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* Begin work on `custom30` worldyum2025-06-02
| | | | Add vertex colors
* Add vrc light volumes, double decal slotsyum2025-05-26
| | | | Light volumes: https://github.com/REDSIM/VRCLightVolumes
* Update how decal scale/offset is usedyum2025-05-16
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* Double unigram letter grid blocks againyum2025-05-09
| | | | | | | | Also: - move fudge factor into shader. More reliable for tokens close to 255. - optimize how we mark the cbuffer params dirty by using fused mul-add instructions
* Fix screen wrapping edge cases in unigram text displayyum2025-05-09
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* Double number of blocks in unigram letter gridyum2025-05-09
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* unigram letter grid bugfixesyum2025-05-09
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* Checkpoint - unigram decoding approximately worksyum2025-05-04
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* Fix how unigram letter grid LUT gets readyum2025-05-04
| | | | Should go from top left down, not bottom left up.
* Begin work on unigram letter gridyum2025-05-04
| | | | | Basic idea is to use a sentencepiece unigram tokenizer to compress text over the wire. GPU decodes tokens with a LUT.
* add domain warping to decalsyum2025-05-04
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* add cmyk warping planes gimmick to decalsyum2025-04-24
| | | | | renders the decal 4 times one planes, and applies domain warping to each plane. Requires a 4-channel (RGBA) noise texture.
* tweak how decal rotation worksyum2025-04-23
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* Add 3d sdf featureyum2025-04-18
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* add 2 more uv channelsyum2025-04-18
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* add rough ability to nudge tessellation heightmap directionyum2025-04-11
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* Stop vendoring thryyum2025-04-08
| | | | Rely on Poi's copy instead :'(
* Fix backface normals, fix depth writing precision issuesyum2025-04-08
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* Add static flag to limit fallback cubemap to metallicyum2025-04-08
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* Overhaul wrapped lightingyum2025-03-31
| | | | | | | | | | Now: * k=0 -> lambertian * k=0.5 -> half lambertian * k=1.0 -> flat All three points should be energy conserving, but I haven't done the actual analysis yet.
* Add basic audiolink to vertex domain warpingyum2025-03-29
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* Optimize tessellation code - vectorizing and frustrum cullingyum2025-03-29
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* add shader inlineryum2025-03-28
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* vectorize shatterwave audiolinkyum2025-03-28
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* Add time controls to shatterwave chronotensity featureyum2025-03-28
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* add rotation to shatterwaveyum2025-03-28
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* begin audiolinking shatterwaveyum2025-03-28
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* Use 3d textures for vertex domain warpingyum2025-03-27
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* Fix how outlines work with shatterwave & tessellation heightmapyum2025-03-26
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* Finish adding tessellation; add 4 channels to shatterwaveyum2025-03-26
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* Continue work on tessellationyum2025-03-25
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* Add spherize featureyum2025-03-25
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* Begin sketching out tessellation featureyum2025-03-25
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* Add shatter wave gimmickyum2025-03-25
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* Add letter grid gimmickyum2025-03-25
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* Add false color visualizeryum2025-03-20
| | | | | | Based on Sotalo's Furality talk - I wanted a way to visualize when my albedo is outside the recommended [0.025, 90]% brightness range. This feature does that. Dark is rendered red, bright is rendered blue.
* finish converting decals to static branching with shitty hacksyum2025-03-17
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* converting decals to static branchingyum2025-03-17
| | | | | and add a shit ton of features and add 3 more slots, for a total of 4
* begin sketching out harnack traceryum2025-03-15
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* Simplify spherical harmonicsyum2025-03-14
| | | | | | 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.
* Fix faceme gimmickyum2025-03-10
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* sketch out faceme featureyum2025-03-08
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* fallback cubemap origin is now fixedyum2025-03-08
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* Add fallback cubemap featureyum2025-03-07
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* add filament cloth brdfyum2025-03-06
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* Add basic decal systemyum2025-03-06
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* add second matcap slotyum2025-02-28
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* fix matcap/rl mask tilingyum2025-02-28
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* bugfix: metallics now have tintyum2025-02-28
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* update test sceneyum2025-02-28
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