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Add a few more resources ( hash functions and dithering )
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readme.md

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@@ -291,6 +291,13 @@ See also [APIs](#apis)
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- [Three Normal Mapping Techniques Explained For the Mathematically Uninclined](https://www.gamedeveloper.com/programming/three-normal-mapping-techniques-explained-for-the-mathematically-uninclined)
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- [Normal Mapping - Learn OpenGL](https://learnopengl.com/Advanced-Lighting/Normal-Mapping)
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### Hash Functions
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-[PCG Family of Hash Functions - Hash Functions for GPU Rendering](https://www.reedbeta.com/blog/hash-functions-for-gpu-rendering/)
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### Dithering
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-[Dithering on the GPU](http://alex-charlton.com/posts/Dithering_on_the_GPU/) - Dithering for aesthetic purposes.
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-[Anisoptera Games - How to Fix Color Banding with Dithering](https://www.anisopteragames.com/how-to-fix-color-banding-with-dithering/) - Dithering for functional purposes (fixing color banding on gradients).
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### Shadow
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- [Shadow Mapping - LearnOpenGL](https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping)
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- [Percentage-Closer Soft Shadows](https://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf)

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