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* Add terrain gimmick (ds2_11) and analytic fog (fog01)yum2025-01-19
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* Use quad intrinsics to compute trochoid normalsyum2025-01-17
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.