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@aliostad
aliostad / stockfish-interface.txt
Created August 17, 2019 10:41
stockfish - Description of the universal chess interface (UCI)
COPIED FROM https://build.opensuse.org/package/view_file/games/stockfish/stockfish-interface.txt?expand=1
Description of the universal chess interface (UCI) April 2006
=================================================================
* The specification is independent of the operating system. For Windows,
the engine is a normal exe file, either a console or "real" windows application.
* all communication is done via standard input and output with text commands,
@jart
jart / defer.c
Last active March 26, 2024 07:08
Go-like defer for C that works with most optimization flag combinations under GCC/Clang
/*-*- mode:c;indent-tabs-mode:nil;c-basic-offset:2;tab-width:8;coding:utf-8 -*-
vi: set net ft=c ts=2 sts=2 sw=2 fenc=utf-8 :vi
╞══════════════════════════════════════════════════════════════════════════════╡
Copyright 2020 Justine Alexandra Roberts Tunney
│ │
Permission to use, copy, modify, and/or distribute this software for
any purpose with or without fee is hereby granted, provided that the
above copyright notice and this permission notice appear in all copies. │
│ │
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
@bgolus
bgolus / MobileVRHighlight.shader
Last active February 19, 2025 19:11
A mobile VR and MSAA friendly single object highlight shader using the stencil buffer
Shader "Mobile VR Highlight" {
Properties {
_ColorOutline ("Outline", Color) = (1,1,1,1)
_ColorInterior ("Interior", Color) = (0.25,0.25,0.25,0.25)
_ColorInteriorFaded ("Interior Faded", Color) = (0.1,0.1,0.1,0.1)
_ColorInteriorOcc ("Interior Occluded", Color) = (0.15,0.15,0.15,0.15)
_ColorInteriorOccFaded ("Interior Occluded Faded", Color) = (0.05,0.05,0.05,0.05)
_PulseRateMod ("Pulse Rate Modifier", Float) = 4.0
_OutlneWidth ("Outline Pixel Width", Float) = 1.0
}
@bgolus
bgolus / MatCapTechniques.shader
Created January 29, 2022 00:37
Showing multiple matcap techniques, including a proposed improved method that's no more expensive than the usual fix if you're starting with the world position and world normal.
Shader "Unlit/MatCap Techniques"
{
Properties
{
[NoScaleOffset] _MatCap ("MatCap", 2D) = "white" {}
[KeywordEnum(ViewSpaceNormal, ViewDirectionCross, ViewDirectionAligned)] _MatCapType ("Matcap UV Type", Float) = 2
}
SubShader
{
Tags { "RenderType"="Opaque" }