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	Summary: Renamed shaders to be prefixed with Hard/Soft depending on if they use a probabalistic blending (Soft) or use the closest face (Hard). There is some code duplication but I thought it would be cleaner to have separate shaders for each task rather than: - inheritance (which we discussed previously that we want to avoid) - boolean (hard/soft) or a string (hard/soft) - new blending functions other than the ones provided would need if statements in the current shaders which might get messy. Also added a `flat_shading` function and a `FlatShader` - I could make this into a tutorial as it was really easy to add a new shader and it might be a nice showcase. NOTE: There are a few more places where the naming will need to change (e.g the tutorials) but I wanted to reach a consensus on this before changing it everywhere. Reviewed By: jcjohnson Differential Revision: D19761036 fbshipit-source-id: f972f6530c7f66dc5550b0284c191abc4a7f6fc4
		
			
				
	
	
		
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			22 lines
		
	
	
		
			349 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
build/
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dist/
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*.egg-info/
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**/__pycache__/
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*-checkpoint.ipynb
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**/.ipynb_checkpoints
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**/.ipynb_checkpoints/**
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# Docusaurus site
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website/yarn.lock
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website/build/
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website/i18n/
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website/node_modules/*
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website/npm-debug.log
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## Generated for tutorials
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website/_tutorials/
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website/static/files/
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website/pages/tutorials/*
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!website/pages/tutorials/index.js
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