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""" | |
Transfer material data from active to selected objects. | |
If the active object is a group instance, recurse over its elements and match | |
destination by name (object selection is then ignored). | |
Copyright (c) 2018 -- Elie Michel | |
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 |
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import bpy | |
class IconPanel(bpy.types.Panel): | |
"""Creates a Panel width all possible icons""" | |
bl_label = "Icons" | |
bl_idname = "icons_panel" | |
bl_space_type = 'PROPERTIES' | |
bl_region_type = 'WINDOW' | |
bl_context = "object" |
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// Fade in | |
{ | |
float x0 = ch("../PARAM/start_crossfade_frame"); | |
float x1 = ch("../PARAM/end_crossfade_frame"); | |
float a1 = 0.01; | |
float a0 = a1 / (2 * (x1 - x0)); | |
float b1 = a0 * (x1 - x0) * (x1 - x0) - a1 * x1; | |
return if($FF < x0, 0, if($FF < x1, a0 * ($FF - x0) * ($FF - x0), a1 * $FF + b1)); | |
} | |
// Fade out |
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""" | |
autoRotate | |
========== | |
Align the selected edge to the world X axis of the scene by rotating the whole mesh. | |
Usage | |
----- | |
Select exactly one edge, then run the script. |
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""" | |
autoRotate | |
========== | |
(Blender edition -- also available for Maya) | |
Align the selected edge to the world X axis of the scene by rotating the whole mesh. | |
Usage | |
----- |
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// Copyright (c) 2017 - Élie Michel | |
// License: CC BY 3.0 | |
// Please credit even if you are just re-using the particle system. | |
// Sync with 'Image' buffer | |
const float dt = 0.001; | |
mat3 particleSpaceMatrix(vec2 origin, vec2 velocity) { | |
vec3 O = vec3(origin, 1.); | |
vec3 X = normalize(vec3(velocity, 0.)); |
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struct Ray { | |
vec3 origin; | |
vec3 direction; | |
}; | |
bool intersectRaySphere(out vec3 intersection, in Ray ray, in vec3 center, in float radius) { | |
vec3 o = center - ray.origin; | |
float d2 = dot(ray.direction, ray.direction); | |
float r2 = radius * radius; |
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#define a(p) textureLod(iChannel0, p, 2.5) | |
#define t texture(iChannel1, | |
void mainImage( out vec4 c, vec2 g ) | |
{ | |
c = a(g /= iResolution.xy); | |
vec2 x = vec2(20); | |
vec4 n = t round(g*x - .3) / x); | |
vec2 z = g*x * 6.3 + (t g * .1).rg - .5) * 2.; | |
x = sin(z) - fract(iTime * (n.b + .1) + n.g) * .5; |
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// Author: Élie Michel | |
// License: CC BY 3.0 | |
// July 2017 | |
void mainImage( out vec4 f, in vec2 c ) | |
{ | |
vec2 u = c / iResolution.xy, | |
n = texture(iChannel1, u * .1).rg; // Displacement | |
f = textureLod(iChannel0, u, 2.5); |
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/** | |
* Extrait de code à exécuter dans la console du navigateur pour ajouter | |
* sous les prix le prix au mètre-carré et le prix par chambre dans les | |
* résultats de logement sur pap.fr | |
* Fonctionne au 17/04/2017, mais puisque le code est très ad-hoc il faudra | |
* sûrement le mettre à jour à chaque màj de pap.fr | |
* | |
* Existe aussi pour seloger.com : | |
* https://gist.github.com/eliemichel/1c6f27be406a22a0d5114020c616d3e8 | |
* |