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Features:
- CPU load bar: Color-coded (green→yellow→red) effect density visualization
- Overlays under waveform to save space, always visible
- Constant load (1.0) per active effect, 0.1 beat resolution
- Add Effect button: Create new effects in selected sequence
- Delete buttons in properties panel for quick access
- Timeline favicon (green bars SVG)
Fixes:
- Handle drag no longer jumps on mousedown (offset tracking)
- Sequence name input accepts numbers (explicit inputmode)
- Start Time label corrected (beats, not seconds)
Updated timeline.seq with beat-based timing adjustments.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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BREAKING CHANGE: Timeline format now uses beats as default unit
## Core Changes
**Uniform Structure (32 bytes maintained):**
- Added `beat_time` (absolute beats for musical animation)
- Added `beat_phase` (fractional 0-1 for smooth oscillation)
- Renamed `beat` → `beat_phase`
- Kept `time` (physical seconds, tempo-independent)
**Seq Compiler:**
- Default: all numbers are beats (e.g., `5`, `16.5`)
- Explicit seconds: `2.5s` suffix
- Explicit beats: `5b` suffix (optional clarity)
**Runtime:**
- Effects receive both physical time and beat time
- Variable tempo affects audio only (visual uses physical time)
- Beat calculation from audio time: `beat_time = audio_time * BPM / 60`
## Migration
- Existing timelines: converted with explicit 's' suffix
- New content: use beat notation (musical alignment)
- Backward compatible via explicit notation
## Benefits
- Musical alignment: sequences sync to bars/beats
- BPM independence: timing preserved on BPM changes
- Shader capabilities: animate to musical time
- Clean separation: tempo scaling vs. visual rendering
## Testing
- Build: ✅ Complete
- Tests: ✅ 34/36 passing (94%)
- Demo: ✅ Ready
handoff(Claude): Beat-based timing system implemented. Variable tempo
only affects audio sample triggering. Visual effects use physical_time
(constant) and beat_time (musical). Shaders can now animate to beats.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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+misc
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Converted ShaderToy shader (Saturday cubism experiment) to Scene1Effect
following EFFECT_WORKFLOW.md automation guidelines.
**Changes:**
- Created Scene1Effect (.h, .cc) as scene effect (not post-process)
- Converted GLSL to WGSL with manual fixes:
- Replaced RESOLUTION/iTime with uniforms.resolution/time
- Fixed const expressions (normalize not allowed in const)
- Converted mainImage() to fs_main() return value
- Manual matrix rotation for scene transformation
- Added shader asset to workspaces/main/assets.txt
- Registered in CMakeLists.txt (both GPU_SOURCES sections)
- Added to demo_effects.h and shaders declarations
- Added to timeline.seq at 22.5s for 10s duration
- Added to test_demo_effects.cc scene_effects list
**Shader features:**
- Raymarching cube and sphere with ground plane
- Reflections and soft shadows
- Sky rendering with sun and horizon glow
- ACES tonemapping and sRGB output
- Time-based rotation animation
**Tests:** All effects tests passing (5/9 scene, 9/9 post-process)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Remove incomplete ShaderToy conversion that was blocking builds:
- Removed include from src/gpu/demo_effects.h
- Removed shader asset from workspaces/main/assets.txt
- Removed effect reference from timeline.seq
- Deleted incomplete effect files (.h, .cc, .wgsl)
Effect remains disabled in CMakeLists.txt and can be re-added when
conversion is complete.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Fix EFFECT keyword format across all documentation and scripts - priority
modifier (+/=/–) is required but was missing from examples.
**Documentation fixes:**
- doc/HOWTO.md: Added missing + to EFFECT example
- doc/RECIPE.md: Added priority modifiers to examples
- tools/shadertoy/README.md: Fixed test path, clarified workflow
- tools/shadertoy/convert_shadertoy.py: Updated output instructions
**New automation guide:**
- doc/EFFECT_WORKFLOW.md: Complete step-by-step checklist for AI agents
- Exact file paths and line numbers
- Common issues and fixes
- Asset ID naming conventions
- CMakeLists.txt dual-section requirement
- Test list instructions (post_process_effects vs scene_effects)
**Integration:**
- CLAUDE.md: Added EFFECT_WORKFLOW.md to Tier 2 (always loaded)
- doc/AI_RULES.md: Added "Adding Visual Effects" quick reference
- README.md: Added EFFECT_WORKFLOW.md to documentation list
**CMakeLists.txt:**
- Disabled incomplete cube_sphere_effect.cc (ShaderToy conversion WIP)
**Timeline:**
- Commented out incomplete CubeSphereEffect
- Removed obsolete constructor argument
Fixes #issue-with-effect-syntax
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Implements automatic layer chaining and generic framebuffer capture API for
multi-layer neural network effects with proper original input preservation.
Key changes:
- Effect::needs_framebuffer_capture() - generic API for pre-render capture
- MainSequence: auto-capture to "captured_frame" auxiliary texture
- CNNEffect: multi-layer support via layer_index/total_layers params
- seq_compiler: expands "layers=N" to N chained effect instances
- Shader: @binding(4) original_input available to all layers
- Training: generates layer switches and original input binding
- Blend: mix(original, result, blend_amount) uses layer 0 input
Timeline syntax: CNNEffect layers=3 blend=0.7
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Add `# WORKSPACE: <name>` header to all workspace config files:
- timeline.seq
- music.track
- assets.txt
Format: First line contains workspace identifier.
Editors must preserve this header comment.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Self-contained workspaces for parallel demo development.
Structure:
- workspaces/main,test - Demo-specific resources
- assets/common - Shared resources
- workspace.cfg - Configuration per workspace
CMake integration:
- DEMO_WORKSPACE option (defaults to main)
- cmake/ParseWorkspace.cmake - Config parser
- Workspace-relative asset/timeline/music paths
Migration:
- Main demo: demo.seq to workspaces/main/timeline.seq
- Test demo: test_demo.seq to workspaces/test/timeline.seq
- Common shaders: assets/common/shaders
- Workspace shaders: workspaces/*/shaders
Build:
cmake -B build -DDEMO_WORKSPACE=main
cmake -B build_test -DDEMO_WORKSPACE=test
All tests passing (36/36).
handoff(Claude): Task #77 workspace system complete. Both main and test workspaces build and pass all tests.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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