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@MateSteinforth
MateSteinforth / Update.ts
Last active December 21, 2023 15:16
Spark Imperative Update Loop
import Time from 'Time';
/**
* The Update class manages subscriptions to snapshot items and provides an update method that can be overridden by subclasses.
*
* import Scene from 'Scene';
* import Update from './Update';
*
* class OtherClass extends Update {
* private _mySceneObject: Scene.SceneObjectBase = Scene.root.findFirstSync('plane0');
*
@SableRaf
SableRaf / script.js
Created November 26, 2020 22:32
Sohail Mehra – Spark AR Scripting - Ep 4 - Box Blur (updated for Spark AR Studio v102)
// Changes from the original tutorial by Sohail Mehra:
// - updated to work with the async API: loading assets using Promises
// - renamed some variables and broke down the blur calculation in smaller steps:
// - "blend_color" becomes "colorAccumulator"
// - "blurUV" becomes "sampleUV"
// - "pixelWH" becomes "clusterSize"
// - added "clusterWidth" and "clusterHeight"
// - added "sampleOffset" and "averageColor"
const S = require('Shaders');
@germanviscuso
germanviscuso / es-ES.json
Last active October 15, 2023 21:32
Technovation Workshop (Advanced Fact - es-ES)
{
"interactionModel": {
"languageModel": {
"invocationName": "curiosidades espaciales",
"intents": [
{
"name": "AMAZON.CancelIntent",
"samples": []
},
{
@nemotoo
nemotoo / .gitattributes
Last active December 2, 2025 14:40
.gitattributes for Unity3D with git-lfs
## Unity ##
*.cs diff=csharp text
*.cginc text
*.shader text
*.mat merge=unityyamlmerge eol=lf
*.anim merge=unityyamlmerge eol=lf
*.unity merge=unityyamlmerge eol=lf
*.prefab merge=unityyamlmerge eol=lf
@patriciogonzalezvivo
patriciogonzalezvivo / GLSL-Noise.md
Last active December 12, 2025 01:28
GLSL Noise Algorithms

Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative

Generic 1,2,3 Noise

float rand(float n){return fract(sin(n) * 43758.5453123);}

float noise(float p){
	float fl = floor(p);
  float fc = fract(p);