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/// minimal example of adding a custom render pipeline in bevy 0.11. | |
/// | |
/// When this example runs, you should only see a blue screen. There are no | |
/// vertex buffers, or anything else in this example. Effectively it is | |
/// shader-toy written in bevy. | |
/// | |
/// This revision adds a post-processing node to the RenderGraph to | |
/// execute the shader. Thanks to @Jasmine on the bevy discord for | |
/// suggesting I take a second look at the bevy post-processing example | |
/// |
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Shader "Custom/CurveDissolve" | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_Noise("Noise", 2D) = "white" {} | |
_CurveTexture("Curve texture", 2D) = "white" {} | |
_Cutoff("Cutoff", Range(0,1)) = 0 | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 |
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from kano_wand.kano_wand import Shop, Wand, PATTERN | |
from qhue import Bridge | |
import moosegesture as mg | |
import time | |
import random | |
import math | |
class GestureWand(Wand): | |
def post_connect(self): | |
self.gestures = { |
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using System.Reflection; | |
using UnityEditor; | |
using UnityEngine; | |
[InitializeOnLoad] | |
public class EditorCameraSpeed | |
: EditorWindow { | |
[MenuItem("Tools/Camera Speed &S")] | |
public static void CameraSpeed() { | |
var window = GetWindow<EditorCameraSpeed>(); |
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SPC | |
SPC: find file | |
, switch buffer | |
. browse files | |
: MX | |
; EX | |
< switch buffer | |
` eval | |
u universal arg | |
x pop up scratch |
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// The MIT License (MIT) | |
// Copyright (c) 2016 David Evans @phosphoer | |
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: | |
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR |
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using UnityEngine; | |
public struct Matrix3x3 | |
{ | |
// m#row#col | |
public float m00; | |
public float m01; | |
public float m02; | |
public float m10; | |
public float m11; |
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using UnityEditor; | |
using UnityEngine; | |
using UnityTest; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Reflection; | |
namespace SDD.Editor { | |
/// <summary> |
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#!/bin/bash | |
echo "Title of post:" | |
read title | |
echo "Description of post:" | |
read description | |
echo "Tag post:" | |
read tags |
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