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use std::sync::Arc;
use bevy::pbr::{collect_meshes_for_gpu_building, set_mesh_motion_vector_flags, MaterialProperties, PreparedMaterial, RenderMaterialInstances, SetMaterialBindGroup, SetMeshViewBindingArrayBindGroup};
use bevy::{
core_pipeline::core_3d::Transparent3d,
ecs::{
query::QueryItem,
system::{lifetimeless::*, SystemParamItem},
},
mesh::{MeshVertexBufferLayoutRef, VertexBufferLayout},
pbr::{
package main
import (
"fmt"
"log"
"os"
"strings"
"time"
"github.com/opentreehole/backend/common"
package main
import (
"fmt"
"github.com/spf13/viper"
"gorm.io/driver/mysql"
"gorm.io/driver/postgres"
"gorm.io/gorm"
"gorm.io/gorm/clause"
"gorm.io/gorm/logger"

Traits

Generated in-game by sgear_traits dump_md command on 2024/01/19 19:38:54

This data may or may not be accurate depending on the mod pack you are playing and the mods or data packs installed.

Data Sources

The following mods and data packs have added traits to the output. Running the dump command yourself may produce different results.

@HydrogenC
HydrogenC / depth_edge.gdshader
Created April 11, 2023 11:21
Godot: depth-based edge detection shader for outline/rim-light
shader_type spatial;
render_mode unshaded, cull_back, depth_prepass_alpha;
uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap;
varying vec2 FPOS;
void vertex() {
vec4 new_vert = vec4(VERTEX + NORMAL*0.1, 1.0);
vec4 clip = PROJECTION_MATRIX * MODELVIEW_MATRIX * new_vert;
FPOS = (clip.xy / clip.w) * 0.5 + 0.5;