smin_grad(float4,float4,float) carries Inigo Quilez's cubic-polynomial smooth minimum to invariant 8's value-and-gradient form: the gradient blend lerp(b,a,h) is the exact analytic derivative, not an approximation, since the h-derivative terms cancel algebraically inside the smoothing band. cellular(float3) is Worley's cellular texture basis function (SIGGRAPH 1996), searched over the jittered 3x3x3 neighbourhood of pcg3d-selected feature points. It returns the new CultCellular struct (nearest, edge, id), following the repo's existing degenerate-normal convention (GameCult.Geometry.CultGeometryIsoSurface.EmitOrientedTriangle) to return a finite zero gradient instead of NaN at a feature point. Both are fresh implementations from the cited literature, not ports, so they get a design.md/doc-comment citation instead of a THIRD-PARTY-NOTICES entry. design.md gains an "Invariant 8: Value-and-Gradient Primitives" section documenting both primitives' semantics and conventions. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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