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13:15 <xQuasar> | HASKELL IS FOR FUCKIN FAGGOTS. YOU'RE ALL A BUNCH OF | |
| FUCKIN PUSSIES | |
13:15 <xQuasar> | JAVASCRIPT FOR LIFE FAGS | |
13:16 <luite> | hello | |
13:16 <ChongLi> | somebody has a mental illness! | |
13:16 <merijn> | Wow...I suddenly see the error of my ways and feel | |
| compelled to write Node.js! | |
13:16 <genisage> | hi | |
13:16 <luite> | you might be pleased to learn that you can compile | |
| haskell to javascript now |
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# | |
# Shamelessly copied from http://blog.yesmeck.com/archives/make-git-automatically-remove-trailing-whitespace-before-committing/ | |
# | |
# What's distinct about this version, as opposed to several I've seen, | |
# is that it only fixes the whitespace on lines you've actually changed, | |
# so avoids making you the blamee of code you didn't change. | |
# Find files with trailing whitespace | |
for file in `git diff --check --cached | grep '^[^+-]' | grep -o '^.*[0-9]\+:'` ; do | |
file_name=`echo ${file} | grep -o '^[^:]\+'` |
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gifify() { | |
if [[ -n "$1" ]]; then | |
if [[ $2 == '--good' ]]; then | |
ffmpeg -i $1 -r 10 -vcodec png out-static-%05d.png | |
time convert -verbose +dither -layers Optimize -resize 600x600\> out-static*.png GIF:- | gifsicle --colors 128 --delay=5 --loop --optimize=3 --multifile - > $1.gif | |
rm out-static*.png | |
else | |
ffmpeg -i $1 -s 600x400 -pix_fmt rgb24 -r 10 -f gif - | gifsicle --optimize=3 --delay=3 > $1.gif | |
fi | |
else |
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function go() { | |
var userId = prompt('Username?', 'Guest'); | |
// Consider adding '/<unique id>' if you have multiple games. | |
var gameRef = new Firebase(GAME_LOCATION); | |
assignPlayerNumberAndPlayGame(userId, gameRef); | |
}; | |
// The maximum number of players. If there are already | |
// NUM_PLAYERS assigned, users won't be able to join the game. | |
var NUM_PLAYERS = 4; |
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postfx = {} | |
postfx.all = {} | |
postfx.active = true | |
local PixelEffect = class("PixelEffect") | |
function PixelEffect:initialize(effect) | |
self.effect = effect | |
self.active = true | |
end |
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// adapted from http://www.youtube.com/watch?v=qNM0k522R7o | |
extern vec2 size; | |
extern int samples = 5; // pixels per axis; higher = bigger glow, worse performance | |
extern float quality = 2.5; // lower = smaller glow, better quality | |
vec4 effect(vec4 colour, Image tex, vec2 tc, vec2 sc) | |
{ | |
vec4 source = Texel(tex, tc); | |
vec4 sum = vec4(0); |
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<script type="text/ng-template" id="one.html"> | |
<div>This is first template</div> | |
</script> | |
<script type="text/ng-template" id="two.html"> | |
<div>This is second template</div> | |
</script> |
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// Seeded Perlin Noise | |
// | |
// Based on the original by Ken Perlin: | |
// | |
// http://mrl.nyu.edu/~perlin/noise/ | |
// http://mrl.nyu.edu/~perlin/paper445.pdf | |
// | |
// Seeding function based on code from: | |
// http://techcraft.codeplex.com/discussions/264014 | |
// |
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/* | |
* Copyright (c) 2009 Michael Baczynski, http://www.polygonal.de | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining | |
* a copy of this software and associated documentation files (the | |
* "Software"), to deal in the Software without restriction, including | |
* without limitation the rights to use, copy, modify, merge, publish, | |
* distribute, sublicense, and/or sell copies of the Software, and to | |
* permit persons to whom the Software is furnished to do so, subject to | |
* the following conditions: |
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// simple fragment shader | |
// 'time' contains seconds since the program was linked. | |
uniform float time; | |
uniform sampler2D tex; | |
uniform sampler2D tex2; | |
float radius = .5; |