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// This file is part of the 64k demo project.
// It defines WGSL shader code for various effects.

#include "../demo_effects.h"



#if defined(USE_TEST_ASSETS)

#include "test_assets.h"

#else

#include "generated/assets.h"

#endif



#include "gpu/effects/shader_composer.h"

#include "util/asset_manager.h"



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("sdf_primitives", AssetId::ASSET_SHADER_SDF_PRIMITIVES);

  register_if_exists("lighting", AssetId::ASSET_SHADER_LIGHTING);

  register_if_exists("ray_box", AssetId::ASSET_SHADER_RAY_BOX);

}



// 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 : "";

}



const char* main_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_MAIN);

const char* particle_compute_wgsl =

    SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_COMPUTE);

const char* particle_render_wgsl =

    SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_RENDER);

const char* passthrough_shader_wgsl =

    SafeGetAsset(AssetId::ASSET_SHADER_PASSTHROUGH);

const char* ellipse_shader_wgsl =

    SafeGetAsset(AssetId::ASSET_SHADER_ELLIPSE);

const char* particle_spray_compute_wgsl =

    SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_SPRAY_COMPUTE);

const char* gaussian_blur_shader_wgsl =

    SafeGetAsset(AssetId::ASSET_SHADER_GAUSSIAN_BLUR);

const char* solarize_shader_wgsl =

    SafeGetAsset(AssetId::ASSET_SHADER_SOLARIZE);

const char* distort_shader_wgsl =

    SafeGetAsset(AssetId::ASSET_SHADER_DISTORT);

const char* chroma_aberration_shader_wgsl =

    SafeGetAsset(AssetId::ASSET_SHADER_CHROMA_ABERRATION);