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WGSL-only WgslEffect implementing barrel/fisheye distortion, RGB chroma
separation, scanlines, per-pixel temporal noise, rolling jitter line,
vignette, and warm NTSC phosphor tint. Applied across all main sequences.
handoff(Gemini): Ntsc effect added; 13 effects total, 35+1 tests expected.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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snippet
- src/shaders/render/scratch_lines.wgsl: reusable WGSL snippet registered as
"render/scratch_lines"; call scratch_lines(uv, resolution, time)->f32 from
any effect. Uses hash_1f from math/noise; 8 lines/frame, ~24fps flicker.
- src/effects/scratch.{wgsl,h,cc}: thin Scratch effect wrapping the snippet.
- Applied to "intro" and "rotating_cube" sequences as the final step.
- 35/35 tests passing.
handoff(Gemini): Scratch effect added. render/scratch_lines snippet is reusable.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Two bugs kept the v2 OLA path permanently disabled:
1. SpectrogramResourceManager::load_asset() never set spec.version from
SpecHeader::version — all .spec assets loaded with version=0, so
ola_mode was always false in the voice.
2. spectool analyze_audio() used non-overlapping chunks (stride=DCT_SIZE),
hamming_window_512, and hardcoded header.version=1 — OLA analysis was
never implemented in the encoder.
Fixes: propagate header->version in load_asset(); switch spectool to
OLA_HOP_SIZE stride, hann_window_512, and SPEC_VERSION_V2_OLA.
Regenerated all .spec files.
handoff(Gemini): OLA enc/dec chain now correct end-to-end. .spec files
are v2 (50% overlap, Hann). No API changes; 33/34 tests pass
(WavDumpBackendTest pre-existing failure unrelated).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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handoff(Gemini): all .spec files rebuilt with v2 encoder; click-free OLA synthesis active.
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enum, add MP3 type
- Add AssetType enum {STATIC, PROC, PROC_GPU, MP3} to AssetRecord
- Add GetAssetType() API to asset_manager.h/cc
- asset_packer: parse 'MP3' compression keyword in assets.txt
- tracker: remove magic-byte is_mp3_asset(); use GetAssetType() instead
- assets.txt: NEVER_MP3 now uses 'MP3' compression type
- doc/ASSET_SYSTEM.md: rewritten to document new types and API
handoff(Gemini): AssetType enum landed; MP3 detection is now explicit via asset metadata.
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src/effects/
Move 13 effect-specific shaders from workspaces/main/shaders/ to src/effects/
so each effect's .h, .cc, and .wgsl are together. Update assets.txt paths in
both main and test workspaces. Update EFFECT_WORKFLOW.md to reflect new location.
Shared/reusable snippets remain in src/shaders/.
handoff(Gemini): shaders moved; src/effects/ now has .h, .cc, and .wgsl per effect.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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scene2.wgsl was invalid WGSL (mixed GLSL syntax, wrong function signatures,
undeclared variables, no return statement). Rewrote as valid WGSL preserving
the original volumetric cloud raymarching logic. 11/11 effects now pass.
handoff(Claude): scene2.wgsl fixed, all tests green.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- Fix assets.txt path: shaders/xxx.wgsl (not ../../src/shaders/)
- Fix shader output path to workspaces/main/shaders/
- Step 5: reference cmake/DemoSourceLists.cmake COMMON_GPU_EFFECTS (not CMakeLists.txt GPU_SOURCES)
- Add step for test_demo_effects.cc
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Relocates shared WGSL shaders under src/ where all source code lives,
eliminating the top-level common/ directory.
- Update asset references in workspaces/main/assets.txt and workspaces/test/assets.txt
- Update docs: PROJECT_CONTEXT.md, ARCHITECTURE.md, WORKSPACE_SYSTEM.md, SHADER_REUSE_INVESTIGATION.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- Delete unused SDFEffect base class (src/gpu/sdf_effect.h)
- Delete sdf_test.wgsl and SHADER_SDF_TEST from assets.txt
- Rewrite SDF_EFFECT_GUIDE.md based on Scene1 canonical pattern:
correct bindings (2/3), vec4f syntax, UniformsSequenceParams
- Fix missing newline at end of gpu.h
handoff(Claude): SDF cleanup done, guide updated to match current Effect API
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snippet
- Fix vs_main return type (VertexOutput, not vec4<f32>)
- Fix #include paths in passthrough, gaussian_blur, heptagon, combined_postprocess
- ShaderComposer: assert + suggest correct path on missing #include (non-STRIP_ALL)
- VerifyIncludes: upgrade WARNING to ERROR + assert, add "did you mean?" hint
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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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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Factorizes the screen coordinate calculation from scene1.wgsl into a reusable getScreenCoord function in common/shaders/math/common_utils.wgsl.
This improves code reuse and simplifies fragment shaders.
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Pass Ray directly instead of separate ro/rd params; minor cleanup (remove redundant consts, cache ray.direction.y).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Build camera via mat4::look_at + inverse in scene1_effect.cc, upload as
CameraParams at binding 3. Shader uses getCameraRay() from camera_common.
Enable camera_common snippet registration in shaders.cc.
handoff(Claude): Scene1 camera now driven by CameraParams uniform; fov=TAU/6 (60° vFOV) matches original tan(PI/3) parameterization.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- Add Scene1 effect: raymarching cube+sphere+ground (reflections, shadows)
- Fix scene1.wgsl: binding 0→2, CommonUniforms→UniformsSequenceParams
- Replace Heptagon+Placeholder stub in heptagon_scene with Scene1
- Fix seq_compiler.py: emit seq.start_time+effect.start/end (absolute times)
so dispatch_render active check works correctly for all sequences
Bug: effects in sequences starting after t=0 were never active because
local times (e.g. 0-8) never satisfied params.time<end for absolute time 20+.
34/34 tests passing.
handoff(Gemini): seq_compiler now emits absolute effect times. All existing
sequences affected — verify visual output across the full timeline.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Prevents compilation errors when multiple sequences share the same name.
Compiler now appends _{index}_Sequence for unique class names.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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FlashEffect requires flash.wgsl shader in main workspace.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Complete v1→v2 migration cleanup: rename 29 files (sequence_v2→sequence, effect_v2→effect, 14 effect files, 8 shaders, compiler, docs), update all class names and references across 54 files. Archive v1 timeline. System now uses standard naming with all versioning removed. 30/34 tests passing.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Add Hybrid3DEffectV2 with Renderer3D integration
- Simplified scene (1 center cube + 8 surrounding objects)
- Use NodeRegistry for depth buffer
- Update timeline_v2.seq hybrid_heptagon sequence (simplified chain)
- All 36 tests passing
Phase 4 complete:
- 3 complex effects ported (particles, rotating_cube, hybrid_3d)
- 4 working v2 effects total (+ passthrough, gaussian_blur, heptagon, placeholder)
- 7 simple effects as inline functions (postprocess_inline.wgsl)
- V2 timeline integrated with build system
- All sequences functional with v2 effects
handoff(Claude): Phase 4 effect ports complete
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- Add RotatingCubeEffectV2 with 3D rendering + depth buffer
- Create rotating_cube_v2.wgsl (hardcoded cube geometry)
- Simplified: no auxiliary mask texture dependency
- Declare depth node via NodeRegistry
- Update timeline_v2.seq rotating_cube sequence
- Add shader exports to shaders.{h,cc}
- All 36 tests passing
handoff(Claude): RotatingCube v2 complete, hybrid_3d next
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- Add ParticlesEffectV2 with compute + render passes
- Create particle_compute_v2.wgsl and particle_render_v2.wgsl
- Use UniformsSequenceParams for beat-synchronized particles
- Update timeline_v2.seq particles sequence (simplified 2-effect chain)
- Add shader exports to shaders.{h,cc}
- All 36 tests passing
handoff(Claude): Particles v2 complete, rotating_cube next
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- Update main workspace to use timeline_v2.seq
- Add SEQ_COMPILER_V2 using Python script (seq_compiler_v2.py)
- Update DemoCodegen to use v2 compiler for main timeline
- Add v1 compatibility stubs (LoadTimeline, GetDemoDuration)
- Demo builds and links successfully
- All tests passing (36/36)
V2 timeline now integrated into build pipeline. Stub functions allow
linking while proper MainSequence v2 integration is pending.
handoff(Claude): V2 timeline integrated, ready for effect ports
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- Add PlaceholderEffectV2 for unported effects (logs TODO warning)
- Create timeline_v2.seq with 8 sequences using v2 syntax
- Explicit node routing (source -> temp1 -> temp2 -> sink)
- Uses: HeptagonEffectV2, GaussianBlurEffectV2, PlaceholderEffectV2
- Compiler generates valid C++ for all sequences
- All tests passing (36/36)
Timeline structure validated. Placeholders allow demo to run while
complex effects (rotating_cube, hybrid_3d, particles) await porting.
handoff(Claude): V2 timeline operational, ready for MainSequence integration
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- Create postprocess_inline.wgsl with 7 inline effect functions
- Functions: vignette, flash, fade, theme, solarize, chroma_aberration, distort
- Add example combined_postprocess_v2.wgsl showing usage
- Register postprocess_inline snippet with ShaderComposer
- Add to main and test workspace assets
- All tests passing (36/36)
Strategy: Simple effects become inline functions instead of separate classes.
Complex effects (rotating_cube, hybrid_3d, particles) remain as TODO for v2 port.
handoff(Claude): Inline functions ready, 7 simple effects consolidated
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- Create v2-compatible WGSL shaders with UniformsSequenceParams
- Add sequence_v2_uniforms snippet for ShaderComposer
- Port 3 effects: PassthroughEffectV2, GaussianBlurEffectV2, HeptagonEffectV2
- Enable and fix end-to-end test (test_sequence_v2_e2e)
- Fix shader binding order (sampler at 0, texture at 1)
- Fix WebGPU validation (maxAnisotropy=1, explicit depthSlice)
- Add v2 shaders to main and test workspace assets
- All tests passing (36/36)
handoff(Claude): Phase 3 complete, v2 effects functional, ready for phase 4
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Renamed files and classes:
- cnn_effect.{h,cc} → cnn_v1_effect.{h,cc}
- CNNEffect → CNNv1Effect
- CNNEffectParams → CNNv1EffectParams
- CNNLayerParams → CNNv1LayerParams
- CNN_EFFECT.md → CNN_V1_EFFECT.md
Updated all references:
- C++ includes and class usage
- CMake source list
- Timeline (workspaces/main/timeline.seq)
- Test file (test_demo_effects.cc)
- Documentation (CLAUDE.md, PROJECT_CONTEXT.md, READMEs)
Tests: 34/34 passing (100%)
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Consolidate CNN v1 (CNNEffect) into dedicated directory:
- C++ effect: src/effects → cnn_v1/src/
- Shaders: workspaces/main/shaders/cnn → cnn_v1/shaders/
- Training: training/train_cnn.py → cnn_v1/training/
- Docs: doc/CNN*.md → cnn_v1/docs/
Updated all references:
- CMake source list
- C++ includes (relative paths: ../../cnn_v1/src/)
- Asset paths (../../cnn_v1/shaders/)
- Documentation cross-references
CNN v1 remains active in timeline. For new work, use CNN v2 with
enhanced features (7D static, storage buffer, sigmoid activation).
Tests: 34/34 passing (100%)
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Move all CNN v2 files to dedicated cnn_v2/ directory to prepare for CNN v3 development. Zero functional changes.
Structure:
- cnn_v2/src/ - C++ effect implementation
- cnn_v2/shaders/ - WGSL shaders (6 files)
- cnn_v2/weights/ - Binary weights (3 files)
- cnn_v2/training/ - Python training scripts (4 files)
- cnn_v2/scripts/ - Shell scripts (train_cnn_v2_full.sh)
- cnn_v2/tools/ - Validation tools (HTML)
- cnn_v2/docs/ - Documentation (4 markdown files)
Changes:
- Update CMake source list to cnn_v2/src/cnn_v2_effect.cc
- Update assets.txt with relative paths to cnn_v2/
- Update includes to ../../cnn_v2/src/cnn_v2_effect.h
- Add PROJECT_ROOT resolution to Python/shell scripts
- Update doc references in HOWTO.md, TODO.md
- Add cnn_v2/README.md
Verification: 34/34 tests passing, demo runs correctly.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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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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Merge sdf_primitives.wgsl into math/sdf_shapes.wgsl to eliminate
duplication and establish single source of truth for all SDF functions.
Changes:
- Delete common/shaders/sdf_primitives.wgsl (duplicate of math/sdf_shapes.wgsl)
- Add sdBox2D() and sdEllipse() to math/sdf_shapes.wgsl
- Update ellipse.wgsl (main/test) to use #include "math/sdf_shapes"
- Update scene1.wgsl to use math/sdf_shapes instead of sdf_primitives
- Rename asset SHADER_SDF_PRIMITIVES → SHADER_SDF_SHAPES
- Update shader registration and tests
Impact:
- ~60 lines eliminated from ellipse shaders
- Single source for 3D primitives (sphere, box, torus, plane) and 2D (box, ellipse)
- Consistent include path across codebase
All tests passing (34/34).
handoff(Claude): SDF shapes consolidated to math/sdf_shapes.wgsl
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Replace duplicate fullscreen triangle vertex shader code with
#include "render/fullscreen_vs" in 8 workspace shaders. Eliminates
~60 lines of duplication and establishes single source of truth.
Modified shaders:
- circle_mask_compute.wgsl (main/test)
- circle_mask_render.wgsl (main/test)
- ellipse.wgsl (main/test)
- gaussian_blur.wgsl (main/test)
Updated test_shader_assets.cc to validate include directive instead
of inline @vertex keyword for affected shaders.
All tests passing (34/34).
handoff(Claude): Shader modularization - fullscreen_vs consolidated
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Extracted common WGSL functions into separate files in `common/shaders/` to improve reusability and maintainability.
- Created `common/shaders/render/fullscreen_vs.wgsl` for a reusable fullscreen vertex shader.
- Created `common/shaders/math/color.wgsl` for color conversion and tone mapping functions.
- Created `common/shaders/math/utils.wgsl` for general math utilities.
- Created `common/shaders/render/raymarching.wgsl` for SDF raymarching logic.
- Updated multiple shaders to use these new common snippets via `#include`.
- Fixed the shader asset validation test to correctly handle shaders that include the common vertex shader.
This refactoring makes the shader code more modular and easier to manage.
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Replace textureSample() with textureSampleLevel() in compute shader.
textureSample() requires derivative calculations only available in fragment
shaders. Compute shaders must explicitly specify mip level.
Fixes: DemoEffectsTest CNNv2Effect initialization
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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**CNN v2 Changes:**
- Replace point sampling with bilinear interpolation for mip-level features
- Add linear sampler (binding 6) to static features shader
- Update CNNv2Effect, cnn_test, and HTML tool
**HTML Tool UI:**
- Move controls to floating bottom bar in central view
- Consolidate video controls + Blend/Depth/Save PNG in single container
- Increase left panel width: 300px → 315px (+5%)
- Remove per-frame debug messages (visualization, rendering logs)
**Technical:**
- WGSL: textureSample() with linear_sampler vs textureLoad()
- C++: Create WGPUSampler with Linear filtering
- HTML: Change sampler from 'nearest' to 'linear'
handoff(Claude): CNN v2 now uses bilinear mip-level sampling across all tools
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Fixes training collapse where p1/p2 channels saturate due to gradient
blocking at clamp boundaries. Sigmoid provides smooth [0,1] mapping
with continuous gradients.
Changes:
- Layer 0: clamp(x, 0, 1) → sigmoid(x)
- Final layer: clamp(x, 0, 1) → sigmoid(x)
- Middle layers: ReLU unchanged (already stable)
Updated files:
- training/train_cnn_v2.py: PyTorch model activations
- workspaces/main/shaders/cnn_v2/cnn_v2_compute.wgsl: WGSL shader
- tools/cnn_v2_test/index.html: HTML validation tool
- doc/CNN_V2.md: Documentation
Validation:
- Build clean (no shader errors)
- 34/36 tests pass (2 unrelated script tests fail)
- 10-epoch training: loss 0.153 → 0.088 (good convergence)
- cnn_test processes images successfully
Breaking change: Old checkpoints trained with clamp() incompatible.
Retrain from scratch required.
handoff(Claude): CNN v2 sigmoid activation implemented and validated.
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Updated gen_identity_weights.py --mix mode to use static features
p4-p7 (uv_x, uv_y, sin20_y, bias) at channels 8-11 instead of
p0-p3 (RGB+D) at channels 4-7.
Before: 0.5*prev[i] + 0.5*static_p{i} (channels 4-7)
After: 0.5*prev[i] + 0.5*static_p{4+i} (channels 8-11)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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