Perlin Noise (fBm 関数)をオブジェクトの動きに取り入れることによって、色々と面白い効果が生み出せます。例えば、これを位置と回転に適用するだけで、カメラの手ブレ風エフェクトなどを作り出せます。
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include <stdint.h> | |
#include <stdlib.h> | |
// assert(RAND_MAX >= 0x7fff) | |
float | |
random_0_to_1() { | |
union { | |
uint32_t d; | |
float f; | |
} u; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
[こそ]れ?マジ?[\??] | |
まず(.*?)さ[あぁ]?(?:、|(?:\.|・){2,})(.*?)(?:、|(?:\.|・){2,})?ある?んだけど(?:、|(?:\.|・){2,})(.*) | |
(.+)↑(.+)↓ | |
やっぱ[あぁ]?(?:、|(?:\.|・){2,})?(.*?)(?:くん|君)?の(.*?)を(?:、|(?:\.|・){2,})?(.*?) | |
[\((].*?[\))]ないです | |
[\((](王者の風格|すっとぼけ|サイコパス|ガンギマリ|せっかち|ねっとり|思考停止|諸行無常|ドン引き|意味深|名推理|使命感|震え声|棒読み|半ギレ|淫夢|悟空|威圧|偏見|激寒|呆れ|恍惚|戒め|無知|妥協|提案|驚愕|池沼|正論|絶望|良心|哲学|便乗|困惑|脅迫|小声|適当|レ|素|[至名迷]言|大[嘘破]|[難幻]聴|[憤激]怒|届かぬ[思想]い|(?:察し|冊子)|(?:声だけ)?迫真|無(?:邪気|関心)|語録(?:無視)?|(?:ゲス|真)顏|(?:更|さら)なる高みへ|(?:.*?並(?:みの)?感想?|KONAMI|粉みかん))[\))]? | |
\?{,3}「.*?」 | |
.*?、どうぞ | |
申(?:し訳ないが)?.*?は?[NN][GG]? | |
じゃないですかね[\.・]{2,} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Creating a node graph editor for Dear ImGui | |
// Quick sample, not production code! | |
// This is quick demo I crafted in a few hours in 2015 showcasing how to use Dear ImGui to create custom stuff, | |
// which ended up feeding a thread full of better experiments. | |
// See https://github.com/ocornut/imgui/issues/306 for details | |
// Fast forward to 2023, see e.g. https://github.com/ocornut/imgui/wiki/Useful-Extensions#node-editors | |
// Changelog | |
// - v0.05 (2023-03): fixed for renamed api: AddBezierCurve()->AddBezierCubic(). |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// ImGui - standalone example application for Glfw + OpenGL 3, using programmable pipeline | |
#include <imgui.h> | |
#include "imgui_impl_glfw_gl3.h" | |
#include <stdio.h> | |
#include <GL/gl3w.h> | |
#include <GLFW/glfw3.h> | |
#include <math.h> | |
#include <string.h> | |
#include <vector> |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
in vec2 v_texcoord; // texture coords | |
in vec3 v_normal; // normal | |
in vec3 v_binormal; // binormal (for TBN basis calc) | |
in vec3 v_pos; // pixel view space position | |
out vec4 color; | |
layout(std140) uniform Transforms | |
{ | |
mat4x4 world_matrix; // object's world position |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#extension GL_EXT_shader_texture_lod : enable | |
uniform samplerCube uRadianceMap; | |
uniform samplerCube uIrradianceMap; | |
#define saturate(x) clamp(x, 0.0, 1.0) | |
#define PI 3.1415926535897932384626433832795 | |
const float A = 0.15; |
この記事はプリッカソン Advent Calendar 20185日目の記事です
女児向けアーケードゲームを原作にしたアイドルアニメです!
タカラトミーアーツが開発した新筐体、プリチケのローンチタイトル第1弾. 2010年から約4年間続いた『プリティーリズム』シリーズの後継作. アーケードゲーム、アニメを中心とした『プリパラ』としてリニューアルされました. 前作とは特につながりはなく,観ていなくても大丈夫です.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// This doesn't seem to work properly | |
//#define USE_UNITY_PIN_FUNCTION | |
using System; | |
using System.Runtime.InteropServices; | |
using Unity.Collections; | |
using Unity.Collections.LowLevel.Unsafe; | |
using UnityEngine; | |
using UnityEngine.Assertions; | |
// Trick for creating a temporary NativeArray which points to the contents of a managed array. |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// This doesn't seem to work properly | |
//#define USE_UNITY_PIN_FUNCTION | |
using System; | |
using System.Runtime.InteropServices; | |
using System.Threading; | |
using Unity.Collections; | |
using Unity.Collections.LowLevel.Unsafe; | |
using Unity.Jobs; | |
using UnityEngine; | |
using UnityEngine.Assertions; |
OlderNewer