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Replaced `vec2<f32>`, `vec3<f32>`, `vec4<f32>`, `mat4x4<f32>`, and `mat3x3<f32>` with their shorter aliases `vec2f`, `vec3f`, `vec4f`, `mat4x4f`, and `mat3x3f` across all WGSL shader files in `workspaces/main/shaders/`. This improves readability and aligns with modern WGSL conventions.
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Replaces all instances of `vec<f32>` with the more concise `vec*f` alias (e.g., `vec3f`) across all `.wgsl` shaders. This improves readability and aligns with common graphics programming conventions.
Also adds a new coding style rule to `doc/CODING_STYLE.md` to enforce this standard going forward.
Finally, this commit fixes a build error in `test_effect_base.cc` by replacing a call to the non-existent `wgpuDeviceTick` with `wgpuDevicePoll`, which resolves the test failure.
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SDFTestEffect was failing with undefined dfWithID error. The raymarching.wgsl
include requires dfWithID even for single-pass effects. Added dummy implementation
that wraps df() for compatibility.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Add unified camera system for SDF raymarching effects:
- CameraParams struct (80 bytes): inv_view matrix + FOV/near/far/aspect
- SDFEffect base class: manages camera uniform, provides update_camera() helpers
- camera_common.wgsl: getCameraRay(), position/forward/up/right extractors
- SDFTestEffect: working example with orbiting camera + animated sphere
Refactor effect headers:
- Extract class definitions from demo_effects.h to individual .h files
- Update includes in .cc files to use specific headers
- Cleaner compilation dependencies, faster incremental builds
Documentation:
- Add SDF_EFFECT_GUIDE.md with complete workflow
- Update ARCHITECTURE.md, UNIFORM_BUFFER_GUIDELINES.md
- Update EFFECT_WORKFLOW.md, CONTRIBUTING.md
Tests: 34/34 passing, SDFTestEffect validated
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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