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- Implemented dynamic resolution support in all shaders and effects.
- Added explicit viewport setting for all render passes to ensure correct scaling.
- Fixed 3D shadow mapping by adding PLANE support and standardizing soft shadow logic.
- Propagated resize events through the Effect hierarchy.
- Applied project-wide code formatting.
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- Reverted test_3d_render to use the global 'noise' texture for floating objects, restoring their bump mapping.
- Implemented a procedural grid directly in the fragment shader for rasterized objects (floor).
- Inverted the grid color scheme (black lines on a lighter background) as requested.
- This ensures accurate object bump mapping and clear shadow visibility on the floor without requiring multiple texture bindings.
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- Fixed test_sequence by restoring MainSequence::init_test for mocking.
- Corrected CMakeLists.txt dependencies and source groupings to prevent duplicate symbols.
- standardizing Effect constructor signature for seq_compiler compatibility.
- Implemented Hybrid3DEffect using bumpy Renderer3D and procedural NOISE_TEX.
- Updated MainSequence to support depth buffer for 3D elements.
- Formatted all source files with clang-format.
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- Added depth buffer support to MainSequence.
- Implemented Hybrid3DEffect for the main timeline.
- Fixed effect initialization order in MainSequence.
- Ensured depth-stencil compatibility for all scene effects.
- Updated demo sequence with 3D elements and post-processing.
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- Updated asset_packer to parse PROC(...) syntax with robust regex.
- Implemented runtime dispatch in AssetManager for procedural generation.
- Added procedural generator functions (noise, grid, periodic).
- Added comprehensive tests for procedural asset lifecycle.
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