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Shader functions to facilitate rotation of vertex around point with a quaternion (Unity / HLSL / Cg)
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// Full shader example demonstrating how to use a quaterionion to rotate a vertex around a specific point. Note that this is just a plain
// vanilla unlit shader which includes the necessary functions (see section below) and example code in the vertex shader.
//
// Forked from https://gist.github.com/nkint/7449c893fb7d6b5fa83118b8474d7dcb
// Converted from GLSL to Cg. For help with that, see https://alastaira.wordpress.com/2015/08/07/unity-shadertoys-a-k-a-converting-glsl-shaders-to-cghlsl/
//
// quaternion code from https://github.com/stackgl/gl-quat
// rotation from https://twistedpairdevelopment.wordpress.com/2013/02/11/rotating-a-vector-by-a-quaternion-in-glsl/
Template shader to use as guide to create Universal Pipeline ready shaders. This shader works with Universal Render Pipeline 7.1.x and above.
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C++ single header base64 decode/encoder for C++ 11 and above.
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A custom completely managed implementation of UnityEngine.Quaternion. Base is decompiled UnityEngine.Quaternion. Doesn't implement methods marked Obsolete. Does implicit coversions to and from UnityEngine.Quaternion
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The goal of this is to have an easily-scannable reference for the most common syntax idioms in C# and Rust so that programmers most comfortable with C# can quickly get through the syntax differences and feel like they could read and write basic Rust programs.
What do you think? Does this meet its goal? If not, why not?
Use case: You have repository A with remote location rA, and repository B (which may or may not have remote location rB). You want to do one of two things:
preserve all commits of both repositories, but replace everything from A with the contents of B, and use rA as your remote location
actually combine the two repositories, as if they are two branches that you want to merge, using rA as the remote location
NB: Check out git subtree/git submodule and this Stack Overflow question before going through the steps below. This gist is just a record of how I solved this problem on my own one day.
Before starting, make sure your local and remote repositories are up-to-date with all changes you need. The following steps use the general idea of changing the remote origin and renaming the local master branch of one of the repos in order to combine the two master branches.
Unity Editor script for filtering layers via keyboard
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