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@bgolus
bgolus / PristineMajorMinorGrid.shader
Last active April 19, 2025 05:11
Pristine Grid applied to a grid that has support for major and minor lines and colored axis lines
Shader "Pristine Major Minor Grid"
{
Properties
{
[KeywordEnum(X, Y, Z)] _Axis ("Plane Axis", Float) = 1.0
[IntRange] _MajorGridDiv ("Major Grid Divisions", Range(2,25)) = 10.0
_AxisLineWidth ("Axis Line Width", Range(0,1.0)) = 0.04
_MajorLineWidth ("Major Line Width", Range(0,1.0)) = 0.02
_MinorLineWidth ("Minor Line Width", Range(0,1.0)) = 0.01
@Dewb
Dewb / An EYESY Shader Example.md
Last active April 12, 2022 16:22
Example of using GLSL shaders on the EYESY openFrameworks beta OS

EYESY openFrameworks mode demonstrating the use of GLSL shaders.

Requirements/Usage:

  • Install the EYESY_OS beta image from December 2021
  • Connect to EYESY wifi editor, create a new folder, and place these three files in it
  • You might also want to sync to ofEyesy commit 3991169 or newer. (It might work fine with original OS image or latest, but this is what my local repo is at currently.)

Video demo: https://vimeo.com/698406641

@GetVladimir
GetVladimir / Force-RGB-Color-on-M1-Mac.md
Last active April 17, 2025 04:33
Force RGB Color on M1 Mac

Force RGB Color on M1 Mac

How to Force RGB Color Output instead of YPbPr on your M1 Apple Silicon Mac for an External Monitor.

This step-by-step video tutorial will guide you through the procedure of forcing RGB color output on your M1 Mac.

Force RGB Color on M1 Mac

Here is the direct link to the video tutorial: https://www.youtube.com/watch?v=Z1EqH3fd0V4

The video also has Closed Captions (Subtitles) that you can enable, to make it easier to follow if needed.

@jeffvella
jeffvella / AddressablesLoader.cs
Last active April 29, 2024 16:55
Loader script for caching addressables to load syncronously.
using System;
using System.Collections.Generic;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceLocations;
using Object = UnityEngine.Object;
public class AddressableLabels
@todbot
todbot / midi_test_customname.ino
Created November 30, 2019 04:25
Adafuit TinyUSB MIDI test, using custom names
/*********************************************************************
Adafruit invests time and resources providing this open source code,
please support Adafruit and open-source hardware by purchasing
products from Adafruit!
MIT license, check LICENSE for more information
Copyright (c) 2019 Ha Thach for Adafruit Industries
All text above, and the splash screen below must be included in
any redistribution
*********************************************************************/
@patriciogonzalezvivo
patriciogonzalezvivo / GLSL-Math.md
Last active January 17, 2025 00:51
GLSL Math functions

Trigonometry

const float PI = 3.1415926535897932384626433832795;
const float PI_2 = 1.57079632679489661923;
const float PI_4 = 0.785398163397448309616;

float PHI = (1.0+sqrtf(5.0))/2.0;
@acarabott
acarabott / buildAndRun.sh
Last active October 12, 2016 20:50
openFrameworks Sublime Text Build
#!/bin/bash
# This lives in your project directory, alongside src/, bin/, config.make, etc
DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )"
cd $DIR
make Debug && make RunDebug;
@roxlu
roxlu / testApp.cpp
Created May 6, 2012 15:37
Caustic simulation / shaders - openFrameworks
#include "testApp.h"
const string SHADER_VS = " \
uniform mat4 projection_matrix; \
uniform mat4 view_matrix; \
attribute vec4 pos; \
attribute vec2 tex; \
varying vec2 vtex; \
\
void main() { \