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/* | |
* Copyright (c) 2013 Calvin Rien | |
* | |
* Based on the JSON parser by Patrick van Bergen | |
* http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html | |
* | |
* Simplified it so that it doesn't throw exceptions | |
* and can be used in Unity iPhone with maximum code stripping. | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining |
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/* | |
* This work is free. You can redistribute it and/or modify it under the | |
* terms of the Do What The Fuck You Want To Public License, Version 2, | |
* as published by Sam Hocevar. See the COPYING file for more details. | |
*/ | |
/* | |
* Easing Functions - inspired from http://gizma.com/easing/ | |
* only considering the t value for the range [0, 1] => [0, 1] | |
*/ | |
EasingFunctions = { |
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/* | |
modified from original source: https://bitbucket.org/mattkotsenas/c-promises/overview | |
*/ | |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
namespace Promises |
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using UnityEngine; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
struct Triangle { | |
public int p1; | |
public int p2; | |
public int p3; | |
public Triangle(int point1, int point2, int point3) { |
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//Based on a brilliant idea by Matthew Wegner - https://twitter.com/mwegner/status/355147544818495488 | |
//Code for drawing the base PropertyDrawers is from here: http://forum.unity3d.com/threads/173401-Getting-Default-SerializedProperty-Drawing-within-a-PropertyDrawer?p=1186347&viewfull=1#post1186347 | |
//My implementation is super lazy with magic numbers everywhere! :D | |
#if UNITY_EDITOR | |
using System; | |
using UnityEngine; | |
using System.Collections.Generic; | |
using UnityEditor; |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class BezierMesh | |
{ | |
public Mesh mesh; | |
public List<Vector2> uvs; | |
// Calculate UVs for our tessellated vertices |
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using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Linq; | |
using System.Text.RegularExpressions; | |
using System.Xml; | |
using System.Xml.Linq; | |
namespace GithubWikiDoc | |
{ |
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/* | |
modified from original source: https://bitbucket.org/mattkotsenas/c-promises/overview | |
*/ | |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
namespace Promises |
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using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Text.RegularExpressions; | |
using System.Xml; | |
using System.Xml.Linq; | |
namespace Formix.Utils | |
{ | |
class Program |
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//The source texture that will be transformed | |
uniform sampler2D tex0; | |
//The texture coordinate passed in from the vertex shader (the default luxe vertex shader is suffice) | |
varying vec2 tcoord; | |
//x: width of the texture divided by the radius that represents the top of the image (normally screen width / radius) | |
//y: height of the texture divided by the radius representing the top of the image (normally screen height / radius) | |
uniform vec2 sizeOverRadius; |
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