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<title>Tooner.git/math.cginc, branch master</title>
<subtitle>A toon shader for Unity's BIRP.</subtitle>
<id>https://git.yummers.dev/Tooner.git/atom?h=master</id>
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<updated>2025-02-01T07:11:03+00:00</updated>
<entry>
<title>Add bayer matrices &amp; grabpass-based lens shader</title>
<updated>2025-02-01T07:11:03+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2025-02-01T05:11:00+00:00</published>
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<id>urn:sha1:4bd9c2ba494013f292ddc14d793bc2b362aff365</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add ability to swap decal slots</title>
<updated>2025-01-27T23:30:46+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2025-01-27T23:30:46+00:00</published>
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<id>urn:sha1:5f0746ebbf8eb6216281424a4acbefb68dc13c59</id>
<content type='text'>
Also:

* Rim lighting can disable texture normals
* Frame counter is now hidden behind a checkbox, and unconditionally
  overrides audiolink
</content>
</entry>
<entry>
<title>Tweak clearcoat</title>
<updated>2025-01-23T05:07:06+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2024-12-26T04:30:14+00:00</published>
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<id>urn:sha1:690f824533db02ecf9ac7e2a5672c0c84c5d1c1d</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add UV domain warping, box discard gimmicks</title>
<updated>2025-01-21T02:20:30+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2025-01-21T02:20:30+00:00</published>
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<id>urn:sha1:b679eb398edb5f6ea0ba04860c02f7107a49dd58</id>
<content type='text'>
Also:

* optimize the ds2 terrain gimmick (ds2_11)
* use golden ratio + blue noise on marched fog
* add second sun to analytic fog
* fix gcd() implementation
* add faster rand2() implementation
</content>
</entry>
<entry>
<title>Add terrain gimmick (ds2_11) and analytic fog (fog01)</title>
<updated>2025-01-19T21:25:52+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2025-01-19T21:25:52+00:00</published>
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<id>urn:sha1:ffc4bb2c80582cd81aa801bff9c274d833076ae6</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Use quad intrinsics to compute trochoid normals</title>
<updated>2025-01-17T09:13:49+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2025-01-17T09:13:49+00:00</published>
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<id>urn:sha1:bee103e89fc83030bfc0251db5a78bb153042e1f</id>
<content type='text'>
Simple algo. Use quad intrinsics to get neighboring pixels' (x &amp; y)
positions in trochoid space. Compute tangent and bitangent from that.
Then normal as cross product. There's some artifacting on diagonal
boundaries.
</content>
</entry>
<entry>
<title>Continue fucking with trochoid normals</title>
<updated>2025-01-17T02:43:29+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2025-01-17T02:43:29+00:00</published>
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<id>urn:sha1:b28359aefb16151c7c835dadfe27b969ea8fe702</id>
<content type='text'>
Seems like the determinant of the jacobian is ~0, meaning it's not
invertible. That means the normals look fucked up.
</content>
</entry>
<entry>
<title>Fog cleanup</title>
<updated>2024-11-06T05:37:05+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2024-11-06T05:37:05+00:00</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>Lots of tweaks</title>
<updated>2024-11-03T23:23:21+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2024-11-03T23:23:21+00:00</published>
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<id>urn:sha1:cb55e813456480a036673d1d32608e10b10c8f87</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fog uses interleaved gradient noise instead of white noise</title>
<updated>2024-11-03T01:15:00+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2024-11-03T01:10:15+00:00</published>
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<id>urn:sha1:33209b34e2d6b9af2fbc3cd0886a3eb76479a9d2</id>
<content type='text'>
This lets us use a much higher step size before noise becomes too gross
to look at.
</content>
</entry>
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