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22 hoursfeat(gpu): Phase 2 - Add gen_perlin and gen_grid GPU compute shadersskal
22 hoursfeat(gpu): Add GPU procedural texture generation systemskal
25 hoursfeat: WGSL Uniform Buffer Validation & Consolidation (Task #75)skal
26 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
37 hoursfeat(shaders): Standardize all shaders to use CommonUniformsskal
38 hoursfeat: Fix CircleMaskEffect and RotatingCubeEffect auxiliary texture maskingskal
38 hoursfeat: Add CircleMaskEffect and RotatingCubeEffect with auxiliary texture maskingskal
41 hoursfeat(gpu): Add WGSL noise and hash function library (Task #59)skal
42 hoursfeat(gpu): Add parameter-driven GaussianBlurEffectskal
43 hoursfeat(gpu): Add parameter-driven ChromaAberrationEffectskal
43 hoursrefactor(shaders): Use bump mapping utility function in renderer_3dskal
43 hoursfeat(shaders): Add bump-mapped normal calculation variantsskal
43 hoursfeat(shaders): Add optimized 4-sample SDF normal estimationskal
43 hoursfeat(shaders): Add Möller-Trumbore ray-triangle intersectionskal
44 hoursrefactor(shaders): Apply common utilities to renderer shadersskal
44 hoursfeat(shaders): Extract common WGSL utilities for better composabilityskal
2 daysfeat(3d): Fix ObjectType::PLANE scaling and consolidate ObjectType mappingskal
4 daysfeat(particles): Implement transparent circular particles with alpha blending...skal
4 daysfix(shaders): Resolve WGSL validation errors and add shader compilation testsskal
4 daysRevert "fix(shaders): Correct plane distance scaling for non-uniform transforms"skal
4 daysfix(shaders): Correct plane distance scaling for non-uniform transformsskal
4 daysfix(shaders): Exclude meshes from SDF scaling factor in shadow calculationsskal
4 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
6 daysfeat: Optional sequence end times and comprehensive effect documentationskal
6 daysfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
6 dayshandoff(Claude): Stabilize 3D renderer with rotating skybox and two-pass arch...skal
7 daysfix: Implement proper skybox rendering with Perlin noiseskal
7 daysfeat: side-quest - Perlin noise sky and ProcGenFunc error handlingskal
7 daystest(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)skal
7 daysrefactor: Shader Asset Integration (Task #24)skal