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time_micros:integer,c_ip:string,c_ip_type:integer,c_ip_region:string,cs_method:string,cs_uri:string,sc_status:integer,cs_bytes:integer,sc_bytes:integer,time_taken_micros:integer,cs_host:string,cs_referer:string,cs_user_agent:string,s_request_id:string,cs_operation:string,cs_bucket:string,cs_object:string |
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define( [ 'WebGLRendererModule' ], function ( renderer ) { | |
return function () { | |
return new FRAME.Module( { | |
parameters: { | |
color: new FRAME.ModuleParameter.Color( 'Color', 0xffffff ), | |
opacity: new FRAME.ModuleParameter.Float( 'Opacity', 1, 0, 1 ) |
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/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author mikael emtinger / http://gomo.se/ | |
* @author alteredq / http://alteredqualia.com/ | |
* @author WestLangley / http://github.com/WestLangley | |
*/ | |
THREE.Object3D = function () { | |
this.id = THREE.Object3DIdCount ++; |
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THREE.Particle = function (material) { | |
this.constructor.call(this); | |
this.size = 1, | |
this.material = material; | |
} | |
THREE.Particle.prototype = new THREE.Object3D(); |
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package aze.motion.easing | |
{ | |
final public class Bounce | |
{ | |
static public function easeIn(k:Number):Number | |
{ | |
return 1 - Bounce.easeOut(1 - k); | |
} | |
static public function easeOut(k:Number):Number | |
{ |
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// Ported from http://blog.inspirit.ru/wp-content/uploads/qsort/Main.as | |
function flashSort( array ) { | |
var a = array, n = array.length; | |
var i = 0, j = 0, k = 0, t, hold, flash; | |
var m = ~~( n * 0.125 ); | |
var l = [], anmin = a[ 0 ], nmax = 0, nmove = 0; | |
while ( ++i < n ) { |
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// Approach 1 (links) | |
// Once the renderer finds a *MeshFaceMaterial*, it'll process the face material array | |
var head_material = [ new MeshBitmapUVMappingMaterial( head_bitmap ) ]; | |
var torso_material = [ new MeshBitmapUVMappingMaterial( torso_bitmap ) ] | |
mesh.material = [ new MeshFaceMaterial(), new MeshColorStrokeMaterial( 0xff0000 ) ]; | |
mesh.faces[ 0 ].material = head_material; | |
mesh.faces[ 1 ].material = head_material; |
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THREE.Matrix4 = function () { | |
var _x = new THREE.Vector3(), _y = new THREE.Vector3(), _z = new THREE.Vector3(), | |
_array = new Float32Array( [ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ] ); | |
this.array = _array; | |
this.copy = function ( m ) { | |
_array[ 0 ] = m.array[ 0 ]; _array[ 1 ] = m.array[ 1 ]; _array[ 2 ] = m.array[ 2 ]; _array[ 3 ] = m.array[ 3 ]; |
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'new' : { | |
uniforms: {}, | |
vertex_shader: [ | |
"void main() {", | |
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", |
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ffmpeg -i out.ogv -s 160x128 -pix_fmt rgb24 -ss 62.6 -t 3 -r 5 -loop 0 -f gif out.gif | |
convert -loop 0 -layers Optimize out.gif outopt.gif |
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