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path: root/src/gpu/effects/shaders.cc
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3 daysrefactor: Shader Asset Integration (Task #24)skal
Extracted all hardcoded WGSL shaders into external assets. Updated AssetManager to handle shader snippets. Refactored Renderer3D, VisualDebug, and Effects to load shaders via the AssetManager, enabling better shader management and composition.
3 daysfeat: Complete audio tracker system integration and testsskal
3 daysupdate TODO and fix shaders.ccskal
3 daysfeat(3d): Implement Task 21.1 WGSL Library & Composerskal
- Implemented ShaderComposer for modular WGSL snippet management. - Factored out common math, primitives, lighting, and ray-box helpers. - Refactored Renderer3D to use dynamic shader composition. - Consolidated high-DPI and shadow robustness fixes into final shader structure.
3 daysfix(gpu): Resolve high-DPI squished rendering and 3D shadow bugsskal
- 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.
5 daysRefactor: Split demo effects and shaders into individual filesskal
Split src/gpu/demo_effects.cc into individual .cc files for each effect and created separate files for post-processing helpers and WGSL shaders. Updated src/gpu/demo_effects.h to be a central header for all effect-related declarations and adjusted CMakeLists.txt accordingly.