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15 hoursfix: update shader files to use beat_phase instead of beatskal
15 hoursfeat: implement beat-based timing systemskal
3 daysrefactor: Deduplicate CommonUniforms with #include in WGSL shadersskal
3 daysrefactor: Move .spec audio assets to assets/final/music subdirectoryskal
3 daysfeat: GPU procedural Phase 4 - texture compositionskal
3 daysfeat(gpu): Phase 2 - Add gen_perlin and gen_grid GPU compute shadersskal
3 daysfeat(gpu): Add GPU procedural texture generation systemskal
3 daysfeat: WGSL Uniform Buffer Validation & Consolidation (Task #75)skal
3 daysfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
4 daysfeat(shaders): Standardize all shaders to use CommonUniformsskal
4 daysfeat: Fix CircleMaskEffect and RotatingCubeEffect auxiliary texture maskingskal
4 daysfeat: Add CircleMaskEffect and RotatingCubeEffect with auxiliary texture maskingskal
4 daysfeat(gpu): Add VignetteEffect and related filesskal
4 daysfeat(gpu): Add WGSL noise and hash function library (Task #59)skal
4 daysfeat(gpu): Add parameter-driven GaussianBlurEffectskal
4 daysfeat(gpu): Add parameter-driven ChromaAberrationEffectskal
4 daysrefactor(shaders): Use bump mapping utility function in renderer_3dskal
4 daysfeat(shaders): Add bump-mapped normal calculation variantsskal
4 daysfeat(shaders): Add optimized 4-sample SDF normal estimationskal
4 daysfeat(shaders): Add Möller-Trumbore ray-triangle intersectionskal
4 daysrefactor(shaders): Apply common utilities to renderer shadersskal
4 daysfeat(shaders): Extract common WGSL utilities for better composabilityskal
4 daysfeat(3d): Fix ObjectType::PLANE scaling and consolidate ObjectType mappingskal
5 daystest: Add platform test coverage (test_platform.cc)skal
6 daysfeat(audio): Add RMS normalization to spectool for consistent sample loudnessskal
6 daysfix(audio): Clean up stale spectrograms and fix asset referencesskal
6 daysfeat(particles): Implement transparent circular particles with alpha blending...skal
6 daysfix(audio): Regenerate spectrograms with orthonormal DCTskal
6 daysfix(shaders): Resolve WGSL validation errors and add shader compilation testsskal
6 daysRevert "fix(shaders): Correct plane distance scaling for non-uniform transforms"skal
6 daysfix(shaders): Correct plane distance scaling for non-uniform transformsskal
6 daysfix(shaders): Exclude meshes from SDF scaling factor in shadow calculationsskal
6 daysfix(shaders): Correct mesh normal transformation - remove double transposeskal
6 daysfix: Correct mesh normal transformation and floor shadow renderingskal
6 daysfeat(assets): Add dodecahedron mesh assetskal
6 daysfeat(3d): Implement basic OBJ mesh asset pipelineskal
7 dayschore: Update documentation, generated assets, and cleanupskal
7 daysrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
7 daysfeat(perf): Add toggle for GPU BVH and fix fallbackskal
7 daystest(assets): Add tests for Texture Asset supportskal
8 daysfeat: Optional sequence end times and comprehensive effect documentationskal
8 daysfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
8 daystest(coverage): Improve Asset Manager coverage (Task #47)skal
8 dayshandoff(Claude): Stabilize 3D renderer with rotating skybox and two-pass arch...skal
9 daysfix: Implement proper skybox rendering with Perlin noiseskal
9 daysfeat: side-quest - Perlin noise sky and ProcGenFunc error handlingskal
9 daystest(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)skal
9 daysfeat(assets): Add new drum samples and improve conversion scriptskal
9 dayschore: Finalize Build System Consolidation (Task #25)skal
9 daysrefactor: Shader Asset Integration (Task #24)skal