vec4 permute(vec4 x){return mod(x*x*34.+x,289.);}
float snoise(vec3 v){
const vec2 C = 1./vec2(6,3);
const vec4 D = vec4(0,.5,1,2);
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
vec3 g = step(x0.yzx, x0.xyz);


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export default /* glsl */` | |
// For a discussion of what this is, please read this: http://lousodrome.net/blog/light/2013/05/26/gamma-correct-and-hdr-rendering-in-a-32-bits-buffer/ | |
vec4 LinearToLinear( in vec4 value ) { | |
return value; | |
} | |
vec4 GammaToLinear( in vec4 value, in float gammaFactor ) { | |
return vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a ); | |
} | |
vec4 LinearToGamma( in vec4 value, in float gammaFactor ) { | |
return vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a ); |
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<html> | |
<title>Curly Bracket</title> | |
<script src="http://d3js.org/d3.v3.min.js" charset="utf-8"></script> | |
<style> | |
.curlyBrace { | |
stroke: #000000; | |
stroke-width: 10px; |
People
![]() :bowtie: |
😄 :smile: |
😆 :laughing: |
---|---|---|
😊 :blush: |
😃 :smiley: |
:relaxed: |
😏 :smirk: |
😍 :heart_eyes: |
😘 :kissing_heart: |
😚 :kissing_closed_eyes: |
😳 :flushed: |
😌 :relieved: |
😆 :satisfied: |
😁 :grin: |
😉 :wink: |
😜 :stuck_out_tongue_winking_eye: |
😝 :stuck_out_tongue_closed_eyes: |
😀 :grinning: |
😗 :kissing: |
😙 :kissing_smiling_eyes: |
😛 :stuck_out_tongue: |
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define("text", ["module"], function(t) { | |
"use strict"; | |
var e, a, i = ["Msxml2.XMLHTTP", "Microsoft.XMLHTTP", "Msxml2.XMLHTTP.4.0"], o = /^\s*<\?xml(\s)+version=[\'\"](\d)*.(\d)*[\'\"](\s)*\?>/im, s = /<body[^>]*>\s*([\s\S]+)\s*<\/body>/im, r = "undefined" != typeof location && location.href, n = r && location.protocol && location.protocol.replace(/\:/, ""), d = r && location.hostname, h = r && (location.port || void 0), m = [], l = t.config && t.config() || {}; | |
return e = { | |
version: "2.0.1", | |
strip: function(t) { | |
if (t) { | |
t = t.replace(o, ""); | |
var e = t.match(s); | |
e && (t = e[1]) |
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/** | |
* Create cubic bezier curve function from 4 points | |
* | |
* @param {Plain Object} p0 : start point | |
* @param {Plain Object} p1 : first control point | |
* @param {Plain Object} p2 : second control point | |
* @param {Plain Object} p3 : end point | |
*/ | |
function BezierCubicXY(p0, p1, p2, p3){ | |
this.coords = ['x', 'y']; |
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d3.sankey = function() { | |
var sankey = {}, | |
nodeWidth = 24, | |
nodePadding = 8, | |
size = [1, 1], | |
nodes = [], | |
links = []; | |
sankey.nodeWidth = function(_) { | |
if (!arguments.length) return nodeWidth; |
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