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package com.brasens.layout; | |
import com.brasens.MSPM; | |
import com.brasens.http.objects.Update; | |
import com.brasens.layout.components.CustomButton; | |
import com.brasens.utilities.common.ImageUtils; | |
import com.brasens.utilities.math.Interpolation; | |
import javafx.animation.Animation; | |
import javafx.animation.Interpolator; | |
import javafx.animation.Transition; |
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package com.arctech.utilities; | |
public class Vector3D { | |
public static float KEPSILON = 0.00001F; | |
public static float KEPSILONNORMALSQRT = 1e-15F; | |
public double x; | |
public double y; | |
public double z; |
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using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using UnityEditor; | |
using UnityEngine; | |
using UnityEngine.SceneManagement; | |
[ExecuteInEditMode] | |
public class Pathfinding2D : MonoBehaviour | |
{ |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class BeatMapping : MonoBehaviour | |
{ | |
public AudioSource audioSource;//AudioSource da cena | |
public enum samplesCountPresets { _256 = 256, _512 = 512, _1024 = 1024, _2048 = 2048 };//Preset das samples em potencia de 2 | |
public samplesCountPresets Samples;//Numero de samples que sera usado no FFT |
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class StadardSpectrum : MonoBehaviour{ | |
public GameObject[] createSpectrum(int index, float size, GameObject SpectrumPrefab, float elementOffset) | |
{ | |
GameObject[] elementsArray = new GameObject[index]; | |
for (int i = 0; i < index; i++) | |
{ | |
elementsArray[i] = Instantiate(SpectrumPrefab, new Vector3(0, 0, 5), Quaternion.identity); | |
elementsArray[i].name = "Element " + i; | |
float objectSize = elementsArray[i].transform.localScale.x; | |
elementsArray[i].transform.position = new Vector3(-size / 2 + (size / (index) / objectSize + elementOffset) * i, 0, elementsArray[i].transform.position.z); |
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// Each #kernel tells which function to compile; you can have many kernels | |
#pragma kernel CSMain | |
// Create a RenderTexture with enableRandomWrite flag and set it | |
// with cs.SetTexture | |
RWTexture2D<float4> Result; | |
[numthreads(8,8,1)] | |
void CSMain (uint3 id : SV_DispatchThreadID) | |
{ |
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package aliexpressslashbot; | |
import JavaUt.Logic.Vector2; | |
import java.awt.AWTException; | |
import java.awt.MouseInfo; | |
import java.awt.Robot; | |
import java.io.File; | |
import java.io.IOException; | |
import java.util.ArrayList; | |
import java.util.HashMap; |
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using System.Collections; | |
using System.Collections.Generic; | |
using Unity.Collections; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using System.Diagnostics; | |
using System.Linq; | |
using System.Runtime.InteropServices; | |
public class RayTracingComputeShader : ExecuteComputeShader |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class ResponsiveScreen : MonoBehaviour | |
{ | |
[Header("Canvas")] | |
RectTransform canvasSize; | |
public GameObject canvas; |
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#ifndef LIGHTING_INCLUDED | |
#define LIGHTING_INCLUDED | |
#include "../../ShaderLibrary/ColorFunction.hlsl" | |
#include "../../ShaderLibrary/Surface.hlsl" | |
#include "../../ShaderLibrary/HairBRDF.hlsl" | |
float3 IncomingLight(Surface surface, Light light) { | |
float3 color = float3(1, 1, 1); | |
if (light.scatteringBorders > 0) { |
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