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ufna / dualboot-arch-windows-encrypted.md
Created October 13, 2025 12:22 — forked from CodingCellist/dualboot-arch-windows-encrypted.md
A step-by-step guide to dualbooting encrypted Windows and Arch Linux, using the rEFInd boot mananger.

DISCLAIMER

ENCRYPTING YOUR DRIVE(S) CAN RESULT IN PERMANENT DATA LOSS IF YOU DON'T KNOW WHAT YOU ARE DOING OR YOU FORGET THE PASSWORD. IT IS YOUR (THE READER'S) RESPONSIBILITY TO HAVE BACKUPS SHOULD ANYTHING GO WRONG. Additionally, I am not responsible for any damage you cause to your system by following this guide. You are completely and solely responsible for any changes made and potential damage caused.

I am not an expert on this topic in any way! I just read some wiki pages, had done a dual-boot Arch install before, got inspired by

# Unix (Terminal)
open -a "Google Chrome" --args --disable-gpu-vsync --disable-frame-rate-limit
# Windows (Command prompt)
start chrome --args --disable-gpu-vsync --disable-frame-rate-limit
@ufna
ufna / v2ray-setup.md
Created October 14, 2024 11:29 — forked from Hansimov/v2ray-setup.md
Setup v2ray server (linux) and client (windows)
@ufna
ufna / shader.hlsl
Created September 16, 2022 10:16
Coastal Landscape Shadertoy UE4
// Author: bitless
// Title: Coastal Landscape
// Thanks to Patricio Gonzalez Vivo & Jen Lowe for "The Book of Shaders"
// and Fabrice Neyret (FabriceNeyret2) for https://shadertoyunofficial.wordpress.com/
// and Inigo Quilez (iq) for https://iquilezles.org/www/index.htm
// and whole Shadertoy community for inspiration.
#define p(t, a, b, c, d) ( a + b*cos( 6.28318*(c*t+d) ) ) //IQ's palette function (https://www.iquilezles.org/www/articles/palettes/palettes.htm)
#define sp(t) p(t,float3(.26,.76,.77),float3(1,.3,1),float3(.8,.4,.7),float3(0,.12,.54)) //sky palette
@ufna
ufna / BuildConfiguration.xml
Created July 28, 2022 12:30
Limit unreal engine build cores
<?xml version="1.0" encoding="utf-8"?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<BuildConfiguration>
<MaxParallelActions>6</MaxParallelActions>
</BuildConfiguration>
</Configuration>
@ufna
ufna / MyWebSocketNetDriver.cpp
Created June 29, 2022 22:58
Emscripten -> Module control from c++
bool UMyWebSocketNetDriver::InitConnect(FNetworkNotify* InNotify, const FURL& ConnectURL, FString& Error)
{
const auto GameSettings = FMyGameModule::Get().GetGameSettings();
FString ConnectionURL = FString::Printf(TEXT("%s/%s:%i/"), *GameSettings->DefaultWebSocketServer, *ConnectURL.Host, ConnectURL.Port);
if (ConnectURL.Op.Num() > 0)
{
ConnectionURL += TEXT("?");
for (int32 i = 0; i < ConnectURL.Op.Num(); ++i)
{
@ufna
ufna / phantom_star.hlsl
Created December 21, 2021 12:14
Phantom Star for CineShader (UE4 version)
const MaterialFloat pi = acos(-1.0);
const MaterialFloat pi2 = pi*2.0;
struct Functions
{
float mod(float x, float y)
{
return x - y * floor(x/y);
}
@ufna
ufna / noncopyable.C
Created April 26, 2021 15:38 — forked from jwpeterson/noncopyable.C
Demonstrate usage of noncopyable class in std containers
// http://stackoverflow.com/questions/17603666/copy-move-requirements-for-the-key-value-types-in-a-stdmap
#include <map>
#include <vector>
struct foo
{
int i;
foo(int j) : i(j) {}
@ufna
ufna / PakBlacklist-Shipping.txt
Created June 15, 2020 11:56
Ignore engine files on Unreal Engine 4.24
../../../Engine/Content/EditorMeshes/
../../../Engine/Content/Functions/Engine_MaterialFunctions02/ExampleContent/
../../../Engine/Content/Maps/Templates
../../../Engine/Content/EngineDebugMaterials/LightingModels/
../../../Engine/Content/EngineDebugMaterials/BlackUnlitMaterial.uasset
../../../Engine/Content/EngineDebugMaterials/BoneWeightMaterial.uasset
../../../Engine/Content/EngineDebugMaterials/CASC_Cross.uasset
../../../Engine/Content/EngineDebugMaterials/CASC_None.uasset
../../../Engine/Content/EngineDebugMaterials/ClothMaterial.uasset
../../../Engine/Content/EngineDebugMaterials/ClothMaterial_WF.uasset
@ufna
ufna / clouds.hlsl
Last active July 22, 2022 03:30
Clouds by iq adoptation for Unreal Engine 4
float3 sundir = normalize( float3(-1.0,0.0,-1.0) );
struct Functions
{
float noise( in float3 x )
{
float3 p = floor(x);
float3 f = frac(x);
f = f*f*(3.0-2.0*f);