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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; | |
uniform int input_tex; | |
uniform int jpg_result_tex; | |
shared vec3 shared_inputtex[8][8]; | |
shared vec3 shared_dct_horiz[8][8]; | |
shared vec3 shared_dct_vert[8][8]; | |
shared vec3 shared_dct_vert_inv[8][8]; |
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#version 420 core | |
uniform float fGlobalTime; // in seconds | |
uniform vec2 v2Resolution; // viewport resolution (in pixels) | |
uniform float fFrameTime; // duration of the last frame, in seconds | |
uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq | |
uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients | |
uniform sampler1D texFFTIntegrated; // this is continually increasing | |
uniform sampler2D texPreviousFrame; // screenshot of the previous frame |
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#version 420 core | |
uniform float fGlobalTime; // in seconds | |
uniform vec2 v2Resolution; // viewport resolution (in pixels) | |
uniform float fFrameTime; // duration of the last frame, in seconds | |
uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq | |
uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients | |
uniform sampler1D texFFTIntegrated; // this is continually increasing | |
uniform sampler2D texPreviousFrame; // screenshot of the previous frame |
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#version 420 core | |
uniform float fGlobalTime; // in seconds | |
uniform vec2 v2Resolution; // viewport resolution (in pixels) | |
uniform float fFrameTime; // duration of the last frame, in seconds | |
uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq | |
uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients | |
uniform sampler1D texFFTIntegrated; // this is continually increasing | |
uniform sampler2D texPreviousFrame; // screenshot of the previous frame |
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#version 420 core | |
uniform float fGlobalTime; // in seconds | |
uniform vec2 v2Resolution; // viewport resolution (in pixels) | |
uniform float fFrameTime; // duration of the last frame, in seconds | |
uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq | |
uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients | |
uniform sampler1D texFFTIntegrated; // this is continually increasing | |
uniform sampler2D texPreviousFrame; // screenshot of the previous frame |
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import com.krab.lazy.*; | |
import processing.core.PApplet | |
class Sketch : PApplet() { | |
companion object { | |
fun run() { | |
val art = Sketch() | |
art.runSketch() | |
} | |
} |
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#SingleInstance, Force | |
^Space:: | |
{ | |
if(!WinActive("ahk_exe Bitwig Studio.exe")){ | |
return | |
} | |
MouseGetPos X, Y |
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void Editor::setImGuiTheme() { | |
ImVec4* colors = ImGui::GetStyle().Colors; | |
colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 0.95f); | |
colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); | |
colors[ImGuiCol_WindowBg] = ImVec4(0.13f, 0.12f, 0.12f, 1.00f); | |
colors[ImGuiCol_ChildBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.00f); | |
colors[ImGuiCol_PopupBg] = ImVec4(0.05f, 0.05f, 0.05f, 0.94f); | |
colors[ImGuiCol_Border] = ImVec4(0.53f, 0.53f, 0.53f, 0.46f); | |
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); |
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// -------------- VEX -------------- | |
chramp() | |
f@Frame f@Time | |
i@name = value | |
i[]@name = array() | |
v@P v@Cd i@ptnum i@vtxnum i@primnum | |
i@numpt i@numvtx i@numprim i@numelem | |
@N @scale |
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function makeCalendar(startYear, endYear) { | |
let calendar = {}; | |
var dateA = new Date(startYear, 0, 1, 0, 0, 0); | |
var dateB = new Date(endYear, 11, 36, 0, 0, 0); | |
for ( | |
var myDate = dateA; | |
myDate <= dateB; | |
myDate = new Date(myDate.getTime() + 1000 * 60 * 60 * 24) |
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