From bee103e89fc83030bfc0251db5a78bb153042e1f Mon Sep 17 00:00:00 2001 From: yum Date: Fri, 17 Jan 2025 01:13:49 -0800 Subject: 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. --- globals.cginc | 1 + 1 file changed, 1 insertion(+) (limited to 'globals.cginc') 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) -- cgit v1.2.3