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| author | yum <yum.food.vr@gmail.com> | 2025-01-17 01:13:49 -0800 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2025-01-17 01:13:49 -0800 |
| commit | bee103e89fc83030bfc0251db5a78bb153042e1f (patch) | |
| tree | 5298edf99718d13d64d69efe2a0ff63bed1337b4 /globals.cginc | |
| parent | b28359aefb16151c7c835dadfe27b969ea8fe702 (diff) | |
Use quad intrinsics to compute trochoid normals
Simple algo. Use quad intrinsics to get neighboring pixels' (x & y)
positions in trochoid space. Compute tangent and bitangent from that.
Then normal as cross product. There's some artifacting on diagonal
boundaries.
Diffstat (limited to 'globals.cginc')
| -rw-r--r-- | globals.cginc | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/globals.cginc b/globals.cginc index 0b1308f..3ed4af2 100644 --- a/globals.cginc +++ b/globals.cginc @@ -805,6 +805,7 @@ float _Trochoid_Speed; float _Trochoid_Radius_Power; float _Trochoid_Radius_Scale; float _Trochoid_Height_Scale; +float _Trochoid_Enable_Fragment_Normals; #endif #if defined(_FACE_ME_WORLD_Y) |
