This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Author: bitless | |
// Title: Coastal Landscape | |
// Thanks to Patricio Gonzalez Vivo & Jen Lowe for "The Book of Shaders" | |
// and Fabrice Neyret (FabriceNeyret2) for https://shadertoyunofficial.wordpress.com/ | |
// and Inigo Quilez (iq) for https://iquilezles.org/www/index.htm | |
// and whole Shadertoy community for inspiration. | |
#define p(t, a, b, c, d) ( a + b*cos( 6.28318*(c*t+d) ) ) //IQ's palette function (https://www.iquilezles.org/www/articles/palettes/palettes.htm) | |
#define sp(t) p(t,float3(.26,.76,.77),float3(1,.3,1),float3(.8,.4,.7),float3(0,.12,.54)) //sky palette |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<?xml version="1.0" encoding="utf-8"?> | |
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration"> | |
<BuildConfiguration> | |
<MaxParallelActions>6</MaxParallelActions> | |
</BuildConfiguration> | |
</Configuration> |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
bool UMyWebSocketNetDriver::InitConnect(FNetworkNotify* InNotify, const FURL& ConnectURL, FString& Error) | |
{ | |
const auto GameSettings = FMyGameModule::Get().GetGameSettings(); | |
FString ConnectionURL = FString::Printf(TEXT("%s/%s:%i/"), *GameSettings->DefaultWebSocketServer, *ConnectURL.Host, ConnectURL.Port); | |
if (ConnectURL.Op.Num() > 0) | |
{ | |
ConnectionURL += TEXT("?"); | |
for (int32 i = 0; i < ConnectURL.Op.Num(); ++i) | |
{ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
const MaterialFloat pi = acos(-1.0); | |
const MaterialFloat pi2 = pi*2.0; | |
struct Functions | |
{ | |
float mod(float x, float y) | |
{ | |
return x - y * floor(x/y); | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// http://stackoverflow.com/questions/17603666/copy-move-requirements-for-the-key-value-types-in-a-stdmap | |
#include <map> | |
#include <vector> | |
struct foo | |
{ | |
int i; | |
foo(int j) : i(j) {} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
../../../Engine/Content/EditorMeshes/ | |
../../../Engine/Content/Functions/Engine_MaterialFunctions02/ExampleContent/ | |
../../../Engine/Content/Maps/Templates | |
../../../Engine/Content/EngineDebugMaterials/LightingModels/ | |
../../../Engine/Content/EngineDebugMaterials/BlackUnlitMaterial.uasset | |
../../../Engine/Content/EngineDebugMaterials/BoneWeightMaterial.uasset | |
../../../Engine/Content/EngineDebugMaterials/CASC_Cross.uasset | |
../../../Engine/Content/EngineDebugMaterials/CASC_None.uasset | |
../../../Engine/Content/EngineDebugMaterials/ClothMaterial.uasset | |
../../../Engine/Content/EngineDebugMaterials/ClothMaterial_WF.uasset |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
float3 sundir = normalize( float3(-1.0,0.0,-1.0) ); | |
struct Functions | |
{ | |
float noise( in float3 x ) | |
{ | |
float3 p = floor(x); | |
float3 f = frac(x); | |
f = f*f*(3.0-2.0*f); | |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#define USEHASH | |
struct Functions | |
{ | |
float4 hash4( float2 p ) { return frac(sin(float4( 1.0+dot(p,float2(37.0,17.0)), | |
2.0+dot(p,float2(11.0,47.0)), | |
3.0+dot(p,float2(41.0,29.0)), | |
4.0+dot(p,float2(23.0,31.0))))*103.0); } | |
float4 textureNoTile(Texture2D iChannel0, SamplerState iChannel0Sampler, in float2 uv, Texture2D iChannel1, SamplerState iChannel1Sampler) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
float3 BlurColor = Texture2DSample(Tex, TexSampler, UV + float2(Shift, Shift) / Resolution); | |
BlurColor += Texture2DSample(Tex, TexSampler, UV + float2(Shift, -Shift) / Resolution); | |
BlurColor += Texture2DSample(Tex, TexSampler, UV + float2(-Shift, Shift) / Resolution); | |
BlurColor += Texture2DSample(Tex, TexSampler, UV + float2(-Shift, -Shift) / Resolution); | |
BlurColor /= 4.0; | |
return BlurColor; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
struct Functions | |
{ | |
float distLine(float2 p, float2 a, float2 b) { | |
float2 ap = p - a; | |
float2 ab = b - a; | |
float aDotB = clamp(dot(ap, ab) / dot(ab, ab), 0.0, 1.0); | |
return length(ap - ab * aDotB); | |
} | |
float drawLine(float2 uv, float2 a, float2 b) { |
NewerOlder