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path: root/src/gpu/effects
AgeCommit message (Expand)Author
23 hoursfix: Add ShaderComposer to CircleMaskEffect pipelinesskal
23 hoursrefactor: Deduplicate CommonUniforms with #include in WGSL shadersskal
23 hoursfeat: GPU procedural Phase 4 - texture compositionskal
24 hoursfeat(gpu): Phase 2 - Add gen_perlin and gen_grid GPU compute shadersskal
24 hoursfeat(gpu): Add GPU procedural texture generation systemskal
26 hoursRefactor Effect class to centralize common uniforms managementskal
27 hoursfeat: WGSL Uniform Buffer Validation & Consolidation (Task #75)skal
27 hourschore: Apply clang-format to C++ source filesskal
27 hoursfix: Increase dummy uniform buffer to 32 bytes for alignmentskal
27 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
28 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
40 hoursfeat: Fix CircleMaskEffect and RotatingCubeEffect auxiliary texture maskingskal
40 hoursfeat: Add CircleMaskEffect and RotatingCubeEffect with auxiliary texture maskingskal
42 hoursfeat(gpu): Add VignetteEffect and related filesskal
42 hoursfeat(gpu): Add VignetteEffectskal
43 hoursfeat(gpu): Add WGSL noise and hash function library (Task #59)skal
44 hoursfeat(gpu): Add parameter-driven GaussianBlurEffectskal
44 hoursfeat(gpu): Add parameter-driven ChromaAberrationEffectskal
45 hoursfeat(shaders): Add Möller-Trumbore ray-triangle intersectionskal
45 hoursfix(gpu): Correct FlashUniforms struct alignment for WGSLskal
45 hoursfeat(gpu): Implement shader parametrization systemskal
46 hoursrefactor(shaders): Apply common utilities to renderer shadersskal
2 daysRevert "feat(platform): Centralize platform-specific WebGPU code and improve ...skal
2 daysfeat(platform): Centralize platform-specific WebGPU code and improve shader c...skal
2 daysstyle: Apply clang-format to all source filesskal
3 daysadd debugging code to flash_effectskal
3 daysfeat(gpu): Systematize post-process bindings and enable vertex shader uniformsskal
3 daysrefactor: Store const GpuContext& in Effect base classskal
3 daysrefactor: Bundle GPU context into GpuContext structskal
4 daysrefactor(build): Split asset_manager.h into dcl/core/utils headersskal
4 daysfeat(3d): Implement basic OBJ mesh asset pipelineskal
4 daysrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
5 daysfeat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)skal
5 daysfix(gpu): Use GetTextureAsset() for procedural texture loadingskal
6 daysfeat: Optional sequence end times and comprehensive effect documentationskal
6 daysfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
7 daysrefactor: Task #20 - Platform & Code Hygieneskal
7 daystest(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)skal
7 daysfix: Resolve shader initialization crashes and build errorsskal
7 daysrefactor: Shader Asset Integration (Task #24)skal
8 daysfeat: Complete audio tracker system integration and testsskal
8 daysupdate TODO and fix shaders.ccskal
8 daysfeat(3d): Implement Task 21.1 WGSL Library & Composerskal
8 daysfix(gpu): Resolve high-DPI squished rendering and 3D shadow bugsskal
8 daysfeat(3d): Use procedural grid for floor and revert object noiseskal
8 daysfix(build): Add compatibility for older wgpu-native headersskal
8 daysfeat(visuals): Increase 3D object size and add erratic camera motionskal
9 daysfeat(gpu/assets): Fix tests, integrate bumpy 3D renderer and procedural assetsskal
9 daysfeat(gpu): Integrate bumpy 3D renderer into main demoskal
9 daysfeat(assets): Implement procedural asset generation pipelineskal