Skip to content

Instantly share code, notes, and snippets.

View Shimmen's full-sized avatar

Simon Moos Shimmen

View GitHub Profile
@BeRo1985
BeRo1985 / octahedralmap.glsl
Last active December 3, 2023 05:01
GLSL Octahedral Texture Mapping with Edge Mirroring and Bilinear Interpolation
// GLSL Octahedral Texture Mapping with Edge Mirroring and Bilinear Interpolation (by Benjamin 'BeRo' Rosseaux)
ivec2 wrapOctahedralTexelCoordinates(const in ivec2 texel, const in ivec2 texSize) {
ivec2 wrapped = ((texel % texSize) + texSize) % texSize;
return ((((abs(texel.x / texSize.x) + int(texel.x < 0)) ^ (abs(texel.y / texSize.y) + int(texel.y < 0))) & 1) != 0) ? (texSize - (wrapped + ivec2(1))) : wrapped;
}
vec4 textureOctahedralMap(const in sampler2D tex, vec3 direction) {
direction = normalize(direction); // just for to make sure that it is normalized
vec2 uv = direction.xy / (abs(direction.x) + abs(direction.y) + abs(direction.z));
@d7samurai
d7samurai / .readme.md
Last active October 26, 2025 05:56
Minimal D3D11 sprite renderer

Minimal D3D11 sprite renderer

Minimal D3D11 sprite renderer: basic back-to-front sprite rendering reference code with example sprite sheet animation logic. As usual: Complete, runnable single-function app. No modern C++ / OOP / obscuring cruft.

adventurer

Swap out the sprite sheet with a font atlas for a lightweight GUI / text renderer. Clip individual sprites and glyphs by offsetting screenPos and atlasPos to top left corner of visible area and adjusting size accordingly (all values in pixels):

sprite.screenPos.x += 17;
sprite.screenPos.y += 10;
@fay59
fay59 / Quirks of C.md
Last active November 3, 2025 03:10
Quirks of C

Here's a list of mildly interesting things about the C language that I learned mostly by consuming Clang's ASTs. Although surprises are getting sparser, I might continue to update this document over time.

There are many more mildly interesting features of C++, but the language is literally known for being weird, whereas C is usually considered smaller and simpler, so this is (almost) only about C.

1. Combined type and variable/field declaration, inside a struct scope [https://godbolt.org/g/Rh94Go]

struct foo {
   struct bar {
 int x;
@ssylvan
ssylvan / main.cpp
Last active January 17, 2019 19:13
Sudoku solver
#include <intrin.h>
#include <assert.h>
#include <vector>
#include <chrono>
#include <memory>
int get_set_bit(uint16_t x) {
assert(__popcnt16(x) == 1);
unsigned long index;
_BitScanForward(&index, x);
@Erkaman
Erkaman / taa.frag
Last active August 10, 2025 02:11
rudimentary temporal anti-aliasing solution, that is good as a starting point for more advanced TAA techniques.
/*
The MIT License (MIT)
Copyright (c) 2018 Eric Arnebäck
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
@shafik
shafik / WhatIsStrictAliasingAndWhyDoWeCare.md
Last active October 30, 2025 13:44
What is Strict Aliasing and Why do we Care?

What is the Strict Aliasing Rule and Why do we care?

(OR Type Punning, Undefined Behavior and Alignment, Oh My!)

What is strict aliasing? First we will describe what is aliasing and then we can learn what being strict about it means.

In C and C++ aliasing has to do with what expression types we are allowed to access stored values through. In both C and C++ the standard specifies which expression types are allowed to alias which types. The compiler and optimizer are allowed to assume we follow the aliasing rules strictly, hence the term strict aliasing rule. If we attempt to access a value using a type not allowed it is classified as undefined behavior(UB). Once we have undefined behavior all bets are off, the results of our program are no longer reliable.

Unfortunately with strict aliasing violations, we will often obtain the results we expect, leaving the possibility the a future version of a compiler with a new optimization will break code we th

@kosua20
kosua20 / gist:0c506b81b3812ac900048059d2383126
Created March 18, 2017 18:35
NVIDIA FXAA 3.11 by TIMOTHY LOTTES
/*============================================================================
NVIDIA FXAA 3.11 by TIMOTHY LOTTES
------------------------------------------------------------------------------
COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
------------------------------------------------------------------------------
TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
@TheRealMJP
TheRealMJP / Tex2DCatmullRom.hlsl
Last active August 23, 2025 09:05
An HLSL function for sampling a 2D texture with Catmull-Rom filtering, using 9 texture samples instead of 16
// The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
// Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16.
// See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
float4 SampleTextureCatmullRom(in Texture2D<float4> tex, in SamplerState linearSampler, in float2 uv, in float2 texSize)
{
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
// location [1, 1] in the grid, where [0, 0] is the top left corner.
float2 samplePos = uv * texSize;
@agostbiro
agostbiro / fxaa.glsl
Created August 10, 2016 11:45
FXAA 3.11 WebGL port
// FXAA 3.11 implementation by NVIDIA (github.com/NVIDIAGameWorks/GraphicsSamples)
// Ported to WebGL by Agost Biro (github.com/abiro)
//----------------------------------------------------------------------------------
// File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag
// SDK Version: v3.00
// Email: gameworks@nvidia.com
// Site: http://developer.nvidia.com/
//
// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.