Revision: 06.08.2023, https://compute.toys/view/407
fn sdSphere(p: vec3f, r: f32) -> f32 {
return length(p) - r;
}
// Modified version of a tilt shift shader from Martin Jonasson (http://grapefrukt.com/) | |
// Read http://notes.underscorediscovery.com/ for context on shaders and this file | |
// License : MIT | |
uniform sampler2D tex0; | |
varying vec2 tcoord; | |
varying vec4 color; | |
/* | |
Take note that blurring in a single pass (the two for loops below) is more expensive than separating |
/** | |
* Easing | |
* Animates the value of a float property between two target values using | |
* Robert Penner's easing equations for interpolation over a specified Duration. | |
* | |
* Original Author: Darren David [email protected] | |
* | |
* Ported to be easily used in Unity by Marco Mastropaolo | |
* | |
* Credit/Thanks: |
Shader "UI/Dissolve" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
_StencilComp ("Stencil Comparison", Float) = 8 | |
_Stencil ("Stencil ID", Float) = 0 | |
_StencilOp ("Stencil Operation", Float) = 0 |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Rendering.PostProcessing; | |
[Serializable] | |
[PostProcess( typeof( EdgeDetectRenderer ), PostProcessEvent.BeforeStack, "Custom/EdgeDetectNormals" )] | |
public sealed class EdgeDetect : PostProcessEffectSettings { | |
public enum EdgeDetectMode { |
0-mail.com | |
007addict.com | |
020.co.uk | |
027168.com | |
0815.ru | |
0815.su | |
0clickemail.com | |
0sg.net | |
0wnd.net | |
0wnd.org |
// Apply this to a Camera, and make a material with the shader. | |
public class CameraRenderWithMaterial : MonoBehaviour | |
{ | |
public Material material; | |
void OnRenderImage(RenderTexture source, RenderTexture destination) | |
{ | |
Graphics.Blit(source, destination, material); | |
} | |
} |
Revision: 06.08.2023, https://compute.toys/view/407
fn sdSphere(p: vec3f, r: f32) -> f32 {
return length(p) - r;
}
// takes either a unix time number, string or a Date object and returns time string | |
export const timeAgo = (time: number | string | Date) => { | |
switch (typeof time) { | |
case "number": | |
break; | |
case "string": | |
time = +new Date(time); | |
break; | |
case "object": |
New keyword mod
allows declaration of a sub-module. This allows discovery of modules within a crate as well as providing a single entry point for processing preprocessor directives. Modules follow rust rules such that if a crate is called x
which has a sub-module a
, the canonical name for the module will be x::a
. x::a
is added to x
's symbol scope. Additional keywords self
, super
, and crate
allow users to refer to modules relative to the current module.