From f32afcbeffa0e8b947457c67c73566da4ebf33cc Mon Sep 17 00:00:00 2001 From: skal Date: Tue, 3 Feb 2026 08:18:13 +0100 Subject: refactor: Shader Asset Integration (Task #24) Extracted all hardcoded WGSL shaders into external assets. Updated AssetManager to handle shader snippets. Refactored Renderer3D, VisualDebug, and Effects to load shaders via the AssetManager, enabling better shader management and composition. --- assets/final/test_assets_list.txt | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'assets/final/test_assets_list.txt') diff --git a/assets/final/test_assets_list.txt b/assets/final/test_assets_list.txt index f0c2275..727d4bc 100644 --- a/assets/final/test_assets_list.txt +++ b/assets/final/test_assets_list.txt @@ -1,3 +1,9 @@ # Asset Name, Compression Type, Filename/Placeholder, Description TEST_ASSET, NONE, test_asset.txt, "A static test asset" PROC_NOISE_256, PROC(gen_noise,256,256), _, "A 256x256 procedural noise texture" +SHADER_RENDERER_3D, NONE, shaders/renderer_3d.wgsl, "Hybrid 3D Renderer Shader" +SHADER_COMMON_UNIFORMS, NONE, shaders/common_uniforms.wgsl, "Common Uniforms Snippet" +SHADER_SDF_PRIMITIVES, NONE, shaders/sdf_primitives.wgsl, "SDF Primitives Snippet" +SHADER_LIGHTING, NONE, shaders/lighting.wgsl, "Lighting Snippet" +SHADER_RAY_BOX, NONE, shaders/ray_box.wgsl, "Ray-Box Intersection Snippet" +SHADER_VISUAL_DEBUG, NONE, shaders/visual_debug.wgsl, "Visual Debug Shader" -- cgit v1.2.3