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// compression.js | |
const defaultPrecision = 10; | |
const encode = (a, b, mPrecision=defaultPrecision) => { | |
const precision = mPrecision; | |
const base = Math.floor(Math.sqrt(Math.pow(93, precision))); | |
let lat = a, lng = b; | |
let lng935 = Math.floor( ( parseFloat(lng) +180)*base/360 ); | |
let lat935 = Math.floor( ( parseFloat(lat) +90)*base/180 ); |
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const dropArea = window; | |
const preventDefaults = (e)=> { | |
e.preventDefault() | |
e.stopPropagation(); | |
} | |
;['dragenter', 'dragover', 'dragleave', 'drop'].forEach(eventName => { | |
dropArea.addEventListener(eventName, preventDefaults, false); | |
}) |
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vec2 rotate(vec2 v, float a) { | |
float s = sin(a); | |
float c = cos(a); | |
mat2 m = mat2(c, s, -s, c); | |
return m * v; | |
} |
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vec4 when_eq(vec4 x, vec4 y) { | |
return 1.0 - abs(sign(x - y)); | |
} | |
vec4 when_neq(vec4 x, vec4 y) { | |
return abs(sign(x - y)); | |
} | |
vec4 when_gt(vec4 x, vec4 y) { | |
return max(sign(x - y), 0.0); |
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R G B | |
Silver 0.971519 0.959915 0.915324 | |
Aluminium 0.913183 0.921494 0.924524 | |
Gold 1 0.765557 0.336057 | |
Copper 0.955008 0.637427 0.538163 | |
Chromium 0.549585 0.556114 0.554256 | |
Nickel 0.659777 0.608679 0.525649 | |
Titanium 0.541931 0.496791 0.449419 | |
Cobalt 0.662124 0.654864 0.633732 | |
Platinum 0.672411 0.637331 0.585456 |
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#extension GL_EXT_shader_texture_lod : enable | |
uniform samplerCube uRadianceMap; | |
uniform samplerCube uIrradianceMap; | |
#define saturate(x) clamp(x, 0.0, 1.0) | |
#define PI 3.1415926535897932384626433832795 | |
const float A = 0.15; |
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<key>Delete Line</key> | |
<string>deleteToBeginningOfLine:, moveToEndOfLine:, deleteToBeginningOfLine:, deleteBackward:, moveDown:, moveToBeginningOfLine:</string> |
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vec3 hsv2rgb(vec3 c) | |
{ | |
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); | |
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); | |
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); | |
} |
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// From glfx.js : https://github.com/evanw/glfx.js | |
float random(vec3 scale, float seed) { | |
/* use the fragment position for a different seed per-pixel */ | |
return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed); | |
} | |
float rand(vec2 co){ | |
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); | |
} |
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float contrast(float mValue, float mScale, float mMidPoint) { | |
return clamp( (mValue - mMidPoint) * mScale + mMidPoint, 0.0, 1.0); | |
} | |
float contrast(float mValue, float mScale) { | |
return contrast(mValue, mScale, .5); | |
} | |
vec3 contrast(vec3 mValue, float mScale, float mMidPoint) { | |
return vec3( contrast(mValue.r, mScale, mMidPoint), contrast(mValue.g, mScale, mMidPoint), contrast(mValue.b, mScale, mMidPoint) ); |