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path: root/src/gpu/effects
AgeCommit message (Expand)Author
14 hoursfeat: Add Scene1 effect from ShaderToy (raymarching cube & sphere)skal
15 hoursrefactor: Factor WGPU boilerplate into builder pattern helpersskal
16 hoursfix: Resolve CNN effect black screen bug (framebuffer capture + uniforms)skal
18 hoursfix: Capture scene framebuffer before post-processing for CNN effectskal
19 hoursfeat: Add multi-layer CNN support with framebuffer capture and blend controlskal
24 hoursfeat: Add CNN post-processing effect with modular WGSL architectureskal
41 hoursfix: Add ShaderComposer to CircleMaskEffect pipelinesskal
41 hoursrefactor: Deduplicate CommonUniforms with #include in WGSL shadersskal
42 hoursfeat: GPU procedural Phase 4 - texture compositionskal
42 hoursfeat(gpu): Phase 2 - Add gen_perlin and gen_grid GPU compute shadersskal
42 hoursfeat(gpu): Add GPU procedural texture generation systemskal
45 hoursRefactor Effect class to centralize common uniforms managementskal
45 hoursfeat: WGSL Uniform Buffer Validation & Consolidation (Task #75)skal
45 hourschore: Apply clang-format to C++ source filesskal
46 hoursfix: Increase dummy uniform buffer to 32 bytes for alignmentskal
46 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
46 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
3 daysfeat(gpu): Add VignetteEffect and related filesskal
3 daysfeat(gpu): Add VignetteEffectskal
3 daysfeat(gpu): Add WGSL noise and hash function library (Task #59)skal
3 daysfeat(gpu): Add parameter-driven GaussianBlurEffectskal
3 daysfeat(gpu): Add parameter-driven ChromaAberrationEffectskal
3 daysfeat(shaders): Add Möller-Trumbore ray-triangle intersectionskal
3 daysfix(gpu): Correct FlashUniforms struct alignment for WGSLskal
3 daysfeat(gpu): Implement shader parametrization systemskal
3 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
4 daysadd debugging code to flash_effectskal
4 daysfeat(gpu): Systematize post-process bindings and enable vertex shader uniformsskal
4 daysrefactor: Store const GpuContext& in Effect base classskal
4 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
6 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
8 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
9 daysupdate TODO and fix shaders.ccskal
9 daysfeat(3d): Implement Task 21.1 WGSL Library & Composerskal
9 daysfix(gpu): Resolve high-DPI squished rendering and 3D shadow bugsskal