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@zmarcos
zmarcos / material_checker.tres
Last active February 8, 2020 13:18
Checkers Shadow Material
[gd_resource type="ShaderMaterial" load_steps=7 format=2]
[sub_resource type="VisualShaderNodeGlobalExpression" id=1]
size = Vector2( 690, 490 )
expression = "float checker(vec3 uva){
vec3 c = uva;
c *= 40.0;//square modifier, recommended values (20,40,80,160)
c = mod(trunc(c), 2.0);
float r = 0.0;
if(c.x > 0.0 && c.y < 1.0){
@pixelsnafu
pixelsnafu / CloudsResources.md
Last active May 2, 2024 13:46
Useful Resources for Rendering Volumetric Clouds

Volumetric Clouds Resources List

  1. A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)

  2. S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]

  3. [R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand

@rampion
rampion / LetsGetDangerous.md
Last active January 20, 2020 05:02
Let's Get Dangerous
@noidexe
noidexe / RoundRobinPlayer.gd
Created September 9, 2019 07:00
RoundRobinPlayer node for Godot Engine with sequence, random, and shuffle modes extending AudioStreamPlayer
tool
extends AudioStreamPlayer #exactly the same code should work for extending 2D and 3D versions
class_name RoundRobinPlayer
export(int, "sequence", "random", "shuffle") var queue_mode = 0
export(Array, AudioStream) var playlist = [] setget _set_playlist, _get_playlist
export(bool) var round_robin_playing = false setget _set_playing, _is_playing # can't override properties so use this for animations
var playlist_index = -1 # current position in the playlist
var shuffled_indices = [] # Array<int> of shuffled playlist indices
@cart
cart / FXAA.tscn
Last active January 30, 2024 18:17
Godot Nvidia FXAA 3.11 Port
[gd_scene load_steps=3 format=2]
[sub_resource type="Shader" id=1]
code = "shader_type canvas_item;
// Godot Nvidia FXAA 3.11 Port
// Usage: Drop this in to any 3D scene for FXAA! This is a port of the \"PC High Quality Preset 39\". However the medium quality
// parameters are also included. For medium quality, just comment out sections \"PS 6\" and above and uncomment the \"med 13\" variables.
@clayjohn
clayjohn / cube-to-panorama.glsl
Created April 9, 2019 02:13
Convert cubemap to panorama in Godot
shader_type canvas_item;
uniform sampler2D front;
uniform sampler2D left;
uniform sampler2D right;
uniform sampler2D back;
uniform sampler2D top;
uniform sampler2D bottom;
void fragment() {
@patriciogonzalezvivo
patriciogonzalezvivo / GLSL-Noise.md
Last active May 21, 2024 21:38
GLSL Noise Algorithms

Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative

Generic 1,2,3 Noise

float rand(float n){return fract(sin(n) * 43758.5453123);}

float noise(float p){
	float fl = floor(p);
  float fc = fract(p);
@shaunlebron
shaunlebron / angleLerp.js
Created February 5, 2014 20:41
The best way to interpolate 2D angles
/*
2D Angle Interpolation (shortest distance)
Parameters:
a0 = start angle
a1 = end angle
t = interpolation factor (0.0=start, 1.0=end)
Benefits:
1. Angles do NOT need to be normalized.
@hubgit
hubgit / README.md
Last active May 2, 2024 10:55
Remove metadata from a PDF file, using exiftool and qpdf. Note that embedded objects may still contain metadata.

Anonymising PDFs

PDF metadata

Metadata in PDF files can be stored in at least two places:

  • the Info Dictionary, a limited set of key/value pairs
  • XMP packets, which contain RDF statements expressed as XML

PDF files

@dbspringer
dbspringer / scramble.py
Created October 6, 2011 18:25
A function to scramble the inner letters of a word/sentence.
#!/usr/bin/python
# -*- coding: utf-8 -*-
def scramble(unscrambled):
'''
Scrambles the word(s) in unscrambled such that the first and last letter remain the same,
but the inner letters are scrambled. Preserves the punctuation.
See also: http://science.slashdot.org/story/03/09/15/2227256/can-you-raed-tihs
'''
import string, random, re