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