View Dissolve.glsl
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#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
 
uniform float blocksize;
 
// A simple PRNG
View gist:1292618fbb7cabe624eb
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/*
Given an array of integers and an integer k, return true if and only if there are two distinct indices i and j in the array such that nums[i] = nums[j] and the difference between i and j is at most k.
*/
public class Solution {
public boolean containsNearbyDuplicate(int[] nums, int k) {
Map<Integer,Integer> map = new HashMap<Integer,Integer>();
for (int i = 0; i < nums.length; i++) {
if (map.containsKey(nums[i])) {
int value = map.get(nums[i]);
if ((i - value) <= k) {
View gist:80ae69fc8509f30f9ce1
1 2 3
Alexia but unit to the degree that people arecomfortable making a diagnosis on a single person's brain scan averagenot quite there yet that that may change and hope it willchange and that's perhaps where town you know that kind of data could be could be put together with a calfbehavior assessment but but it's already in critical I thinkto to others to because you can do so much time in themeantime happen again I think you know it if youif you look at these fun logical when discussing it with anearly on you and then you take that history intoaccount it you should be able to distinguish themhis fascinating story percent about the graymatter volumes increasing with your alright enrichingafter reading intervention so what do youthink that increased volume represents is it for synapse unser were larger neuronsmore neurons .
 
http://eyeluminousfacts.com/alpha-zxt-scam/
View fadecolor.glsl
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#ifdef GL_ES
precision highp float;
#endif
// General parameters
uniform sampler2D from;
uniform sampler2D to;
uniform float progress;
uniform vec2 resolution;
View scala-assign.ipynb
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{
"cells": [
{
"cell_type": "markdown",
"metadata": {
"collapsed": true
},
"source": [
"Scala에서 다음은 유효한 문법이다."
]
View TEMPLATE.glsl
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#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
 
void main() {
vec2 p = gl_FragCoord.xy / resolution.xy;
gl_FragColor =texture2D(from, p);
View powerdisformation.glsl
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#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
 
uniform float power;
uniform bool powerDest;
View TEMPLATE.glsl
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#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
 
uniform vec3 r; // ( left/right,top/bottom, radius)
 
bool isBlack(float progress, vec2 p){
View AdvancedMosaic.glsl
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#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
 
/*
(C) Sergey Kosarevsky, 2014
View gist:d1d8b8a6a6eca3036278
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$('#main_div').width(800).height(500).split({
orientation: 'vertical',
limit: 3,
position: '67%'
});
$('#left_pane').width($('#left_pane').width()).height(500).split({
orientation: 'vertical',
limit: 3,
position: '50%'
});
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