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# 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"