I no longer mantain this list. There are lots of other very comprehensive JavaScript link lists out there. Please see those, instead (Google "awesome JavaScript" for a start).
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#region Imports | |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Collections; | |
using System.Configuration; | |
using System.IO; | |
#endregion |
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// | |
// Regular Expression for URL validation | |
// | |
// Author: Diego Perini | |
// Created: 2010/12/05 | |
// Updated: 2018/09/12 | |
// License: MIT | |
// | |
// Copyright (c) 2010-2018 Diego Perini (http://www.iport.it) | |
// |
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var child_process = require('child_process'), | |
sys = require('sys'), | |
http = require('http'), | |
parse = require('url').parse, | |
fs = require('fs'); | |
var spawn = child_process.spawn; | |
var exec = child_process.exec; | |
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#BECOME SUPER USER# | |
sudo -i | |
#add sublime to repository# | |
add-apt-repository ppa:webupd8team/sublime-text-2 | |
#update# |
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using CORE.Kernel.ExtensionMethods; | |
using CORE.Models; | |
using ServiceStack.Common; | |
using ServiceStack.Common.Web; | |
using ServiceStack.FluentValidation; | |
using ServiceStack.ServiceHost; | |
using ServiceStack.ServiceInterface; | |
using ServiceStack.ServiceInterface.Auth; | |
using ServiceStack.ServiceInterface.ServiceModel; | |
using ServiceStack.ServiceInterface.Validation; |
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git config --global core.editor "'c:/program files/sublime text 2/sublime_text.exe' -w" |
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// The following code allows an app to report Crashlytics crashes separately | |
// for release and debug buildTypes when using Gradle. This code should be inserted | |
// into the specified locations within your build.gradle (Module:app) file | |
// The buildTypes { } block should be inserted inside the android { } block | |
buildTypes { | |
release { | |
minifyEnabled false | |
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro' | |
ext.crashlyticsApiSecret = "release api secret" |
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A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
-
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
-
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
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// Copyright (c) 2023 Tomasz Stachowiak | |
// | |
// This contribution is dual licensed under EITHER OF | |
// | |
// Apache License, Version 2.0, (http://www.apache.org/licenses/LICENSE-2.0) | |
// MIT license (http://opensource.org/licenses/MIT) | |
// | |
// at your option. | |
#include "/inc/frame_constants.hlsl" |
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