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using UnityEditor; | |
using UnityEngine; | |
using UnityEngine.LowLevel; | |
using System.Linq; | |
using System.Threading; | |
namespace EditorUtils { | |
// | |
// Serializable settings |
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# vim:fileencoding=utf-8:foldmethod=marker | |
#: Fonts {{{ | |
#: kitty has very powerful font management. You can configure | |
#: individual font faces and even specify special fonts for particular | |
#: characters. | |
font_family Lilex Nerd Font Mono | |
# bold_font auto |
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#version 150 | |
// Pseudo fluids, heavily inspired by flockaroo's single-pass CFD | |
// https://www.shadertoy.com/view/MdKXRy | |
in VertexData { | |
vec4 v_position; | |
vec3 v_normal; | |
vec2 v_texcoord; | |
} inData; |
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import sys | |
pcount = int(sys.stdin.readline().rstrip()) | |
for i in range(0, pcount): | |
sys.stdin.readline() | |
for j in range(0, 16): | |
coord = sys.stdin.readline().rstrip().split() | |
coord = list(map(lambda x: float(x) * 0.2, coord)) | |
coord[2] = max(0, coord[2] - 0.075 * 0.2) |
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using UnityEngine; | |
sealed class Test : MonoBehaviour | |
{ | |
float life; | |
void Test1() | |
{ | |
(float, int) attack = (3.5f, 8); | |
life -= attack.Item1 * attack.Item2; |
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Texture2D shaderTexture; | |
SamplerState samplerState; | |
cbuffer PixelShaderSettings | |
{ | |
float Time; | |
float Scale; | |
float2 Resolution; | |
float4 Background; | |
}; |
graph TD;
A-->B;
A-->C;
B-->D;
C-->D;
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#if HOGEHOGE | |
struct FullName | |
{ | |
[MarshalAs(UnmanagedType.LPStr)] public string first; | |
[MarshalAs(UnmanagedType.LPStr)] public string last; | |
} | |
[DllImport(_dll)] | |
static extern uint get_full_length(in FullName name); |
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