Reads haxelib-lock.json (if exists)
Reads <file> (if called with -lock-file <file>) which will partially override haxelib-lock.json
Takes arguments (hxml files or anything else)
Expand hxml files to their actual content
| Shader "Misha/Schwartzschild" | |
| { | |
| Properties | |
| { | |
| [Header(Black Hole)] | |
| _EventHorizonRadius("Event Horizon Radius", Range(0.0, 0.5)) = 0.075 | |
| [Header(Accretion)] | |
| [HDR] _AccretionColor("Color", Color) = (1,1,1,1) | 
| /** Using a faux sphere in screen space, determine the arc transform to orbit | |
| * the camera around a target position. A continuous orientation will | |
| * be provided for further calls. | |
| */ | |
| function arcBallTransform( | |
| scrSize, // Screen size, vec2 | |
| scrPos0, // Starting mouse position, vec2 | |
| scrPos1, // Ending Mouse Positiong, vec2 | |
| rotOrientation, // Current arc orientation, quaternion | |
| targetPos, // Position to orbit around | 
| /* | |
| Made by _pi_ in VRChat/@pimaker on GitHub | |
| Usage: | |
| * Make an empty GameObject | |
| * "Add Component" a Phalanx | |
| * Drop in your Avatar Descriptor | |
| * Click "Get Data From Avatar" | |
| * Get your Avatar ID from the pipeline component beneath the avatar descriptor | |
| * Optionally: Set up a thumbnail and an overlay text to superimpose onto it dynamically | 
| // | |
| // Lookup Tables for Marching Cubes | |
| // | |
| // These tables differ from the original paper (Marching Cubes: A High Resolution 3D Surface Construction Algorithm) | |
| // | |
| // The co-ordinate system has the more convenient properties: | |
| // | |
| // i = cube index [0, 7] | |
| // x = (i & 1) >> 0 | |
| // y = (i & 2) >> 1 | 
| global.THREE = require("three"); | |
| const canvasSketch = require('canvas-sketch'); | |
| const Random = require('canvas-sketch-util/random'); | |
| const gradientHeight = 512; | |
| const settings = { | |
| dimensions: [ 2048, gradientHeight * 2 ] | |
| }; | 
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
Haxe 4.0 introduces a new way of communicating IDE and the compiler.
Here's what an IDE needs to do:
0 to bind to any available one)haxe --server-connect <port> where <port> is replaced with the port number the started TCP server was bound to.| // Copyright 2019 Google LLC. | |
| // SPDX-License-Identifier: Apache-2.0 | |
| // Polynomial approximation in GLSL for the Turbo colormap | |
| // Original LUT: https://gist.github.com/mikhailov-work/ee72ba4191942acecc03fe6da94fc73f | |
| // Authors: | |
| // Colormap Design: Anton Mikhailov ([email protected]) | |
| // GLSL Approximation: Ruofei Du ([email protected]) | 
Andy Thomason is a Senior Programmer at Genomics PLC. He has been witing graphics systems, games and compilers since the '70s and specialises in code performance.