- https://fishshell.com/ - my default shell, i use theme bobthefish
- https://www.sublimetext.com/ - my default editor
- Material Theme
- Operator font
- Packages: Emmet, Hayaku, SidebarEnhancements, JS Snippets, GSAP Snippets
- Sublime snippet for comments
- Sublime icon
- https://code.visualstudio.com/ - trying to switch, but not yet
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| // from https://mameson.com/experiment/glsl/proven_2/proven_2.html | |
| function mm_hash12( iw){ //★ x, y とも 0〜2,000,000 の整数入力。 | |
| const w = iw.mul( 0.000303) //★ 入力の 6 ケタとも活かす。 | |
| .add( fract( iw.mul( 0.707))); //★ 入力の上位ケタは捨てて下位ケタ拾い上げ。 | |
| const a = w.x.add( w.y.mul( 0.3)); //★ 斜めにする。 | |
| //★ 最近気に入っているフェイク sin。 | |
| a.assign( fract( a)); | |
| a.assign( a.sub( a.mul( a))); |
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| /** | |
| * Copyright (c) 2015, Facebook, Inc. | |
| * All rights reserved. | |
| * | |
| * This source code is licensed under the BSD-style license found in the | |
| * LICENSE file in the root directory of this source tree. An additional grant | |
| * of patent rights can be found in the PATENTS file in the same directory. | |
| * | |
| * @providesModule normalizeWheel | |
| * @typechecks |
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| #define PI 3.1415926538 | |
| const float EPS = 0.001; | |
| vec4 mod289(vec4 x) { | |
| return x - floor(x * (1.0 / 289.0)) * 289.0; | |
| } | |
| float mod289(float x) { | |
| return x - floor(x * (1.0 / 289.0)) * 289.0; | |
| } | |
| vec4 permute(vec4 x) { |
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| <snippet> | |
| <content><![CDATA[ | |
| <!-- begin $1 --> | |
| <div class="$1"> | |
| $2 | |
| </div> | |
| <!-- end $1 --> | |
| ]]></content> | |
| <!-- Optional: Set a tabTrigger to define how to trigger the snippet --> | |
| <tabTrigger>di</tabTrigger> |
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| const sat = Fn(([rgb,intensity])=> { | |
| const L = vec3(0.2125, 0.7154, 0.0721); | |
| const grayscale = vec3(dot(rgb, L)); | |
| return mix(grayscale, rgb, intensity); | |
| }); |
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| float fixedpow(float a, float x) | |
| { | |
| return pow(abs(a), x) * sign(a); | |
| } | |
| float cbrt(float a) | |
| { | |
| return fixedpow(a, 0.3333333333); | |
| } |
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| // | |
| // Description : Array and textureless GLSL 2D/3D/4D simplex | |
| // noise functions. | |
| // Author : Ian McEwan, Ashima Arts. | |
| // Maintainer : ijm | |
| // Lastmod : 20110822 (ijm) | |
| // License : Copyright (C) 2011 Ashima Arts. All rights reserved. | |
| // Distributed under the MIT License. See LICENSE file. | |
| // https://github.com/ashima/webgl-noise | |
| // |
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| vec3 addGlitchEffect(vec3 render, vec2 uv, vec4 mouseFluid) { | |
| vec2 st = uv; | |
| vec2 offset = vec2(0.); | |
| float strength = uFluidStrength*0.7-uLetterBox*0.3; | |
| addFisheyeEffect(st, strength*0.5); | |
| vec2 glitchUv = st*vec2(3., 6.)-uTime*0.01; | |
| glitchUv = floor(glitchUv*15.)/15.; | |
| glitchUv *= vec2(0.08, 0.1); | |
| vec2 glitchUv2 = st*vec2(2., 5.)+uTime*0.03; | |
| glitchUv2 = floor(glitchUv2*vec2(10., 15.))/vec2(10., 15.); |
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| float intensity(in vec4 c) { | |
| return sqrt((c.x*c.x)+(c.y*c.y)+(c.z*c.z)); | |
| } | |
| float sobel(float step, vec2 res, vec2 center, sampler2D tex) { | |
| float stepX = step/res.x*uDpr; | |
| float stepY = step/res.y*uDpr; | |
| float tLeft = intensity(texture(tex, center+vec2(-stepX, stepY))); | |
| float left = intensity(texture(tex, center+vec2(-stepX, 0))); | |
| float bLeft = intensity(texture(tex, center+vec2(-stepX, -stepY))); | |
| float top = intensity(texture(tex, center+vec2(0, stepY))); |
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