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/*============================================================================ | |
NVIDIA FXAA 3.11 by TIMOTHY LOTTES | |
------------------------------------------------------------------------------ | |
COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. | |
------------------------------------------------------------------------------ | |
TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED |
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body { | |
font-family: Helvetica, arial, sans-serif; | |
font-size: 14px; | |
line-height: 1.6; | |
padding-top: 10px; | |
padding-bottom: 10px; | |
background-color: white; | |
padding: 30px; } | |
body > *:first-child { |
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## Unity ## | |
*.cs diff=csharp text | |
*.cginc text | |
*.shader text | |
*.mat merge=unityyamlmerge eol=lf | |
*.anim merge=unityyamlmerge eol=lf | |
*.unity merge=unityyamlmerge eol=lf | |
*.prefab merge=unityyamlmerge eol=lf |
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// https://stackoverflow.com/questions/216823/whats-the-best-way-to-trim-stdstring | |
#include <algorithm> | |
#include <cctype> | |
#include <locale> | |
// trim from start (in place) | |
static inline void ltrim(std::string &s) { | |
s.erase(s.begin(), std::find_if(s.begin(), s.end(), [](int ch) { | |
return !std::isspace(ch); |
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float3 CurColor=0; | |
float2 NewUV = UV; | |
int i=0; | |
float StepSize = Distance / (int) DistanceSteps; | |
float CurDistance=0; | |
float2 CurOffset=0; | |
float SubOffset = 0; | |
float TwoPi = 6.283185; | |
float accumdist=0; |
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bool ASMutator_WeaponReplacement::CheckRelevance_Implementation(AActor* Other) | |
{ | |
ASWeaponPickup* WeaponPickup = Cast<ASWeaponPickup>(Other); | |
if (WeaponPickup) | |
{ | |
for (int32 i = 0; i < WeaponsToReplace.Num(); i++) | |
{ | |
const FReplacementInfo& Info = WeaponsToReplace[i]; | |
if (Info.FromWeapon == WeaponPickup->WeaponClass) |
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// Creating a node graph editor for ImGui | |
// Quick demo, not production code! This is more of a demo of how to use ImGui to create custom stuff. | |
// Better version by @daniel_collin here https://gist.github.com/emoon/b8ff4b4ce4f1b43e79f2 | |
// See https://github.com/ocornut/imgui/issues/306 | |
// v0.02 | |
// Animated gif: https://cloud.githubusercontent.com/assets/8225057/9472357/c0263c04-4b4c-11e5-9fdf-2cd4f33f6582.gif | |
// NB: You can use math functions/operators on ImVec2 if you #define IMGUI_DEFINE_MATH_OPERATORS and #include "imgui_internal.h" | |
// Here we only declare simple +/- operators so others don't leak into the demo code. | |
static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x+rhs.x, lhs.y+rhs.y); } |
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