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figma.showUI(__html__,{width: 250, height: 250}); | |
// restore previous size | |
figma.clientStorage.getAsync('size').then(size => { | |
if(size) figma.ui.resize(size.w,size.h); | |
}).catch(err=>{}); | |
figma.ui.onmessage = msg => { | |
switch (msg.type) { | |
case "resize": | |
figma.ui.resize(msg.size.w,msg.size.h); | |
figma.clientStorage.setAsync('size', msg.size).catch(err=>{});// save size |
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const glslify = require('glslify'); | |
const path = require('path'); | |
const assign = require('object-assign'); | |
const defined = require('defined'); | |
// This is the original source, we will copy + paste it for our own GLSL | |
// const vertexShader = THREE.ShaderChunk.meshphysical_vert; | |
// const fragmentShader = THREE.ShaderChunk.meshphysical_frag; | |
// Our custom shaders |
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git config --global https.proxy http://127.0.0.1:1080 | |
git config --global https.proxy https://127.0.0.1:1080 | |
git config --global --unset http.proxy | |
git config --global --unset https.proxy | |
npm config delete proxy |
ffmeg as worker can be found at https://github.com/Kagami/ffmpeg.js/
Final build can be obtained via wget https://unpkg.com/ffmpeg.js@3.1.9001/ffmpeg-worker-mp4.js
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// | |
// Lookup Tables for Marching Cubes | |
// | |
// These tables differ from the original paper (Marching Cubes: A High Resolution 3D Surface Construction Algorithm) | |
// | |
// The co-ordinate system has the more convenient properties: | |
// | |
// i = cube index [0, 7] | |
// x = (i & 1) >> 0 | |
// y = (i & 2) >> 1 |
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// The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae | |
// Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16. | |
// See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details | |
float4 SampleTextureCatmullRom(in Texture2D<float4> tex, in SamplerState linearSampler, in float2 uv, in float2 texSize) | |
{ | |
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding | |
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at | |
// location [1, 1] in the grid, where [0, 0] is the top left corner. | |
float2 samplePos = uv * texSize; |
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/*jslint plusplus: true, vars: true, indent: 2 */ | |
/* | |
convertPointFromPageToNode(element, event.pageX, event.pageY) -> {x, y} | |
returns coordinate in element's local coordinate system (works properly with css transforms without perspective projection) | |
convertPointFromNodeToPage(element, offsetX, offsetY) -> {x, y} | |
returns coordinate in window's coordinate system (works properly with css transforms without perspective projection) | |
*/ |
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