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// ==UserScript== | |
// @name Wykop Paski | |
// @namespace paski.wykop.psichix.com | |
// @description Dodaje pod avatarami opisy pomagające daltonistom odróżniać mirków od mirabelek: '#M' - mężczyzna; '#K' - kobieta. | |
// @include http://www.wykop.pl/* | |
// @version 1.0.1 | |
// @grant none | |
// ==/UserScript== | |
$(document).ready(function () { | |
$('img.avatar.male').parent().append('<div>#M</div>'); |
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@SamiecAlfa // klasa. | |
// zmienne. | |
#oswiadczenie tekst : string = "hello world" | |
#oswiadczenie liczba : int = 10 | |
// wskaznik pozwala na grzebanie w pamieci, bez tagu #nsfw obiekt bedzie normalnym obiektem. | |
#nsfw #oswiadczenie wskaznikNaLiczbe : int = #nic | |
// metoda. | |
#coolstory Dziel( a : int, b : int ) : int |
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// here we declare that we want to use vColor from vertex processing unit. | |
varying vec4 vColor; | |
void main() | |
{ | |
// our fragment shader only want to paint our shape with solid color. | |
gl_FragColor = vColor; | |
} |
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public static bool testPointInBox3d(Vector3d point, Matrix boxTransformWorld, Vector3d boxDimension, Vector3d boxOrigin) | |
{ | |
Matrix worldToLocalTransform = boxTransformWorld.inverse(); | |
Vector3d localPoint = worldToLocalTransform.transform(point); | |
return localPoint.x >= -boxOrigin.x && localPoint.x <= boxDimension.x - boxOrigin.x && | |
localPoint.y >= -boxOrigin.y && localPoint.y <= boxDimension.y - boxOrigin.y && | |
localPoint.z >= -boxOrigin.z && localPoint.z <= boxDimension.z - boxOrigin.z; | |
} |
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!intuicio // every Intuicio program must start with header. | |
!stack 128 | |
!registers-i 8 | |
!data bytes txtCountObj "obj references count: ", 0 | |
!data bytes txtCountCpy "cpy references count: ", 0 | |
!data bytes txtValueObj "obj value: ", 0 | |
!data bytes txtValueCpy "cpy value: ", 0 | |
!data bytes txtCountA "ManagedClass.a references count: ", 0 |
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#ifndef __GRAMMAR_H__ | |
#define __GRAMMAR_H__ | |
#include "std_extension.h" | |
#include <pegtl.hh> | |
namespace IntuicioPlusPlus | |
{ | |
namespace Grammar | |
{ |
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var assets, | |
assetRef, | |
assetRefClone, | |
assetRefs; | |
// custom asset class that inherit from AssetManager.Asset class. | |
function TextAsset(manager, id, config){ | |
AssetManager.Asset.call(this, manager, id, config); |
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{ | |
"properties": { | |
"value": { "editorId" : "number" }, | |
"text": { "editorId" : "string" }, | |
"on": { "editorId" : "boolean" } | |
} | |
} |
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varying vec2 vUv0; | |
uniform vec4 uTint; | |
void main(void) | |
{ | |
float f = step(dot(vUv0.xy), 1.0); | |
gl_FragColor = vec4(uTint.rgb, uTint.a * f); | |
} |
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class Ass | |
{ | |
Ass(v:int) { _value = v; } | |
~Ass() { _value = 0; } | |
get():int { return _value; } | |
set(v:int):void { _value = v; } | |
property:int | |
{ |
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