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authoryum <yum.food.vr@gmail.com>2025-01-17 01:13:49 -0800
committeryum <yum.food.vr@gmail.com>2025-01-17 01:13:49 -0800
commitbee103e89fc83030bfc0251db5a78bb153042e1f (patch)
tree5298edf99718d13d64d69efe2a0ff63bed1337b4 /shear_math.cginc
parentb28359aefb16151c7c835dadfe27b969ea8fe702 (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.
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