The Slackers have announced a set of two dates in Texas this coming May. We Are The Union and Kill Lincoln will be joining them for both dates. This are in addition to the band's 30th annivers... Click link to read more... #The_Aggrolites #The_Slackers #theslackersband #we_are_the_union...

2021.11.29 12:01 tgefm The Slackers have announced a set of two dates in Texas this coming May. We Are The Union and Kill Lincoln will be joining them for both dates. This are in addition to the band's 30th annivers... Click link to read more... #The_Aggrolites #The_Slackers #theslackersband #we_are_the_union...

The Slackers have announced a set of two dates in Texas this coming May. We Are The Union and Kill Lincoln will be joining them for both dates. This are in addition to the band's 30th annivers... Click link to read more... #The_Aggrolites #The_Slackers #theslackersband #we_are_the_union... submitted by tgefm to tgefm_musicnews [link] [comments]


2021.11.29 12:01 GirasoleDE Verhaltensbiologie: Warum Frösche winken - Hau ab!

Verhaltensbiologie: Warum Frösche winken - Hau ab! submitted by GirasoleDE to de [link] [comments]


2021.11.29 12:01 Brancliff Have Devsisters backed down on NFTs yet?

The outrage regarding Devsisters and NFTs has definitely died down in recent, but I don't want this to be something that just gets swept under the rug. People should keep the pressure up so that they know that this isn't something they can get away with especially considering how Ovenbreak has been in recent.
A week ago, the official discorb put out an announcement that the Kingdom feedback sections should be about feedback for the game itself, which is fine, but then specified to not talk about things like "exploring this marketing initiative", and I'm pretty sure we all know what they meant by that.
submitted by Brancliff to Cookierun [link] [comments]


2021.11.29 12:01 sharewithme Word of The Hour: tvilling

tvilling translates to twin
––––––––––––
Fill in missing translations @ https://wordofthehour.org/translations
submitted by sharewithme to SwedishFeed [link] [comments]


2021.11.29 12:01 Hefty-Leg4131 Money Capital ~ 1st truly multi-chain yield aggregation protocol

I have the pleasure to present you a new project called Money Capital.

-

MoneyCapital is the 1st truly multi-chain yield aggregation protocol combining an index of DeFi 3.0 protocols across 8 different blockchains - allowing $M holders to benefit and gain exposure to all of them on top of reflections from the deflationary $M token!

-

Key points:

-

Welcome to M - Money Capital

-

⚖️ Tokenomics


🟢 Buy: 10% Reflection to Holders


🔴 Sell: 5% Treasury / 5% Marketing & Dev / 10% Liquidity - Day1 Only -
Total Supply: 100,000,000.00 $M


🚀 Launch Type: Fair Launch
-

💳 Ethereum ERC-20 Address: 0xaed5358f30c22d8d79b6edd20dbf81e9cf48742a
-

🔍Etherscan: https://etherscan.io/token/0xaed5358f30c22d8d79b6edd20dbf81e9cf48742a
-

🦄 Buy M on Uniswap (10% Buy - 20% Sell): https://app.uniswap.org/#/swap?outputCurrency=0xaed5358f30c22d8d79b6edd20dbf81e9cf48742a

-

📈 Chart: https://www.dextools.io/app/ethepair-explore0x760a93cf0d6b419f29148c8469ab2572a5438019
-

🔒 Liquidity Locked: https://etherscan.io/token/0xaed5358f30c22d8d79b6edd20dbf81e9cf48742a
-

🐸 CoinGecko: CS🧿 CoinMarketCap: CS
Guys dyor, am not a financial advisor, but I really like this project.
-

Useful links:


💻 Website: MoneyCapital.org

🕊 Twitter: https://twitter.com/MoneyCapitalEth
submitted by Hefty-Leg4131 to BNBTrader [link] [comments]


2021.11.29 12:01 Solfaroiy ⚡ Wanamoon BSC Token | ⚡ Launching Now on BSC | ownership renounced | $40k Jackpot Draw Today | Unique Tokenomics | Active Community in Telegram | Don't Miss This x100 Potential Gem



WELCOME TO A NEW BSC MOONSHOT EXPERIENCE… WANAOON? THEN MOON WITH US! ⚡

☘︎ JACKPOT DRAW TODAY OVER $40K ☘︎
WANAMOON is a new token that rewards holders and new buyers with the opportunity to be entered in to a weekly JACKPOT draws! 50% of the jackpot goes to one holder paid in BUSD. The other 50% will be used to buy one of the hottest meme token of the week and distributed proportionately to qualified holders. You goto be in it to win it! Initially launching on BSC Blockchain, Wana Moon will then rapidly expand to other blockchains including ETH very soon!

Contract Address: 0x460042aF78f77f44A39c2b0378A35D95fEb9FD7C

TL;DR ⚙️
⁃ Weekly Jackpot Token, first draw takes place
⁃ WanaMoon Contract Fully Audited by SolidProof
⁃ Team Fully Doxxed & KYC Verified
⁃ Liquidity will be locked
⁃ Full Dapp Release on Launch to track Jackpot Entires and Total Worth
⁃ Full Detailed aggressive marketing plan
⁃ BIG Token Partnerships in talks
⁃ Team with a detailed roadmap plan of execution

⚔️ TOKENOMICS - 10% TAX ON ALL TRANSACTIONS
⁃ 1% reflection to all holders
⁃ 2% Weekly jackpot
⁃ 3% Buyback and auto liquify
⁃ 4% Marketing

Contract Address: 0x460042aF78f77f44A39c2b0378A35D95fEb9FD7C
✨Pinksale Locked
https://www.pinksale.finance/#/pinklock/record/4097?chain=BSC

✨ PANCAKESWAP
https://pancakeswap.finance/swap?outputCurrency=0x460042aF78f77f44A39c2b0378A35D95fEb9FD7C


LINKS TO OFFICIAL CHANNELS
⛓️ Website: https://wanamoon.in/
✉️ Telegram: https://t.me/WanaMoonOfficial
⚽ Twitter: https://twitter.com/WanaMoonOffical
submitted by Solfaroiy to CryptoMoon [link] [comments]


2021.11.29 12:01 Basic_Phone2137 unable to upgrade to macos 10.12

i bought my macbook pro in early 2015 and its 10.11.6 recently i wanted to upgrade it to 10.12 , i have tried different methods but couldn't , i tried downloading macos sierra from the appstore but it said " This copy of the Install macOS Sierra application is damaged, and can't be used to install macOS." when i opened it so what should i do to upgrade it ?
submitted by Basic_Phone2137 to mac [link] [comments]


2021.11.29 12:01 Smooth_Rope_3623 Use my referral link https://crypto.com/app/cenhmxc9hy to sign up for Crypto.com and we both get $25 USD :)

Referrals have to stake CRO (Metal Crypto.com Visa Card Reservation) to unlock their sign-up bonus . They may purchase the CRO in-app
submitted by Smooth_Rope_3623 to FreeCrypto [link] [comments]


2021.11.29 12:01 LGPierceBelara "This is the biggest GOOD NEWS for all of you! Blessed are you, Called, ...

submitted by LGPierceBelara to KingdomofJesusChrist [link] [comments]


2021.11.29 12:01 datredditguy1 16M [chat] bored, in class, and lonely so message me and let's spend some time together! I like talking to anyone so if we hit it off we can chat for as long as you want, just please help me through this boring math class lol.

submitted by datredditguy1 to MeetPeople [link] [comments]


2021.11.29 12:01 mst3kfanclub A year ago, my father was legally barred from contacting me, and I cut off my mother who then disowned me to my relatives. The ONLY reason I’m alive is because my parents are finally gone from my life, but I’m fighting back tears because I don’t have a family for the holidays anymore. Hertz, donut?

A year ago, my father was legally barred from contacting me, and I cut off my mother who then disowned me to my relatives. The ONLY reason I’m alive is because my parents are finally gone from my life, but I’m fighting back tears because I don’t have a family for the holidays anymore. Hertz, donut? submitted by mst3kfanclub to toastme [link] [comments]


2021.11.29 12:01 Banichkasboza09 Duality of a man

Duality of a man submitted by Banichkasboza09 to lastfm [link] [comments]


2021.11.29 12:01 natedn10 Switched towers - band 2/n41

We've had TMHI for about 3 months and it's always used band 2 & n41 from the nearest tower, 1 mile away. Normal speeds are 400mbps down, 20 up.
Last week I noticed it had switched to B71 LTE with no 5G connection. Must have still been doing carrier aggregation with other LTE bands because I was getting 60mbps down, 20 up.
I rebooted it and now it's back to B2/n41, but on a tower that's further away - signal level is lower and speeds are 160 down, 10 up.
My phone still uses the closer tower, but band 66 (this is what it's always used).
It seems like the band 2 signal on the nearby tower must have gone down, but why wouldn't the trash can use the same B66 signal as my phone? It's around 10dB stronger.
Not a huge deal, 160/10 Mbps is still fine. But the tower & band selection logic is confusing me.
Anyone seen something similar where the trash can picks a weaker signal when your phone picks the more logical, stronger one?
submitted by natedn10 to tmobileisp [link] [comments]


2021.11.29 12:01 sujinaaa I thought being kind would get me love

I am soo done with being an empath like i literally was the helper..since childhood..was drawn towards others , their emotions , their feelings, their happiness,their sadness...and soo i used to make ppl feel better and be there for them bcz still to this day i am a young adult i cannot see ppl struggling even if they do me wrong..or even if they are not there for me like i am there for them ..i have soo much imbalanced give and take ..like i am giving over and over bcz of my nature and me being highly sensitive as well ..but i am not getting anything in return ..all i get in return is hatred ,toxic ppl ppl who only want to talk about them when i talk about me ..ppl who are rude ,insensitive and not at all emapthetic ..not even kind..like i just cannot.. it's been so many years like this i have been such a loner since childhood..got no love and affection from parents ..and then i thought that i am doing such a great job by being so empathetic..like literally.soo i will get so much love and affection and support ppl will praise me but the opposite horrible treatments happened...all i ever got was traumatic experiences... memories..fear anxiety , depression ...all untreated..and moreover toxic parents..which is the most horrific childhood trauma..soo currently i am soo frustrated with these ppl coming in my life they are toxic ..but if i leave them or they leave me i don't want to be left alone... anymore..i just cannot..okay..); But these ppl are just getting on my nerves so damn much..they don't know bcz of them i am hurting i am overthinking and going through so much alone...this what i shared was just a five percent...there is more ..so much more going on at present...
submitted by sujinaaa to kindness [link] [comments]


2021.11.29 12:01 sharewithme Word of The Hour: gêmeo

gêmeo translates to twin
––––––––––––
Fill in missing translations @ https://wordofthehour.org/translations
submitted by sharewithme to PortugueseFeed [link] [comments]


2021.11.29 12:01 That-Guy-Scott Plugin showing what file is open on the status bar?

I tend to work in full screen mode without tabs or window borders. Is there a plugin for showing the open file on the status bar? I can't be the only one that desperately wants this....
submitted by That-Guy-Scott to IntelliJIDEA [link] [comments]


2021.11.29 12:01 Hefty-Leg4131 Money Capital ~ 1st truly multi-chain yield aggregation protocol

I have the pleasure to present you a new project called Money Capital.

-

MoneyCapital is the 1st truly multi-chain yield aggregation protocol combining an index of DeFi 3.0 protocols across 8 different blockchains - allowing $M holders to benefit and gain exposure to all of them on top of reflections from the deflationary $M token!

-

Key points:

-

Welcome to M - Money Capital

-

⚖️ Tokenomics


🟢 Buy: 10% Reflection to Holders


🔴 Sell: 5% Treasury / 5% Marketing & Dev / 10% Liquidity - Day1 Only -
Total Supply: 100,000,000.00 $M


🚀 Launch Type: Fair Launch
-

💳 Ethereum ERC-20 Address: 0xaed5358f30c22d8d79b6edd20dbf81e9cf48742a
-

🔍Etherscan: https://etherscan.io/token/0xaed5358f30c22d8d79b6edd20dbf81e9cf48742a
-

🦄 Buy M on Uniswap (10% Buy - 20% Sell): https://app.uniswap.org/#/swap?outputCurrency=0xaed5358f30c22d8d79b6edd20dbf81e9cf48742a

-

📈 Chart: https://www.dextools.io/app/ethepair-explore0x760a93cf0d6b419f29148c8469ab2572a5438019
-

🔒 Liquidity Locked: https://etherscan.io/token/0xaed5358f30c22d8d79b6edd20dbf81e9cf48742a
-

🐸 CoinGecko: CS🧿 CoinMarketCap: CS
Guys dyor, am not a financial advisor, but I really like this project.
-

Useful links:


💻 Website: MoneyCapital.org

🕊 Twitter: https://twitter.com/MoneyCapitalEth
submitted by Hefty-Leg4131 to BSCMoonShots [link] [comments]


2021.11.29 12:01 Fayde_Charge Cascaded Shadow Mapping + PCSS Help

So I've been trying to get PCSS to work for a long time, which obviously considering I'm writing this, did not work out. Hard shadows work (but obviously do not look good), and Semi(?)-PCSS did sort of work (not really PCSS but a bit smoother than plain hard shadows). I have added the images that show the problem with the shadow implementations.
If you can and want to help, here are some things to know before looking at the code:

  1. I'm using Vulkan
  2. I'm using linear sampling in the screenshots (always had nearest and changing to linear made no difference)
  3. I'm using a 32-bit depth buffer in the screenshots (always used a 24-bit depth buffer, increasing the precision did not help)
  4. I'm using a maxShadowDistance of 5000, camera near-plane of 0.1 camera far-plane of also 5000 (it is high, but it should still work On top of that, I also tried with lower values (800) still the same (or even worse) result)
  5. I'm sampling the shadow map with "1 - shadowCoord.y" since I'm using a flipped viewport, I did that for some reason long ago, something about the differences between Vulkan, D3D12, and OpenGL (since I'm also going to support D3D12 and OpenGL)
  6. I'm also fading between cascades, but did not add it here for simplicity and since it also does not work without it.
  7. Cascade generation is from the Vulkan examples
  8. cascadeTransitionFade defaults to 1
  9. default depth bias multiplier from a directional light is 0.002
Screenshots:
Hard shadows 1
Hard shadows 2
PCSS (incorrect sampling offsets) 1
PCSS (incorrect sampling offsets) 2
PCSS (when using correct sampling according to spec/when using sampling of others- the problem) 1
PCSS (when using correct sampling according to spec/when using sampling of others- the problem) 2
Since I could not put everything in a gist at the moment here is it:
Shadow functions:
float Bias_DirectionalLight(Surface surface, DirectionalLightInformation information) { return max(information.light.depthBias * (1.0f - dot(surface.normal, information.light.direction.xyz)), information.light.depthBias); } float HardShadows_DirectionalLight(sampler2DArray shadowMap, vec3 shadowCoords, int layer, Surface surface, DirectionalLightInformation information, float shadowDarkness) { const float bias = Bias_DirectionalLight(surface, information); const float z = texture(shadowMap, vec3(shadowCoords.x, 1.0f - shadowCoords.y, float(layer))).r; if (step(z + bias, shadowCoords.z) > 0.5f) { return 1.0f - shadowDarkness * information.shadow.shadowFade; } return 1.0f; } vec2 SearchRegionRadiusUV_DirectionalLight(float zWorld, Cascade cascade) { const vec2 lightRadiusUV = vec2(0.02f); // TODO: from light size return lightRadiusUV * (zWorld - cascade.zNear) / zWorld; } vec2 PenumbraRadiusUV_DirectionalLight(float zReceiver, float zBlocker) { const vec2 lightRadiusUV = vec2(0.02f); // TODO: from light size return lightRadiusUV * (zReceiver - zBlocker) / zBlocker; } vec2 ProjectToLightUV_DirectionalLight(vec2 sizeUV, float zWorld, Cascade cascade) { return sizeUV * cascade.zNear / zWorld; } float PenumbraSize_DirectionalLight(float zReceiver, float zBlocker) { return (zReceiver - zBlocker) / zBlocker; } float SearchWidth_DirectionalLight(float uvLightSize, float receiverDistance, vec3 cameraPosition) { const float near = 0.1f; // return uvLightSize * (receiverDistance - near) / receiverDistance; return uvLightSize * (receiverDistance - near) / cameraPosition.z; } float ZClipToEye_DirectionalLight(float z, Cascade cascade) { return cascade.zFar * cascade.zNear / (cascade.zFar - z * (cascade.zFar - cascade.zNear)); } float FindBlockerDistance_DirectionalLight(sampler2DArray shadowMap, vec3 shadowCoords, int layer, Surface surface, DirectionalLightInformation information, float zEye) { const int numBlockerSearchSamples = POISSON_SAMPLE_SIZE; const float bias = Bias_DirectionalLight(surface, information); int blockers = 0; float avgBlockerDistance = 0; const vec2 searchWidth = SearchRegionRadiusUV_DirectionalLight(zEye, information.cascade); // const float searchWidth = SearchWidth_DirectionalLight(information.shadow.lightSize, shadowCoords.z, surface.cameraPosition); for (int i = 0; i < numBlockerSearchSamples; i++) { const vec2 possionedSample = samplePoisson(i) * searchWidth; const float z = texture(shadowMap, vec3(shadowCoords.x + possionedSample.x, 1.0f - shadowCoords.y + possionedSample.y, float(layer))).r; if (step(z + bias, shadowCoords.z) > 0.5f) { blockers++; avgBlockerDistance += z; } } if (blockers > 0) { return avgBlockerDistance / float(blockers); } return -1.0f; } float PCF_DirectionalLight(sampler2DArray shadowMap, vec3 shadowCoords, int layer, vec2 uvRadius, Surface surface, DirectionalLightInformation information) { const int numPCFSamples = POISSON_SAMPLE_SIZE; const float bias = Bias_DirectionalLight(surface, information); // const ivec2 texDim = textureSize(shadowMap, 0).xy; // const float scale = 3.0f; // const vec2 size = 1.0f / vec2(texDim); float sum = 0.0f; for (int i = 0; i < numPCFSamples; i++) { const vec2 possionedSample = samplePoisson(i) * uvRadius; const float z = texture(shadowMap, vec3(shadowCoords.x + possionedSample.x, 1.0f - shadowCoords.y + possionedSample.y, float(layer))).r; sum += step(z + bias, shadowCoords.z); } return sum / float(numPCFSamples); } float PCSS_DirectionalLight(sampler2DArray shadowMap, vec3 shadowCoords, int layer, Surface surface, DirectionalLightInformation information, float shadowDarkness) { const float zEye = -(information.cascade.view * vec4(surface.worldPosition, 1.0f)).z; const float blockerDistance = FindBlockerDistance_DirectionalLight(shadowMap, shadowCoords, layer, surface, information, zEye); if (blockerDistance <= -1.0f) { return 1.0f; } const float avgBlockerDepthWorld = ZClipToEye_DirectionalLight(blockerDistance, information.cascade); const vec2 penumbraWidth = PenumbraRadiusUV_DirectionalLight(zEye, avgBlockerDepthWorld); const vec2 uvRadius = ProjectToLightUV_DirectionalLight(penumbraWidth, zEye, information.cascade); return 1.0f - PCF_DirectionalLight(shadowMap, shadowCoords, layer, uvRadius, surface, information) * shadowDarkness * information.shadow.shadowFade; } 
Poisson:
#define POISSON_SAMPLE_SIZE (64) const vec2 poisson[POISSON_SAMPLE_SIZE] = vec2[]( vec2(-0.884081, 0.124488), vec2(-0.714377, 0.027940), vec2(-0.747945, 0.227922), vec2(-0.939609, 0.243634), vec2(-0.985465, 0.045534), vec2(-0.861367, -0.136222), vec2(-0.881934, 0.396908), vec2(-0.466938, 0.014526), vec2(-0.558207, 0.212662), vec2(-0.578447, -0.095822), vec2(-0.740266, -0.095631), vec2(-0.751681, 0.472604), vec2(-0.553147, -0.243177), vec2(-0.674762, -0.330730), vec2(-0.402765, -0.122087), vec2(-0.319776, -0.312166), vec2(-0.413923, -0.439757), vec2(-0.979153, -0.201245), vec2(-0.865579, -0.288695), vec2(-0.243704, -0.186378), vec2(-0.294920, -0.055748), vec2(-0.604452, -0.544251), vec2(-0.418056, -0.587679), vec2(-0.549156, -0.415877), vec2(-0.238080, -0.611761), vec2(-0.267004, -0.459702), vec2(-0.100006, -0.229116), vec2(-0.101928, -0.380382), vec2(-0.681467, -0.700773), vec2(-0.763488, -0.543386), vec2(-0.549030, -0.750749), vec2(-0.809045, -0.408738), vec2(-0.388134, -0.773448), vec2(-0.429392, -0.894892), vec2(-0.131597, 0.065058), vec2(-0.275002, 0.102922), vec2(-0.106117, -0.068327), vec2(-0.294586, -0.891515), vec2(-0.629418, 0.379387), vec2(-0.407257, 0.339748), vec2(0.071650, -0.384284), vec2(0.022018, -0.263793), vec2(0.003879, -0.136073), vec2(-0.137533, -0.767844), vec2(-0.050874, -0.906068), vec2(0.114133, -0.070053), vec2(0.163314, -0.217231), vec2(-0.100262, -0.587992), vec2(-0.004942, 0.125368), vec2(0.035302, -0.619310), vec2(0.195646, -0.459022), vec2(0.303969, -0.346362), vec2(-0.678118, 0.685099), vec2(-0.628418, 0.507978), vec2(-0.508473, 0.458753), vec2(0.032134, -0.782030), vec2(0.122595, 0.280353), vec2(-0.043643, 0.312119), vec2(0.132993, 0.085170), vec2(-0.192106, 0.285848), vec2(0.183621, -0.713242), vec2(0.265220, -0.596716), vec2(-0.009628, -0.483058), vec2(-0.018516, 0.435703) ); vec2 samplePoisson(uint index) { return poisson[index % POISSON_SAMPLE_SIZE]; } 
Main:
DirectionalLightInformation information; information.light = directionalLight[i]; information.shadow = shadowAndLightData.shadowData; const float distance = length(fsData.positionWorldVS); const float shadowDarkness = information.shadow.shadowDarkness; const float transitionDistance = information.shadow.shadowFade; const float shadowDistance = information.shadow.maxShadowDistance; const float shadowFade = saturate(1.0f - ((distance - (shadowDistance - transitionDistance)) / transitionDistance)); information.shadow.shadowFade = shadowFade; uint cascade = 0; for (int j = 0; j < int(shadowAndLightData.shadowData.cascadeCount) - 1; j++) { if (fsData.positionWorldVS.z < cascades[information.light.layerStart + uint(j)].split) { cascade = uint(j) + 1; } } const vec4 coords = biasMat * cascades[information.light.layerStart + cascade].viewProjection * vec4(surface.worldPosition, 1.0f); const vec3 shadowMapCoords = (coords.xyz / coords.w); information.cascade = cascades[information.light.layerStart + cascade]; shadowAmount = softShadows ? PCSS_DirectionalLight(directionalShadowTexture, shadowMapCoords, int(information.light.layerStart + cascade), surface, information, shadowDarkness) : HardShadows_DirectionalLight(directionalShadowTexture, shadowMapCoords, int(information.light.layerStart + cascade), surface, information, shadowDarkness); 
Structures:
struct Sphere { vec4 position; float range; }; struct Cone { vec4 direction; vec4 position; float range; float angle; }; struct PointLight { vec4 position; vec4 color; uint enabled; float range; float depthBias; }; struct DirectionalLight { vec4 direction; vec4 color; uint enabled; uint castsShadow; int layerStart; float depthBias; }; struct SpotLight { mat4 mvp; vec4 direction; vec4 position; vec4 color; uint enabled; uint castsShadow; int layer; float range; float depthBias; float innerAngle; float outerAngle; }; struct Material { vec4 albedoColor; vec4 ambientColor; vec4 emissionColor; vec4 specularColor; vec4 globalAmbient; uint textures; float opacity; float roughness; float metalness; float bumpIntensity; float specularPower; float alphaThreshold; float specularScale; float emissiveIntensity; }; struct Surface { vec3 normal; vec3 diffuseColor; vec3 worldPosition; vec3 specularColor; vec3 emissiveColor; vec3 cameraPosition; vec3 viewSpacePosition; float roughness; float metalness; float emissiveIntensity; }; struct LightGrid { uint pointOffset; uint pointCount; uint spotOffset; uint spotCount; }; struct VolumeTileAABB { vec4 minPoint; vec4 maxPoint; }; struct LightData { float zFar; float bias; float zNear; float scale; float gamma; float exposure; uvec2 screenDimensions; vec4 cameraPosition; uvec4 tileSizes; uint configuration; }; struct ShadowData { uint cascadeCount; float shadowFade; float shadowDarkness; float maxShadowDistance; float lightSize; float cascadeSplit; float cascadeTransitionFade; uint configuration; }; struct ShadowAndLightData { LightData lightData; ShadowData shadowData; }; struct Cascade { mat4 view; mat4 projection; mat4 viewProjection; float zFar; float split; float zNear; }; struct LightIndex { uint spotLight; uint pointLight; }; struct CameraBuffer { vec4 rotation; vec4 position; vec4 direction; mat4 view; mat4 projection; mat4 viewProjection; mat4 inverseProjection; }; struct AnimationInformation { float duration; float ticksPerSecond; uint boneCount; uint keyFrameCount; uint startIndex; uint padding[3]; }; struct AnimationInstance { float currentTime; uint enabled; uint animationIndex; uint padding; }; struct ModelInstanceData { mat4 transformation; AnimationInstance animationInstances[MLE_MAX_SIMULTANEOUS_ANIMATIONS]; uint configuration; }; struct ShadowModelInstanceData { mat4 viewProjection; mat4 transformation; AnimationInstance animationInstances[MLE_MAX_SIMULTANEOUS_ANIMATIONS]; int layer; uint enableAnimation; }; struct CascadedShadowData { mat4 transformation; AnimationInstance animationInstances[MLE_MAX_SIMULTANEOUS_ANIMATIONS]; int layerStart; uint cascadeStart; uint enableAnimation; }; struct DirectionalLightInformation { Cascade cascade; ShadowData shadow; DirectionalLight light; }; struct SpotLightInformation { SpotLight light; ShadowData shadow; }; struct PointLightInformation { PointLight light; ShadowData shadow; }; struct LightResult { vec3 color; float shadowFactor; }; 
How the Surface struct gets filled:
Surface surface; surface.normal = normal; surface.roughness = roughness; surface.metalness = metalness; surface.diffuseColor = albedo.rgb; surface.emissiveColor = emissive.rgb; surface.specularColor = specular.rgb; surface.worldPosition = fsData.fragPosWS; surface.emissiveIntensity = material.emissiveIntensity; surface.cameraPosition = cameraBuffer.data.position.xyz; surface.viewSpacePosition = normalize(cameraBuffer.data.position.xyz - fsData.fragPosWS); 
If someone could help me that would be really appreciated!!
submitted by Fayde_Charge to GraphicsProgramming [link] [comments]


2021.11.29 12:01 ZealousidealFill9053 Performance Ratings Question

I just finished my first full year of federal employment and received a rating consisting of all 4s. I know it means I exceeded expectations, but is that common, and how hard is it to get a 5? I am sort of bummed that I didn't get any 5s and would like to hear if those are just very very hard to achieve.
Thanks
submitted by ZealousidealFill9053 to usajobs [link] [comments]


2021.11.29 12:01 jeremynewall UPBEAT INDIE! Here’s a playlist I made of my favourite indie tunes that i’m sure you guys will like! I just updated this and regularly update it as well so stay tuned friends :)

UPBEAT INDIE! Here’s a playlist I made of my favourite indie tunes that i’m sure you guys will like! I just updated this and regularly update it as well so stay tuned friends :) submitted by jeremynewall to PlaylistPush [link] [comments]


2021.11.29 12:01 eathrowaway13 My (m) ex was arrested tonight after she wouldn’t stop being abusive… I feel lower than I’ve ever felt before

This has been going on for a couple years where my ex, while we were together would be physically, emotionally, and sexually abusive towards me. She would believe I was having affairs and living some double life when in reality, I woke up to love, adore, and serve that woman like she’s the only other person in the world. I recognize that being devoted to someone that is like that towards you is toxic in itself, and by allowing her behavior to continue while excusing it as “she is having a bad day”, “she’s really stressed today”, “things will get better”, or even “she is right, I must not be good enough”.
Earlier this month she broke up with me after another accusation that I’m having an affair because her intuition is telling her that I’m a lieing cheater. Still though, she still used me and asked me to help her with some of her needs. I still cooked meals for us all the time, prepped her lunches for work, and at night we would still hold eachother until she would snap around 4am every morning and begin with telling me how worthless of a man I was, verbally attacking my family (which are amazing, kind hearted people that welcomed her with open arms). Then the physical violence would start, sometimes that was first while I was asleep, and the shock of waking up to a punch in the head, and followed up with a tirade of vile accusations to me, my character, and my family.
This morning after she hit me, I warned her I would call the police, and actually followed up.
They came and arrested her, my heart sank and crushed under pressure. I did not want her to go to jail, her crying and pleas for me to help her are a pain I’ll never forget, and the guilt I feel from that has me currently paralyzed. I thought the police would just ask her to go to her parents house. She has friends and family, I’m not from this town, I don’t have people I can just stay with. I feel so guilty, I’m in so much pain and I hate myself, I’m ashamed and the thought of doing something to cause her harm like this is gut wrenching. I don’t know if I did the right thing. I feel this cold dense ball of guilt and shame, how could I have done this to someone I love and care for so much. I decided to write and share this with strangers online because I don’t know what else to do at this point and I can’t keep this bottled up inside. Where do I go from here? How can I help her? Why can’t I consider myself and my needs in any of this? She was so abusive and toxic, and I can’t stop caring about her and wanting to be here for her.
submitted by eathrowaway13 to relationship_advice [link] [comments]


2021.11.29 12:01 YungChacho If a league owner removes a team can they assign that team to a different email?

On yahoo
submitted by YungChacho to fantasybball [link] [comments]


2021.11.29 12:01 Rose_Buddah_994 Love Spells

can i have some help here? there’s this guy i really like, but i’ve never cast a spell before. could someone more experienced either cast it for me, or tell me of a good one to use on him?
submitted by Rose_Buddah_994 to blackmagic [link] [comments]


2021.11.29 12:01 Jgangsta187 40 versions of the iconic Legend of Zelda theme in one Legendary mix! Can you identify them all without looking at the track list?

40 versions of the iconic Legend of Zelda theme in one Legendary mix! Can you identify them all without looking at the track list? submitted by Jgangsta187 to gamemusic [link] [comments]


2021.11.29 12:01 ShortAlgo $AWK Awaiting SHORT signal on AWK with ultraalgo.com

$AWK Awaiting SHORT signal on AWK with ultraalgo.com submitted by ShortAlgo to UltraAlgo [link] [comments]


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