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Extracted all hardcoded WGSL shaders into external assets. Updated AssetManager to handle shader snippets. Refactored Renderer3D, VisualDebug, and Effects to load shaders via the AssetManager, enabling better shader management and composition.
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- Updated asset_packer to parse PROC(...) syntax.
- Implemented runtime dispatch in AssetManager for procedural generation.
- Added procedural generator functions (noise, grid, periodic).
- Added comprehensive tests for procedural asset lifecycle.
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Renamed demo assets to 'demo_assets.txt' and created 'test_assets_list.txt' for AssetManagerTest to prevent interference.
- Updated CMakeLists.txt to generate separate headers for demo and test.
- Updated test_assets.cc to conditionally include the test-specific header.
- Incorporated gen_assets.sh into the 'final' target.
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