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#if SYSTEM_SOURCEGEN_ENABLED | |
using System.Linq; | |
using Mono.Cecil; | |
using Unity.Entities; | |
using Unity.Entities.CodeGen; | |
class Cloner : EntitiesILPostProcessor | |
{ | |
protected override bool PostProcessImpl(TypeDefinition[] componentSystemTypes) |
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using Unity.Entities; | |
using Unity.Jobs; | |
using Unity.Mathematics; | |
using Unity.Transforms; | |
using UnityEngine; | |
using Unity.Collections.LowLevel.Unsafe; | |
using System.Runtime.CompilerServices; | |
using Unity.Collections; | |
[CompilerGeneratedAttribute] |
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// IJobEntity also allows users to define a reactive job that will handle much of the management of system state for them. | |
// The interface has no abstract (or other) methods but it is assumed that users will define a set of common methods | |
// that will handle changes to state when they are detected (the methods will only get called when precise changes occurr). | |
// | |
// The methods are as follows: | |
// - OnAdd(out TState stateType, in TInputType inputType1, ...) - Called when all inputTypes are present, adds stateType | |
// before method is called from job. | |
// - OnChange(ref TState stateType, in TInputType inputType1, ...) - Called when any inputType has changed and stateType is | |
// present, allows user to update stateType based on inputs. | |
// - (Optional) OnRemove(ref TState stateType) - Called when only stateType exists but the inputTypes no longer do. This will |
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#if ! defined( CINDER_GL_ES ) || defined( CINDER_GL_ANGLE ) | |
void parseDds( const DataSourceRef &dataSource, TextureData *resultData ) | |
{ | |
typedef struct { // DDCOLORKEY | |
uint32_t dw1; | |
uint32_t dw2; | |
} ddColorKey; | |
typedef struct { // DDSCAPS2 | |
uint32_t dwCaps1; |
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#region usings | |
using System; | |
using System.ComponentModel.Composition; | |
using VVVV.PluginInterfaces.V1; | |
using VVVV.PluginInterfaces.V2; | |
using VVVV.Utils.VColor; | |
using VVVV.Utils.VMath; | |
using VVVV.Core.Logging; |
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/*************************************************************************** | |
* | |
* GLee.c | |
* GLee (OpenGL Easy Extension library) | |
* Version : 5.5 | |
* | |
* Copyright (c)2011 Ben Woodhouse All rights reserved. | |
* | |
* Redistribution and use in source and binary forms, with or without | |
* modification, are permitted provided that the following conditions are |
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/*************************************************************************** | |
* | |
* GLee.h | |
* GLee (OpenGL Easy Extension library) | |
* Version : 5.5 | |
* | |
* Copyright (c)2011 Ben Woodhouse All rights reserved. | |
* | |
* Redistribution and use in source and binary forms, with or without | |
* modification, are permitted provided that the following conditions are |
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+void MovieBase::setAudioDevice(const std::string& audioDeviceName, float audioBalance) | |
+{ | |
+ // create a QT Audio Context and set it on a Movie | |
+ ::QTAudioContextRef audioContext; | |
+ ::CFStringRef deviceId = ::CFStringCreateWithCString( kCFAllocatorDefault, audioDeviceName.c_str(), kCFStringEncodingUTF8 ); | |
+ OSStatus status = ::QTAudioContextCreateForAudioDevice(kCFAllocatorDefault, deviceId, NULL, &audioContext); | |
+ if (status) | |
+ throw QuickTimePathInvalidExc(); | |
+ |
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; | |
vec3 iResolution = vec3(resolution.x,resolution.y,100.); | |
vec4 iMouse = vec4(mouse.x,mouse.y,5.,5.); |
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/** | |
* @title Cloud Demo | |
* @version v0.3 | |
* @author Mark Sleith | |
* @website www.cngames.co.uk/portfolio | |
* @date 15/08/2012 | |
* | |
* @note Noise and fBm from iq's latest live coding video, "a simple eye ball". | |
* | |
* @todo Add varying cloud density, cloud illumination. |
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