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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("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("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);
  register_if_exists("ray_triangle", AssetId::ASSET_SHADER_RAY_TRIANGLE);

  register_if_exists("cnn_activation", AssetId::ASSET_SHADER_CNN_ACTIVATION);
  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);
}

// 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* scene1_shader_wgsl =

    SafeGetAsset(AssetId::ASSET_SHADER_SCENE1);

const char* distort_shader_wgsl =

    SafeGetAsset(AssetId::ASSET_SHADER_DISTORT);

const char* chroma_aberration_shader_wgsl =

    SafeGetAsset(AssetId::ASSET_SHADER_CHROMA_ABERRATION);

const char* cnn_layer_shader_wgsl =

    SafeGetAsset(AssetId::ASSET_SHADER_CNN_LAYER);

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

const char* vignette_shader_wgsl =

    SafeGetAsset(AssetId::ASSET_SHADER_VIGNETTE);