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export const noaaRamp = [ | |
{ color: "#ffffff", elevation: 8000 }, | |
{ color: "#E0D7D0", elevation: 4000 }, | |
{ color: "#CDB99C", elevation: 2000 }, | |
{ color: "#BA9468", elevation: 1000 }, | |
{ color: "#9B7E43", elevation: 500 }, | |
{ color: "#75752D", elevation: 250 }, | |
{ color: "#456C18", elevation: 50 }, | |
{ color: "#175515", elevation: 10 }, | |
{ color: "#004023", elevation: 0.1 }, |
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{ | |
// Disable copilot | |
"github.copilot.enable": { | |
"*": false, | |
"plaintext": false, | |
"markdown": false, | |
"scminput": false | |
}, | |
// Fix NPM excution issues |
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import mlx.core as mx | |
@mx.compile | |
def _compute_T1(A): | |
"""I + A""" | |
return mx.eye(A.shape[-1]) + A | |
@mx.compile | |
def _compute_T2(A): | |
"""I + A + A^2/2""" | |
A2 = A @ A | |
return mx.eye(A.shape[-1]) + A + A2/2 |
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<!DOCTYPE html><html lang="en"><head><title></title></head> | |
<style>canvas{ display:block; } body, html { padding:0px; margin:0px; width:100%; height:100%; }</style> | |
<body><script type="module"> | |
// #region IMPORTS | |
import useForcedWebGL, { THREE, useDarkScene } from '../lib/useForcedWebGL.js'; | |
// #endregion | |
// #region MAIN | |
let App = useDarkScene( useForcedWebGL() ); | |
let Debug = {}; |
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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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https://gdcvault.com/play/1020787/Math-for-Game-Programmers-Introduction | |
https://marctenbosch.com/quaternions/ // About Rotor instead of Quats | |
https://jacquesheunis.com/post/rotors/ | |
https://www.youtube.com/watch?v=htYh-Tq7ZBI // Freya about vectors | |
https://math.okstate.edu/people/lebl/osu4013-f19/diffforms.pdf | |
https://www.youtube.com/watch?v=_pKxbNyjNe8&list=PLRlVmXqzHjUQARA37r4Qw3SHPqVXgqO6c // what is a tensors plus more |
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// OcTree with Morton Order | |
// based on http://marupeke296.com/COL_3D_No15_Octree.html | |
// | |
// +------+------+ | |
// |\ 2 \ 3 \ | |
// | +------+------+ | |
// + |\ \ \ | |
// |\| +------+------+ | |
// | + | | | | |
// +0|\| 6 | 7 | |
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audioContainer: { | |
height: '30px', | |
overflow: 'hidden', | |
backgroundColor: '#26476F', | |
boxShadow: '0px 0px 5px 2px rgba( 0,0,0,0.55 )', | |
borderRadius: '4px', | |
color: '#ffffff', | |
}, | |
audio: { |
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/** | |
* \brief Returns positional offset for a given point as a result of summing 4 gerstner waves | |
* \param positionWS point in world space | |
* \param wavelengths wavelength of each of the 4 waves | |
* \param amplitudes amplitudes of each of the 4 waves | |
* \param directions direction of each of the 4 waves (each row = one direction). MUST BE NORMALIZED! | |
* \param speed global speed multiplier. Individual wave speed depends on Wavelength | |
* \param steepness Gerstner wave 'Steepness' parameter. Modulates the horizontal offset of points | |
* \param normal returns the normal of given point. | |
* \return positional offset of the given point |
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// #region CUSTOM - NON-BLENDER CODE | |
/* | |
USAGE | |
vec3 ramp_col[9] = vec3[]( | |
rgb(0x0F2936), | |
rgb(0x123243), | |
rgb(0x24525D), | |
rgb(0x437274), | |
rgb(0x263F41), |
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