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Jordan Shaw jshaw

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@jshaw
jshaw / Bluetooth-Company-Identifiers.csv
Created September 13, 2025 23:27 — forked from angorb/Bluetooth-Company-Identifiers.csv
[Bluetooth Company Identifiers] Company identifiers are unique numbers assigned by the Bluetooth SIG to member companies requesting one.
0x0000 Ericsson Technology Licensing
0x0001 Nokia Mobile Phones
0x0002 Intel Corp.
0x0003 IBM Corp.
0x0004 Toshiba Corp.
0x0005 3Com
0x0006 Microsoft
0x0007 Lucent
0x0008 Motorola
0x0009 Infineon Technologies AG
@jshaw
jshaw / lightbar.ino
Created November 6, 2023 14:44 — forked from hsiboy/lightbar.ino
WS2811 - lightbar - FastLED
// From Mark Kriegsman's Anti-aliased light bar example: http://pastebin.com/g8Bxi6zW
#include <FastLED.h>
#define LED_PIN 13 // hardware SPI pin SCK
#define NUM_LEDS 250
#define COLOR_ORDER RGB
#define LED_TYPE WS2811
#define MAX_BRIGHTNESS 255 // watch the power!
@jshaw
jshaw / MarqueeOverlay.ino
Created November 6, 2023 06:03 — forked from kriegsman/MarqueeOverlay.ino
MarqueeOverlay - render marquee-like effects on segments of a display (for YUM cart, Burning Man 2015)
#include "FastLED.h"
// MarqueeOverlay
//
// Code to overlay a 'marquee' effect on top
// of other animations, e.g. to highlight individual
// letters of a sign one after another, while
// still allowing the underlying animations to show through.
//
// Initially designed for the "YUM cart" for Burning Man 2015.
#include <SPI.h>
#include <Ethernet.h>
#include <EthernetUdp.h>
#define USE_OCTOWS2811
#include <OctoWS2811.h>
#include <FastLED.h>
// enter desired universe and subnet (sACN first universe is 1)
#define DMX_SUBNET 0
#define DMX_UNIVERSE 1 //**Start** universe
@jshaw
jshaw / circlesofdots.pde
Created March 3, 2023 20:34 — forked from marcedwards/circlesofdots.pde
Circles of dots in Processing
//
// Circles of dots.
// Created using Processing 3.5.3.
//
// Code by @marcedwards from @bjango.
//
// A GIF of this code can be seen here:
// https://twitter.com/marcedwards/status/1144236924095234053
//
@jshaw
jshaw / clock.pde
Created February 17, 2023 17:42 — forked from companje/clock.pde
Arc Clock in Processing
float heleCirkel = TWO_PI; //tau
void setup() {
size(500,500);
background(0);
smooth();
}
void draw() {
background(0);
@jshaw
jshaw / Gradient.js
Created December 13, 2022 16:28 — forked from jordienr/Gradient.js
Stripe Mesh Gradient WebGL
/*
* Stripe WebGl Gradient Animation
* All Credits to Stripe.com
* ScrollObserver functionality to disable animation when not scrolled into view has been disabled and
* commented out for now.
* https://kevinhufnagl.com
*/
@jshaw
jshaw / greyscale.frag
Created June 22, 2022 16:21 — forked from Volcanoscar/greyscale.frag
A simple glsl color -> greyscale shader, using luminosity method
// fragment shader
//
// RGBA color to RGBA greyscale
//
// smooth transition based on u_colorFactor: 0.0 = original, 1.0 = greyscale
//
// http://www.johndcook.com/blog/2009/08/24/algorithms-convert-color-grayscale/
// "The luminosity method is a more sophisticated version of the average method.
// It also averages the values, but it forms a weighted average to account for human perception.
// We’re more sensitive to green than other colors, so green is weighted most heavily. The formula
@jshaw
jshaw / angle-between-points.js
Created March 11, 2022 23:21 — forked from conorbuck/angle-between-points.js
JavaScript: Find the angle between two points
var p1 = {
x: 20,
y: 20
};
var p2 = {
x: 40,
y: 40
};
@jshaw
jshaw / GLSL-Noise.md
Created May 30, 2019 18:39 — forked from patriciogonzalezvivo/GLSL-Noise.md
GLSL Noise Algorithms

Generic 1,2,3 Noise

float rand(float n){return fract(sin(n) * 43758.5453123);}

float noise(float p){
	float fl = floor(p);
  float fc = fract(p);
	return mix(rand(fl), rand(fl + 1.0), fc);
}