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<title>TaSTT.git/Shaders, branch master</title>
<subtitle>Free self-hosted STT for VRChat.</subtitle>
<id>https://git.yummers.dev/TaSTT.git/atom?h=master</id>
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<updated>2025-07-24T05:53:08+00:00</updated>
<entry>
<title>Delete unused files</title>
<updated>2025-07-24T05:53:08+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2025-07-24T05:53:08+00:00</published>
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<id>urn:sha1:4539f87e36cb3ca554e1e174c19206b552107c57</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix font rendering ddx/ddy logic</title>
<updated>2024-01-09T02:59:21+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2024-01-09T02:59:21+00:00</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>Various shader cleanup</title>
<updated>2023-08-21T23:30:13+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-08-21T23:30:13+00:00</published>
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<id>urn:sha1:323eeba6118073547508b04950425c1a81650024</id>
<content type='text'>
* remove unused variables, functions, keywords
* rename fixedN to floatN
* move min/max raymarch distance to top of ray_march.cginc
* fix frame emission
</content>
</entry>
<entry>
<title>Workaround: use STT mesh to write depth buffer</title>
<updated>2023-08-13T01:55:50+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-08-13T01:55:50+00:00</published>
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<id>urn:sha1:92b814a787a996653d72cc3077d3228670fa083c</id>
<content type='text'>
There's some bug around using the raymarched world position to write the
depth buffer. I wasn't able to find it quickly, so for now, use the
original world position to write the depth buffer.
</content>
</entry>
<entry>
<title>Improve numerical stability in raymarcher</title>
<updated>2023-08-13T00:51:45+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-08-13T00:49:41+00:00</published>
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<id>urn:sha1:5d44c186691f42a8a64c895c67079ebe2515ea71</id>
<content type='text'>
Increase units by a factor of 100 to avoid running into numerical
instability on 32-bit floats. This comes at zero measured performance
cost. This makes a visible difference in quality.

Other minor changes:
* Raymarching loop tries to get up to 4x closer than
  MINIMUM_HIT_DISTANCE before bailing out. This comes at no measured
  performance cost.
* Convert `fixed` types to `float` in STT_text.cginc.
</content>
</entry>
<entry>
<title>Bugfix: Shader no shows text mirrored</title>
<updated>2023-08-12T22:45:59+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-08-12T22:45:59+00:00</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>Bugfix: ellipsis waits for board</title>
<updated>2023-08-12T21:26:58+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-08-12T21:26:58+00:00</published>
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<id>urn:sha1:c366af9a71a8fb8e5220d73d06ade02bd507a1ec</id>
<content type='text'>
Regression created while optimizing shader. Performance still around 730
microseconds on my computer with this change.
</content>
</entry>
<entry>
<title>Optimize skew-pyramid frame SDF</title>
<updated>2023-08-12T21:09:48+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-08-12T21:09:48+00:00</published>
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<id>urn:sha1:a7779ddd57fb1bdb2f27a35005d7d8c1eb691f63</id>
<content type='text'>
Use symmetry to reduce # of distance calculations by 50%. Because the
pyramid can be skewed, we can't reduce this by another factor of 2.
</content>
</entry>
<entry>
<title>Small raymarching optimizations</title>
<updated>2023-08-12T02:24:56+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-08-12T02:24:56+00:00</published>
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<content type='text'>
Using PIX to quantify changes, reduce raymarcher runtime from ~1.0 ms to
~850 us.

In order of impact:
* Tighten raymarch min/max distances
* Make `in_mirror` check truly branchless
* Gate ellipsis animation with non-divergent if statement

Everything else is &lt; 10 microseconds of improvement.
</content>
</entry>
<entry>
<title>Add animated ellipsis to shader</title>
<updated>2023-08-11T17:40:05+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-08-11T17:40:05+00:00</published>
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<id>urn:sha1:6a851e393e02cea8943115db46295d1858338b42</id>
<content type='text'>
Not yet done:

* Animator toggle
* OSC integration
</content>
</entry>
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