diff options
Diffstat (limited to 'workspaces/main')
| -rw-r--r-- | workspaces/main/assets.txt | 166 |
1 files changed, 83 insertions, 83 deletions
diff --git a/workspaces/main/assets.txt b/workspaces/main/assets.txt index 7ce8bdd..5f5bad7 100644 --- a/workspaces/main/assets.txt +++ b/workspaces/main/assets.txt @@ -8,22 +8,22 @@ # PROC_GPU(func,..) - GPU compute procedural generation at init # --- 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" +KICK_1, SPEC, music/KICK_606.spec, "606 Kick" +KICK_2, SPEC, music/KICK_90S_2.spec, "90s Kick" +SNARE_1, SPEC, music/SNARE_808.spec, "808 Snare" +SNARE_2, SPEC, music/SNARE_909_TUNE_8.spec, "909 Snare" +SNARE_3, SPEC, music/SNARE_BLUE_ROOM.spec, "Snare Blue Room" +HIHAT_1, SPEC, music/HIHAT_CLOSED_DMX.spec, "DMX Closed Hi-hat" +HIHAT_2, SPEC, music/HIHAT_CLOSED_DUFF.spec, "Duff Closed Hi-hat" +HIHAT_3, SPEC, music/HIHAT_CLOSED_ER_1.spec, "ER-1 Closed Hi-hat" +CRASH_1, SPEC, music/CRASH_DMX.spec, "DMX Crash" +RIDE_1, SPEC, music/RIDE_CUP_1.spec, "Ride Cymbal" +SPLASH_1, SPEC, 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" +BASS_1, SPEC, music/BASS_GUITAR_FEEL.spec, "Bass Guitar" +BASS_2, SPEC, music/BASS_SYNTH_1.spec, "Synth Bass 1" +BASS_3, SPEC, music/SYNTH_BASS_DISTORT.spec, "Distorted Synth Bass" NEVER_MP3, MP3, music/never.mp3, "MP3 Sample" DRUM_MP3, MP3, music/drum.mp3, "Drum Sample" @@ -31,74 +31,74 @@ DRUM_MP3, MP3, music/drum.mp3, "Drum Sample" 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, ../../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, ../../src/effects/particle_compute.wgsl, "Particle Compute Shader" -SHADER_PARTICLE_RENDER, NONE, ../../src/effects/particle_render.wgsl, "Particle Render Shader" -SHADER_PARTICLE_COMPUTE_V2, NONE, ../../src/effects/particle_compute.wgsl, "Particle Compute Shader" -SHADER_PARTICLE_RENDER_V2, NONE, ../../src/effects/particle_render.wgsl, "Particle Render Shader" -SHADER_ROTATING_CUBE_V2, NONE, ../../src/effects/rotating_cube.wgsl, "Rotating Cube Shader" -SHADER_PASSTHROUGH, NONE, ../../src/shaders/passthrough.wgsl, "Passthrough Shader" -SHADER_ELLIPSE, NONE, ../../src/effects/ellipse.wgsl, "Ellipse Shader" -SHADER_PARTICLE_SPRAY_COMPUTE, NONE, ../../src/effects/particle_spray_compute.wgsl, "Particle Spray Compute" -SHADER_GAUSSIAN_BLUR, NONE, ../../src/effects/gaussian_blur.wgsl, "Gaussian Blur Shader" -SHADER_CNN_ACTIVATION, NONE, ../../cnn_v1/shaders/cnn_activation.wgsl, "CNN Activation Functions" -SHADER_CNN_CONV1X1, NONE, ../../cnn_v1/shaders/cnn_conv1x1.wgsl, "CNN 1x1 Convolution" -SHADER_CNN_CONV3X3, NONE, ../../cnn_v1/shaders/cnn_conv3x3.wgsl, "CNN 3x3 Convolution" -SHADER_CNN_CONV5X5, NONE, ../../cnn_v1/shaders/cnn_conv5x5.wgsl, "CNN 5x5 Convolution" -SHADER_CNN_CONV7X7, NONE, ../../cnn_v1/shaders/cnn_conv7x7.wgsl, "CNN 7x7 Convolution" -SHADER_CNN_WEIGHTS, NONE, ../../cnn_v1/shaders/cnn_weights_generated.wgsl, "CNN Weights (Generated)" -SHADER_CNN_LAYER, NONE, ../../cnn_v1/shaders/cnn_layer.wgsl, "CNN Layer Shader" -SHADER_CNN_V2_STATIC, NONE, ../../cnn_v2/shaders/cnn_v2_static.wgsl, "CNN v2 Static Features" -SHADER_CNN_V2_COMPUTE, NONE, ../../cnn_v2/shaders/cnn_v2_compute.wgsl, "CNN v2 Compute (Storage Buffer)" -WEIGHTS_CNN_V2, NONE, ../../cnn_v2/weights/cnn_v2_weights.bin, "CNN v2 Binary Weights" -SHADER_SOLARIZE, NONE, ../../src/effects/solarize.wgsl, "Solarize Shader" -SHADER_DISTORT, NONE, ../../src/effects/distort.wgsl, "Distort Shader" -SHADER_CHROMA_ABERRATION, NONE, ../../src/effects/chroma_aberration.wgsl, "Chroma Aberration Shader" -SHADER_VISUAL_DEBUG, NONE, shaders/visual_debug.wgsl, "Visual Debug Shader" -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, ../../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, ../../src/effects/vignette.wgsl, "Vignette 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, ../../src/effects/scene1.wgsl, "Scene1 effect shader" -SHADER_SCENE2, NONE, ../../src/effects/scene2.wgsl, "Scene2 effect shader" -SHADER_RENDER_SCRATCH_LINES, NONE, ../../src/shaders/render/scratch_lines.wgsl, "Film scratch lines snippet" -SHADER_SCRATCH, NONE, ../../src/effects/scratch.wgsl, "Scratch effect shader" -SHADER_NTSC, NONE, ../../src/effects/ntsc.wgsl, "NTSC effect shader" +SHADER_RENDERER_3D, WGSL, shaders/renderer_3d.wgsl, "Hybrid 3D Renderer Shader" +SHADER_COMMON_UNIFORMS, WGSL, ../../src/shaders/common_uniforms.wgsl, "Common Uniforms Snippet" +SHADER_CAMERA_COMMON, WGSL, ../../src/shaders/camera_common.wgsl, "Camera parameters and raymarching helpers" +SHADER_SDF_SHAPES, WGSL, ../../src/shaders/math/sdf_shapes.wgsl, "SDF Shapes (2D/3D primitives)" +SHADER_LIGHTING, WGSL, ../../src/shaders/lighting.wgsl, "Lighting Snippet" +SHADER_RAY_BOX, WGSL, ../../src/shaders/ray_box.wgsl, "Ray-Box Intersection Snippet" +SHADER_RAY_TRIANGLE, WGSL, ../../src/shaders/ray_triangle.wgsl, "Ray-Triangle Intersection Snippet (Möller-Trumbore)" +SHADER_MAIN, WGSL, shaders/main_shader.wgsl, "Main Heptagon Shader" +SHADER_PARTICLE_COMPUTE, WGSL, ../../src/effects/particle_compute.wgsl, "Particle Compute Shader" +SHADER_PARTICLE_RENDER, WGSL, ../../src/effects/particle_render.wgsl, "Particle Render Shader" +SHADER_PARTICLE_COMPUTE_V2, WGSL, ../../src/effects/particle_compute.wgsl, "Particle Compute Shader" +SHADER_PARTICLE_RENDER_V2, WGSL, ../../src/effects/particle_render.wgsl, "Particle Render Shader" +SHADER_ROTATING_CUBE_V2, WGSL, ../../src/effects/rotating_cube.wgsl, "Rotating Cube Shader" +SHADER_PASSTHROUGH, WGSL, ../../src/shaders/passthrough.wgsl, "Passthrough Shader" +SHADER_ELLIPSE, WGSL, ../../src/effects/ellipse.wgsl, "Ellipse Shader" +SHADER_PARTICLE_SPRAY_COMPUTE, WGSL, ../../src/effects/particle_spray_compute.wgsl, "Particle Spray Compute" +SHADER_GAUSSIAN_BLUR, WGSL, ../../src/effects/gaussian_blur.wgsl, "Gaussian Blur Shader" +SHADER_CNN_ACTIVATION, WGSL, ../../cnn_v1/shaders/cnn_activation.wgsl, "CNN Activation Functions" +SHADER_CNN_CONV1X1, WGSL, ../../cnn_v1/shaders/cnn_conv1x1.wgsl, "CNN 1x1 Convolution" +SHADER_CNN_CONV3X3, WGSL, ../../cnn_v1/shaders/cnn_conv3x3.wgsl, "CNN 3x3 Convolution" +SHADER_CNN_CONV5X5, WGSL, ../../cnn_v1/shaders/cnn_conv5x5.wgsl, "CNN 5x5 Convolution" +SHADER_CNN_CONV7X7, WGSL, ../../cnn_v1/shaders/cnn_conv7x7.wgsl, "CNN 7x7 Convolution" +SHADER_CNN_WEIGHTS, WGSL, ../../cnn_v1/shaders/cnn_weights_generated.wgsl, "CNN Weights (Generated)" +SHADER_CNN_LAYER, WGSL, ../../cnn_v1/shaders/cnn_layer.wgsl, "CNN Layer Shader" +SHADER_CNN_V2_STATIC, WGSL, ../../cnn_v2/shaders/cnn_v2_static.wgsl, "CNN v2 Static Features" +SHADER_CNN_V2_COMPUTE, WGSL, ../../cnn_v2/shaders/cnn_v2_compute.wgsl, "CNN v2 Compute (Storage Buffer)" +WEIGHTS_CNN_V2, BINARY, ../../cnn_v2/weights/cnn_v2_weights.bin, "CNN v2 Binary Weights" +SHADER_SOLARIZE, WGSL, ../../src/effects/solarize.wgsl, "Solarize Shader" +SHADER_DISTORT, WGSL, ../../src/effects/distort.wgsl, "Distort Shader" +SHADER_CHROMA_ABERRATION, WGSL, ../../src/effects/chroma_aberration.wgsl, "Chroma Aberration Shader" +SHADER_VISUAL_DEBUG, WGSL, shaders/visual_debug.wgsl, "Visual Debug Shader" +SHADER_SKYBOX, WGSL, ../../src/shaders/skybox.wgsl, "Skybox background shader" +SHADER_MATH_SDF_SHAPES, WGSL, ../../src/shaders/math/sdf_shapes.wgsl, "SDF Shapes Snippet" +SHADER_MATH_SDF_UTILS, WGSL, ../../src/shaders/math/sdf_utils.wgsl, "SDF Utils Snippet" +SHADER_MATH_COMMON_UTILS, WGSL, ../../src/shaders/math/common_utils.wgsl, "Common Math Utils" +SHADER_MATH_NOISE, WGSL, ../../src/shaders/math/noise.wgsl, "RNG and Noise Functions" +SHADER_RENDER_SHADOWS, WGSL, ../../src/shaders/render/shadows.wgsl, "Shadows Snippet" +SHADER_RENDER_SCENE_QUERY_BVH, WGSL, ../../src/shaders/render/scene_query_bvh.wgsl, "Scene Query Snippet (BVH)" +SHADER_RENDER_SCENE_QUERY_LINEAR, WGSL, ../../src/shaders/render/scene_query_linear.wgsl, "Scene Query Snippet (Linear)" +SHADER_RENDER_LIGHTING_UTILS, WGSL, ../../src/shaders/render/lighting_utils.wgsl, "Lighting Utils Snippet" +SHADER_MESH, WGSL, shaders/mesh_render.wgsl, "Mesh Rasterization Shader" +MESH_CUBE, MESH, obj/test_mesh.obj, "A simple cube mesh" +DODECAHEDRON, MESH, obj/dodecahedron.obj, "A dodecahedron mesh" +SHADER_RENDER_FULLSCREEN_VS, WGSL, ../../src/shaders/render/fullscreen_vs.wgsl, "Fullscreen Vertex Shader" +SHADER_RENDER_FULLSCREEN_UV_VS, WGSL, ../../src/shaders/render/fullscreen_uv_vs.wgsl, "Fullscreen Vertex Shader + UV" +SHADER_MATH_COLOR, WGSL, ../../src/shaders/math/color.wgsl, "Color Functions" +SHADER_MATH_UTILS, WGSL, ../../src/shaders/math/utils.wgsl, "Math Utilities" +SHADER_RENDER_RAYMARCHING, WGSL, ../../src/shaders/render/raymarching.wgsl, "Raymarching Functions" +SHADER_RENDER_RAYMARCHING_ID, WGSL, ../../src/shaders/render/raymarching_id.wgsl, "Raymarching-ID Functions" +SHADER_VIGNETTE, WGSL, ../../src/effects/vignette.wgsl, "Vignette Shader" +SHADER_COMPUTE_GEN_NOISE, WGSL, ../../src/shaders/compute/gen_noise.wgsl, "GPU Noise Compute Shader" +SHADER_COMPUTE_GEN_PERLIN, WGSL, ../../src/shaders/compute/gen_perlin.wgsl, "GPU Perlin Noise Compute Shader" +SHADER_COMPUTE_GEN_GRID, WGSL, ../../src/shaders/compute/gen_grid.wgsl, "GPU Grid Compute Shader" +SHADER_COMPUTE_GEN_BLEND, WGSL, ../../src/shaders/compute/gen_blend.wgsl, "GPU Blend Composite Shader" +SHADER_COMPUTE_GEN_MASK, WGSL, ../../src/shaders/compute/gen_mask.wgsl, "GPU Mask Composite Shader" +CIRCLE_MASK_COMPUTE_SHADER, WGSL, shaders/circle_mask_compute.wgsl, "Circle mask compute shader" +CIRCLE_MASK_RENDER_SHADER, WGSL, shaders/circle_mask_render.wgsl, "Circle mask render shader" +MASKED_CUBE_SHADER, WGSL, shaders/masked_cube.wgsl, "Masked cube shader" +SHADER_SCENE1, WGSL, ../../src/effects/scene1.wgsl, "Scene1 effect shader" +SHADER_SCENE2, WGSL, ../../src/effects/scene2.wgsl, "Scene2 effect shader" +SHADER_RENDER_SCRATCH_LINES, WGSL, ../../src/shaders/render/scratch_lines.wgsl, "Film scratch lines snippet" +SHADER_SCRATCH, WGSL, ../../src/effects/scratch.wgsl, "Scratch effect shader" +SHADER_NTSC, WGSL, ../../src/effects/ntsc.wgsl, "NTSC effect shader" # --- Sequence Shaders --- -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, ../../src/effects/flash.wgsl, "Flash Shader" +SHADER_SEQUENCE_V2_UNIFORMS, WGSL, ../../src/shaders/sequence_uniforms.wgsl, "Sequence Uniforms Snippet" +SHADER_POSTPROCESS_INLINE, WGSL, ../../src/shaders/postprocess_inline.wgsl, "Inline Post-Process Functions" +SHADER_PASSTHROUGH_V2, WGSL, ../../src/shaders/passthrough.wgsl, "Passthrough Shader" +SHADER_GAUSSIAN_BLUR_V2, WGSL, ../../src/shaders/gaussian_blur.wgsl, "Gaussian Blur Shader" +SHADER_HEPTAGON_V2, WGSL, ../../src/shaders/heptagon.wgsl, "Heptagon Shader" +SHADER_FLASH, WGSL, ../../src/effects/flash.wgsl, "Flash Shader" |
