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<title>TaSTT.git/Shaders, branch v0.10.1</title>
<subtitle>Free self-hosted STT for VRChat.</subtitle>
<id>https://git.yummers.dev/TaSTT.git/atom?h=v0.10.1</id>
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<updated>2023-03-23T23:52:51+00:00</updated>
<entry>
<title>Custom chatbox shader writes depth</title>
<updated>2023-03-23T23:52:51+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-03-23T23:32:22+00:00</published>
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<id>urn:sha1:d58d36d9ef533b526d33c511526d6e481d243c96</id>
<content type='text'>
This fixes issues where the transparent corners of the textbox render
in front of other materials, causing those other materials to skip
rendering.

* Update README.md with roadmap and avatar resource usage.
</content>
</entry>
<entry>
<title>Reduce texture memory usage for English speakers</title>
<updated>2023-03-22T00:13:32+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-03-22T00:13:32+00:00</published>
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<id>urn:sha1:1f15133dd985442af20d42a96fbcd0007f03bd2b</id>
<content type='text'>
We used to populate 7 4k textures + 1 2k texture for all users.
Now if the user has configured `bytes_per_char=1` in the Unity
panel, we just populate a single 512x512 texture containing the
first 128 ASCII characters.

This reduces texture memory usage by 99.74%, from 134.67 MB to
340 KB.
</content>
</entry>
<entry>
<title>Update .gitignore files</title>
<updated>2023-02-13T22:42:23+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-13T22:42:23+00:00</published>
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<id>urn:sha1:bd72a8e97e120604405f2330664e9658e44e3de1</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add hack to reduce outlines around emotes</title>
<updated>2023-02-13T22:36:59+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-04T03:21:27+00:00</published>
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<id>urn:sha1:f53a8af3a6b60ff486b984f473f75ab7e13cafc9</id>
<content type='text'>
Don't render any part of an emote with alpha &lt; 0.5. Improves visual
clarity in the common case at the cost of generality.

* Emotes now use physically-based shading.
* Use round() to denoise shader parameters instead of floor()
</content>
</entry>
<entry>
<title>Finish emotes</title>
<updated>2023-02-13T22:36:25+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-03T02:00:18+00:00</published>
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<id>urn:sha1:1cb5bdfe8cba6fe4647448cd3cf0c63ecbd7dfc2</id>
<content type='text'>
Emotes require 2 bytes per char. They're encoded into the region
[0xE000, infinity). The texture is 4k, and uses 1k vertical pixels
per emote segment, for a maximum of 32 segments.

* Reduce volume of noise indicator by 90%. Quiet is probably better.
  Might want to add a volume slider idk.
* Bugfix: emotes without a transparency channel now work
* Address a couple Unity performance complaints about the shader
</content>
</entry>
<entry>
<title>Begin work adding emotes</title>
<updated>2023-02-13T22:36:20+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-02T09:02:03+00:00</published>
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<id>urn:sha1:7c6894614dcc3ebc5d4c8839b64f4da761b5ccf0</id>
<content type='text'>
Done:
* Users can add images to Fonts/Emotes/
* The basename of that image ('clueless.png' becomes 'clueless') is the
  keyword to make the image show up in game.
* Fix a bug in the shader where letters on the 2nd texture and later
  would have UV outside of [0.0, 1.0]

Not yet implemented:
* transcribed words are encoded using emotes mapping
</content>
</entry>
<entry>
<title>Shader now supports custom cubemap</title>
<updated>2023-02-07T00:01:11+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-07T00:01:11+00:00</published>
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<id>urn:sha1:c218e2a1957520fe6e6a200e51d44aeaec93a3d3</id>
<content type='text'>
Applied to both PBS and TaSTT shaders.
</content>
</entry>
<entry>
<title>Do not use PBR shading on curve transparency</title>
<updated>2023-02-01T06:00:49+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-01T06:00:49+00:00</published>
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<id>urn:sha1:ba2274c7958b40a307053f3c82cc3fcbd7a6ab2e</id>
<content type='text'>
Diffuse reflections can show up on this part.
</content>
</entry>
<entry>
<title>Implement simple anti-aliasing</title>
<updated>2023-02-01T03:35:44+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-01T03:11:01+00:00</published>
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<id>urn:sha1:175965da720659df3099d3cda06a342fdfbe1cd4</id>
<content type='text'>
Sample the texture up to 5 times using the algorithm shown in
`aa_sample_algorithm.py`. Results are averaged together.

* Redo dithering PRNG
</content>
</entry>
<entry>
<title>Rework dithering</title>
<updated>2023-01-31T16:31:24+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-01-31T16:26:58+00:00</published>
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<id>urn:sha1:46f03b7ed89ab8146d143cdda733acd178c5314e</id>
<content type='text'>
I realized that ddx(i.uv.x) tells us how wide the current pixel is w/r/t
UV coordinates. We can use this to implement a better form of dithering,
which gets weaker as the viewer gets closer and stronger as they get
farther.

* Fine-tune mip map filtering based on play testing
</content>
</entry>
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