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#include <stdio.h> | |
// Make a FOREACH macro | |
#define FE_0() | |
#define FE_1(X) *((X*)(args[0])) | |
#define FE_2(X, ...) FE_1(__VA_ARGS__), *((X*)(args[1])) | |
#define FE_3(X, ...) FE_2(__VA_ARGS__), *((X*)(args[2])) | |
#define FE_4(X, ...) FE_3(__VA_ARGS__), *((X*)(args[3])) | |
#define FE_5(X, ...) FE_4(__VA_ARGS__), *((X*)(args[4])) | |
#define FE_6(X, ...) FE_5(__VA_ARGS__), *((X*)(args[5])) |
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using UnityEngine; | |
using UnityEngine.Networking; | |
using System.Collections; | |
using System.Collections.Generic; | |
[CreateAssetMenu] | |
public class GoogleTranslateService : ScriptableObject | |
{ | |
public static GoogleTranslateService instance; |
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Shader "Custom/Fog" | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Texture", 2D) = "white" {} | |
_NoiseTex ("NoiseTexture", 2D) = "white" {} | |
} | |
SubShader | |
{ |
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#include <stdio.h> | |
#include <stdlib.h> | |
typedef struct | |
{ | |
unsigned int size; | |
void (*destructor)(); | |
int length; | |
int reserved; | |
char* bytes; |
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#include <stdio.h> | |
#include <stdlib.h> | |
#include <stdint.h> | |
#include <limits.h> | |
#include <assert.h> | |
#include <stdbool.h> | |
typedef uint32_t EId; | |
typedef struct |
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#include <stdio.h> | |
#include <stdlib.h> | |
#include <stddef.h> | |
#include <stdint.h> | |
// Lib code | |
char* ___tid(const char* strPtr) { return (char*)strPtr; } | |
#define TID(type) ((intptr_t)___tid(#type)) |
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#include <stdio.h> | |
#include <stdlib.h> | |
#include <stdint.h> | |
#include <limits.h> | |
#include <assert.h> | |
#include <stdbool.h> | |
typedef uint32_t EId; | |
typedef struct |
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#include <stdio.h> | |
#include <windows.h> | |
#include <gl/GL.h> | |
HDC dc; | |
HGLRC rc; | |
LRESULT CALLBACK WindowProc(HWND hwnd, | |
UINT msg, |
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cmake_minimum_required (VERSION 3.8) | |
set(PROJECT_NAME SimpleVulkan) | |
add_executable (${PROJECT_NAME} "main.c") | |
find_package(Vulkan REQUIRED) | |
target_include_directories(${PROJECT_NAME} PRIVATE "./") |
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public static void autoDeserialize(ObjectContext context, AutoSerialisedObject autoSerializedObject, RestoreProcess restoreProcess) | |
{ | |
var cache = getClassReflectionCache(context.type); | |
foreach (var field in cache.fields) | |
{ | |
var serializedField = autoSerializedObject.autoSerialiedFields.Find(item => item.name == field.fieldInfo.Name); | |
if (serializedField.value != null) | |
{ |
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