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stilllisisi / Makefile
Created March 10, 2020 06:40 — forked from ddevault/Makefile
Tiny Wayland compositor
WAYLAND_PROTOCOLS=/usr/share/wayland-protocols
# wayland-scanner is a tool which generates C headers and rigging for Wayland
# protocols, which are specified in XML. wlroots requires you to rig these up
# to your build system yourself and provide them in the include path.
xdg-shell-protocol.h:
wayland-scanner server-header \
$(WAYLAND_PROTOCOLS)/stable/xdg-shell/xdg-shell.xml $@
xdg-shell-protocol.c: xdg-shell-protocol.h
@stilllisisi
stilllisisi / GLSL-Noise.md
Created March 10, 2020 03:36 — forked from patriciogonzalezvivo/GLSL-Noise.md
GLSL Noise Algorithms

Generic 1,2,3 Noise

float rand(float n){return fract(sin(n) * 43758.5453123);}

float noise(float p){
	float fl = floor(p);
  float fc = fract(p);
	return mix(rand(fl), rand(fl + 1.0), fc);
}
import 'dart:math' as math;
import 'package:flutter/material.dart';
import 'package:flutter/rendering.dart';
import 'package:flutter/scheduler.dart';
void main() => runApp(ExampleApp());
class ExampleApp extends StatelessWidget {
@override
@stilllisisi
stilllisisi / Guardian JWT.md
Created March 10, 2020 03:26 — forked from nikneroz/Guardian JWT.md
Elixir + Phoenix Framework + Guardian + JWT. This is tutorial and step by step installation guide.

Elixir + Phoenix Framework + Guardian + JWT + Comeonin

Preparing environment

We need to generate secret key for development environment.

mix phoenix.gen.secret
# ednkXywWll1d2svDEpbA39R5kfkc9l96j0+u7A8MgKM+pbwbeDsuYB8MP2WUW1hf

Let's generate User model and controller.

@stilllisisi
stilllisisi / readme.md
Created March 10, 2020 03:23 — forked from maxivak/readme.md
Integrating Gem/Engine and Main Rails App
/*
Basic Sprite Shader for aligning pixel art to the same grid, based on the Unity Sprite Shader.
Create one Material where you assign the same Pixels Per Unit value you use on your imported Sprites,
then reuse this Material on all appropriate Sprite Renderers.
(You can use Shader.SetGlobalFloat to set that Pixels Per Unit value for all your shaders:
https://docs.unity3d.com/ScriptReference/Shader.SetGlobalFloat.html)
This is not for scaled or rotated artwork. If you need those features, look at low res render textures.
Use this however you want.
// Shader created with Shader Forge v1.38
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:2,rntp:3,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:1,fgcg:1,fgcb:1,fgca:1,fgde:0.01,fgrn:5,fgrf:15,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:4904,x:33076,y:32617,varname:node_4904,prsc:2|diff-5996-OUT,clip-8651-A;n:type:ShaderForge.SFN_Color,id:848,x:32
@stilllisisi
stilllisisi / three.js.shader.html
Created March 10, 2020 03:15 — forked from kylemcdonald/three.js.shader.html
Minimal three.js shader example.
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
margin: 0px;
overflow: hidden;
}
Shader "Name" {
Properties {
_Name ("display name", Range (min, max)) = number
_Name ("display name", Float) = number
_Name ("display name", Int) = number
_Name ("display name", Color) = (number,number,number,number)
_Name ("display name", Vector) = (number,number,number,number)
@stilllisisi
stilllisisi / pbr.glsl
Created March 10, 2020 03:11 — forked from galek/pbr.glsl
PBR GLSL SHADER
in vec2 v_texcoord; // texture coords
in vec3 v_normal; // normal
in vec3 v_binormal; // binormal (for TBN basis calc)
in vec3 v_pos; // pixel view space position
out vec4 color;
layout(std140) uniform Transforms
{
mat4x4 world_matrix; // object's world position