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fixes to Lie log/exp in SL2
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@@ -105,6 +105,9 @@ EX string shader_lie_log() {
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else if(hyperbolic) {
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return "vec4 lie_log(vec4 v) { v = deparabolic13(v); v[3] = 1.; /* if(abs(v[0]) > 1e-6) { float m = v[0] / (exp(v[0]) - 1.); v[1] *= m; v[2] *= m; } */ return v; }\n";
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}
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else if(sl2) {
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return shader_rel_log() + "vec4 lie_log(vec4 h) { return rel_log(h); }\n";
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}
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else {
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return "vec4 lie_log(vec4 v) { return v; }\n";
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}
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