$mod
refers to the modifier key (alt by default)
startx i3
start i3 from command line$mod+<Enter>
open a terminal$mod+d
open dmenu (text based program launcher)$mod+r
resize mode ( or to leave resize mode)$mod+shift+e
exit i3
-- Reasonably efficient pagination without OFFSET | |
-- SQLite version (Adapted from MS SQL syntax) | |
-- Source: http://www.phpbuilder.com/board/showpost.php?p=10376515&postcount=6 | |
SELECT foo, bar, baz, quux FROM table | |
WHERE oid NOT IN ( SELECT oid FROM table | |
ORDER BY title ASC LIMIT 50 ) | |
ORDER BY title ASC LIMIT 10 |
function logColor(color, args) { | |
console.log(`%c ${args.join(' ')}`, `color: ${color}`); | |
} | |
const log = { | |
aliceblue: (...args) => { logColor('aliceblue', args)}, | |
antiquewhite: (...args) => { logColor('antiquewhite', args)}, | |
aqua: (...args) => { logColor('aqua', args)}, | |
aquamarine: (...args) => { logColor('aquamarine', args)}, | |
azure: (...args) => { logColor('azure', args)}, |
Personally, I was never ambitious enough to spur my own descendants. | |
Yet this world and all the descendants of millions of people need to be thought about. | |
They deserve it to be left with a planet and people who are above my generation's average capacity. | |
My couple of suggestions to everyone who is involved with or has influence on the coming development: | |
1) Refrain from jealousy. Granting everything to anyone is a good start. | |
2) Don't waste your time with malicious gossip. It'll return to you rather sooner than later. | |
3) If you like someone, tell them. The day when it will be too late to speak out is coming soon. | |
4) Kindliness brings you US$ 0.00 per barrel. Sell it! |
// Made with Amplify Shader Editor | |
// Available at the Unity Asset Store - http://u3d.as/y3X | |
Shader "Unlit/Directional Tint" | |
{ | |
Properties | |
{ | |
_MainTex("MainTex", 2D) = "white" {} | |
_Color("Color", Color) = (1,1,1,1) | |
_ColorA("ColorA", Color) = (1,1,1,1) | |
_ColorB("ColorB", Color) = (1,1,1,1) |
A quick breakdown of lighting in the restir-meets-surfel
branch of my renderer, where I revive some olde surfel experiments, and generously sprinkle ReSTIR on top.
Please note that this is all based on work-in-progress experimental software, and represents a single snapshot in development history. Things will certainly change 😛
Due to how I'm capturing this, there's frame-to-frame variability, e.g. different rays being shot, TAA shimmering slightly. Some of the images come from a dedicated visualization pass, and are anti-aliased, and some show internal buffers which are not anti-aliased.