sudo apt update && sudo apt upgrade -y
sudo apt install automake gobjc -y
| #!/usr/bin/env python3 | |
| # Place in /usr/local/bin or some other path in $PATH | |
| # Description: see https://hans.coffee/blog/subl-on-wsl/ | |
| import subprocess | |
| import sys | |
| # The path to the Sublime Text Windows executable in the Linxu file-system. | |
| SUBL = "/mnt/c/Program Files/Sublime Text/subl.exe" |
| From 82436c04ef3f9cacf1d19b2634d6bb50a27607ed Mon Sep 17 00:00:00 2001 | |
| From: gnattu <gnattuoc@me.com> | |
| Date: Tue, 12 Apr 2022 16:08:12 +0800 | |
| Subject: [PATCH 1/3] Revert "arm64: add ID_AA64ISAR2_EL1 sys register" | |
| This reverts commit 9e45365f1469ef2b934f9d035975dbc9ad352116. | |
| --- | |
| arch/arm64/include/asm/cpu.h | 1 - | |
| arch/arm64/include/asm/sysreg.h | 16 ---------------- | |
| arch/arm64/kernel/cpufeature.c | 11 ----------- |
| version: '3' | |
| services: | |
| hassio: | |
| image: homeassistant/amd64-hassio-supervisor | |
| container_name: hassio_supervisor | |
| privileged: true | |
| security_opt: | |
| - seccomp:unconfined | |
| - apparmor:unconfined |
| Tribes 1 Model Formats | |
| ---------------------- | |
| Tribes 1 uses file formats which are similar to file formats used in the Torque Game Engine, with the major difference being more use of tags and versioned objects serialized by class name (working on the same basic principle of class instantiation in torques' console system). Also a lot more emphasis on paletted textures. | |
| Currently this document only covers enough to render .dts, terrain (.dtf,.dtb), and interior (.dig,.dis,.dil) shapes present in Tribes 1. For tribes 2 file formats, your best bet is to check out the earlier torque code. | |
| We'll refer to each field as [type] [name or tag value]. If successive fields need to be at a specific offset indicated by a field, that will be noted with "@nameOffset:" where appropriate. In addition if there is a list of typed data, it will be listed as "type[size]:" followed by the fields of that type. | |
| /*============================================================================ | |
| NVIDIA FXAA 3.11 by TIMOTHY LOTTES | |
| ------------------------------------------------------------------------------ | |
| COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. | |
| ------------------------------------------------------------------------------ | |
| TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED |
| // The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae | |
| // Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16. | |
| // See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details | |
| float4 SampleTextureCatmullRom(in Texture2D<float4> tex, in SamplerState linearSampler, in float2 uv, in float2 texSize) | |
| { | |
| // We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding | |
| // down the sample location to get the exact center of our "starting" texel. The starting texel will be at | |
| // location [1, 1] in the grid, where [0, 0] is the top left corner. | |
| float2 samplePos = uv * texSize; |
| Africa/Abidjan | |
| Africa/Accra | |
| Africa/Addis_Ababa | |
| Africa/Algiers | |
| Africa/Asmara | |
| Africa/Bamako | |
| Africa/Bangui | |
| Africa/Banjul | |
| Africa/Bissau | |
| Africa/Blantyre |
| uniform sampler2D depths; | |
| uniform sampler2D wc_normals; | |
| uniform sampler2D random_texture; | |
| uniform vec3 wc_camera_eye_position; | |
| uniform floatz_far; | |
| uniform vec2 tc_window; | |
| uniform mat4 projection_matrix; |
| // number of directions to sample in UV space | |
| #define NUM_SAMPLE_DIRECTIONS {{ numSampleDirections }} | |
| // number of sample steps when raymarching along a direction | |
| #define NUM_SAMPLE_STEPS {{ numSampleSteps }} | |
| #define APPLY_ATTENUATION {{ attenuation }} | |
| #define USE_ACTUAL_NORMALS {{ useActualNormals }} |