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Tilman Schmidt KeyMaster-

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KeyMaster- / WavePhys.hx
Created Apr 16, 2015
Code sample for doing wave spring physics
View WavePhys.hx
//Note: This does _not_ compile, it's just to demonstrate the relevant physics bits
class Main extends luxe.Game {
var fieldWidth:Int = 60;
var fieldDepth:Int = 60;
var physTimeStep:Float = 1 / 60;
var physTimeCounter:Float = 0;
var springK:Float = 100;
var springDampening:Float = 0.00;
@KeyMaster-
KeyMaster- / polarWarp.glsl
Last active Nov 20, 2019
Luxe polar warp shader
View polarWarp.glsl
//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;
@KeyMaster-
KeyMaster- / integrator_lab.rs
Last active Mar 28, 2020
A simple harmonic oscillator simulation for testing out different numerical integration methods. Logs state at each step in CSV format.
View integrator_lab.rs
// Just position and velocity along one dimension. We're assuming the particle has a mass of 1.
#[derive(Clone)]
struct State {
x: f64,
v: f64,
}
trait Integrator {
fn step(&mut self, state: State, sim: &Simulation, dt: f64) -> State;
@KeyMaster-
KeyMaster- / polarWarp.glsl
Created Apr 4, 2015
Cartesian to Polar coordinates warp shader, for shadertoy.com
View polarWarp.glsl
//To be used on shadertoy.com
//Uses the image at iChannel0 and warps it into polar coordinates
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 relativePos = fragCoord.xy - (iResolution.xy / 2.0);
vec2 polar;
polar.y = sqrt(relativePos.x * relativePos.x + relativePos.y * relativePos.y);
polar.y /= iResolution.x / 2.0;
polar.y = 1.0 - polar.y;
@KeyMaster-
KeyMaster- / spriteGlitch.shader
Last active Mar 31, 2022
A glitch effect shader for Sprites in Unity3D
View spriteGlitch.shader
//Copyright (c) 2014 Tilman Schmidt (@KeyMaster_)
//Permission is hereby granted, free of charge, to any person obtaining a copy
//of this software and associated documentation files (the "Software"), to deal
//in the Software without restriction, including without limitation the rights
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
//copies of the Software, and to permit persons to whom the Software is
//furnished to do so, subject to the following conditions:
//The above copyright notice and this permission notice shall be included in