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//This is based on a shader from https://alastaira.wordpress.com/2014/12/30/adding-shadows-to-a-unity-vertexfragment-shader-in-7-easy-steps/ | |
Shader "Custom/MobileARShadow" | |
{ | |
SubShader { | |
Pass { | |
Tags { "LightMode" = "ForwardBase" "RenderType"="Opaque" "Queue"="Geometry+1" "ForceNoShadowCasting"="True" } | |
LOD 150 | |
Blend Zero SrcColor |
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import os | |
import sys | |
dir = sys.argv[1] | |
up = int(sys.argv[2]) | |
print(dir) | |
print(up) | |
for i in range(up): |
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Shader "Unlit/Vortices" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_Loop ("Loop", Range(1, 100)) = 30 | |
_Color ("Color", Color) = (0.5, 0.5, 0.5, 1.0) | |
_R1 ("Radius1", Float) = 10.0 | |
_R2 ("Radius2", Float) = 2.0 | |
} |
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using AOT; | |
using System; | |
using System.Collections.Generic; | |
using System.Runtime.InteropServices; | |
using UnityEngine.Rendering; | |
using UnityEngine.Serialization; | |
namespace UnityEngine.XR.ARFoundation | |
{ | |
/// <summary> |
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using AOT; | |
using System; | |
using System.Collections.Generic; | |
using System.Runtime.InteropServices; | |
using UnityEngine.Rendering; | |
using UnityEngine.Serialization; | |
namespace UnityEngine.XR.ARFoundation | |
{ | |
/// <summary> |
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static char* getDisplayName(CGDirectDisplayID displayID) | |
{ | |
io_iterator_t it; | |
io_service_t service; | |
CFDictionaryRef info; | |
if (IOServiceGetMatchingServices(kIOMasterPortDefault, | |
IOServiceMatching("IODisplayConnect"), | |
&it) != 0) | |
{ |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using System; | |
public delegate void OnStateIsLasting(LastingStateDetector sender, float lastingTime); | |
public delegate void OnStateEnter(LastingStateDetector sender); | |
public class LastingStateDetector | |
{ |
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from PIL import Image, ImageDraw | |
im = Image.new('RGB', (500, 300), (128, 128, 128)) | |
draw = ImageDraw.Draw(im) | |
im.save('test.jpg', quality=95) | |
R_STEP = 4 | |
r = 4 | |
RADIAN_STEP = math.pi * 137.5 / 180.0 |
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<?xml version="1.0" encoding="utf-8"?> | |
<!DOCTYPE eagle SYSTEM "eagle.dtd"> | |
<eagle version="8.3.0"> | |
<drawing> | |
<settings> | |
<setting alwaysvectorfont="no"/> | |
<setting verticaltext="up"/> | |
</settings> | |
<grid distance="0.1" unitdist="inch" unit="inch" style="lines" multiple="1" display="no" altdistance="0.01" altunitdist="inch" altunit="inch"/> | |
<layers> |
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#include <VarSpeedServoSam.h> | |
VarSpeedServoSam servos[4]; | |
int MAX_SPEED = 50; | |
int PIN_NO[] = {2, 3, 4, 5}; | |
int MAX_DEGREE[] = {110, 110, 120, 100}; | |
int MIN_DEGREE[] = {70, 90, 80, 80}; | |
int INITIAL_DEGREE[] = {90, 90, 90, 90}; | |
int flag, sid, degree, speed; |
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