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entry: { | |
app: [ | |
'webpack-dev-server/client?http://localhost:8080', | |
'webpack/hot/only-dev-server', | |
'./app/main.js' | |
], | |
vendor: './app/vendor/vendor.js', | |
editor: './app/vendor/editor.js' | |
}, | |
... |
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connectToStores() { | |
let view = arguments[ 0 ]; | |
let connectedView = connectToStores.apply( null, arguments ); | |
connectedView.willTransitionTo = view.willTransitionTo; | |
_.extend( connectedView.contextTypes, view.contextTypes ); | |
return connectedView; |
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precision highp float; | |
precision highp int; | |
#define VERTEX_TEXTURES | |
#define GAMMA_FACTOR 2 | |
#define MAX_DIR_LIGHTS 0 | |
#define MAX_POINT_LIGHTS 0 | |
#define MAX_SPOT_LIGHTS 0 |
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precision highp float; | |
precision highp int; | |
#define MAX_DIR_LIGHTS 0 | |
#define MAX_POINT_LIGHTS 0 | |
#define MAX_SPOT_LIGHTS 0 | |
#define MAX_HEMI_LIGHTS 0 | |
#define MAX_SHADOWS 0 |
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let conflicts = _.chain( shaders ).reduce( ( memo, shader ) => { | |
return memo.concat( | |
shader.runtime.metadata.fragment.variables, | |
shader.runtime.metadata.vertex.variables | |
); | |
}, [] ).countBy().reduce( ( memo, countGroup, name ) => { | |
if( countGroup > 1 ) { | |
memo.push( name ); | |
} | |
return memo; |
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doSomething().then( ( id ) => { | |
return delete(id).then(() => { | |
return id; | |
}); | |
}).then((id) => { | |
return doSomethingElseWithId(id); | |
}); |
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COLOR_LIGHT_RED=$(tput sgr0 && tput bold && tput setaf 1) | |
COLOR_LIGHT_CYAN=$(tput sgr0 && tput bold && tput setaf 6) | |
COLOR_RESET=$(tput sgr0) | |
say -v ? | while read line; do | |
voice=`echo $line | awk '{ print $1 }'` | |
phrase=`echo $line | sed -E 's/^.+# //'` | |
echo "${COLOR_LIGHT_RED}say -v ${COLOR_LIGHT_CYAN}${voice}${COLOR_RESET} $phrase" | |
say -v $voice $phrase | |
done |
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/** | |
* Reasons to avoid comma separated lists in Javascript | |
* ---------------------------------------------------- | |
* TL;DR use: | |
* | |
* var a = 1; | |
* var b = 2; | |
* | |
* instead of: | |
* |
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// Shader 1 | |
uniform float a; | |
void main() { | |
float b; | |
gl_FragColor = a + b; | |
} | |
// Shader 2 | |
uniform float b; | |
void main() { |
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it('variables in main child scope (like for loop) that conflict get renamed correctly ', function() { | |
var combined = newComposedShader( | |
newSubShader({ | |
fragment: ` | |
void main() { | |
vec2 position = vec2( 1.0 ); | |
for (int p = 0; p < 20; p++) { | |
vec2 other = position + p; | |
} |