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@pistachiomatt
pistachiomatt / sprite-generation-with-retina.scss
Last active November 5, 2019 12:28
This function generates a sprite sheet of icons, swaps it out for retina versions, and generates the "width" and "height" properties of the icons for you— automatically. Because we're lazy and have better things to do!
// Stick all your icons in a subfolder in your images folder. Put retina versions in a subfolder of that called "@2x".
$sprites: sprite-map("NAME_OF_SUBFOLDER/*.png");
$sprites2x: sprite-map("NAME_OF_SUBFOLDER/@2x/*.png");
// stolen from 37signals
@mixin retina-media() {
@media (min--moz-device-pixel-ratio: 1.3),
(-webkit-min-device-pixel-ratio: 1.3),
(min-device-pixel-ratio: 1.3),
(min-resolution: 1.3dppx) {
@millermedeiros
millermedeiros / osx_setup.md
Last active June 26, 2024 22:08
Mac OS X setup

Setup Mac OS X

I've done the same process every couple years since 2013 (Mountain Lion, Mavericks, High Sierra, Catalina) and I updated the Gist each time I've done it.

I kinda regret for not using something like Boxen (or anything similar) to automate the process, but TBH I only actually needed to these steps once every couple years...

@ayamflow
ayamflow / rotate-uv.glsl
Created January 16, 2018 23:24
Rotate UV in GLSL
vec2 rotateUV(vec2 uv, float rotation)
{
float mid = 0.5;
return vec2(
cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid,
cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid
);
}
vec2 rotateUV(vec2 uv, float rotation, vec2 mid)
@yiwenl
yiwenl / bezier.glsl
Last active June 10, 2024 10:55
Bezier curve in GLSL
// bezier curve with 2 control points
// A is the starting point, B, C are the control points, D is the destination
// t from 0 ~ 1
vec3 bezier(vec3 A, vec3 B, vec3 C, vec3 D, float t) {
vec3 E = mix(A, B, t);
vec3 F = mix(B, C, t);
vec3 G = mix(C, D, t);
vec3 H = mix(E, F, t);
vec3 I = mix(F, G, t);
@lostPixels
lostPixels / generate-features-json.js
Last active March 15, 2024 08:59
Automatically make an Artblocks features.json file from features.js
/** 1. Create a features.js script that has one method function calculateFeatures(tokenData) {...}. You will need this for Artblocks anywayz.
2. Add this line to the bottom: export default calculateFeatures;
3. Copy the contents of this gist into generate-features-json.js
4. In your terminal, run node generate-features-json.js.
5. The script will take a minute to generate 2,000 outcomes and compile all of the different traits.
6. Tada. features.json can be uploaded to Artblocks.
**/
import fs from 'fs';
import calculateFeatures from './features.js'
@mattdesl
mattdesl / random.wgsl
Last active July 2, 2024 14:30
high quality deterministic PRNG in WebGPU & WGSL (xorshift128) - MIT licensed
// each pixel is assigned 4 random u32 values per frame
@group(0) @binding(1)
var<storage, read> rnd_state: array<u32>;
// the current state within this pixel
var<private> local_rnd_state:vec4u;
fn random_u32(state:ptr<private,vec4u>) -> u32 {
var st:vec4u = *state;
/* Algorithm "xor128" from p. 5 of Marsaglia, "Xorshift RNGs" */