$ sudo add-apt-repository ppa:webupd8team/java
$ sudo apt-get update
$ sudo apt-get install oracle-java8-installer
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| function Install-LinuxToolChain { | |
| <# | |
| .SYNOPSIS | |
| Downloads and installs the UE4 linux toolchain components. | |
| .DESCRIPTION | |
| Downloads the clang compiler to $ToolChainDestination and creates a | |
| system-wide environment variable pointing to it. | |
| Afterwards you have to regenerate the UE4 engine project files and |
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| #!/usr/bin/env node | |
| const { spawn } = require('child_process'); | |
| const path = require('path'); | |
| // Set the paths where your UE4 is located | |
| const UE4Source = { | |
| Win: 'D:/Work/github/UnrealEngine', | |
| Mac: '/Users/Shared/Epic Games/UE_4.20' | |
| }; |
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| #!/bin/bash | |
| set -e | |
| FIND=/usr/bin/find | |
| GIT=/usr/bin/git | |
| XARGS=/usr/bin/xargs | |
| CLANG_FORMAT=/usr/bin/clang-format-6.0 | |
| DIRECTORY=%system.target.directory% |
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| cd Extras/WebhookDemo | |
| # replace secret key | |
| jq -c '.store.secretKey = "'$MYSECRET'"' config.json > tmp.$$.json && mv tmp.$$.json config.json | |
| cat config.json | |
| # run node now | |
| npm install | |
| #pm2 delete all | |
| #BUILD_ID=dontKillMe pm2 restart bin/www -f |
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| const float PI = 3.1415926535897932384626433832795; | |
| const float DoublePI = 2.0 * PI; | |
| const float CircleSize = 1.0; | |
| const float SmoothPadding = 0.33; | |
| const float Distance = 0.04; | |
| const float DistanceSteps = 8.0; | |
| const float RadialSteps = 8.0; | |
| const float RadialOffset = 0.5; |
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| void mainImage( out vec4 fragColor, in vec2 fragCoord ) | |
| { | |
| // 0.5 - 1.5 - 2.5 - 3.5 | |
| KawaseSample(fragColor, fragCoord, 0.5); | |
| } |
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| struct Functions | |
| { | |
| float distLine(float2 p, float2 a, float2 b) { | |
| float2 ap = p - a; | |
| float2 ab = b - a; | |
| float aDotB = clamp(dot(ap, ab) / dot(ab, ab), 0.0, 1.0); | |
| return length(ap - ab * aDotB); | |
| } | |
| float drawLine(float2 uv, float2 a, float2 b) { |
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| float3 BlurColor = Texture2DSample(Tex, TexSampler, UV + float2(Shift, Shift) / Resolution); | |
| BlurColor += Texture2DSample(Tex, TexSampler, UV + float2(Shift, -Shift) / Resolution); | |
| BlurColor += Texture2DSample(Tex, TexSampler, UV + float2(-Shift, Shift) / Resolution); | |
| BlurColor += Texture2DSample(Tex, TexSampler, UV + float2(-Shift, -Shift) / Resolution); | |
| BlurColor /= 4.0; | |
| return BlurColor; |
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