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<title>3ner.git/math.cginc, branch master</title>
<subtitle>A toon shader for Unity's BIRP.</subtitle>
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<updated>2026-04-14T06:13:16+00:00</updated>
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<title>zebra: pull in phacelle noise</title>
<updated>2026-04-14T06:13:16+00:00</updated>
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<published>2026-04-14T06:13:16+00:00</published>
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<title>add 2d voronoi noise</title>
<updated>2026-04-13T02:39:39+00:00</updated>
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<name>yum</name>
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<published>2026-04-13T02:39:39+00:00</published>
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<title>Improve naming in voronoi function</title>
<updated>2026-04-13T00:21:42+00:00</updated>
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<name>yum</name>
<email>yum.food.vr@gmail.com</email>
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<published>2026-04-13T00:21:42+00:00</published>
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<title>add rotation to c31 hexagons</title>
<updated>2026-04-09T05:16:35+00:00</updated>
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<name>yum</name>
<email>yum.food.vr@gmail.com</email>
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<published>2026-04-09T05:16:35+00:00</published>
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needs some cleanup but it's pretty efficient, at least
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<title>Refactor &amp; credit glitter</title>
<updated>2026-03-30T05:43:01+00:00</updated>
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<published>2026-03-30T05:43:01+00:00</published>
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<title>Continue work on glitter</title>
<updated>2026-03-29T22:44:01+00:00</updated>
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<name>yum</name>
<email>yum.food.vr@gmail.com</email>
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<published>2026-03-29T22:44:01+00:00</published>
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<title>Finish implementing burley per-channel histogram preserving blending operator</title>
<updated>2026-03-28T21:47:24+00:00</updated>
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<name>yum</name>
<email>yum.food.vr@gmail.com</email>
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<published>2026-03-28T21:45:19+00:00</published>
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<title>Begin work on Burley's per-pixel histogram preserving blending</title>
<updated>2026-03-28T21:46:39+00:00</updated>
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<name>yum</name>
<email>yum.food.vr@gmail.com</email>
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<published>2026-03-28T20:43:27+00:00</published>
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<entry>
<title>Pull in letter grid gimmick from 2ner</title>
<updated>2026-03-24T07:16:32+00:00</updated>
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<name>yum</name>
<email>yum.food.vr@gmail.com</email>
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<published>2026-03-24T07:16:32+00:00</published>
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<title>Clean up marble code</title>
<updated>2026-03-17T23:40:05+00:00</updated>
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<name>yum</name>
<email>yum.food.vr@gmail.com</email>
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<published>2026-03-17T23:40:05+00:00</published>
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