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+# Asset Name, Compression Type, Filename/Placeholder, Description
+
+# --- Drum & Percussion Samples ---
+KICK_1, NONE, assets/music/KICK_606.spec, "606 Kick"
+KICK_2, NONE, assets/music/KICK_90S_2.spec, "90s Kick"
+SNARE_1, NONE, assets/music/SNARE_808.spec, "808 Snare"
+SNARE_2, NONE, assets/music/SNARE_909_TUNE_8.spec, "909 Snare"
+SNARE_3, NONE, assets/music/SNARE_BLUE_ROOM.spec, "Snare Blue Room"
+HIHAT_1, NONE, assets/music/HIHAT_CLOSED_DMX.spec, "DMX Closed Hi-hat"
+HIHAT_2, NONE, assets/music/HIHAT_CLOSED_DUFF.spec, "Duff Closed Hi-hat"
+HIHAT_3, NONE, assets/music/HIHAT_CLOSED_ER_1.spec, "ER-1 Closed Hi-hat"
+CRASH_1, NONE, assets/music/CRASH_DMX.spec, "DMX Crash"
+RIDE_1, NONE, assets/music/RIDE_CUP_1.spec, "Ride Cymbal"
+SPLASH_1, NONE, assets/music/SPLASH_GROUNDED.spec, "Splash Cymbal"
+
+# --- Melodic Samples ---
+BASS_1, NONE, assets/music/BASS_GUITAR_FEEL.spec, "Bass Guitar"
+BASS_2, NONE, assets/music/BASS_SYNTH_1.spec, "Synth Bass 1"
+BASS_3, NONE, assets/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"