Extended from this article
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# EditorConfig is awesome: https://EditorConfig.org | |
# | |
# More info about editorconfig for C# and .NET in Visual Studio see: | |
# https://docs.microsoft.com/en-us/visualstudio/ide/create-portable-custom-editor-options?view=vs-2019 | |
# | |
# Most of the .NET and C# rules below were taken from the | |
# Microsoft Roslyn team's editorconfig at: | |
# https://github.com/dotnet/roslyn/blob/master/.editorconfig | |
# Top-most EditorConfig file. |
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/* | |
A Gist to keep track of what was needed to make the Shopify Model Viewer UI | |
propagate events in a way that allows us to use it in a slideshow/carousel. | |
Works in Slick and Swiper. Other JS was obviously required outside here. | |
This is just for reference. This was called on a loop for each 3D model. | |
Add this SCSS: | |
.shopify-model-viewer-ui { |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class MeshDestroy : MonoBehaviour | |
{ | |
private bool edgeSet = false; | |
private Vector3 edgeVertex = Vector3.zero; | |
private Vector2 edgeUV = Vector2.zero; |
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using System.Collections; | |
using System.Collections.Generic; | |
using System; | |
using UnityEngine; | |
using Oculus.Avatar; | |
// Smoothly tween between the "real" hand pose that comes out of the | |
// Oculus Avatar SDK and a custom grip pose. | |
// | |
// ## Why? |
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//This is now outdated. Please see: https://github.com/mokargas/aframe-area-light-component | |
/** | |
* A-Frame Wrapper for THREE.JS RectAreaLight | |
* @author Mo Kargas (DEVLAD) mo@devlad.com | |
*/ | |
/* global AFRAME */ |
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' | |
Shader "FX/Water" { | |
Properties { | |
_WaveScale ("Wave scale", Range (0.02,3.0)) = 0.063 | |
_ReflDistort ("Reflection distort", Range (0,1.5)) = 0.44 | |
_RefrDistort ("Refraction distort", Range (0,1.5)) = 0.40 | |
_Brightness("Brightness", Range(0,1.0)) = 0.40 | |
_RefrColor ("Refraction color", COLOR) = ( .34, .85, .92, 1) | |
[NoScaleOffset] _Fresnel ("Fresnel (A) ", 2D) = "gray" {} |
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using UnityEngine; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Threading; | |
class BitmapEncoder | |
{ | |
public static void WriteBitmap(Stream stream, int width, int height, byte[] imageData) |
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/** | |
* ================== angular-ios9-uiwebview.patch.js v1.1.1 ================== | |
* | |
* This patch works around iOS9 UIWebView regression that causes infinite digest | |
* errors in Angular. | |
* | |
* The patch can be applied to Angular 1.2.0 – 1.4.5. Newer versions of Angular | |
* have the workaround baked in. | |
* | |
* To apply this patch load/bundle this file with your application and add a |
Follow the steps below to setup a local development environment:
Recommended to download latest XQuartz
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