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path: root/src/gpu/effects
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14 hoursfeat(gpu): Phase 2 - Add gen_perlin and gen_grid GPU compute shadersskal
14 hoursfeat(gpu): Add GPU procedural texture generation systemskal
16 hoursRefactor Effect class to centralize common uniforms managementskal
17 hoursfeat: WGSL Uniform Buffer Validation & Consolidation (Task #75)skal
17 hourschore: Apply clang-format to C++ source filesskal
17 hoursfix: Increase dummy uniform buffer to 32 bytes for alignmentskal
18 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
18 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
30 hoursfeat: Fix CircleMaskEffect and RotatingCubeEffect auxiliary texture maskingskal
30 hoursfeat: Add CircleMaskEffect and RotatingCubeEffect with auxiliary texture maskingskal
33 hoursfeat(gpu): Add VignetteEffect and related filesskal
33 hoursfeat(gpu): Add VignetteEffectskal
33 hoursfeat(gpu): Add WGSL noise and hash function library (Task #59)skal
34 hoursfeat(gpu): Add parameter-driven GaussianBlurEffectskal
35 hoursfeat(gpu): Add parameter-driven ChromaAberrationEffectskal
35 hoursfeat(shaders): Add Möller-Trumbore ray-triangle intersectionskal
36 hoursfix(gpu): Correct FlashUniforms struct alignment for WGSLskal
36 hoursfeat(gpu): Implement shader parametrization systemskal
36 hoursrefactor(shaders): Apply common utilities to renderer shadersskal
43 hoursRevert "feat(platform): Centralize platform-specific WebGPU code and improve ...skal
44 hoursfeat(platform): Centralize platform-specific WebGPU code and improve shader c...skal
44 hoursstyle: Apply clang-format to all source filesskal
2 daysadd debugging code to flash_effectskal
2 daysfeat(gpu): Systematize post-process bindings and enable vertex shader uniformsskal
2 daysrefactor: Store const GpuContext& in Effect base classskal
2 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
4 daysfeat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)skal
4 daysfix(gpu): Use GetTextureAsset() for procedural texture loadingskal
5 daysfeat: Optional sequence end times and comprehensive effect documentationskal
6 daysfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
6 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
7 daysfeat: Complete audio tracker system integration and testsskal
7 daysupdate TODO and fix shaders.ccskal
7 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
8 daysfeat(gpu/assets): Fix tests, integrate bumpy 3D renderer and procedural assetsskal
8 daysfeat(gpu): Integrate bumpy 3D renderer into main demoskal
9 daysfeat(assets): Implement procedural asset generation pipelineskal
9 daysChore: Apply clang-format to the codebaseskal
9 daysRefactor: Move common GPU fields to base Effect classesskal
9 daysRefactor: Split demo effects and shaders into individual filesskal