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* zebra: pull in phacelle noiseHEADmasteryum2026-04-13
* add 2d voronoi noiseyum2026-04-12
* aperiodic: delete dead codeyum2026-04-12
* Improve naming in voronoi functionyum2026-04-12
* aperiodic: apply normal filtering to smoothnessyum2026-04-12
* aperiodic: optimize analytic aayum2026-04-11
* aperiodic: clanker analytic aayum2026-04-11
* aperiodic: improve aayum2026-04-11
* aperiodic: let user specify colors, add normalsyum2026-04-10
* aperiodic: finish near verbatim portyum2026-04-10
* begin work on aperiodic tilingsyum2026-04-10
* Add uv channel to glitteryum2026-04-10
* bugfix: c31 would break build when disabledyum2026-04-10
* add matcap albedo clamp toggleyum2026-04-10
* check in quilez.cgincyum2026-04-10
* add rotation to c31 hexagonsyum2026-04-08
* c31: continue work on hex ray marcheryum2026-04-06
* c31: Start sketching tangent space raymarcheryum2026-04-05
* Cloth bugfixes; burley tiling scaling fixyum2026-04-05
* Add glitter mask & glitter base roughness overrideyum2026-04-01
* Oops, add triplanar.cgincyum2026-04-01
* Glitter: tweak hash; looks less artifacty in gameyum2026-03-31
* Parameterize glitter angular neighbors visited & filter sizeyum2026-03-31
* ssfd bugfixesyum2026-03-31
* Make gaussanize sigma match burley paperyum2026-03-31
* Begin work on triplanar projection featureyum2026-03-31
* Put maintex burley tiling into optional branch; add optional rotation featureyum2026-03-31
* Parallax heightmapping bugfixyum2026-03-30
* Add burley tiling AO; make LUTS gradient editableyum2026-03-30
* Add heightmaps to burley tilingyum2026-03-30
* Add tangent space normal debug view; rename gaussianize.pyyum2026-03-30
* Glitter: hacks for 1 neighbor samplingyum2026-03-30
* Glitter: hacks for 1 neighbor samplingyum2026-03-30
* Glitter: add spatial energy compensationyum2026-03-30
* Glitter: hardcode n=1 neighborsyum2026-03-30
* asdfyum2026-03-30
* Glitter: parameterize neighbor loop iterationsyum2026-03-30
* Glitter: move back to dominant direction for IBLyum2026-03-30
* Glitter: formattingyum2026-03-30
* Glitter: use micro normal for IBLyum2026-03-30
* Refactor & credit glitteryum2026-03-29
* Reframe glitter as a standalone lobe in the brdfyum2026-03-29
* Roughly integrate glitter into brdfyum2026-03-29
* Continue work on glitteryum2026-03-29
* Fix burley normal decodingyum2026-03-28
* Add more channels to burley tilingyum2026-03-28
* Finish implementing burley per-channel histogram preserving blending operatoryum2026-03-28
* Begin work on Burley's per-pixel histogram preserving blendingyum2026-03-28
* Add garamond msdf lutyum2026-03-26
* Put ssfd shadow effect behind static branchyum2026-03-26