Please see: https://github.com/kevinSuttle/html-meta-tags, thanks for the idea @dandv!
Copied from http://code.lancepollard.com/complete-list-of-html-meta-tags/
| // float->half variants. | |
| // by Fabian "ryg" Giesen. | |
| // | |
| // I hereby place this code in the public domain, as per the terms of the | |
| // CC0 license: | |
| // | |
| // https://creativecommons.org/publicdomain/zero/1.0/ | |
| // | |
| // float_to_half_full: This is basically the ISPC stdlib code, except | |
| // I preserve the sign of NaNs (any good reason not to?) |
In one of my pet projects, I redirect all requests to index.php, which then decides what to do with it:
This snippet in your .htaccess will ensure that all requests for files and folders that does not exists will be redirected to index.php:
RewriteEngine on
RewriteCond %{REQUEST_FILENAME} !-d
| #include <immintrin.h> | |
| #include <intrin.h> | |
| #include <stdio.h> | |
| #include <stdlib.h> | |
| #include <string.h> | |
| union Mat44 { | |
| float m[4][4]; | |
| __m128 row[4]; | |
| }; |
| /** | |
| * Converts an RGB color value to HSL. Conversion formula | |
| * adapted from http://en.wikipedia.org/wiki/HSL_color_space. | |
| * Assumes r, g, and b are contained in the set [0, 255] and | |
| * returns h, s, and l in the set [0, 1]. | |
| * | |
| * @param Number r The red color value | |
| * @param Number g The green color value | |
| * @param Number b The blue color value | |
| * @return Array The HSL representation |
| include(CMakeParseArguments) | |
| # Function to wrap a given string into multiple lines at the given column position. | |
| # Parameters: | |
| # VARIABLE - The name of the CMake variable holding the string. | |
| # AT_COLUMN - The column position at which string will be wrapped. | |
| function(WRAP_STRING) | |
| set(oneValueArgs VARIABLE AT_COLUMN) | |
| cmake_parse_arguments(WRAP_STRING "${options}" "${oneValueArgs}" "" ${ARGN}) |
| #version 420 // Keeping you on the bleeding edge! | |
| #extension GL_EXT_gpu_shader4 : enable | |
| smooth in vec3 fragmentNormal; | |
| // Force location to 0 to ensure its the first output | |
| layout (location = 0) out vec4 o_FragColor; | |
| struct Lights | |
| { |
| /*============================================================================ | |
| 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 |
| def get_window_id(name): | |
| import Xlib.display | |
| d = Xlib.display.Display() | |
| r = d.screen().root | |
| window_ids = r.get_full_property( | |
| d.intern_atom('_NET_CLIENT_LIST'), Xlib.X.AnyPropertyType | |
| ).value |
| #ifndef __MATRIX_INCLUDED__ | |
| #define __MATRIX_INCLUDED__ | |
| #define IDENTITY_MATRIX float4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1) | |
| float4x4 inverse(float4x4 m) { | |
| float n11 = m[0][0], n12 = m[1][0], n13 = m[2][0], n14 = m[3][0]; | |
| float n21 = m[0][1], n22 = m[1][1], n23 = m[2][1], n24 = m[3][1]; | |
| float n31 = m[0][2], n32 = m[1][2], n33 = m[2][2], n34 = m[3][2]; | |
| float n41 = m[0][3], n42 = m[1][3], n43 = m[2][3], n44 = m[3][3]; |