- Use shorter syntax / shorter variable name as possible
- You still might want to leave comments for visual cue
- One pass! No additional passes!
- Most emissive / specular oriented scenes will suffer since there is no bloom available
- You should ask the organizer about their compo machine
- You might want to consider the factor in order to achieve constant 60fps?
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// (c) FMS_Cat, MIT License | |
// Can be used at https://fms-cat.com/shader-playground/ | |
precision highp float; | |
varying vec2 vUv; | |
uniform float time; | |
// yoinked from https://github.com/hughsk/glsl-noise (MIT License) | |
vec4 mod289(vec4 x) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// https://www.youtube.com/watch?v=H8UqnTE3mUY より引用 | |
#define A for(int i=0;i<9;++i){int y=p>>((p>>19)+i&3),z=p*((878086607>>(i&7)*4)&15)*(510+1%5)>>14;if((p>>15&1<<(i&15))>0)s.y+=float(((y>>7&z*3|y>>11&z*6)&1023)-512)/3e4;} | |
vec2 mainSound(float t){int p=int(t*144e3);vec2 s;A;s.yx=s;p-=65536;A;return s*mat2(7,1,5,-3);} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
{ | |
"scene" : 0, | |
"scenes" : [ { | |
"nodes" : [ 0 ] | |
} ], | |
"nodes" : [ { | |
"mesh" : 0 | |
} ], | |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
'incoming', | |
'space', | |
'hallway', | |
'distant', | |
'boost', | |
'brake', | |
'wave', | |
'dizzy', | |
'twirl', | |
'roll', |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<!DOCTYPE html> | |
<html> | |
<head> | |
<meta charset="utf-8"> | |
<meta name="viewport" content="width=device-width"> | |
<title>=^.^=</title> | |
<style> | |
body{ | |
margin: 0; | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<!DOCTYPE html> | |
<body></body> | |
<style> | |
body { | |
background-color: #000; | |
margin: 0px; | |
overflow: hidden; | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
@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 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
@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 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/** | |
* 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! | |
* |