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path: root/assets/final/shaders
AgeCommit message (Expand)Author
6 hoursrefactor: Deduplicate CommonUniforms with #include in WGSL shadersskal
7 hoursfeat: GPU procedural Phase 4 - texture compositionskal
7 hoursfeat(gpu): Phase 2 - Add gen_perlin and gen_grid GPU compute shadersskal
7 hoursfeat(gpu): Add GPU procedural texture generation systemskal
10 hoursfeat: WGSL Uniform Buffer Validation & Consolidation (Task #75)skal
11 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
22 hoursfeat(shaders): Standardize all shaders to use CommonUniformsskal
23 hoursfeat: Fix CircleMaskEffect and RotatingCubeEffect auxiliary texture maskingskal
23 hoursfeat: Add CircleMaskEffect and RotatingCubeEffect with auxiliary texture maskingskal
26 hoursfeat(gpu): Add WGSL noise and hash function library (Task #59)skal
27 hoursfeat(gpu): Add parameter-driven GaussianBlurEffectskal
27 hoursfeat(gpu): Add parameter-driven ChromaAberrationEffectskal
28 hoursrefactor(shaders): Use bump mapping utility function in renderer_3dskal
28 hoursfeat(shaders): Add bump-mapped normal calculation variantsskal
28 hoursfeat(shaders): Add optimized 4-sample SDF normal estimationskal
28 hoursfeat(shaders): Add Möller-Trumbore ray-triangle intersectionskal
29 hoursrefactor(shaders): Apply common utilities to renderer shadersskal
29 hoursfeat(shaders): Extract common WGSL utilities for better composabilityskal
37 hoursfeat(3d): Fix ObjectType::PLANE scaling and consolidate ObjectType mappingskal
3 daysfeat(particles): Implement transparent circular particles with alpha blending...skal
3 daysfix(shaders): Resolve WGSL validation errors and add shader compilation testsskal
3 daysRevert "fix(shaders): Correct plane distance scaling for non-uniform transforms"skal
3 daysfix(shaders): Correct plane distance scaling for non-uniform transformsskal
3 daysfix(shaders): Exclude meshes from SDF scaling factor in shadow calculationsskal
3 daysfix(shaders): Correct mesh normal transformation - remove double transposeskal
4 daysfix: Correct mesh normal transformation and floor shadow renderingskal
4 daysfeat(3d): Implement basic OBJ mesh asset pipelineskal
4 dayschore: Update documentation, generated assets, and cleanupskal
4 daysrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
4 daysfeat(perf): Add toggle for GPU BVH and fix fallbackskal
5 daysfeat: Optional sequence end times and comprehensive effect documentationskal
5 daysfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
5 dayshandoff(Claude): Stabilize 3D renderer with rotating skybox and two-pass arch...skal
6 daysfix: Implement proper skybox rendering with Perlin noiseskal
6 daysfeat: side-quest - Perlin noise sky and ProcGenFunc error handlingskal
6 daystest(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)skal
7 daysrefactor: Shader Asset Integration (Task #24)skal