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@yiwenl
yiwenl / GLSL_getDepthColor
Created February 25, 2015 16:48
GLSL code for getting the colour of the depth
//float n = 5.0;
//float f = 800.0;
float getDepth(float z, float n, float f) {
return (2.0 * n) / (f + n - z*(f-n));
}
@yiwenl
yiwenl / JsPrototypeGetterSetter
Created February 28, 2015 10:54
Getter / Setter for Javascript function prototype
p.__defineGetter__("test", function() {
return "testing testing";
});
p.__defineSetter__("test", function() {
// DO SOMETHING
});
@yiwenl
yiwenl / JsGetBezierPoints
Created March 2, 2015 14:08
Get Bezier line from points
MathUtils = MathUtils || {};
MathUtils.level = function(i) {
if(i==0) return 1;
else return i*MathUtils.level(i-1);
}
MathUtils.binCoefficient = function(n, i) {
return MathUtils.level(n) / ( MathUtils.level(i) * MathUtils.level(n-i) );
<key>Delete Line</key>
<string>deleteToBeginningOfLine:, moveToEndOfLine:, deleteToBeginningOfLine:, deleteBackward:, moveDown:, moveToBeginningOfLine:</string>
R G B
Silver 0.971519 0.959915 0.915324
Aluminium 0.913183 0.921494 0.924524
Gold 1 0.765557 0.336057
Copper 0.955008 0.637427 0.538163
Chromium 0.549585 0.556114 0.554256
Nickel 0.659777 0.608679 0.525649
Titanium 0.541931 0.496791 0.449419
Cobalt 0.662124 0.654864 0.633732
Platinum 0.672411 0.637331 0.585456
vec4 when_eq(vec4 x, vec4 y) {
return 1.0 - abs(sign(x - y));
}
vec4 when_neq(vec4 x, vec4 y) {
return abs(sign(x - y));
}
vec4 when_gt(vec4 x, vec4 y) {
return max(sign(x - y), 0.0);
#extension GL_EXT_shader_texture_lod : enable
uniform samplerCube uRadianceMap;
uniform samplerCube uIrradianceMap;
#define saturate(x) clamp(x, 0.0, 1.0)
#define PI 3.1415926535897932384626433832795
const float A = 0.15;
const dropArea = window;
const preventDefaults = (e)=> {
e.preventDefault()
e.stopPropagation();
}
;['dragenter', 'dragover', 'dragleave', 'drop'].forEach(eventName => {
dropArea.addEventListener(eventName, preventDefaults, false);
})
// compression.js
const defaultPrecision = 10;
const encode = (a, b, mPrecision=defaultPrecision) => {
const precision = mPrecision;
const base = Math.floor(Math.sqrt(Math.pow(93, precision)));
let lat = a, lng = b;
let lng935 = Math.floor( ( parseFloat(lng) +180)*base/360 );
let lat935 = Math.floor( ( parseFloat(lat) +90)*base/180 );
@yiwenl
yiwenl / map.glsl
Last active October 15, 2019 14:07
Mapping function
float map(float value, float start, float end, float newStart, float newEnd) {
float percent = (value - start) / (end - start);
if (percent < 0.0) {
percent = 0.0;
}
if (percent > 1.0) {
percent = 1.0;
}
float newValue = newStart + (newEnd - newStart) * percent;
return newValue;