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#include <winrt/Windows.System.h>
#include <winrt/Windows.UI.Composition.Desktop.h>
#include <windows.ui.composition.interop.h>
#include <DispatcherQueue.h>
extern "C" IMAGE_DOS_HEADER __ImageBase;
using namespace winrt;
using namespace Windows::UI;
using namespace Windows::UI::Composition;
@tesu
tesu / un360.glsl
Last active December 14, 2023 22:38
mpv opengl shader for viewing 360 video
//!HOOK MAINPRESUB
//!BIND HOOKED
//!DESC un360
#define M_PI 3.1415926535897932384626433832795
const float fov = M_PI/2; // [0 to M_PI] horizontal field of view, range is exclusive
const float yaw = M_PI*1; // [any float] polar angle, one full revolution is 2*M_PI
const float pitch = M_PI*0; // [any float] vertical tilt, positive is up
const float roll = M_PI*0; // [any float] view rotation, positive is clockwise
@igv
igv / SSimSuperRes.glsl
Last active April 19, 2024 11:26
Basically it's an accurate sharpener + antiringing. Usage: glsl-shader="~~/SSimSuperRes.glsl"
// SSimSuperRes by Shiandow
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 3.0 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
@igv
igv / KrigBilateral.glsl
Last active April 9, 2024 07:07
Good test pattern: https://www.rtings.com/images/test-materials/2017/chroma-444.png (Compress it with any lossy codec first, for example jpeg. You can do it with mpv, only add screenshot-jpeg-source-chroma=no to mpv.conf). Usage: glsl-shader="~~/KrigBilateral.glsl"
// KrigBilateral by Shiandow
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 3.0 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
@graphitemaster
graphitemaster / gist:f8e6666c48fbedf6e554
Last active January 21, 2023 21:22
Engine achievements
Achievement Engine/Game Why it's bad
storing world space positions in gbuffer STALKER, F.E.A.R. Depth buffer can be used to derive position saving a lot of memory bandwidth
uploaded texture upside down Various engines, mostly Quake derived. Difficult to debug with tools like apitrace, nsight, pix, renderdoc, etc
@ChrisK2
ChrisK2 / README.md
Last active August 29, 2015 14:07
ytdl_hook.lua

youtube-dl hook script for mpv

Now part of mpv

As of 079ecd7 (2014-11-19), the hook script is now integrated into mpv and will be avaiblable when compiled with LUA support. It is (currently) disabled by default, to enable it add --ytdl=yes to your command-line or ytdl=yes to your mpv.conf.

Open Issues

@piscisaureus
piscisaureus / pr.md
Created August 13, 2012 16:12
Checkout github pull requests locally

Locate the section for your github remote in the .git/config file. It looks like this:

[remote "origin"]
	fetch = +refs/heads/*:refs/remotes/origin/*
	url = git@github.com:joyent/node.git

Now add the line fetch = +refs/pull/*/head:refs/remotes/origin/pr/* to this section. Obviously, change the github url to match your project's URL. It ends up looking like this:

@rygorous
rygorous / gist:2156668
Last active April 16, 2024 11:18
float->half variants
// float->half variants.
// by Fabian "ryg" Giesen.
//
// I hereby place this code in the public domain, as per the terms of the
// CC0 license:
//
// https://creativecommons.org/publicdomain/zero/1.0/
//
// float_to_half_full: This is basically the ISPC stdlib code, except
// I preserve the sign of NaNs (any good reason not to?)