diff options
Diffstat (limited to 'workspaces/main')
| -rw-r--r-- | workspaces/main/assets.txt | 64 |
1 files changed, 32 insertions, 32 deletions
diff --git a/workspaces/main/assets.txt b/workspaces/main/assets.txt index 4115397..85ae1fc 100644 --- a/workspaces/main/assets.txt +++ b/workspaces/main/assets.txt @@ -24,19 +24,19 @@ NOISE_TEX, PROC(gen_noise, 1234, 16), _, "Procedural noise texture for bump mapp # --- WGSL Shaders & Snippets --- SHADER_RENDERER_3D, NONE, shaders/renderer_3d.wgsl, "Hybrid 3D Renderer Shader" -SHADER_COMMON_UNIFORMS, NONE, ../../common/shaders/common_uniforms.wgsl, "Common Uniforms Snippet" -SHADER_CAMERA_COMMON, NONE, ../../common/shaders/camera_common.wgsl, "Camera parameters and raymarching helpers" -SHADER_SDF_SHAPES, NONE, ../../common/shaders/math/sdf_shapes.wgsl, "SDF Shapes (2D/3D primitives)" -SHADER_LIGHTING, NONE, ../../common/shaders/lighting.wgsl, "Lighting Snippet" -SHADER_RAY_BOX, NONE, ../../common/shaders/ray_box.wgsl, "Ray-Box Intersection Snippet" -SHADER_RAY_TRIANGLE, NONE, ../../common/shaders/ray_triangle.wgsl, "Ray-Triangle Intersection Snippet (Möller-Trumbore)" +SHADER_COMMON_UNIFORMS, NONE, ../../src/shaders/common_uniforms.wgsl, "Common Uniforms Snippet" +SHADER_CAMERA_COMMON, NONE, ../../src/shaders/camera_common.wgsl, "Camera parameters and raymarching helpers" +SHADER_SDF_SHAPES, NONE, ../../src/shaders/math/sdf_shapes.wgsl, "SDF Shapes (2D/3D primitives)" +SHADER_LIGHTING, NONE, ../../src/shaders/lighting.wgsl, "Lighting Snippet" +SHADER_RAY_BOX, NONE, ../../src/shaders/ray_box.wgsl, "Ray-Box Intersection Snippet" +SHADER_RAY_TRIANGLE, NONE, ../../src/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_PARTICLE_COMPUTE_V2, NONE, shaders/particle_compute.wgsl, "Particle Compute Shader" SHADER_PARTICLE_RENDER_V2, NONE, shaders/particle_render.wgsl, "Particle Render Shader" SHADER_ROTATING_CUBE_V2, NONE, shaders/rotating_cube.wgsl, "Rotating Cube Shader" -SHADER_PASSTHROUGH, NONE, ../../common/shaders/passthrough.wgsl, "Passthrough Shader" +SHADER_PASSTHROUGH, NONE, ../../src/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" @@ -54,39 +54,39 @@ 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, ../../common/shaders/skybox.wgsl, "Skybox background shader" -SHADER_MATH_SDF_SHAPES, NONE, ../../common/shaders/math/sdf_shapes.wgsl, "SDF Shapes Snippet" -SHADER_MATH_SDF_UTILS, NONE, ../../common/shaders/math/sdf_utils.wgsl, "SDF Utils Snippet" -SHADER_MATH_COMMON_UTILS, NONE, ../../common/shaders/math/common_utils.wgsl, "Common Math Utils" -SHADER_MATH_NOISE, NONE, ../../common/shaders/math/noise.wgsl, "RNG and Noise Functions" -SHADER_RENDER_SHADOWS, NONE, ../../common/shaders/render/shadows.wgsl, "Shadows Snippet" -SHADER_RENDER_SCENE_QUERY_BVH, NONE, ../../common/shaders/render/scene_query_bvh.wgsl, "Scene Query Snippet (BVH)" -SHADER_RENDER_SCENE_QUERY_LINEAR, NONE, ../../common/shaders/render/scene_query_linear.wgsl, "Scene Query Snippet (Linear)" -SHADER_RENDER_LIGHTING_UTILS, NONE, ../../common/shaders/render/lighting_utils.wgsl, "Lighting Utils Snippet" +SHADER_SKYBOX, NONE, ../../src/shaders/skybox.wgsl, "Skybox background shader" +SHADER_MATH_SDF_SHAPES, NONE, ../../src/shaders/math/sdf_shapes.wgsl, "SDF Shapes Snippet" +SHADER_MATH_SDF_UTILS, NONE, ../../src/shaders/math/sdf_utils.wgsl, "SDF Utils Snippet" +SHADER_MATH_COMMON_UTILS, NONE, ../../src/shaders/math/common_utils.wgsl, "Common Math Utils" +SHADER_MATH_NOISE, NONE, ../../src/shaders/math/noise.wgsl, "RNG and Noise Functions" +SHADER_RENDER_SHADOWS, NONE, ../../src/shaders/render/shadows.wgsl, "Shadows Snippet" +SHADER_RENDER_SCENE_QUERY_BVH, NONE, ../../src/shaders/render/scene_query_bvh.wgsl, "Scene Query Snippet (BVH)" +SHADER_RENDER_SCENE_QUERY_LINEAR, NONE, ../../src/shaders/render/scene_query_linear.wgsl, "Scene Query Snippet (Linear)" +SHADER_RENDER_LIGHTING_UTILS, NONE, ../../src/shaders/render/lighting_utils.wgsl, "Lighting Utils Snippet" SHADER_MESH, NONE, shaders/mesh_render.wgsl, "Mesh Rasterization Shader" MESH_CUBE, NONE, obj/test_mesh.obj, "A simple cube mesh" DODECAHEDRON, NONE, obj/dodecahedron.obj, "A dodecahedron mesh" -SHADER_RENDER_FULLSCREEN_VS, NONE, ../../common/shaders/render/fullscreen_vs.wgsl, "Fullscreen Vertex Shader" -SHADER_RENDER_FULLSCREEN_UV_VS, NONE, ../../common/shaders/render/fullscreen_uv_vs.wgsl, "Fullscreen Vertex Shader + UV" -SHADER_MATH_COLOR, NONE, ../../common/shaders/math/color.wgsl, "Color Functions" -SHADER_MATH_UTILS, NONE, ../../common/shaders/math/utils.wgsl, "Math Utilities" -SHADER_RENDER_RAYMARCHING, NONE, ../../common/shaders/render/raymarching.wgsl, "Raymarching Functions" -SHADER_RENDER_RAYMARCHING_ID, NONE, ../../common/shaders/render/raymarching_id.wgsl, "Raymarching-ID Functions" +SHADER_RENDER_FULLSCREEN_VS, NONE, ../../src/shaders/render/fullscreen_vs.wgsl, "Fullscreen Vertex Shader" +SHADER_RENDER_FULLSCREEN_UV_VS, NONE, ../../src/shaders/render/fullscreen_uv_vs.wgsl, "Fullscreen Vertex Shader + UV" +SHADER_MATH_COLOR, NONE, ../../src/shaders/math/color.wgsl, "Color Functions" +SHADER_MATH_UTILS, NONE, ../../src/shaders/math/utils.wgsl, "Math Utilities" +SHADER_RENDER_RAYMARCHING, NONE, ../../src/shaders/render/raymarching.wgsl, "Raymarching Functions" +SHADER_RENDER_RAYMARCHING_ID, NONE, ../../src/shaders/render/raymarching_id.wgsl, "Raymarching-ID Functions" SHADER_VIGNETTE, NONE, shaders/vignette.wgsl, "Vignette Shader" -SHADER_COMPUTE_GEN_NOISE, NONE, ../../common/shaders/compute/gen_noise.wgsl, "GPU Noise Compute Shader" -SHADER_COMPUTE_GEN_PERLIN, NONE, ../../common/shaders/compute/gen_perlin.wgsl, "GPU Perlin Noise Compute Shader" -SHADER_COMPUTE_GEN_GRID, NONE, ../../common/shaders/compute/gen_grid.wgsl, "GPU Grid Compute Shader" -SHADER_COMPUTE_GEN_BLEND, NONE, ../../common/shaders/compute/gen_blend.wgsl, "GPU Blend Composite Shader" -SHADER_COMPUTE_GEN_MASK, NONE, ../../common/shaders/compute/gen_mask.wgsl, "GPU Mask Composite Shader" +SHADER_COMPUTE_GEN_NOISE, NONE, ../../src/shaders/compute/gen_noise.wgsl, "GPU Noise Compute Shader" +SHADER_COMPUTE_GEN_PERLIN, NONE, ../../src/shaders/compute/gen_perlin.wgsl, "GPU Perlin Noise Compute Shader" +SHADER_COMPUTE_GEN_GRID, NONE, ../../src/shaders/compute/gen_grid.wgsl, "GPU Grid Compute Shader" +SHADER_COMPUTE_GEN_BLEND, NONE, ../../src/shaders/compute/gen_blend.wgsl, "GPU Blend Composite Shader" +SHADER_COMPUTE_GEN_MASK, NONE, ../../src/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" SHADER_SCENE1, NONE, shaders/scene1.wgsl, "Scene1 effect shader" # --- Sequence Shaders --- -SHADER_SEQUENCE_V2_UNIFORMS, NONE, ../../common/shaders/sequence_uniforms.wgsl, "Sequence Uniforms Snippet" -SHADER_POSTPROCESS_INLINE, NONE, ../../common/shaders/postprocess_inline.wgsl, "Inline Post-Process Functions" -SHADER_PASSTHROUGH_V2, NONE, ../../common/shaders/passthrough.wgsl, "Passthrough Shader" -SHADER_GAUSSIAN_BLUR_V2, NONE, ../../common/shaders/gaussian_blur.wgsl, "Gaussian Blur Shader" -SHADER_HEPTAGON_V2, NONE, ../../common/shaders/heptagon.wgsl, "Heptagon Shader" +SHADER_SEQUENCE_V2_UNIFORMS, NONE, ../../src/shaders/sequence_uniforms.wgsl, "Sequence Uniforms Snippet" +SHADER_POSTPROCESS_INLINE, NONE, ../../src/shaders/postprocess_inline.wgsl, "Inline Post-Process Functions" +SHADER_PASSTHROUGH_V2, NONE, ../../src/shaders/passthrough.wgsl, "Passthrough Shader" +SHADER_GAUSSIAN_BLUR_V2, NONE, ../../src/shaders/gaussian_blur.wgsl, "Gaussian Blur Shader" +SHADER_HEPTAGON_V2, NONE, ../../src/shaders/heptagon.wgsl, "Heptagon Shader" SHADER_FLASH, NONE, shaders/flash.wgsl, "Flash Shader" |
