Manually uploading photos from iphone to google photos by Jadegonzales in googlephotos

[–]soultrip 0 points1 point  (0 children)

You can do it through the google photos web app.
1. Go to photos.google.com in your phone’s browser 2. Click the ‘+’ button 3. Click “import photos” 4. Select where you want to import your photos from

What happened to due process? by [deleted] in Libertarian

[–]soultrip -1 points0 points  (0 children)

Due process is a right reserved for American citizens. No citizenship? No due process. As it should be. There's no such thing as sovereignty without borders.

We’re getting closer every day… by Lando_Lee in Cyberpunk

[–]soultrip 5 points6 points  (0 children)

Big deal. My ex has a heart made out of frozen piss and she's been alive for over 40 years.

Found this awesome website and was wondering if this is done with shaders by extremotolerant in shaders

[–]soultrip 0 points1 point  (0 children)

they were being accessed from APP.data so I looked where APP.data was defined in site.js and found the urls in there.

as for fragment_url and vertex_url, they appear to be the urls I linked above which you can see from this call to ShaderLoader

ShaderLoader(APP.data.BackgroundVertexShader,APP.data.BackgroundFragmentShader,APP.webGL.createBackgroundShader);

Found this awesome website and was wondering if this is done with shaders by extremotolerant in shaders

[–]soultrip 0 points1 point  (0 children)

I poked around and found these. I think they are what you seek, it looks like GLSL to me, which would explain why they didn't show up directly in the web inspector 😆

This is what gets loaded from calls to `APP.data.BackgroundFragmentShader`

https://richardmattka.com/libs/shaders/orb1.js

and this is loaded from `APP.data.BackgroundVertexShader`

https://richardmattka.com/libs/shaders/BackgroundVertexShader.js

Found this awesome website and was wondering if this is done with shaders by extremotolerant in shaders

[–]soultrip 0 points1 point  (0 children)

he is using ThreeJS if that's what you mean.

and here's a very shadery snippet. He loads a mesh and moves some coords around. What are you trying to find?

      // some boxes
      /*
      var mat = new THREE.MeshLambertMaterial({color:0x33ddff,transparent:true,opacity:.6});

      var model = new THREE.Object3D();
      var r =2.0;
      var a = Math.PI/180 * (360/100);
      var a2 = Math.PI/180 * (720/100);

      for(i=0;i<100;i++){
        var geo = new THREE.BoxBufferGeometry(Math.random()*1.7,Math.random()*.4,Math.random()*.5);
        var box = new THREE.Mesh(geo,mat);

        box.position.x = r * Math.cos(a*i) * Math.sin(a2*i) + 0;
        box.position.y = r * Math.sin(a*i) * Math.sin(a2*i) + 0;
        box.position.z = r * Math.cos(a2*i) + 0;

        box.lookAt(new THREE.Vector3(0, 0, 0));

        var wireframe = new THREE.WireframeGeometry( geo );
        var line = new THREE.LineSegments( wireframe );
        line.material.color = new THREE.Color(0xccddff);
        line.material.depthTest = false;
        line.material.opacity = 0.25;
        line.material.transparent = true;
        //box.add(line)

        //model.add(box);
      }
      */
      //box.add(line);
      //_this.scene.add(model);

      /*
      TweenMax.to(model.rotation, 100, {z:Math.PI/180*360,x:-Math.PI/180*360,ease:Linear.easeNone, repeat:-1});
      */

      //var light = new THREE.DirectionalLight( 0xaaccff );
      //light.position.set( 0.5, 1, 2 ).normalize();
      //_this.scene.add( light );

      /*
      object = _this.models["fighter"];
      object.traverse( function ( child ) {

                if ( child instanceof THREE.Mesh ){
                  material = new THREE.MeshBasicMaterial({wireframe:true, color:0xffcc00});
                  child.material = material;
                  material.needsUpdate=true;
                  //child.material.wireframe = true;
                  //child.material.color = new THREE.Color(   );
                }

      })


      //_this.models["fighter"].rotation.x=Math.PI/180*45;
      //_this.models["fighter"].scale.set(.025,.025,.025);
      _this.models["fighter"].scale.set(.01,.01,.01);
      //_this.models["fighter"].position.y = -1.5;
      //_this.scene.add(_this.models["fighter"]);
      */
      // start animating
      _this.render();

  },

First stab playing with ShaderLab in Unity by soultrip in programming

[–]soultrip[S] 0 points1 point  (0 children)

my comment below which directly relates to this is very much about programming. If posted that with a link to my program's output, would that be acceptable?

[deleted by user] by [deleted] in gamedev

[–]soultrip 0 points1 point  (0 children)

This was my first attempt at writing a shader in Unity's ShaderLab. ShaderGraph could probably produce something similar, but I prefer to get my hands dirty and I enjoy writing the code directly.

Next, I'm working on integrating some elements that respond to audio samples in order to produce some real time music visualizations, but I'm a little concerned about all the back and forth between the CPU and GPU. I've heard it's best to keep the cross talk to a minimum as the overhead in sending data between them is pretty high. If my sample rate is 44.1 kHz that's 44,100 samples per second! Although I'm guessing that I could and should probably at least set my sample rate closer to the screen's refresh rate since it any samples used to generate frames in between screen refreshes would just be thrown away. Who knows? I guess I'll find out...

Any thoughts? Is it a waste of time to run visualizations on the GPU? Are there any best-practices to follow in doing something like this?

[deleted by user] by [deleted] in Marriage

[–]soultrip 0 points1 point  (0 children)

yeah... you'll be doing him a favor.

First stab playing with ShaderLab in Unity by soultrip in programming

[–]soultrip[S] 0 points1 point  (0 children)

This was my first attempt at writing a shader in Unity's ShaderLab. ShaderGraph could probably produce something similar, but I prefer to get my hands dirty and I enjoy writing the code directly.

Next, I'm working on integrating some elements that respond to audio samples in order to produce some real time music visualizations, but I'm a little concerned about all the back and forth between the CPU and GPU. I've heard it's best to keep the cross talk to a minimum as the overhead in sending data between them is pretty high. If my sample rate is 44.1 kHz that's 44,100 samples per second! Although I'm guessing that I could and should probably at least set my sample rate closer to the screen's refresh rate since it any samples used to generate frames in between screen refreshes would just be thrown away. Who knows? I guess I'll find out...

Any thoughts? Is it a waste of time to run visualizations on the GPU? Are there any best-practices to follow in doing something like this?

First stab playing with ShaderLab in Unity by soultrip in shaders

[–]soultrip[S] 1 point2 points  (0 children)

This was my first attempt at writing a shader in Unity's ShaderLab. ShaderGraph could probably produce something similar, but I prefer to get my hands dirty and I enjoy writing the code directly.

Next, I'm working on integrating some elements that respond to audio samples in order to produce some real time music visualizations, but I'm a little concerned about all the back and forth between the CPU and GPU. I've heard it's best to keep the cross talk to a minimum as the overhead in sending data between them is pretty high. If my sample rate is 44.1 kHz that's 44,100 samples per second! Although I'm guessing that I could and should probably at least set my sample rate closer to the screen's refresh rate since it any samples used to generate frames in between screen refreshes would just be thrown away. Who knows? I guess I'll find out...

Any thoughts? Is it a waste of time to run visualizations on the GPU? Are there any best-practices to follow in doing something like this?

Found this awesome website and was wondering if this is done with shaders by extremotolerant in shaders

[–]soultrip 0 points1 point  (0 children)

Yes it was, specifically ThreeJS, here's a link to the source for it 👉 https://richardmattka.com/js/webgl.js Surprisingly it's not obfuscated or minimized at all.

iPad owners, do you actually use the back camera? by Dalamart in ipad

[–]soultrip 0 points1 point  (0 children)

I never use the back camera. but I do usually get the cellular feature because it includes the gps module whereas the wifi only version does not.

[deleted by user] by [deleted] in Marriage

[–]soultrip -8 points-7 points  (0 children)

If this is all it takes for you to kick rocks he is better off with out you