summaryrefslogtreecommitdiff
path: root/src/gpu/effects
AgeCommit message (Expand)Author
19 hoursfeat: Add CNN post-processing effect with modular WGSL architectureskal
35 hoursfix: Add ShaderComposer to CircleMaskEffect pipelinesskal
35 hoursrefactor: Deduplicate CommonUniforms with #include in WGSL shadersskal
36 hoursfeat: GPU procedural Phase 4 - texture compositionskal
37 hoursfeat(gpu): Phase 2 - Add gen_perlin and gen_grid GPU compute shadersskal
37 hoursfeat(gpu): Add GPU procedural texture generation systemskal
39 hoursRefactor Effect class to centralize common uniforms managementskal
39 hoursfeat: WGSL Uniform Buffer Validation & Consolidation (Task #75)skal
40 hourschore: Apply clang-format to C++ source filesskal
40 hoursfix: Increase dummy uniform buffer to 32 bytes for alignmentskal
40 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
41 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
2 daysfeat: Fix CircleMaskEffect and RotatingCubeEffect auxiliary texture maskingskal
2 daysfeat: Add CircleMaskEffect and RotatingCubeEffect with auxiliary texture maskingskal
2 daysfeat(gpu): Add VignetteEffect and related filesskal
2 daysfeat(gpu): Add VignetteEffectskal
2 daysfeat(gpu): Add WGSL noise and hash function library (Task #59)skal
2 daysfeat(gpu): Add parameter-driven GaussianBlurEffectskal
2 daysfeat(gpu): Add parameter-driven ChromaAberrationEffectskal
2 daysfeat(shaders): Add Möller-Trumbore ray-triangle intersectionskal
2 daysfix(gpu): Correct FlashUniforms struct alignment for WGSLskal
2 daysfeat(gpu): Implement shader parametrization systemskal
2 daysrefactor(shaders): Apply common utilities to renderer shadersskal
3 daysRevert "feat(platform): Centralize platform-specific WebGPU code and improve ...skal
3 daysfeat(platform): Centralize platform-specific WebGPU code and improve shader c...skal
3 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
5 daysrefactor(build): Split asset_manager.h into dcl/core/utils headersskal
5 daysfeat(3d): Implement basic OBJ mesh asset pipelineskal
5 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
7 daysfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
7 daysrefactor: Task #20 - Platform & Code Hygieneskal
8 daystest(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)skal
8 daysfix: Resolve shader initialization crashes and build errorsskal
8 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
9 daysfix(build): Add compatibility for older wgpu-native headersskal
9 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