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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