objects; i++) {
-
- if (i == skip_idx) { continue; }
-
- let obj = object_data.objects[i];
-
- let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz;
-
-
-
- // Extract scale factors from the model matrix
-
- let sx = length(obj.model[0].xyz);
-
- let sy = length(obj.model[1].xyz);
-
- let sz = length(obj.model[2].xyz);
-
-
-
- var s = min(sx, min(sy, sz));
-
- if (obj.params.x == 4.0) {
-
- s = sy; // Plane normal is (0,1,0) in local space
-
- }
-
-
-
- d = min(d, get_dist(q, obj.params) * s);
-
- }
-
- return d;
-
-}
diff --git a/assets/final/shaders/render/shadows.wgsl b/assets/final/shaders/render/shadows.wgsl
deleted file mode 100644
index 7cba089..0000000
--- a/assets/final/shaders/render/shadows.wgsl
+++ /dev/null
@@ -1,13 +0,0 @@
-fn calc_shadow(ro: vec3<f32>, rd: vec3<f32>, tmin: f32, tmax: f32, skip_idx: u32) -> f32 {
- var res = 1.0;
- var t = tmin;
- if (t < 0.05) { t = 0.05; }
- for (var i = 0; i < 32; i = i + 1) {
- let h = map_scene(ro + rd * t, skip_idx);
- if (h < 0.001) { return 0.0; }
- res = min(res, 16.0 * h / t);
- t = t + clamp(h, 0.02, 0.4);
- if (t > tmax) { break; }
- }
- return clamp(res, 0.0, 1.0);
-}
diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl
deleted file mode 100644
index d3b0bae..0000000
--- a/assets/final/shaders/renderer_3d.wgsl
+++ /dev/null
@@ -1,167 +0,0 @@
-#include "common_uniforms"
-#include "math/common_utils"
-#include "math/sdf_utils"
-
-@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
-@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
-
-// Binding 2 is reserved for BVH buffer when enabled
-
-@group(0) @binding(3) var noise_tex: texture_2d<f32>;
-@group(0) @binding(4) var noise_sampler: sampler;
-@group(0) @binding(5) var sky_tex: texture_2d<f32>;
-
-struct VertexOutput {
- @builtin(position) position: vec4<f32>,
- @location(0) local_pos: vec3<f32>,
- @location(1) color: vec4<f32>,
- @location(2) @interpolate(flat) instance_index: u32,
- @location(3) world_pos: vec3<f32>,
- @location(4) transformed_normal: vec3<f32>,
-};
-
-@vertex
-fn vs_main(@builtin(vertex_index) vertex_index: u32,
- @builtin(instance_index) instance_index: u32) -> VertexOutput {
-
- var pos = array<vec3<f32>, 36>(
- vec3(-1.0, -1.0, 1.0), vec3( 1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0),
- vec3(-1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0), vec3(-1.0, 1.0, 1.0),
- vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, -1.0),
- vec3(-1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, -1.0, -1.0),
- vec3(-1.0, 1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3( 1.0, 1.0, 1.0),
- vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, 1.0, -1.0),
- vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0),
- vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0), vec3(-1.0, -1.0, 1.0),
- vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0),
- vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, -1.0, 1.0),
- vec3(-1.0, -1.0, -1.0), vec3(-1.0, -1.0, 1.0), vec3(-1.0, 1.0, 1.0),
- vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3(-1.0, 1.0, -1.0)
- );
-
- var p = pos[vertex_index];
- let obj = object_data.objects[instance_index];
- let obj_type = obj.params.x;
-
- if (obj_type == 5.0) { // MESH
- // For meshes, we use the actual vertex data, not proxy geometry.
- // The position here is a placeholder, the real mesh data is handled by mesh_pipeline_.
- var out: VertexOutput;
- out.position = vec4<f32>(0.0, 0.0, 2.0, 1.0); // Outside far plane, so it's not rendered by this pipeline.
- return out;
- }
-
- // Tight fit for Torus proxy hull (major radius 1.0, minor 0.4)
- if (obj_type == 3.0) {
- p.x = p.x * 1.5;
- p.z = p.z * 1.5;
- p.y = p.y * 0.5;
- }
-
- let world_pos = obj.model * vec4<f32>(p, 1.0);
- let clip_pos = globals.view_proj * world_pos;
-
- var out: VertexOutput;
- out.position = clip_pos;
- out.local_pos = p;
- out.color = obj.color;
- out.instance_index = instance_index;
- out.world_pos = world_pos.xyz;
-
- // For SDF primitives, we don't use vertex normals - they are computed analytically in the fragment shader.
- // This field is only used by the mesh pipeline (mesh_render.wgsl), not this SDF pipeline.
- out.transformed_normal = normalize(vec3<f32>(0.0, 1.0, 0.0)); // Placeholder
-
- return out;
-}
-
-#include "render/scene_query_mode"
-#include "render/shadows"
-#include "render/lighting_utils"
-#include "ray_box"
-
-struct FragmentOutput {
- @location(0) color: vec4<f32>,
- @builtin(frag_depth) depth: f32,
-};
-
-@fragment
-fn fs_main(in: VertexOutput) -> FragmentOutput {
- let obj = object_data.objects[in.instance_index];
- let obj_type = obj.params.x;
-
- var p: vec3<f32>;
- var normal: vec3<f32>;
- var base_color = in.color.rgb;
- let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
-
- if (obj_type <= 0.0) { // Raster path (legacy or generic)
- p = in.world_pos;
- // Use the transformed normal passed from the vertex shader for rasterized objects
- normal = normalize(in.transformed_normal);
-
- // Apply grid pattern to floor
- let uv = p.xz * 0.5;
- let grid_val = grid_pattern(uv);
- base_color = base_color * (0.5 + 0.5 * grid_val);
- } else { // SDF path
- let ro_world = globals.camera_pos_time.xyz;
- let rd_world = normalize(in.world_pos - ro_world);
-
- // Ray-Box Intersection in local space to find tight bounds
- let ro_local = (obj.inv_model * vec4<f32>(ro_world, 1.0)).xyz;
- let rd_local = normalize((obj.inv_model * vec4<f32>(rd_world, 0.0)).xyz);
-
- // Proxy box extent (matches vs_main)
- // MESHES use obj.params.yzw for extent
- var extent = vec3<f32>(1.0);
- if (obj.params.x == 3.0) { extent = vec3<f32>(1.5, 0.5, 1.5); } // Torus
- else if (obj.params.x == 5.0) { extent = obj.params.yzw; } // MESH extent
-
- let bounds = ray_box_intersection(ro_local, rd_local, extent);
-
- if (!bounds.hit) { discard; }
-
- var t = bounds.t_entry;
- var hit = false;
- for (var i = 0; i < 64; i = i + 1) {
- let q = ro_local + rd_local * t;
- let d_local = get_dist(q, obj.params);
- if (d_local < 0.0005) { hit = true; break; }
- t = t + d_local;
- if (t > bounds.t_exit) { break; }
- }
- if (!hit) { discard; }
-
- let q_hit = ro_local + rd_local * t;
- p = (obj.model * vec4<f32>(q_hit, 1.0)).xyz; // Correct world position
-
- // Calculate normal with bump mapping (using utility function)
- let disp_strength = 0.05;
- let n_local = get_normal_bump(q_hit, obj.params, noise_tex, noise_sampler, disp_strength);
- normal = transform_normal(obj.inv_model, n_local);
-
- // Apply texture to SDF color
- if (in.instance_index == 0u || obj_type == 4.0) { // Floor (index 0) or PLANE
- let uv_grid = p.xz * 0.5;
- let grid_val = grid_pattern(uv_grid);
- base_color = base_color * (0.5 + 0.5 * grid_val);
- } else {
- let uv_hit = spherical_uv(q_hit);
- let tex_val = textureSample(noise_tex, noise_sampler, uv_hit).r;
- base_color = base_color * (0.7 + 0.3 * tex_val);
- }
- }
-
- let shadow = calc_shadow(p, light_dir, 0.05, 20.0, in.instance_index);
- let lit_color = calculate_lighting(base_color, normal, p, shadow);
-
- var out: FragmentOutput;
- out.color = vec4<f32>(lit_color, 1.0);
-
- // Calculate and write correct depth
- let clip_pos = globals.view_proj * vec4<f32>(p, 1.0);
- out.depth = clip_pos.z / clip_pos.w;
-
- return out;
-} \ No newline at end of file
diff --git a/assets/final/shaders/sdf_primitives.wgsl b/assets/final/shaders/sdf_primitives.wgsl
deleted file mode 100644
index 31bbe2d..0000000
--- a/assets/final/shaders/sdf_primitives.wgsl
+++ /dev/null
@@ -1,14 +0,0 @@
-fn sdSphere(p: vec3<f32>, r: f32) -> f32 {
- return length(p) - r;
-}
-fn sdBox(p: vec3<f32>, b: vec3<f32>) -> f32 {
- let q = abs(p) - b;
- return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
-}
-fn sdTorus(p: vec3<f32>, t: vec2<f32>) -> f32 {
- let q = vec2<f32>(length(p.xz) - t.x, p.y);
- return length(q) - t.y;
-}
-fn sdPlane(p: vec3<f32>, n: vec3<f32>, h: f32) -> f32 {
- return dot(p, n) + h;
-}
diff --git a/assets/final/shaders/skybox.wgsl b/assets/final/shaders/skybox.wgsl
deleted file mode 100644
index 31bea3b..0000000
--- a/assets/final/shaders/skybox.wgsl
+++ /dev/null
@@ -1,42 +0,0 @@
-#include "common_uniforms"
-#include "math/common_utils"
-
-@group(0) @binding(0) var sky_tex: texture_2d<f32>;
-@group(0) @binding(1) var sky_sampler: sampler;
-@group(0) @binding(2) var<uniform> globals: GlobalUniforms;
-
-struct VertexOutput {
- @builtin(position) position: vec4<f32>,
- @location(0) uv: vec2<f32>,
-};
-
-@vertex
-fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1.0, -1.0),
- vec2<f32>( 3.0, -1.0),
- vec2<f32>(-1.0, 3.0)
- );
-
- var out: VertexOutput;
- out.position = vec4<f32>(pos[vertex_index], 0.0, 1.0);
- out.uv = vec2<f32>(pos[vertex_index].x * 0.5 + 0.5, 1.0 - (pos[vertex_index].y * 0.5 + 0.5));
- return out;
-}
-
-@fragment
-fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
- // Convert UV to NDC
- let ndc_x = in.uv.x * 2.0 - 1.0;
- let ndc_y = (1.0 - in.uv.y) * 2.0 - 1.0; // Un-flip Y for NDC (Y-up)
-
- // Unproject to find world direction
- // We want the direction from camera to the far plane at this pixel
- let clip_pos = vec4<f32>(ndc_x, ndc_y, 1.0, 1.0);
- let world_pos_h = globals.inv_view_proj * clip_pos;
- let world_pos = world_pos_h.xyz / world_pos_h.w;
-
- let ray_dir = normalize(world_pos - globals.camera_pos_time.xyz);
- let uv = spherical_uv_from_dir(ray_dir);
- return textureSample(sky_tex, sky_sampler, uv);
-} \ No newline at end of file
diff --git a/assets/final/shaders/solarize.wgsl b/assets/final/shaders/solarize.wgsl
deleted file mode 100644
index de15dfc..0000000
--- a/assets/final/shaders/solarize.wgsl
+++ /dev/null
@@ -1,53 +0,0 @@
-@group(0) @binding(0) var smplr: sampler;
-@group(0) @binding(1) var txt: texture_2d<f32>;
-
-#include "common_uniforms"
-
-@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
-
-@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1, -1),
- vec2<f32>(3, -1),
- vec2<f32>(-1, 3)
- );
- return vec4<f32>(pos[i], 0.0, 1.0);
-}
-
-@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / uniforms.resolution;
- var col = textureSample(txt, smplr, uv);
-
- // Patterns are 2 seconds long (120 BPM, 4 beats)
- let pattern_num = u32(uniforms.time / 2.0);
- let is_even_pattern = (pattern_num % 2u) == 0u;
-
- // Reduced threshold range for subtler effect
- let thr = 0.4 + 0.15 * sin(uniforms.time);
- let solarize_strength = 0.4; // Reduced from 1.0 for less saturation
-
- if (is_even_pattern) {
- // Even patterns: Subtle red-orange tint
- if (col.r < thr) {
- col.r = mix(col.r, 1.0 - col.r, solarize_strength);
- }
- if (col.g < thr) {
- col.g = mix(col.g, 1.0 - col.g * 0.7, solarize_strength * 0.7);
- }
- if (col.b < thr) {
- col.b = mix(col.b, col.b * 0.5, solarize_strength);
- }
- } else {
- // Odd patterns: Subtle blue-cyan tint
- if (col.r < thr) {
- col.r = mix(col.r, col.r * 0.6, solarize_strength);
- }
- if (col.g < thr) {
- col.g = mix(col.g, 1.0 - col.g * 0.8, solarize_strength * 0.8);
- }
- if (col.b < thr) {
- col.b = mix(col.b, 1.0 - col.b, solarize_strength);
- }
- }
- return col;
-}
diff --git a/assets/final/shaders/test_snippet_a.wgsl b/assets/final/shaders/test_snippet_a.wgsl
deleted file mode 100644
index 732973d..0000000
--- a/assets/final/shaders/test_snippet_a.wgsl
+++ /dev/null
@@ -1,4 +0,0 @@
-// test_snippet_a.wgsl
-fn snippet_a() -> f32 {
- return 1.0;
-}
diff --git a/assets/final/shaders/test_snippet_b.wgsl b/assets/final/shaders/test_snippet_b.wgsl
deleted file mode 100644
index 071346e..0000000
--- a/assets/final/shaders/test_snippet_b.wgsl
+++ /dev/null
@@ -1,4 +0,0 @@
-// test_snippet_b.wgsl
-fn snippet_b() -> f32 {
- return 2.0;
-}
diff --git a/assets/final/shaders/vignette.wgsl b/assets/final/shaders/vignette.wgsl
deleted file mode 100644
index b129883..0000000
--- a/assets/final/shaders/vignette.wgsl
+++ /dev/null
@@ -1,32 +0,0 @@
-@group(0) @binding(0) var input_sampler: sampler;
-@group(0) @binding(1) var input_tex: texture_2d<f32>;
-#include "common_uniforms"
-
-struct VignetteParams {
- radius: f32,
- softness: f32,
-};
-
-@group(0) @binding(2) var<uniform> common_uniforms: CommonUniforms;
-@group(0) @binding(3) var<uniform> params: VignetteParams;
-
-@vertex
-fn vs_main(@builtin(vertex_index) vertex_idx: u32) -> @builtin(position) vec4<f32> {
- var pos = array<vec2<f32>, 3>(
- vec2<f32>(-1.0, -1.0),
- vec2<f32>(3.0, -1.0),
- vec2<f32>(-1.0, 3.0)
- );
- return vec4<f32>(pos[vertex_idx], 0.0, 1.0);
-}
-
-@fragment
-fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = pos.xy / common_uniforms.resolution;
- let color = textureSample(input_tex, input_sampler, uv);
-
- let d = distance(uv, vec2<f32>(0.5, 0.5));
- let vignette = smoothstep(params.radius, params.radius - params.softness, d);
-
- return vec4<f32>(color.rgb * mix(1.0, vignette, common_uniforms.audio_intensity), color.a);
-} \ No newline at end of file
diff --git a/assets/final/shaders/visual_debug.wgsl b/assets/final/shaders/visual_debug.wgsl
deleted file mode 100644
index 63e1f13..0000000
--- a/assets/final/shaders/visual_debug.wgsl
+++ /dev/null
@@ -1,31 +0,0 @@
-struct GlobalUniforms {
- view_proj: mat4x4<f32>,
- inv_view_proj: mat4x4<f32>,
- camera_pos_time: vec4<f32>,
- params: vec4<f32>,
- resolution: vec2<f32>,
-};
-@group(0) @binding(0) var<uniform> uniforms : GlobalUniforms;
-
-struct VertexInput {
- @location(0) position : vec3<f32>,
- @location(1) color : vec3<f32>,
-}
-
-struct VertexOutput {
- @builtin(position) position : vec4<f32>,
- @location(0) color : vec3<f32>,
-}
-
-@vertex
-fn vs_main(in : VertexInput) -> VertexOutput {
- var out : VertexOutput;
- out.position = uniforms.view_proj * vec4<f32>(in.position, 1.0);
- out.color = in.color;
- return out;
-}
-
-@fragment
-fn fs_main(in : VertexOutput) -> @location(0) vec4<f32> {
- return vec4<f32>(in.color, 1.0);
-}
diff --git a/assets/final/test_asset.txt b/assets/final/test_asset.txt
deleted file mode 100644
index 8a18097..0000000
--- a/assets/final/test_asset.txt
+++ /dev/null
@@ -1,3 +0,0 @@
-This is a test asset file.
-It contains some text data to verify the asset packing system.
-1234567890
diff --git a/assets/final/test_assets_list.txt b/assets/final/test_assets_list.txt
deleted file mode 100644
index 98d32ce..0000000
--- a/assets/final/test_assets_list.txt
+++ /dev/null
@@ -1,25 +0,0 @@
-# Asset Name, Compression Type, Filename/Placeholder, Description
-TEST_ASSET_1, NONE, test_asset.txt, "A simple text file for testing."
-NULL_ASSET, NONE, null.bin, "A zero-byte file."
-SHADER_SNIPPET_A, NONE, shaders/test_snippet_a.wgsl, "Test snippet A"
-SHADER_SNIPPET_B, NONE, shaders/test_snippet_b.wgsl, "Test snippet B"
-PROC_NOISE_256, PROC(gen_noise, 4321, 8), _, "Procedural noise for testing"
-TEST_IMAGE, NONE, test_image.tga, "A test TGA image"
-TEST_MESH, NONE, test_mesh.obj, "A simple test cube mesh"
-PROC_UNKNOWN, PROC(gen_unknown_func, 0), _, "Unknown proc function"
-PROC_FAIL, PROC(gen_noise, -1337, 8), _, "Failing proc function"
-
-# --- Required Shaders for Renderer3D ---
-SHADER_MESH, NONE, shaders/mesh_render.wgsl, "Mesh Rasterization Shader"
-SHADER_RENDERER_3D, NONE, shaders/renderer_3d.wgsl, "Hybrid 3D Renderer Shader"
-SHADER_SKYBOX, NONE, shaders/skybox.wgsl, "Skybox background shader"
-SHADER_COMMON_UNIFORMS, NONE, shaders/common_uniforms.wgsl, "Common Uniforms Snippet"
-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_RAY_BOX, NONE, shaders/ray_box.wgsl, "Ray-Box Intersection Snippet" \ No newline at end of file
diff --git a/assets/final/test_demo_assets.txt b/assets/final/test_demo_assets.txt
deleted file mode 100644
index dec8625..0000000
--- a/assets/final/test_demo_assets.txt
+++ /dev/null
@@ -1,3 +0,0 @@
-KICK_1, NONE, music/KICK_606.spec, "606 Kick"
-SNARE_1, NONE, music/SNARE_808.spec, "808 Snare"
-CRASH_1, NONE, music/CRASH_DMX.spec, "DMX Crash"
diff --git a/assets/final/test_image.tga b/assets/final/test_image.tga
deleted file mode 100644
index 7b05b08..0000000
--- a/assets/final/test_image.tga
+++ /dev/null
Binary files differ
diff --git a/assets/final/test_mesh.obj b/assets/final/test_mesh.obj
deleted file mode 100644
index eb304d4..0000000
--- a/assets/final/test_mesh.obj
+++ /dev/null
@@ -1,30 +0,0 @@
-v -0.5 -0.5 0.5
-v 0.5 -0.5 0.5
-v 0.5 0.5 0.5
-v -0.5 0.5 0.5
-v -0.5 -0.5 -0.5
-v 0.5 -0.5 -0.5
-v 0.5 0.5 -0.5
-v -0.5 0.5 -0.5
-vn 0.0 0.0 1.0
-vn 0.0 0.0 -1.0
-vn 0.0 1.0 0.0
-vn 0.0 -1.0 0.0
-vn 1.0 0.0 0.0
-vn -1.0 0.0 0.0
-vt 0.0 0.0
-vt 1.0 0.0
-vt 1.0 1.0
-vt 0.0 1.0
-f 1/1/1 2/2/1 3/3/1
-f 1/1/1 3/3/1 4/4/1
-f 5/1/2 8/4/2 7/3/2
-f 5/1/2 7/3/2 6/2/2
-f 1/1/6 4/4/6 8/3/6
-f 1/1/6 8/3/6 5/2/6
-f 2/1/5 6/4/5 7/3/5
-f 2/1/5 7/3/5 3/2/5
-f 4/1/3 3/4/3 7/3/3
-f 4/1/3 7/3/3 8/2/3
-f 1/1/4 5/4/4 6/3/4
-f 1/1/4 6/3/4 2/2/4