# WORKSPACE: main # Asset Name, Compression Type, Filename/Placeholder, Description # # Compression types: # NONE - Raw binary embed (shaders, meshes, .spec files) # MP3 - MP3 audio; decoded to spectrogram at runtime # PROC(func, ...) - CPU procedural generation at init # PROC_GPU(func,..) - GPU compute procedural generation at init # --- Drum & Percussion Samples --- KICK_1, SPEC, music/KICK_606.spec, "606 Kick" KICK_2, SPEC, music/KICK_90S_2.spec, "90s Kick" SNARE_1, SPEC, music/SNARE_808.spec, "808 Snare" SNARE_2, SPEC, music/SNARE_909_TUNE_8.spec, "909 Snare" SNARE_3, SPEC, music/SNARE_BLUE_ROOM.spec, "Snare Blue Room" HIHAT_1, SPEC, music/HIHAT_CLOSED_DMX.spec, "DMX Closed Hi-hat" HIHAT_2, SPEC, music/HIHAT_CLOSED_DUFF.spec, "Duff Closed Hi-hat" HIHAT_3, SPEC, music/HIHAT_CLOSED_ER_1.spec, "ER-1 Closed Hi-hat" CRASH_1, SPEC, music/CRASH_DMX.spec, "DMX Crash" RIDE_1, SPEC, music/RIDE_CUP_1.spec, "Ride Cymbal" SPLASH_1, SPEC, music/SPLASH_GROUNDED.spec, "Splash Cymbal" # --- Melodic Samples --- BASS_1, SPEC, music/BASS_GUITAR_FEEL.spec, "Bass Guitar" BASS_2, SPEC, music/BASS_SYNTH_1.spec, "Synth Bass 1" BASS_3, SPEC, music/SYNTH_BASS_DISTORT.spec, "Distorted Synth Bass" NEVER_MP3, MP3, music/never.mp3, "MP3 Sample" DRUM_MP3, MP3, music/drum.mp3, "Drum Sample" # --- Procedural Textures --- NOISE_TEX, PROC(gen_noise, 1234, 16), _, "Procedural noise texture for bump mapping" # --- WGSL Shaders & Snippets --- SHADER_RENDERER_3D, WGSL, shaders/renderer_3d.wgsl, "Hybrid 3D Renderer Shader" SHADER_COMMON_UNIFORMS, WGSL, ../../src/shaders/common_uniforms.wgsl, "Common Uniforms Snippet" SHADER_CAMERA_COMMON, WGSL, ../../src/shaders/camera_common.wgsl, "Camera parameters and raymarching helpers" SHADER_SDF_SHAPES, WGSL, ../../src/shaders/math/sdf_shapes.wgsl, "SDF Shapes (2D/3D primitives)" SHADER_LIGHTING, WGSL, ../../src/shaders/lighting.wgsl, "Lighting Snippet" SHADER_RAY_BOX, WGSL, ../../src/shaders/ray_box.wgsl, "Ray-Box Intersection Snippet" SHADER_RAY_TRIANGLE, WGSL, ../../src/shaders/ray_triangle.wgsl, "Ray-Triangle Intersection Snippet (Möller-Trumbore)" SHADER_MAIN, WGSL, shaders/main_shader.wgsl, "Main Heptagon Shader" SHADER_PARTICLE_COMPUTE, WGSL, ../../src/effects/particle_compute.wgsl, "Particle Compute Shader" SHADER_PARTICLE_RENDER, WGSL, ../../src/effects/particle_render.wgsl, "Particle Render Shader" SHADER_PARTICLE_COMPUTE_V2, WGSL, ../../src/effects/particle_compute.wgsl, "Particle Compute Shader" SHADER_PARTICLE_RENDER_V2, WGSL, ../../src/effects/particle_render.wgsl, "Particle Render Shader" SHADER_ROTATING_CUBE_V2, WGSL, ../../src/effects/rotating_cube.wgsl, "Rotating Cube Shader" SHADER_PASSTHROUGH, WGSL, ../../src/shaders/passthrough.wgsl, "Passthrough Shader" SHADER_ELLIPSE, WGSL, ../../src/effects/ellipse.wgsl, "Ellipse Shader" SHADER_PARTICLE_SPRAY_COMPUTE, WGSL, ../../src/effects/particle_spray_compute.wgsl, "Particle Spray Compute" SHADER_GAUSSIAN_BLUR, WGSL, ../../src/effects/gaussian_blur.wgsl, "Gaussian Blur Shader" SHADER_CNN_ACTIVATION, WGSL, ../../cnn_v1/shaders/cnn_activation.wgsl, "CNN Activation Functions" SHADER_CNN_CONV1X1, WGSL, ../../cnn_v1/shaders/cnn_conv1x1.wgsl, "CNN 1x1 Convolution" SHADER_CNN_CONV3X3, WGSL, ../../cnn_v1/shaders/cnn_conv3x3.wgsl, "CNN 3x3 Convolution" SHADER_CNN_CONV5X5, WGSL, ../../cnn_v1/shaders/cnn_conv5x5.wgsl, "CNN 5x5 Convolution" SHADER_CNN_CONV7X7, WGSL, ../../cnn_v1/shaders/cnn_conv7x7.wgsl, "CNN 7x7 Convolution" SHADER_CNN_WEIGHTS, WGSL, ../../cnn_v1/shaders/cnn_weights_generated.wgsl, "CNN Weights (Generated)" SHADER_CNN_LAYER, WGSL, ../../cnn_v1/shaders/cnn_layer.wgsl, "CNN Layer Shader" SHADER_CNN_V2_STATIC, WGSL, ../../cnn_v2/shaders/cnn_v2_static.wgsl, "CNN v2 Static Features" SHADER_CNN_V2_COMPUTE, WGSL, ../../cnn_v2/shaders/cnn_v2_compute.wgsl, "CNN v2 Compute (Storage Buffer)" WEIGHTS_CNN_V2, BINARY, ../../cnn_v2/weights/cnn_v2_weights.bin, "CNN v2 Binary Weights" SHADER_SOLARIZE, WGSL, ../../src/effects/solarize.wgsl, "Solarize Shader" SHADER_DISTORT, WGSL, ../../src/effects/distort.wgsl, "Distort Shader" SHADER_CHROMA_ABERRATION, WGSL, ../../src/effects/chroma_aberration.wgsl, "Chroma Aberration Shader" SHADER_VISUAL_DEBUG, WGSL, shaders/visual_debug.wgsl, "Visual Debug Shader" SHADER_SKYBOX, WGSL, ../../src/shaders/skybox.wgsl, "Skybox background shader" SHADER_MATH_SDF_SHAPES, WGSL, ../../src/shaders/math/sdf_shapes.wgsl, "SDF Shapes Snippet" SHADER_MATH_SDF_UTILS, WGSL, ../../src/shaders/math/sdf_utils.wgsl, "SDF Utils Snippet" SHADER_MATH_COMMON_UTILS, WGSL, ../../src/shaders/math/common_utils.wgsl, "Common Math Utils" SHADER_MATH_NOISE, WGSL, ../../src/shaders/math/noise.wgsl, "RNG and Noise Functions" SHADER_RENDER_SHADOWS, WGSL, ../../src/shaders/render/shadows.wgsl, "Shadows Snippet" SHADER_RENDER_SCENE_QUERY_BVH, WGSL, ../../src/shaders/render/scene_query_bvh.wgsl, "Scene Query Snippet (BVH)" SHADER_RENDER_SCENE_QUERY_LINEAR, WGSL, ../../src/shaders/render/scene_query_linear.wgsl, "Scene Query Snippet (Linear)" SHADER_RENDER_LIGHTING_UTILS, WGSL, ../../src/shaders/render/lighting_utils.wgsl, "Lighting Utils Snippet" SHADER_MESH, WGSL, shaders/mesh_render.wgsl, "Mesh Rasterization Shader" MESH_CUBE, MESH, obj/test_mesh.obj, "A simple cube mesh" DODECAHEDRON, MESH, obj/dodecahedron.obj, "A dodecahedron mesh" SHADER_RENDER_FULLSCREEN_VS, WGSL, ../../src/shaders/render/fullscreen_vs.wgsl, "Fullscreen Vertex Shader" SHADER_RENDER_FULLSCREEN_UV_VS, WGSL, ../../src/shaders/render/fullscreen_uv_vs.wgsl, "Fullscreen Vertex Shader + UV" SHADER_MATH_COLOR, WGSL, ../../src/shaders/math/color.wgsl, "Color Functions" SHADER_MATH_COLOR_C64, WGSL, ../../src/shaders/math/color_c64.wgsl, "C64 Palette and Bayer Dither" SHADER_MATH_UTILS, WGSL, ../../src/shaders/math/utils.wgsl, "Math Utilities" SHADER_RENDER_RAYMARCHING, WGSL, ../../src/shaders/render/raymarching.wgsl, "Raymarching Functions" SHADER_RENDER_RAYMARCHING_ID, WGSL, ../../src/shaders/render/raymarching_id.wgsl, "Raymarching-ID Functions" SHADER_VIGNETTE, WGSL, ../../src/effects/vignette.wgsl, "Vignette Shader" SHADER_COMPUTE_GEN_NOISE, WGSL, ../../src/shaders/compute/gen_noise.wgsl, "GPU Noise Compute Shader" SHADER_COMPUTE_GEN_PERLIN, WGSL, ../../src/shaders/compute/gen_perlin.wgsl, "GPU Perlin Noise Compute Shader" SHADER_COMPUTE_GEN_GRID, WGSL, ../../src/shaders/compute/gen_grid.wgsl, "GPU Grid Compute Shader" SHADER_COMPUTE_GEN_BLEND, WGSL, ../../src/shaders/compute/gen_blend.wgsl, "GPU Blend Composite Shader" SHADER_COMPUTE_GEN_MASK, WGSL, ../../src/shaders/compute/gen_mask.wgsl, "GPU Mask Composite Shader" CIRCLE_MASK_COMPUTE_SHADER, WGSL, shaders/circle_mask_compute.wgsl, "Circle mask compute shader" CIRCLE_MASK_RENDER_SHADER, WGSL, shaders/circle_mask_render.wgsl, "Circle mask render shader" MASKED_CUBE_SHADER, WGSL, shaders/masked_cube.wgsl, "Masked cube shader" SHADER_SCENE1, WGSL, ../../src/effects/scene1.wgsl, "Scene1 effect shader" SHADER_SCENE2, WGSL, ../../src/effects/scene2.wgsl, "Scene2 effect shader" SHADER_RENDER_SCRATCH_LINES, WGSL, ../../src/shaders/render/scratch_lines.wgsl, "Film scratch lines snippet" SHADER_SCRATCH, WGSL, ../../src/effects/scratch.wgsl, "Scratch effect shader" SHADER_NTSC_RGB, WGSL, ../../src/effects/ntsc_rgb.wgsl, "NTSC effect shader (RGB input)" SHADER_NTSC_YIQ, WGSL, ../../src/effects/ntsc_yiq.wgsl, "NTSC effect shader (YIQ input)" SHADER_RENDER_NTSC_COMMON, WGSL, ../../src/shaders/render/ntsc_common.wgsl, "NTSC shared constants and functions snippet" SHADER_DEBUG_DEBUG_PRINT, WGSL, ../../src/shaders/debug/debug_print.wgsl, "Debug print snippet" # --- Sequence Shaders --- SHADER_SEQUENCE_V2_UNIFORMS, WGSL, ../../src/shaders/sequence_uniforms.wgsl, "Sequence Uniforms Snippet" SHADER_POSTPROCESS_INLINE, WGSL, ../../src/shaders/postprocess_inline.wgsl, "Inline Post-Process Functions" SHADER_PASSTHROUGH_V2, WGSL, ../../src/shaders/passthrough.wgsl, "Passthrough Shader" SHADER_GAUSSIAN_BLUR_V2, WGSL, ../../src/shaders/gaussian_blur.wgsl, "Gaussian Blur Shader" SHADER_HEPTAGON_V2, WGSL, ../../src/shaders/heptagon.wgsl, "Heptagon Shader" SHADER_FLASH, WGSL, ../../src/effects/flash.wgsl, "Flash Shader"