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<title>3ner.git/vertex.cginc, branch master</title>
<subtitle>A toon shader for Unity's BIRP.</subtitle>
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<updated>2026-02-18T02:52:17+00:00</updated>
<entry>
<title>Fold: add plane to octahedron code</title>
<updated>2026-02-18T02:52:17+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2026-02-18T02:52:17+00:00</published>
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</content>
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<entry>
<title>Fold: add translate node</title>
<updated>2026-02-17T00:55:50+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2026-02-17T00:55:50+00:00</published>
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</content>
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<entry>
<title>Add instancing distance culling, scale deformation</title>
<updated>2026-02-17T00:36:24+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2026-02-17T00:32:00+00:00</published>
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<content type='text'>
* GPU instance distance culling now takes a min/max range
* Fold recovers ops from material, allowing state to persist across
  editor restarts
* Add scale node to vertex deformation framework
* Remove fold presets - dumb LLM idea, unused
* Drop more "undeform" code; unused, was for ray marching, which does
  not work well
* Fix reflection energy compensation; was using cloth math, which makes
  things too bright
</content>
</entry>
<entry>
<title>Impostors: begin optimization work</title>
<updated>2026-01-18T16:52:18+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2026-01-18T16:52:18+00:00</published>
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<id>urn:sha1:50e451441f628aa3a28241af118700ae12147583</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fold: add hemi octahedron to plane operator</title>
<updated>2026-01-14T03:33:51+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2026-01-14T03:33:51+00:00</published>
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<content type='text'>
</content>
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<entry>
<title>Fold: update UI, add plane -&gt; hemioctahedron</title>
<updated>2026-01-13T04:55:18+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2026-01-13T04:55:18+00:00</published>
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<id>urn:sha1:bd4d3aa6537cb3121cd1eca4a8ea4eb65eb28522</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fold: implement dynamic branching in shader</title>
<updated>2026-01-03T01:32:14+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2026-01-03T00:21:34+00:00</published>
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<id>urn:sha1:fcc76b257ef5cfb4514669df3b0144f8e8dd76ef</id>
<content type='text'>
Switch from static branching approach using per-op data and fixed
execution order to dynamic branching approach using dynamic data.
This confers the main benefit of letting us dynamically reorder ops and
duplicate them. It also lets us eliminate some of the plumbing tedium
whenever we want to add new ops.
</content>
</entry>
<entry>
<title>more vertex deformation tweaks; unwrapping the donut</title>
<updated>2025-12-25T21:09:39+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2025-12-25T21:09:39+00:00</published>
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<id>urn:sha1:e70d2cb317295571c57abd229846424754dff937</id>
<content type='text'>
</content>
</entry>
<entry>
<title>screw with operator ordering</title>
<updated>2025-12-18T09:00:14+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2025-12-18T09:00:14+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/3ner.git/commit/?id=f7c5e546c220f0f7be8ec3a9cccdb4641114cfe1'/>
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</content>
</entry>
<entry>
<title>add point align feature, aka inverse of axis align</title>
<updated>2025-12-18T01:14:11+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2025-12-18T01:14:11+00:00</published>
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</content>
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