| Commit message (Collapse) | Author | Age |
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The old smooth_min(x, k) had the properties
smooth_min(1, k) = k
smooth_min(inf, k) = 1
Now it's smooth_min(x, k, j) with the properties
smooth_min(1, k, j) = k
smooth_min(inf, k, j) = j
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Also:
* add gen_sdf script, which converts solid color (ideally b&w) decals
into sdf textures
* add 6 more decal slots
* add color, sdf options, alpha multiplier, tiling mode, and mask to
decals
* add token pasting macros (MERGE) to minimize code size of new decal
slots
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Also rescale atlas so we can use texture sizes that are not a perfect
multiple of the grid size.
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Use Third_Party/gen_atlas to create a 512x512 texture and put it in the
texture slot (the resolution is hardcoded to 512 in shader). Use sliders to
control the grid size. If desired, use global offset to make it possible
to linearly animate between e.g. 0-9 and have it display as ASCII
'0'-'9'.
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Now it generates things in a fixed-sized grid which is derived from
charset's max codepoint. It does not interleave gaps, instead putting a
big gap at the end/bottom of the atlas.
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Trying to beat claude 3.5 into submission. Little issues with placement.
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I'm using an AAP (vrc.school/docs/Other/AAPs/) to create a frame
counter. That frame counter then drives this parameter. Thus the sparkly
pattern won't turn into gross flashing when the framerate is low.
Also add a speed parameter to control IGN.
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Also add iq's "almost identity" curve.
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Aces filmic is more accurate than just "aces".
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Use a nice "almost identity" function to create a smooth transition to
the clamped value.
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Looks better lol
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Small perf win
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Average LODs 9 and 11.
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Drop fbm, it doesn't contribute as much visual interest per FLOP as
domain warping.
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Uses iquilez's directional derivative model and a simplified lighting
model. Lighting is evaluated at each sample.
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Based on screen space uvs.
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* Add third HSV slot
* Add ZTest enum
* Fix bug where SSR mask keyword can be set when SSR is disabled
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Lower step sizes would gain energy.
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This minimizes color banding due to dim direct lighting
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This lets us use a much higher step size before noise becomes too gross
to look at.
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You can select {linear,point,bilinear}x{repeat,clamp} for base pbr,
overlays, and rim lighting (??) textures now.
Overlay masks also tile now.
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* rl polar mask now works without quantization
* optimize_interpolators is now a local feature (no ui yet)
* `audiolink chroma` feature causes audiolink to import
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Optimize cloning logic, and make each clone rotate independently of the
others when the explosion effect is active.
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Add vector to control rim lighting view dir (y does nothing) and toggle
to enable doing reflection calculation in world space.
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1E-3 is much too coarse for normal calculation.
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