adds code tabs and a better outline view
https://godotengine.org/asset-library/asset/2206

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| ! https://www.reddit.com/r/youtube/comments/k76ext/lf_way_to_remove_people_also_watched_from_search/ | |
| www.youtube.com##ytd-reel-shelf-renderer.ytd-item-section-renderer.style-scope | |
| youtube.com##ytd-shelf-renderer.style-scope:has(span:has-text(/Related to your search/i)) | |
| youtube.com##ytd-shelf-renderer:has-text(/People also watched/) | |
| youtube.com###contents > ytd-shelf-renderer:has-text(/For you/) | |
| youtube.com##ytd-shelf-renderer.style-scope:has(span:has-text(/Watch again/i)) | |
| youtube.com##ytd-horizontal-card-list-renderer.ytd-item-section-renderer.style-scope:has(span:has-text(/Searches related to/i)) | |
| youtube.com##ytd-shelf-renderer.style-scope:has(span:has-text(/Learn while you\'re at home/i)) | |
| youtube.com##ytd-horizontal-card-list-renderer.ytd-item-section-renderer.style-scope | |
| youtube.com###secondary > .ytd-two-column-search-results-renderer |
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| #include <stdio.h> | |
| #include <stdlib.h> | |
| #define da_append(xs, x) \ | |
| do { \ | |
| if ((xs)->count >= (xs)->capacity) { \ | |
| if ((xs)->capacity == 0) (xs)->capacity = 256; \ | |
| else (xs)->capacity *= 2; \ | |
| (xs)->items = realloc((xs)->items, (xs)->capacity*sizeof(*(xs)->items)); \ | |
| } \ |
The main goal is to implement a GPU driven renderer for Godot 4.x. This is a renderer that happens entirely on GPU (no CPU Dispatches during opaque pass).
Additionally, this is a renderer that relies exclusively on raytracing (and a base raster pass aided by raytracing).
It is important to make a note that we dont want to implement a GPU driven renderer similar to that of AAA/Unreal, as example.
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| [gd_resource type="Theme" load_steps=12 format=3 uid="uid://7bvxnk5n5imx"] | |
| [sub_resource type="StyleBoxFlat" id="StyleBoxFlat_6h42l"] | |
| content_margin_left = 10.5 | |
| content_margin_top = 8.75 | |
| content_margin_right = 10.5 | |
| content_margin_bottom = 8.75 | |
| bg_color = Color(0.117647, 0.117647, 0.117647, 1) | |
| draw_center = false | |
| border_color = Color(1, 1, 1, 0.137255) |
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| # Loads a scene in the background using a seperate thread and a queue. | |
| # Foreach new scene there will be an instance of ResourceInteractiveLoader | |
| # that will raise an on_scene_loaded event once the scene has been loaded. | |
| # Hooking the on_progress event will give you the current progress of any | |
| # scene that is being processed in realtime. The loader also uses caching | |
| # to avoid duplicate loading of scenes and it will prevent loading the | |
| # same scene multiple times concurrently. | |
| # | |
| # Sample usage: | |
| # |
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| /* | |
| * Ambient Occlusion and Direction. | |
| * | |
| * Calculates AO and the average direction where the ambient light came from. | |
| * | |
| * Original AO code from https://github.com/sambler/osl-shaders/blob/master/ramps/BaAmbientOcclusion/BaAmbientOcclusion.osl | |
| * | |
| */ | |
| void rng_seed(output int rng, int seed) |
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| # Unix (Terminal) | |
| open -a "Google Chrome" --args --disable-gpu-vsync --disable-frame-rate-limit | |
| # Windows (Command prompt) | |
| start chrome --args --disable-gpu-vsync --disable-frame-rate-limit |
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| [gd_scene load_steps=3 format=2] | |
| [sub_resource type="Shader" id=1] | |
| code = "shader_type canvas_item; | |
| // Godot Nvidia FXAA 3.11 Port | |
| // Usage: Drop this in to any 3D scene for FXAA! This is a port of the \"PC High Quality Preset 39\". However the medium quality | |
| // parameters are also included. For medium quality, just comment out sections \"PS 6\" and above and uncomment the \"med 13\" variables. |
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