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! May 12, 2025 https://play.max.com | |
play.max.com##div[data-testid="skip"] | |
play.max.com##div[data-testid="content_discovery"] | |
play.max.com##div[data-testid="up_next"] | |
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! hover gradient | |
play.max.com##div[data-testid="playback_controls"] div[data-testid="protection_layer"] |
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using UnityEditor; | |
using UnityEngine; | |
/* | |
Implements original Quake light flickering in Unity. | |
Inspired by this blog post | |
https://80.lv/articles/valve-reused-the-code-for-flickering-lights-in-alyx-22-years-later/ | |
Can be used as component on a Light, or you can call the static methods to animate anything you want. | |
Implements original integer based light flickers, which are great for harsh flickers, but blends still animate at 10fps, as originally designed. |
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/* | |
Branchless shader logic made sane with macros; | |
usage; | |
if (depth>pointdepth){ | |
col=tex2D(_CameraColorTextureP,o.uv); | |
}else{ | |
col=tex2D(_MainTex,o.uv); | |
} |
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using UnityEngine; | |
using UnityEditor; | |
using System.Threading; | |
// Unity randomly loads wrong culture which breaks decimal symbols and | |
// C# file parsing functions.... Fix it manually cause unity is a dick | |
[InitializeOnLoad] | |
public class Startup { | |
static Startup() { |
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Shader "Hidden/CopyDepth2Color" { | |
Properties { | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader { | |
Cull Off ZWrite On ZTest Always | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class CombinedRefList<T> : IEnumerable { | |
public List<IList<T>> lists = new List<IList<T>>(); | |
public T this[int index] { | |
get { |
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/* | |
Branchless shader logic made sane with macros; | |
usage; | |
if (depth>pointdepth){ | |
col=tex2D(_CameraColorTextureP,o.uv); | |
}else{ | |
col=tex2D(_MainTex,o.uv); | |
} |
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using UnityEngine; | |
using System.Collections; | |
public class SteamVR_TrackedController2 : MonoBehaviour { | |
public uint controllerIndex; | |
public Valve.VR.VRControllerState_t controllerState; | |
public bool triggerPressed = false; | |
public bool steamPressed = false; | |
public bool menuPressed = false; | |
public bool padPressed = false; |
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uniform vec3 viewVector; | |
uniform float c; | |
uniform float p; | |
varying float intensity; | |
void main() | |
{ | |
intensity=c-(normalMatrix*normal).z; | |
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
} |
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#!/bin/bash | |
if [ "`php isdbalive.php`" != "ok" ] ; then | |
echo "restart mysql" | |
# service mysql restart | |
fi | |
echo "done" |
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