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struct Vertex { | |
vec3 value; | |
vec3 directionalDerivativeU; | |
vec3 directionalDerivativeV; | |
}; | |
void AmbientDice::hybridCubicBezierWeights(u32 i0, u32 i1, u32 i2, float b0, float b1, float b2, VertexWeights *w0Out, VertexWeights *w1Out, VertexWeights *w2Out) const { | |
const float alpha = 0.5f * sqrt(0.5f * (5.0f + sqrt(5.0f))); // 0.9510565163 | |
const float beta = -0.5f * sqrt(0.1f * (5.0f + sqrt(5.0f))); // -0.4253254042 | |