| Age | Commit message (Collapse) | Author |
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WGSL-only WgslEffect implementing barrel/fisheye distortion, RGB chroma
separation, scanlines, per-pixel temporal noise, rolling jitter line,
vignette, and warm NTSC phosphor tint. Applied across all main sequences.
handoff(Gemini): Ntsc effect added; 13 effects total, 35+1 tests expected.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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snippet
- src/shaders/render/scratch_lines.wgsl: reusable WGSL snippet registered as
"render/scratch_lines"; call scratch_lines(uv, resolution, time)->f32 from
any effect. Uses hash_1f from math/noise; 8 lines/frame, ~24fps flicker.
- src/effects/scratch.{wgsl,h,cc}: thin Scratch effect wrapping the snippet.
- Applied to "intro" and "rotating_cube" sequences as the final step.
- 35/35 tests passing.
handoff(Gemini): Scratch effect added. render/scratch_lines snippet is reusable.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- Fix assets.txt path: shaders/xxx.wgsl (not ../../src/shaders/)
- Fix shader output path to workspaces/main/shaders/
- Step 5: reference cmake/DemoSourceLists.cmake COMMON_GPU_EFFECTS (not CMakeLists.txt GPU_SOURCES)
- Add step for test_demo_effects.cc
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- 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>
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- 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
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