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x5lcfd / work-with-multiple-github-accounts.md
Created February 26, 2024 13:50 — forked from rahularity/work-with-multiple-github-accounts.md
How To Work With Multiple Github Accounts on your PC

How To Work With Multiple Github Accounts on a single Machine

Let suppose I have two github accounts, https://github.com/rahul-office and https://github.com/rahul-personal. Now i want to setup my mac to easily talk to both the github accounts.

NOTE: This logic can be extended to more than two accounts also. :)

The setup can be done in 5 easy steps:

Steps:

  • Step 1 : Create SSH keys for all accounts
  • Step 2 : Add SSH keys to SSH Agent
@x5lcfd
x5lcfd / effective_modern_cmake.md
Created June 2, 2022 15:31 — forked from mbinna/effective_modern_cmake.md
Effective Modern CMake

Effective Modern CMake

Getting Started

For a brief user-level introduction to CMake, watch C++ Weekly, Episode 78, Intro to CMake by Jason Turner. LLVM’s CMake Primer provides a good high-level introduction to the CMake syntax. Go read it now.

After that, watch Mathieu Ropert’s CppCon 2017 talk Using Modern CMake Patterns to Enforce a Good Modular Design (slides). It provides a thorough explanation of what modern CMake is and why it is so much better than “old school” CMake. The modular design ideas in this talk are based on the book [Large-Scale C++ Software Design](https://www.amazon.de/Large-Scale-Soft

@x5lcfd
x5lcfd / FlowMap.shader
Created October 25, 2021 09:04 — forked from TarasOsiris/FlowMap.shader
Flow Map Shader for Unity3D. Used with Sprites.
Shader "Custom/Flow Map"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
// Flow
_FlowMap ("Flow Map", 2D) = "white" {}
_FlowSpeed ("Flow Speed", float) = 0.05
@x5lcfd
x5lcfd / WhiteBalanceAdjuster.kt
Created July 25, 2021 11:31 — forked from bryansills/WhiteBalanceAdjuster.kt
Auto White Balance Adjustment
import android.graphics.Bitmap
import android.graphics.Color
import androidx.annotation.ColorInt
import com.curiouscreature.kotlin.math.Float3
import com.curiouscreature.kotlin.math.Mat3
import com.curiouscreature.kotlin.math.saturate
import com.curiouscreature.kotlin.math.transpose
import kotlin.math.pow
@x5lcfd
x5lcfd / Bloom.shader
Created June 3, 2021 12:08 — forked from CarlLee/Bloom.shader
UE4 bloom for unity
Shader "Hidden/Bloom"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
struct appdata
@x5lcfd
x5lcfd / WorldNormalFromDepthTexture.shader
Created April 9, 2021 09:55 — forked from bgolus/WorldNormalFromDepthTexture.shader
Different methods for getting World Normal from Depth Texture, without any external script dependencies.
Shader "WorldNormalFromDepthTexture"
{
Properties {
[KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
@x5lcfd
x5lcfd / vs-chromium-project.txt
Created October 26, 2020 00:57
plugin config for UE4.
[SourceExplorer.ignore]
.git/
.vs/
Templates/
FeaturePacks/
*.lib
*.dll
*.dylib
*.exe
# Path to startup file
$startup_file = "$([Environment]::GetFolderPath('Startup'))\StartEmacsServer.bat"
# Introduce variable HOME:
# 1. for simplicity
# 2. runemacs.exe expects it to be
#
# %APPDATA% is chosen because runemacs.exe operates there
# https://www.gnu.org/software/emacs/manual/html_node/emacs/Find-Init.html#Find-Init
# https://www.gnu.org/software/emacs/manual/html_node/emacs/General-Variables.html#General-Variables
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace EngineTools
{
[InitializeOnLoad]
public class ShowFlagsWindow : Editor
{

下完了记得改源

在文件 core-configuration-layer.el 里,

;; (defvar configuration-layer--elpa-archives
;;   '(("melpa" . "melpa.org/packages/")
;;     ("org"   . "orgmode.org/elpa/")
;;     ("gnu"   . "elpa.gnu.org/packages/"))
;; ;; '(("spacelpa" . "~/.emacs.d/.cache/spacelpa/"))