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{ | |
"keys": ["ctrl+alt+w"], | |
"command": "reopen", "args": {"encoding": "Cyrillic (Windows 1251)" } | |
}, |
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// Create text input in place of a text | |
static void TextAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiID id) | |
{ | |
ImGuiContext& g = *GImGui; | |
ImGuiWindow* window = GetCurrentWindow(); | |
// Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen) | |
SetActiveID(g.ScalarAsInputTextId, window); | |
SetHoveredID(0); | |
FocusableItemUnregister(window); |
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int size = ... | |
void* data = new char[size]; | |
EM_ASM_( | |
{ | |
Module.ctx.getBufferSubData(Module.ctx.ARRAY_BUFFER, 0, HEAPU8.subarray($0, $0 + $1)); | |
}, data, size); |
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{ | |
// Print debug message | |
"debug": false, | |
// Auto format on file save | |
"autoformat_on_save": false, | |
// The mapping key is `syntax name`, and the value is `formatting mode`. | |
// Note that the value for each mapping should be "c", "java" or "cs". | |
"user_defined_syntax_mode_mapping": { |
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for d in */ ; do cp sample.py $d`echo "$d" | sed 's/\(.*\)\..*/\1.py/'`; done |
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float const depthGL = read_imagef (depthImage, depthSampler, (int2) (x, y)).x; // in range [0,1] | |
float2 const pixel = (float2) ( (x + 0.5f) / (float) imageSizeX, | |
(y + 0.5f) / (float) imageSizeY); // in range [0,1] | |
float4 point_NDC = (float4) ( 2.0f * pixel.x - 1.0f, // in range [-1,1] | |
2.0f * pixel.y - 1.0f, // in range [-1,1] | |
2.0f * depthGL - 1.0f, // in range [-1,1] | |
1.0f); |
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vec4 StepJFA (in vec2 fragCoord, in float level) | |
{ | |
level = clamp(level-1.0, 0.0, c_maxSteps); | |
float stepwidth = floor(exp2(c_maxSteps - level)+0.5); | |
float bestDistance = 9999.0; | |
vec2 bestCoord = vec2(0.0); | |
vec3 bestColor = vec3(0.0); | |
for (int y = -1; y <= 1; ++y) { |
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std::ofstream file ("Mesh.obj"); | |
// Every vertex is a line in output file: | |
// v pos_x pos_y pos_z | |
for (int i = 0; i < mesh->numVertices(); ++i) { | |
file << "v " << mesh->vertices()[i].x() << " " | |
<< mesh->vertices()[i].y() << " " | |
<< mesh->vertices()[i].z() << std::endl; | |
} |
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// based on shader by Nikos Papadopoulos, 4rknova / 2013 (https://www.shadertoy.com/view/llGSzw) | |
// Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. | |
#define ENABLE_LIGHTING | |
#define ENABLE_SPECULAR | |
#define OFFSET_X 1 | |
#define OFFSET_Y 1 | |
#define DEPTH 5.5 |
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// CC0 | |
#define IMGUI_DEFINE_MATH_OPERATORS | |
#include <imgui_internal.h> | |
#define isdigit(c) (c >= '0' && c <= '9') | |
namespace ImGui | |
{ | |
float strToFloat (const char *s) // atof from minilibc |