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Éric Renaud-Houde num3ric

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num3ric / tutorial.md
Last active May 17, 2016
UE4 custom material nodes
View tutorial.md

Primer on how to use multiple custom material nodes in Unreal Engine 4

Create three custom nodes as follows:

Material Node Graph

SinewaveCustom (with output type CMOT Float 1)

//It is possible to use macros to define convenience local functions
#define SINENORM( arg ) 0.5 * ( sin( arg ) + 1.0 )
@num3ric
num3ric / aratio.glsl
Created Sep 12, 2014
Multiple aspect ratios alignement - stupeflix
View aratio.glsl
<movie service="craftsman-1.0">
<head>
<filtercode name="averageShift">
<![CDATA[
#version 120
#extension GL_EXT_gpu_shader4 : enable
uniform sampler2D texture0;
uniform sampler2D texture1;
@num3ric
num3ric / ColorPalette.cpp
Last active Aug 29, 2015
Color palette generator
View ColorPalette.cpp
#include "ColorPalette.h"
#include "cinder/CinderAssert.h"
#include "cinder/Rand.h"
#include <algorithm>
#include <numeric>
using namespace ci;
using namespace col;
View star_counter.py
import requests
import json
import operator
companies = [ "adafruit" , "akqa" , "B-Reel" , "thebarbariangroup" , "cinder" , "BBDO" , "breakfastny" , "CLOUDS-Interactive-Documentary" , "deeplocal" , "digitas" , "morethanlogic" , "dreamworksanimation" , "fakelove" , "field" , "google" , "googlecreativelab" , "dataarts" , "MadSciLabs" , "HeliosInteractive" , "hellicarandlewis" , "ideo" , "ideo-digital-shop" , "labatrockwell" , "legworkstudio" , "local-projects" , "msopentech" , "MidnightCommercial" , "mpcdigital" , "otherlab" , "PixarAnimationStudios" , "Psyop" , "razorfish" , "redpaperheart" , "sapient-global" , "sapientnitro" , "sparkfun" , "stopp" , "tbwa" , "therumpusroom" , "warprecords" , "Vidvox" , "warprecords" , "wieden-kennedy" , "YCAMInterlab" , "Your-Majesty" ]
company_stars = {}
for company in companies:
request_string = 'https://api.github.com/users/' + company + '/repos'
@num3ric
num3ric / interleave.cpp
Last active Aug 11, 2019
In-place array interleaving
View interleave.cpp
#include <iostream>
#include <vector>
#include <algorithm>
#include <iterator>
#include <assert.h>
typedef std::chrono::high_resolution_clock Clock;
template<typename T>
@num3ric
num3ric / easing.pde
Last active Dec 17, 2015
Easing demo in Processing.
View easing.pde
PVector b0, b1, b2, b3;
PVector pos, debutPos, ciblePos;
float t_anim, t_debut, t_duree;
void setup() {
size(400, 400);
background(0);
smooth();
t_anim = t_duree = 2000.0;
@num3ric
num3ric / QuatTestApp.cpp
Created Feb 25, 2013
Quaternion interpolation test
View QuatTestApp.cpp
#include "cinder/app/AppNative.h"
#include "cinder/gl/gl.h"
#include "cinder/Quaternion.h"
#include "cinder/Timeline.h"
#include "cinder/MayaCamUI.h"
using namespace ci;
using namespace ci::app;
using namespace std;
View ray_tracing.glsl
/*
* Reviewing ray-tracing basics in glsl. Loosely based on Inigo Quilez's articles.
* Éric Renaud-Houde - num3ric.com
* December 2012
*/
#ifdef GL_ES
precision highp float;
#endif
View random_walker.bs2
' {$STAMP BS2}
' {$PBASIC 2.5}
' 0 is forward mode (robot is moving)
' 1 is rotate mode (robot is rotating to randomAngle)
currentState VAR Bit
'Random bits for the random angle generation
randomBits VAR Word
@num3ric
num3ric / meta_frag.glsl
Created Sep 23, 2012
Shader Study 03 - Metaballs: vimeo.com/46562719
View meta_frag.glsl
/************************************
* Shader Study 03 : Metaballs *
* num3ric - Eric Renaud-Houde *
* Summer 2012 *
************************************/
#version 120
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_texture_non_power_of_two : enable
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