This is a conversion table for uniform values on these websites / environments.
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from math import * | |
# a performant solution would store a prefix sum of line lengths to | |
# a sidechannel and then use that to do a bsearch; on the GPU, | |
# you'd do a sum tree / histopyramid as a preprocessing step | |
def find_point(points, d): | |
d = d | |
for i in range(1, len(points)): | |
x0,y0 = points[i-1] | |
x1,y1 = points[i] |
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#ifndef __MATRIX_INCLUDED__ | |
#define __MATRIX_INCLUDED__ | |
#define IDENTITY_MATRIX float4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1) | |
float4x4 inverse(float4x4 m) { | |
float n11 = m[0][0], n12 = m[1][0], n13 = m[2][0], n14 = m[3][0]; | |
float n21 = m[0][1], n22 = m[1][1], n23 = m[2][1], n24 = m[3][1]; | |
float n31 = m[0][2], n32 = m[1][2], n33 = m[2][2], n34 = m[3][2]; | |
float n41 = m[0][3], n42 = m[1][3], n43 = m[2][3], n44 = m[3][3]; |
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#ifndef __QUATERNION_INCLUDED__ | |
#define __QUATERNION_INCLUDED__ | |
#define QUATERNION_IDENTITY float4(0, 0, 0, 1) | |
#ifndef PI | |
#define PI 3.14159265359f | |
#endif | |
// Quaternion multiplication |
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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 |
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// World's Tiniest* Marching Tetrahedron | |
// by Leonard Ritter ([email protected]) | |
// this code is public domain | |
// 0 | |
// + | |
// / | \ | |
// 3 +-----+ 1 | |
// \ | / |