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// This is a QUADRANTIFIED shader, and should be used with QUADRANTIFIED meshes | |
// only. Queadrantified meshes are commonly found in StereoKit's UI. | |
#include "stereokit.hlsli" | |
//--frost_level = 1 | |
//--frost_blend = 0.1 | |
int frost_level; | |
float frost_blend; |
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// SPDX-License-Identifier: MIT | |
// The authors below grant copyright rights under the MIT license: | |
// Copyright (c) 2024 Nick Klingensmith | |
using System; | |
namespace StereoKit.Framework | |
{ | |
/// <summary> Don't know which to use? Try SoftOut! It's a great default! | |
/// This site is a great reference for how these functions look: |
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#include <stereokit.hlsli> | |
//--color:color = 1,1,1,1 | |
//--tex_scale = 1 | |
//--diffuse = white | |
float4 color; | |
float tex_scale; | |
Texture2D diffuse : register(t0); | |
SamplerState diffuse_s : register(s0); |
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// This function will restore the StereoKit theme used in versions prior to | |
// v0.3.9. | |
// This also requires the previous UI shaders, you will need to copy them and | |
// add them to your project's Assets. This file references them as: | |
// ui.hlsl - https://github.com/StereoKit/StereoKit/blob/646afeef576a2f04103b0b99e2ee932cffa814b4/StereoKitC/shaders_builtin/shader_builtin_ui.hlsl | |
// ui_quadrant.hlsl - https://github.com/StereoKit/StereoKit/blob/646afeef576a2f04103b0b99e2ee932cffa814b4/StereoKitC/shaders_builtin/shader_builtin_ui_quadrant.hlsl | |
static void ApplyTheme_SKPrevious() | |
{ |
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#include "stereokit.hlsli" | |
//--color:color = 1, 1, 1, 1 | |
//--grid_size = 0.004 | |
//--dot_percent = 0.1 | |
//--show_radius = 0.04 | |
float4 color; | |
float grid_size; | |
float dot_percent; |
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using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Linq; | |
using StereoKit; | |
class BinMesh { | |
const uint binMeshIdentifier = 0x06b8d800; // a nice blue color | |
const uint binMeshVersion = 0x00000001; // and then a version, should never make it to 255! |
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using System; | |
using System.Linq; | |
using System.Reflection; | |
namespace StereoKit.Framework | |
{ | |
/////////////////////////////////////////// | |
abstract class InspectorAttribute : Attribute |
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Pose grabBarPose = new Pose(0, 0, -0.5f, Quat.LookDir(0, 0, 1)); | |
Vec2 windowSize = Vec2.Zero; // First frame will not be in the right spot unless we know window size in advance. | |
public void Update() | |
{ | |
// Use the size of the Window to position it directly above the grab | |
// bar. Note that we're using the Pose relative Up direction instead of | |
// just the Y axis. | |
Pose windowPose = grabBarPose; | |
windowPose.position -= grabBarPose.Up * windowSize.y; | |
// Begin the window, only show the body, and don't allow the user to |
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using StereoKit; | |
SK.Initialize("SKRecenter"); | |
SK.Run(() => { | |
Mesh.Sphere.Draw(Material.Default, Matrix.TS(0, 0, -0.5f, 0.1f)); | |
if (Input.Key(Key.Space).IsJustActive()) { | |
// Get the head pose, and flatten the rotation to just the Y axis. | |
Pose head = Input.Head; | |
head.orientation.x = 0; |
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#include <stereokit.hlsli> | |
//--color: color = 1,1,1,1 | |
//--color2:color = 0,0,0,1 | |
//--slope = 1000 | |
//--threshold = 0.2 | |
float4 color; | |
float4 color2; | |
float threshold; |
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