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<title>2ner.git/poi.cginc, branch master</title>
<subtitle>	A toon shader for Unity's BIRP.</subtitle>
<id>https://git.yummers.dev/2ner.git/atom?h=master</id>
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<updated>2025-03-15T01:36:03+00:00</updated>
<entry>
<title>Simplify spherical harmonics</title>
<updated>2025-03-15T01:36:03+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2025-03-15T01:36:01+00:00</published>
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<id>urn:sha1:df77089d90024f229e4dd27a25a9b97645b614d1</id>
<content type='text'>
Implement standard SH9 as a learning exercise. Drop poi's fancy SH9
code. Realize that we just want diffuse and lock everything else away
behind a ui-inaccessible #define.
</content>
</entry>
<entry>
<title>Add fallback cubemap feature</title>
<updated>2025-03-07T21:48:04+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2025-03-07T21:48:04+00:00</published>
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<id>urn:sha1:08762a99117fdddb3b48b450d02dd515b3eb78af</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add code</title>
<updated>2025-02-12T00:54:10+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2025-02-12T00:54:10+00:00</published>
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<id>urn:sha1:20c32dcb055058b770062b7e9dd07f79d33a8caa</id>
<content type='text'>
Implement basic diffuse and specular BRDF based heavily on silent's
filamented shader.
</content>
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