Copyright (c) 2026 CHROMSHOT Studio && nowy
This work is licensed under the Creative Commons
Attribution-NonCommercial-NoDerivatives 4.0 International License.
To view the full legal text, visit:
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You are free to:
· Share — copy and redistribute the material in any medium or format, as long as the terms below are followed.
You must:
· Give credit — if you share or publicly feature this work (videos, streams, screenshots, showcase posts), include the name "SOL", "solvk" or "SOL by tan.go" somewhere. It does not need to be prominent. Just let people know where it came from.
You may not:
· Use this work for commercial purposes.
· Distribute a modified version, or incorporate this work's code or
structure into another project you publish or share.
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The no-derivatives rule is about SOL actual work — its algorithms, pipeline design, and techniques. It is not meant to claim ownership over shader patterns that are genuinely common knowledge: standard tonemapping curves, widely-used noise functions, textbook PCSS implementations, and similar building blocks that appear in countless shaders. If a snippet is the kind of thing you would have written anyway, it is not a derivative of SOL. If you are unsure, just ask.