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#50)
- Updated ShaderComposer to support recursive #include "snippet_name" with cycle detection.
- Extracted granular WGSL snippets: math/sdf_shapes, math/sdf_utils, render/shadows, render/scene_query, render/lighting_utils.
- Refactored Renderer3D to use #include in shaders, simplifying C++ dependency lists.
- Fixed WGPUShaderSourceWGSL usage on macOS to correctly handle composed shader strings.
- Added comprehensive unit tests for recursive composition in test_shader_composer.
- Verified system stability with test_3d_render and full test suite.
- Marked Task #50 as recurrent for future code hygiene.
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architecture
- Fixed black screen by ensuring clear operations in Pass 2 when Skybox pass is skipped.
- Resolved WebGPU validation errors by synchronizing depth-stencil state.
- Implemented rotating skybox using world-space ray unprojection (inv_view_proj).
- Improved procedural noise generation (multi-octave Value Noise).
- Restored scene integrity by correcting object indexing and removing artifacts.
- Updated documentation (TODO.md, PROJECT_CONTEXT.md).
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- Added ObjectType::SKYBOX for dedicated skybox rendering.
- Created assets/final/shaders/skybox.wgsl for background rendering.
- Implemented a two-pass rendering strategy in Renderer3D::render:
- First pass renders the skybox without depth writes.
- Second pass renders scene objects with depth testing.
- Corrected GlobalUniforms struct in common_uniforms.wgsl and src/3d/renderer.h to include and explicit padding for 112-byte alignment.
- Updated Renderer3D::update_uniforms to set the new and zero-initialize padding.
- Reverted sky sampling logic in renderer_3d.wgsl to for SDF misses, preventing background bleed-through.
- Updated test_3d_render.cc to include a SKYBOX object with Perlin noise.
handoff(Gemini): The skybox is now correctly rendered with Perlin noise as a dedicated background pass. Objects render correctly without transparency to the sky. All necessary C++ and WGSL shader changes are implemented and verified.
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