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GBufferEffect:
- set_scene() now owns Scene/Camera internally; no external pointers needed
- 20 randomly rotating cubes (xorshift32 seed, axis-angle animation)
- 4 pumping spheres (radius = base_r * (1 + audio_intensity * 0.8))
- Camera at (0,2.5,6) looking at origin; aspect updated per-frame
- GBufLightsUniforms: 2 directional lights (warm key + cool fill)
- object_type written to ObjectData.params.x (ready for SDF shadow)
- shadow/transp nodes cleared via zero-draw render passes (placeholder)
- bilinear sampler cached via create_linear_sampler() / sampler_.get()
- dead placeholder textures removed
GBufViewEffect:
- gbuf_view.wgsl: all channels now fully grayscale (removed color tint)
- seq_compiler.py: GBufViewEffect added to CLASS_TO_HEADER
- timeline.seq: cnn_v3_test uses GBufViewEffect -> sink for debug view
Docs: HOWTO.md §1 updated with set_scene() description + §1b implementation
plan for Pass 2 SDF shadow (shader spec, bind layout, C++ additions)
handoff(Gemini): GBufferEffect has internal scene, 36/36 tests green.
Next: implement Pass 2 shadow (gbuf_shadow.wgsl) per §1b plan in HOWTO.md.
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G-buffer (Phase 1):
- Add NodeTypes GBUF_ALBEDO/DEPTH32/R8/RGBA32UINT to NodeRegistry
- GBufferEffect: MRT raster pass (albedo+normal_mat+depth) + pack compute
- Shaders: gbuf_raster.wgsl (MRT), gbuf_pack.wgsl (feature packing, 32B/px)
- Shadow/SDF passes stubbed (placeholder textures), CMake integration deferred
Training infrastructure (Phase 2):
- blender_export.py: headless EXR export with all G-buffer render passes
- pack_blender_sample.py: EXR → per-channel PNGs (oct-normals, 1/z depth)
- pack_photo_sample.py: photo → zero-filled G-buffer sample layout
handoff(Gemini): G-buffer phases 3-5 remain (U-Net shaders, CNNv3Effect, parity)
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