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#define RADIUS 40.0 | |
precision mediump float; | |
uniform vec2 resolution; | |
uniform vec2 mouse; | |
uniform vec3 circleColor; | |
uniform sampler2D sampler0; | |
bool print( in vec2 _coord, float _in ) { |
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#define STB_IMAGE_WRITE_IMPLEMENTATION | |
#define TINYOBJLOADER_IMPLEMENTATION | |
#define _CRT_SECURE_NO_WARNINGS | |
#include <algorithm> | |
#include <stdio.h> | |
#include <stdlib.h> | |
#include <vector> | |
#include <stb_image.h> | |
#include <stb_image_write.h> |
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REGEDIT4 | |
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Keyboard Layout] | |
"Scancode Map"=hex:00,00,00,00,00,00,00,00,03,00,00,00,1d,00,3a,00,3a,00,1d,00,00,00,00,00 |
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☺☻♥♦♣♠•◘○◙♂♀♪♫☼►◄↕‼¶§▬↨↑↓→←∟↔▲▼ | |
!"#$%&'()*+,-./0123456789:;<=>? | |
@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_ | |
`abcdefghijklmnopqrstuvwxyz{|}~⌂ | |
ÇüéâäàåçêëèïîìÄÅÉæÆôöòûùÿÖÜ¢£¥₧ƒ | |
áíóúñѪº¿⌐¬½¼¡«»░▒▓│┤╡╢╖╕╣║╗╝╜╛┐ | |
└┴┬├─┼╞╟╚╔╩╦╠═╬╧╨╤╥╙╘╒╓╫╪┘┌█▄▌▐▀ | |
αßΓπΣσµτΦΘΩδ∞φε∩≡±≥≤⌠⌡÷≈°∙·√ⁿ²■ |
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/** | |
* JACK Connector | |
* Bindings JACK-Audio-Connection-Kit for Node.JS | |
* | |
* @author Viacheslav Lotsmanov (unclechu) <lotsmanov89@gmail.com> | |
* @license MIT | |
* | |
* The MIT License (MIT) | |
* | |
* Copyright (c) 2013-2014 Viacheslav Lotsmanov |
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@echo off | |
setlocal | |
rem (c) 0b5vr, MIT License https://opensource.org/licenses/MIT | |
set START=0 | |
set WIDTH=-1 | |
set COLORS=32 | |
set RATE=50 | |
set OUTPUT=renban.gif |
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Windows Registry Editor Version 5.00 | |
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Keyboard Layout] | |
"Scancode Map"=hex:\ | |
00,00,00,00,\ | |
00,00,00,00,\ | |
03,00,00,00,\ | |
66,00,1d,00,\ | |
1d,00,3a,00,\ | |
00,00,00,00 |
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/** | |
* It's WebGLRenderLists.js in original Three.js source code, but hacked. | |
* Original source code is distributed under MIT license. (This code is also under MIT license) | |
* https://github.com/mrdoob/three.js/blob/26631d0ad87238c3988fb469c28869c2df99a4b2/src/renderers/webgl/WebGLRenderLists.js | |
* | |
* Procedure: | |
* 1, `convertGLTFMaterials()` (see `./convert.ts`) --- we append `userData.vrmMaterialProperties` field to materials | |
* 2, `WebGLRenderList.push()` --- we read `material.userData.vrmMaterialProperties.renderQueue` and put into `vrmRenderQueue` field of `RenderItem` | |
* 3, `painterSortStable()` --- Sort our render order using `RenderItem.renderQueue`, it's now rendered correctly! | |
* |
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@echo off | |
setlocal | |
rem (c) 0b5vr, MIT License https://opensource.org/licenses/MIT | |
set FILE="" | |
set START=0 | |
set TIME=65536 | |
set WIDTH=-1 | |
set COLORS=32 |
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@echo off | |
setlocal | |
rem (c) 0b5vr, MIT License https://opensource.org/licenses/MIT | |
set FILE="" | |
set START=0 | |
set TIME=139 | |
set WIDTH=-1 | |
set OUTPUT=twiv.mp4 |