Skip to content

Instantly share code, notes, and snippets.

View Kolyasisan's full-sized avatar
🗿

Kolyasisan Kolyasisan

🗿
  • Ice-Pick Lodge
View GitHub Profile
@runevision
runevision / BurstSDFGenerator.cs
Created September 11, 2024 07:48
Signed Distance Field generator for Unity with Burst support
/*
Based on the Anti-aliased Euclidean distance transform described by Stefan Gustavson and
Robin Strand. For further information, see https://contourtextures.wikidot.com/ and
https://web.archive.org/web/20220503051209/https://weber.itn.liu.se/~stegu/edtaa/
The algorithm is an adapted version of Stefan Gustavson's code, it inherits the copyright
statement below, which applies to this file only.
The rewrite with Unity Burst support makes the execution 40 times faster by default,
and 75 times faster if the passed in textures are both of type TextureFormat.RGBAFloat.
@netshade
netshade / frame_decoder.c
Created February 2, 2022 19:04
Godot GDNative FFMPEG Streaming
#include <gdnative_api_struct.gen.h>
#include <libavcodec/avcodec.h>
#include <libavutil/avutil.h>
#include <libavformat/avformat.h>
#include <libavutil/imgutils.h>
#include <pthread.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
@bgolus
bgolus / WorldNormalFromDepthTexture.shader
Last active October 9, 2025 03:53
Different methods for getting World Normal from Depth Texture, without any external script dependencies.
Shader "WorldNormalFromDepthTexture"
{
Properties {
[KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
@Fewes
Fewes / Tricubic.cginc
Last active September 3, 2025 10:38
Tricubic texture sampling using 8 trilinear samples
#ifndef TRICUBIC_INCLUDED
#define TRICUBIC_INCLUDED
float4 Cubic(float v)
{
float4 n = float4(1.0, 2.0, 3.0, 4.0) - v;
float4 s = n * n * n;
float x = s.x;
float y = s.y - 4.0 * s.x;
float z = s.z - 4.0 * s.y + 6.0 * s.x;
@kilfu0701
kilfu0701 / convert.cpp
Created October 24, 2019 02:48
C++ UTF8 to Shift-jis (with ICU)
//
// @reference https://faithandbrave.hateblo.jp/entry/20100318/1268896477
// @memo
// on CentOS:
// yum install libicu libicu-devel
// g++ -std=c++14 -o cvt convert.cpp `pkg-config --libs --cflags icu-uc icu-io`
//
#include <iostream>
#include <vector>
@bitinn
bitinn / MainLightDataNode.cs
Last active August 11, 2023 08:15 — forked from ciro-unity/MainLightNode.cs
A custom node for Unity's ShaderGraph to capture lighting and use it into the shader. Works as of Dec 2018, but the APIs might change!
using UnityEngine;
using UnityEditor.ShaderGraph;
using System.Reflection;
// IMPORTANT:
// - tested with LWRP and Shader Graph 4.6.0-preview ONLY
// - likely to break in SG 5.x and beyond
// - for HDRP, add your own keyword to detect environment
[Title("Custom", "Main Light Data")]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BoxMover : MonoBehaviour
{
public enum Slide
{
None,
Perpendicular,
@chrisengelsma
chrisengelsma / PolynomialRegression.h
Last active May 25, 2025 11:04
Polynomial Regression (Quadratic Fit) in C++
#ifndef _POLYNOMIAL_REGRESSION_H
#define _POLYNOMIAL_REGRESSION_H __POLYNOMIAL_REGRESSION_H
/**
* PURPOSE:
*
* Polynomial Regression aims to fit a non-linear relationship to a set of
* points. It approximates this by solving a series of linear equations using
* a least-squares approach.
*
* We can model the expected value y as an nth degree polynomial, yielding
@derofim
derofim / codestyle.md
Last active October 14, 2025 10:53
C++ code style sample