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$0 = 10 (Step pulse time, microseconds) | |
$1 = 25 (Step idle delay, milliseconds) | |
$2 = 0 (Step pulse invert, mask) | |
$3 = 1 (Step direction invert, mask) | |
$4 = 0 (Invert step enable pin, boolean) | |
$5 = 1 (Invert limit pins, boolean) | |
$6 = 0 (Invert probe pin, boolean) | |
$10 = 2 (Status report options, mask) | |
$11 = 0.010 (Junction deviation, millimeters) | |
$12 = 0.002 (Arc tolerance, millimeters) |
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/** | |
* Try to fix iOS lock on audio. | |
* | |
* By default, audio on iOS is locked until a sound is played within a user interaction, | |
* and then it plays normally the rest of the page session. | |
*/ | |
// Inspired from https://github.com/goldfire/howler.js/blob/2.0/src/howler.core.js#L212 | |
export default class IosUnlock { |
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import { Object3D } from 'three'; | |
import { component } from 'bidello'; | |
import { viewport, scroll } from './bidello'; | |
import camera from './camera'; | |
export default class extends component(Object3D) { | |
init() { | |
this.element = this._args[0]; | |
} |
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import Button from './button/button'; | |
import Person from './person/person'; | |
import Footer from './footer/footer'; | |
const elements = { | |
button: Button, | |
person: Person, | |
footer: Footer, | |
// ... | |
}; |
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import { Component } from 'kapla'; | |
import dom from 'gl/dom'; | |
export default class extends Component { | |
init() { | |
dom.register(this.$el); | |
} | |
destroy() { | |
dom.unregister(this.$el); |
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vec2 offsetr = vec2(trail.r * 0.003); | |
vec2 offsetg = vec2(trail.r * 0.005); | |
vec2 offsetb = vec2(trail.r * 0.007); | |
float r = texture2D(uScene, uv.xy + offsetr).x; | |
float g = texture2D(uScene, uv.xy + offsetg).y; | |
float b = texture2D(uScene, uv.xy + offsetb).z; | |
vec3 color = vec3(r, g, b); |
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import { component } from 'bidello'; | |
import { visibility } from '../bidello'; | |
import FBO from './fbo'; | |
import { pointer } from '../bidello/index'; | |
import { | |
Vector2, | |
LinearFilter, | |
} from 'three'; |
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// Buffer | |
this.buffer = new FBO({ | |
geometry: this.geometry, | |
width: SIZE_BUFFER, | |
height: SIZE_BUFFER, | |
name: 'buffer particles', | |
shader: ` | |
precision highp float; | |
uniform sampler2D texture; | |
uniform sampler2D uImage; |
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