List erf/erfinv in the README's math vocabulary
They shipped without ever being added to the public surface list. Scalar-only is noted explicitly: every other scalar in math.cs has float2/3/4 overloads, erf/erfinv do not, and that stays a separate scope decision since the only consumer (Aetheria fire control) is scalar. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -26,7 +26,8 @@ shader semantics.
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acceleration and semi-implicit Euler integration
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- `math` intrinsics: `radians`, `degrees`, `abs`, `floor`, `ceil`, `frac`,
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`min`, `max`, `clamp`, `saturate`, `lerp`, `step`, `smoothstep`, `dot`,
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`cross`, `length`, `distance`, `normalize`, `reflect`, `csum`, exponential
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`cross`, `length`, `distance`, `normalize`, `reflect`, `csum`, `erf`,
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`erfinv` (scalar only), exponential
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`decay`/`damp`, intercept/segment helpers, Catmull-Rom, Bezier curves, and
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deterministic value-noise primitives
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- `shaders/CultMath.hlsl`, a canonical HLSL mirror include for shader-side
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