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// This file is part of the 64k demo project.
// It defines WGSL shader code for various effects.
#include "effects/shaders.h"
#include "gpu/shader_composer.h"
#include "util/asset_manager.h"
#if defined(USE_TEST_ASSETS)
#include "test_assets.h"
#else
#include "generated/assets.h"
#endif
void InitShaderComposer() {
auto& sc = ShaderComposer::Get();
auto register_if_exists = [&](const char* name, AssetId id) {
size_t size;
const char* data = (const char*)GetAsset(id, &size);
if (data) {
sc.RegisterSnippet(name, std::string(data, size));
}
};
register_if_exists("common_uniforms", AssetId::ASSET_SHADER_COMMON_UNIFORMS);
register_if_exists("sequence_uniforms",
AssetId::ASSET_SHADER_SEQUENCE_V2_UNIFORMS);
register_if_exists("postprocess_inline",
AssetId::ASSET_SHADER_POSTPROCESS_INLINE);
// register_if_exists("camera_common", AssetId::ASSET_SHADER_CAMERA_COMMON);
register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_MATH_SDF_SHAPES);
register_if_exists("math/sdf_utils", AssetId::ASSET_SHADER_MATH_SDF_UTILS);
register_if_exists("math/common_utils",
AssetId::ASSET_SHADER_MATH_COMMON_UTILS);
register_if_exists("math/noise", AssetId::ASSET_SHADER_MATH_NOISE);
register_if_exists("render/shadows", AssetId::ASSET_SHADER_RENDER_SHADOWS);
register_if_exists("render/scene_query_bvh",
AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_BVH);
register_if_exists("render/scene_query_linear",
AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_LINEAR);
register_if_exists("render/lighting_utils",
AssetId::ASSET_SHADER_RENDER_LIGHTING_UTILS);
register_if_exists("render/mesh", AssetId::ASSET_SHADER_MESH);
register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_SDF_SHAPES);
register_if_exists("lighting", AssetId::ASSET_SHADER_LIGHTING);
register_if_exists("ray_box", AssetId::ASSET_SHADER_RAY_BOX);
register_if_exists("ray_triangle", AssetId::ASSET_SHADER_RAY_TRIANGLE);
register_if_exists("render/fullscreen_vs",
AssetId::ASSET_SHADER_RENDER_FULLSCREEN_VS);
register_if_exists("math/color", AssetId::ASSET_SHADER_MATH_COLOR);
register_if_exists("math/utils", AssetId::ASSET_SHADER_MATH_UTILS);
register_if_exists("render/raymarching",
AssetId::ASSET_SHADER_RENDER_RAYMARCHING);
// CNN shaders (workspace-specific)
// register_if_exists("cnn_activation", AssetId::ASSET_SHADER_CNN_ACTIVATION);
// register_if_exists("cnn_conv1x1", AssetId::ASSET_SHADER_CNN_CONV1X1);
// register_if_exists("cnn_conv3x3", AssetId::ASSET_SHADER_CNN_CONV3X3);
// register_if_exists("cnn_conv5x5", AssetId::ASSET_SHADER_CNN_CONV5X5);
// register_if_exists("cnn_conv7x7", AssetId::ASSET_SHADER_CNN_CONV7X7);
// register_if_exists("cnn_weights_generated",
// AssetId::ASSET_SHADER_CNN_WEIGHTS);
#if !defined(STRIP_ALL)
sc.VerifyIncludes();
#endif
}
// Helper to get asset string or empty string
static const char* SafeGetAsset(AssetId id) {
const uint8_t* data = GetAsset(id);
return data ? (const char*)data : "";
}
// Effect shaders
const char* passthrough_shader_wgsl =
SafeGetAsset(AssetId::ASSET_SHADER_PASSTHROUGH_V2);
const char* gaussian_blur_shader_wgsl =
SafeGetAsset(AssetId::ASSET_SHADER_GAUSSIAN_BLUR_V2);
const char* heptagon_shader_wgsl =
SafeGetAsset(AssetId::ASSET_SHADER_HEPTAGON_V2);
const char* particle_compute_wgsl =
SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_COMPUTE);
const char* particle_render_wgsl =
SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_RENDER);
const char* rotating_cube_wgsl =
SafeGetAsset(AssetId::ASSET_SHADER_ROTATING_CUBE_V2);
const char* flash_shader_wgsl =
SafeGetAsset(AssetId::ASSET_SHADER_FLASH);
// Compute shaders
const char* gen_noise_compute_wgsl =
SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_NOISE);
const char* gen_perlin_compute_wgsl =
SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_PERLIN);
const char* gen_grid_compute_wgsl =
SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_GRID);
#if !defined(STRIP_GPU_COMPOSITE)
const char* gen_blend_compute_wgsl =
SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_BLEND);
const char* gen_mask_compute_wgsl =
SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_MASK);
#endif
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