MPL-2.0 is file-level and the Phacelle port sat inside MIT files. phacelle and CultPhasor now live in math.Phacelle.cs and CultPhasor.cs, and cultmath_phacelle in CultMath.Phacelle.hlsl (included by CultMath.hlsl, both tracked copies), each with the MPL header and Johansen / Luke Mitchell attribution. math stays one partial class, so math.phacelle is called exactly as before. The GameCult.Math package declares MIT AND MPL-2.0 and packs THIRD-PARTY-NOTICES.md and the new include; the Unity LICENSE.md points at CultLib; build-unity-package.ps1 requires the new include. The random sweeps never met a cell whose box bound sits just under the 2.25 cut while its weight is still nonzero, so cuts of 2.245, 2.24 and 2.2 survived. Six hard-coded points (found by an offline search) sit next to such cells; the C# pruned-vs-unpruned test and the HLSL mirror test both use them, with a witness check that re-derives the property from the hash. Docs: the prune keeps about 45 of 64 cells (14 is the nonzero-weight count), the support radius is 1.49998 (d^2 = 2.24995), normalization's range and saturation, W = 0 only for adversarial hashes, and the support-edge gradient seam size. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
30 lines
1.5 KiB
XML
30 lines
1.5 KiB
XML
<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFrameworks>net8.0;netstandard2.1</TargetFrameworks>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<LangVersion>latest</LangVersion>
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<RootNamespace>CultMath</RootNamespace>
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<AssemblyName>CultMath</AssemblyName>
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<PackageId>GameCult.Math</PackageId>
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<!-- MIT overall; math.Phacelle.cs and CultPhasor.cs (and the two Phacelle HLSL files) are MPL-2.0. -->
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<PackageLicenseExpression>MIT AND MPL-2.0</PackageLicenseExpression>
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<Version>0.2.4</Version>
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<Description>Clean-room C# math shaped for HLSL-style renderer code.</Description>
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<Authors>GameCult</Authors>
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<PackageReadmeFile>README.md</PackageReadmeFile>
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<NoWarn>$(NoWarn);CS8981</NoWarn>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<!-- The Unity DLL is committed beside its source, so its bytes must not name a commit. -->
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<IncludeSourceRevisionInInformationalVersion>false</IncludeSourceRevisionInInformationalVersion>
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</PropertyGroup>
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<ItemGroup>
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<None Include="..\..\README.md" Pack="true" PackagePath="\" />
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<None Include="..\..\shaders\CultMath.hlsl" Pack="true" PackagePath="contentFiles\any\any\shaders\CultMath.hlsl" CopyToOutputDirectory="PreserveNewest" />
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<None Include="..\..\shaders\CultMath.Phacelle.hlsl" Pack="true" PackagePath="contentFiles\any\any\shaders\CultMath.Phacelle.hlsl" CopyToOutputDirectory="PreserveNewest" />
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<None Include="..\..\THIRD-PARTY-NOTICES.md" Pack="true" PackagePath="\" />
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</ItemGroup>
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</Project>
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