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View drawcode-pulse-slow-blue.glsl
//----Removed mouse-dependency, asymetrical from start
#ifdef GL_ES
precision mediump float;
uniform float time;
uniform vec2 mouse;
View maskunity.cs
You can use a special shader that only writes to the depth buffer. That's not so difficult, but you may end with a black area in the screen! The problem is: since this shader doesn't actually draw anything, the area behind the object will remain with the original image, which is defined by the camera's Clear Flags. In order to avoid this, you must handle the rendering order so that the background items are rendered first, then the invisible object, and finally the objects that may be obscured. You can do that by setting the property material.renderQueue of each object, assigning greater values to the ones that should be rendered last (read more about renderQueue values in the shader docs).
The shader itself could be as simple as this one:
Shader "Custom/InvisibleMask" {
SubShader {
View dsigsample.xml
<?xml version="1.0" encoding="UTF-8"?>
<Signature xmlns="">
<CanonicalizationMethod Algorithm="" />
<SignatureMethod Algorithm="" />
<Reference URI="#object">
<DigestMethod Algorithm="" />
drawcode /
Created Jun 14, 2019
XMl Digital Signature with References and Custom Objects
<Signature xmlns="">
<CanonicalizationMethod Algorithm=""/>
<SignatureMethod Algorithm=""/>
<Reference URI="#object">
<DigestMethod Algorithm=""/>
drawcode / RSAPKCS1SHA256SignatureDescription.cs
Created Jun 9, 2019
View RSAPKCS1SHA256SignatureDescription.cs
using System.Security.Cryptography;
namespace Sample
/// <summary>
/// SignatureDescription impl for
/// </summary>
public class RSAPKCS1SHA256SignatureDescription : SignatureDescription
/// <summary>
__author__ = 'Sid'
import requests
from bs4 import BeautifulSoup
import csv
# search = "game of thrones"
search = "person of interest"
# search = "friends"
# search = "rome"
View DraggableBox.js
var DraggableBox = new Class({
initialize: function(x, y, w, h) {
this.width = w || 15;
this.height = h || 15;
if (y == null ) { = new ClPoint(0, 0, x);
} else { = new ClPoint(x, y);
drawcode /
Created Mar 21, 2019 — forked from jmervine/
openssl: convert cert from p7b to crt (or cer)
openssl pkcs7 -print_certs -in old.p7b -out new.crt
# openssl pkcs7 -print_certs -in old.p7b -out new.cer
View unity-vector3-refract.cs
* returns:
* normalized Vector3 refracted by passing from one medium to another in a realistic manner according to Snell's Law
* parameters:
* RI1 - the refractive index of the first medium
* RI2 - the refractive index of the second medium
* surfNorm - the normal of the interface between the two mediums (for example the normal returned by a raycast)
* incident - the incoming Vector3 to be refracted
drawcode / fraksl.pde
Created Nov 26, 2018 — forked from nimaid/fraksl.pde
Fraksl Processing Script
View fraksl.pde
A port of the Fraksl Android App by Ella Jameson
WASD to move, QE to rotate, [UP][DOWN] to zoom, P to take a picture in the sketch directory
void mirror_screen()
for(int row = 0; row < height; row++)
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