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@patriciogonzalezvivo
patriciogonzalezvivo / GLSL-Noise.md
Last active May 5, 2026 12:05
GLSL Noise Algorithms

Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative

Generic 1,2,3 Noise

float rand(float n){return fract(sin(n) * 43758.5453123);}

float noise(float p){
	float fl = floor(p);
  float fc = fract(p);
@983
983 / frag.glsl
Created November 14, 2015 09:39
hsv rgb conversion glsl shader
// because http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl is often down
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
@bkaradzic
bkaradzic / orthodoxc++.md
Last active May 16, 2026 11:21
Orthodox C++

Orthodox C++

This article has been updated and is available here.

@motss
motss / simple-loading-screen.html
Last active May 4, 2026 01:47
simple loading screen
<!-- Credits to http://codepen.io/mikeambrosi/pen/JdEMmY -->
<html>
<head>
<style>
/* Run on https://autoprefixer.github.io/ to compile CSS */
.loading {
position: absolute;
top: 50%;
left: 50%;
margin: -15px 0 0 -15px;
@Erkaman
Erkaman / taa.frag
Last active August 10, 2025 02:11
rudimentary temporal anti-aliasing solution, that is good as a starting point for more advanced TAA techniques.
/*
The MIT License (MIT)
Copyright (c) 2018 Eric Arnebäck
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
@yohhoy
yohhoy / yuvrgb.md
Last active March 20, 2026 17:15
RGB <=> YCbCr(YPbPr) color space conversion
Y  = a * R + b * G + c * B
Cb = (B - Y) / d
Cr = (R - Y) / e
BT.601 BT.709 BT.2020
a 0.299 0.2126 0.2627
b 0.587 0.7152 0.6780
@dondragmer
dondragmer / PrefixSort.compute
Created January 20, 2021 23:32
An optimized GPU counting sort
#pragma use_dxc //enable SM 6.0 features, in Unity this is only supported on version 2020.2.0a8 or later with D3D12 enabled
#pragma kernel CountTotalsInBlock
#pragma kernel BlockCountPostfixSum
#pragma kernel CalculateOffsetsForEachKey
#pragma kernel FinalSort
uint _FirstBitToSort;
int _NumElements;
int _NumBlocks;
bool _ShouldSortPayload;

Connect via SSH to a Slurm compute job that runs as Enroot container

Being able to SSH directly into a compute job has the advantage of using all remote development tools such as using your IDE's debugger also for GPU jobs (VSCode, PyCharm, ...).

  • Slurm: Scheduling system that many HPC clusters use
  • Enroot: Container system like Docker for NVIDIA GPUs

General problem:

@rclark
rclark / readme.md
Last active January 24, 2025 14:39
satisfactory dedicated server on aws

Satisfactory dedicated server on AWS ECS

A CloudFormation stack that you can run in your AWS account to host up a dedicated Satisfactory server.

Thanks to https://github.com/wolveix/satisfactory-server for the Docker image!

Runs on AWS ECS

The dedicated server application runs on ECS Fargate, so you get a more-or-less "serverless" setup. It uses Fargate Spot, which allows you to get the cheapest possible setup, though AWS may choose to stop and restart your server. FWIW I've never actually observed that happening.