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-rw-r--r--src/gpu/effects/shaders.cc146
1 files changed, 0 insertions, 146 deletions
diff --git a/src/gpu/effects/shaders.cc b/src/gpu/effects/shaders.cc
deleted file mode 100644
index d79f3d3..0000000
--- a/src/gpu/effects/shaders.cc
+++ /dev/null
@@ -1,146 +0,0 @@
-// This file is part of the 64k demo project.
-// It defines WGSL shader code for various effects.
-
-#include "../demo_effects.h"
-
-#if defined(USE_TEST_ASSETS)
-
-#include "test_assets.h"
-
-#else
-
-#include "generated/assets.h"
-
-#endif
-
-#include "gpu/effects/shader_composer.h"
-
-#include "util/asset_manager.h"
-
-void InitShaderComposer() {
- auto& sc = ShaderComposer::Get();
-
- auto register_if_exists = [&](const char* name, AssetId id) {
- size_t size;
-
- const char* data = (const char*)GetAsset(id, &size);
-
- if (data) {
- sc.RegisterSnippet(name, std::string(data, size));
- }
- };
-
- register_if_exists("common_uniforms", AssetId::ASSET_SHADER_COMMON_UNIFORMS);
- register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_MATH_SDF_SHAPES);
- register_if_exists("math/sdf_utils", AssetId::ASSET_SHADER_MATH_SDF_UTILS);
- register_if_exists("math/common_utils",
- AssetId::ASSET_SHADER_MATH_COMMON_UTILS);
- register_if_exists("math/noise", AssetId::ASSET_SHADER_MATH_NOISE);
- register_if_exists("render/shadows", AssetId::ASSET_SHADER_RENDER_SHADOWS);
- register_if_exists("render/scene_query_bvh",
- AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_BVH);
- register_if_exists("render/scene_query_linear",
- AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_LINEAR);
- register_if_exists("render/lighting_utils",
- AssetId::ASSET_SHADER_RENDER_LIGHTING_UTILS);
- register_if_exists("render/mesh", AssetId::ASSET_SHADER_MESH);
-
- register_if_exists("sdf_primitives", AssetId::ASSET_SHADER_SDF_PRIMITIVES);
-
- register_if_exists("lighting", AssetId::ASSET_SHADER_LIGHTING);
-
- register_if_exists("ray_box", AssetId::ASSET_SHADER_RAY_BOX);
- register_if_exists("ray_triangle", AssetId::ASSET_SHADER_RAY_TRIANGLE);
-
- register_if_exists("cnn_activation", AssetId::ASSET_SHADER_CNN_ACTIVATION);
- register_if_exists("cnn_conv1x1", AssetId::ASSET_SHADER_CNN_CONV1X1);
- register_if_exists("cnn_conv3x3", AssetId::ASSET_SHADER_CNN_CONV3X3);
- register_if_exists("cnn_conv5x5", AssetId::ASSET_SHADER_CNN_CONV5X5);
- register_if_exists("cnn_conv7x7", AssetId::ASSET_SHADER_CNN_CONV7X7);
- register_if_exists("cnn_weights_generated",
- AssetId::ASSET_SHADER_CNN_WEIGHTS);
-
-#if !defined(STRIP_ALL)
- sc.VerifyIncludes();
-#endif
-}
-
-// Helper to get asset string or empty string
-
-static const char* SafeGetAsset(AssetId id) {
- const uint8_t* data = GetAsset(id);
-
- return data ? (const char*)data : "";
-}
-
-const char* main_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_MAIN);
-
-const char* particle_compute_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_COMPUTE);
-
-const char* particle_render_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_RENDER);
-
-const char* passthrough_shader_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_PASSTHROUGH);
-
-const char* ellipse_shader_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_ELLIPSE);
-
-const char* particle_spray_compute_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_SPRAY_COMPUTE);
-
-const char* gaussian_blur_shader_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_GAUSSIAN_BLUR);
-
-const char* solarize_shader_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_SOLARIZE);
-
-const char* scene1_shader_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_SCENE1);
-
-const char* distort_shader_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_DISTORT);
-
-const char* chroma_aberration_shader_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_CHROMA_ABERRATION);
-
-const char* cnn_layer_shader_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_CNN_LAYER);
-
-const char* gen_noise_compute_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_NOISE);
-
-const char* gen_perlin_compute_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_PERLIN);
-
-const char* gen_grid_compute_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_GRID);
-
-#if !defined(STRIP_GPU_COMPOSITE)
-const char* gen_blend_compute_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_BLEND);
-
-const char* gen_mask_compute_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_MASK);
-#endif
-
-const char* vignette_shader_wgsl =
-
- SafeGetAsset(AssetId::ASSET_SHADER_VIGNETTE);