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Vide-coded 64k demo system
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Author
12 days
change dither_c64() signature to take 'dimension' directly
skal
12 days
ntsc: factor common code into snippet; add RGB and YIQ input variants
skal
12 days
rotating_cube: use VSOut, and store to yiq
skal
12 days
fix: use ShaderComposer in RotatingCube; add rule to CODING_STYLE
skal
12 days
style: require 2-line header comment in all .wgsl files
skal
13 days
NTSC: use 6-taps filtering instead of 12-tap
skal
13 days
refactor: mv get_border_col() to color_c64.wgsl as get_border_c64()
skal
13 days
feat: register math/color_c64 snippet in ShaderComposer
skal
13 days
refactor: extract YIQ and C64 dither to common WGSL shaders
skal
14 days
add dithering
skal
14 days
ntsc effect for real
skal
2026-03-08
fix: negate Y in perspective() to correct rasterized 3D orientation
skal
2026-03-08
fix: register debug/debug_print snippet in ShaderComposer
skal
2026-03-08
fix: transpose matrices on GPU upload (row-major → column-major)
skal
2026-03-08
feat: new clouds
skal
2026-03-08
tweak: scene2.wgsl visual adjustments
skal
2026-03-08
feat: Implement dual-mode asset loading and update documentation
skal
2026-03-07
streamline doc
skal
2026-03-07
feat(tools): add offline WGSL validator + fix ntsc.wgsl syntax
skal
2026-03-07
fix(cmake): normalize asset paths to fix incremental rebuild tracking
skal
2026-03-07
feat(effects): add Ntsc post-process effect with fisheye distortion
skal
2026-03-07
refactor(effects): introduce WgslEffect for shader-only post-process effects
skal
2026-03-06
feat(effects): add Scratch post-process effect with reusable scratch_lines sn...
skal
2026-03-05
style: run clang-format to adhere to coding style
skal
2026-02-28
refactor(effects): co-locate effect WGSL shaders with their .h/.cc in src/eff...
skal
2026-02-28
fix(tools/shadertoy): fix Next Steps instructions and update EFFECT_WORKFLOW.md
skal
2026-02-28
replace wgsl type: vec4<f32> -> vec4f ..
skal
2026-02-28
fix(shaders): deduplicate VertexOutput/vs_main via render/fullscreen_uv_vs sn...
skal
2026-02-21
split raymarching.wgsl in two: with id, or without id.
skal
2026-02-21
refine scene1 shader
skal
2026-02-20
feat(scene1): replace ad-hoc camera with CameraParams uniform
skal
2026-02-20
feat(sequence): port Scene1Effect + fix seq_compiler absolute time bug
skal
2026-02-17
refactor(effects): Streamline uniforms initialization
skal
2026-02-17
refactor(gpu): Add RAII wrapper for WGPU resources to eliminate manual cleanup
skal
2026-02-17
refactor(effects): Factor shared initialization into Effect base class
skal
2026-02-17
fix(build): Resolve Windows cross-compilation failures
skal
2026-02-17
feat: add time-based effect activation with auto-passthrough
skal
2026-02-17
style: Apply clang-format
skal
2026-02-17
refactor: move shaders.{h,cc} to src/effects and remove v2 suffix
skal
2026-02-16
fix: correct Heptagon effect rendering and SDF implementation
skal
2026-02-16
fix: port Hybrid3D effect to sequence v2 architecture
skal
2026-02-16
test: enhance GaussianBlur parameters and test timeline
skal
2026-02-16
refactor: complete removal of 'Effect' suffix from C++ class names
skal
2026-02-16
feat: Add PeakMeterEffect v2 for test_demo audio visualization
skal
2026-02-16
refactor(gpu): remove depthSlice conditionals, use platform.h abstraction
skal
2026-02-16
feat: Add FlashEffect for audio/visual sync testing
skal
2026-02-16
refactor(headless): convert nullptr checks to strippable macros
skal
2026-02-16
fix(headless): add early returns to all effect constructors
skal
2026-02-16
fix(headless): add nullptr checks for GPU resource creation
skal
2026-02-16
refactor: remove v2 versioning artifacts, establish Sequence as canonical system
skal
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