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<!DOCTYPE html> | |
<html lang="en"> | |
<head> | |
<meta charset="UTF-8"> | |
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | |
<title>My Angular from Scratch</title> | |
<style> | |
.my-component { | |
font-family: Arial, sans-serif; |
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | |
// | |
// _____ _ _____ | |
// |_ _|_|___ _ _ |_ _|_ _ _ ___ ___ ___ | |
// | | | | | | | | | | | | | -_| -_| | | |
// |_| |_|_|_|_ | |_| |_____|___|___|_|_| | |
// |___| | |
// A Complete and Easy to use Tweens library in One File | |
// | |
// Basic use: |
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// Get the original view | |
def originalView = jenkins.model.Jenkins.instance.getView("Old-View-Name") | |
// Set the new view name | |
def newViewName = "New-View-Name" | |
// Check if the new view already exists | |
def newView = jenkins.model.Jenkins.instance.getView(newViewName) | |
if (newView == null) { | |
// If the new view does not exist, create a new ListView |
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/* | |
Based on the Anti-aliased Euclidean distance transform described by Stefan Gustavson and | |
Robin Strand. For further information, see https://contourtextures.wikidot.com/ and | |
https://web.archive.org/web/20220503051209/https://weber.itn.liu.se/~stegu/edtaa/ | |
The algorithm is an adapted version of Stefan Gustavson's code, it inherits the copyright | |
statement below, which applies to this file only. | |
The rewrite with Unity Burst support makes the execution 40 times faster by default, | |
and 75 times faster if the passed in textures are both of type TextureFormat.RGBAFloat. |
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/////////////////////////////////////////////////////////////////////////////// | |
// ABOUT: A unity Shader .cginc to draw numbers in the fragment shader | |
// AUTHOR: Freya Holmér | |
// LICENSE: Use for whatever, commercial or otherwise! | |
// Don't hold me liable for issues though | |
// But pls credit me if it works super well <3 | |
// LIMITATIONS: There's some precision loss beyond 3 decimal places | |
// CONTRIBUTORS: yes please! if you know a more precise way to get | |
// decimal digits then pls lemme know! | |
// GetDecimalSymbolAt() could use some more love/precision |
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// source: https://docs.unity3d.com/Packages/[email protected]/api/Unity.XRTools.Utils.GeometryUtils.html | |
using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
namespace Unity.XR.CoreUtils | |
{ | |
/// <summary> | |
/// Utility methods for common geometric operations |
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#!/usr/bin/env python | |
import sys | |
import cv2 | |
import subprocess | |
from subprocess import call | |
import aalib | |
import Image |
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using System; | |
using System.Collections.Generic; | |
using System.Reflection; | |
using System.Text; | |
using UnityEditor; | |
using UnityEngine; | |
using UnityEngine.UI; | |
#if UNITY_2021_2_OR_NEWER | |
using PrefabStage = UnityEditor.SceneManagement.PrefabStage; | |
using PrefabStageUtility = UnityEditor.SceneManagement.PrefabStageUtility; |
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Shader "Pristine Grid" | |
{ | |
Properties | |
{ | |
[Toggle] _WorldUV ("Use World Space UV", Float) = 1.0 | |
_GridScale ("Grid Scale", Float) = 1.0 | |
_LineWidthX ("Line Width X", Range(0,1.0)) = 0.01 | |
_LineWidthY ("Line Width Y", Range(0,1.0)) = 0.01 |
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