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path: root/src/effects/shaders.cc
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2026-02-21split raymarching.wgsl in two: with id, or without id.skal
2026-02-20feat(scene1): replace ad-hoc camera with CameraParams uniformskal
Build camera via mat4::look_at + inverse in scene1_effect.cc, upload as CameraParams at binding 3. Shader uses getCameraRay() from camera_common. Enable camera_common snippet registration in shaders.cc. handoff(Claude): Scene1 camera now driven by CameraParams uniform; fov=TAU/6 (60° vFOV) matches original tan(PI/3) parameterization. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-20feat(sequence): port Scene1Effect + fix seq_compiler absolute time bugskal
- Add Scene1 effect: raymarching cube+sphere+ground (reflections, shadows) - Fix scene1.wgsl: binding 0→2, CommonUniforms→UniformsSequenceParams - Replace Heptagon+Placeholder stub in heptagon_scene with Scene1 - Fix seq_compiler.py: emit seq.start_time+effect.start/end (absolute times) so dispatch_render active check works correctly for all sequences Bug: effects in sequences starting after t=0 were never active because local times (e.g. 0-8) never satisfied params.time<end for absolute time 20+. 34/34 tests passing. handoff(Gemini): seq_compiler now emits absolute effect times. All existing sequences affected — verify visual output across the full timeline. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-17style: Apply clang-formatskal
2026-02-17refactor: move shaders.{h,cc} to src/effects and remove v2 suffixskal
- Removed unused v1 shader declarations (13 variables) - Removed _v2 suffix from active shader names - Moved shaders.{h,cc} from src/gpu to src/effects - Updated all includes and build references - All tests pass (34/34) handoff(Claude): Cleaned up shader management, tests passing