Swifts! (@ Chapman Elementary School in Portland, OR) swarmapp.com/karabaic/check…
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Fix CUNY and reenroll Peter Parker.
twitter.com/ppvsrb/status/…
Enrollment down by 30,000 students and $4.3 billion in needed maintenance. @bysophiachang takes a look at conditions at CUNY. gothamist.com/news/cuny-enro…
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The most recent episode of @RezDogsFX is one of the best half hours of tv on PTSD ever. Best I’ve seen since You’re the Worst’s “22” and Steven Universe Future’s ep “Together Forever”.
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Gonna be fun! If you can crash my app, I have a prize for you! But, you gotta be there…
😄 Get ready for #SnykLIVE on Sept. 28 at 3 pm UTC with @afitnerd!
Learn how to protect your #Java application with actionable remediation and best practices for each ...
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"text": "\ud83d\ude04 Get ready for #SnykLIVE on Sept. 28 at 3 pm UTC with @afitnerd!\n\nLearn how to protect your #Java application with actionable remediation and best practices for each exploit we demonstrate.\n\n\ud83d\udd17 :\nYoutube \u2013 bit.ly/3S5fT77\nTwitch \u2013 bit.ly/3taAtJv",
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There is no more way to search for web pages that link to a given URL? Google link: is dead, can't find anything on DDG or Bing either. What do people do?
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"text": "There is no more way to search for web pages that link to a given URL? Google link: is dead, can't find anything on DDG or Bing either. What do people do?"
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Him: "GDI!"
Other Him: "What's up?"
Him: "60 f'ing people on a call looking at a dead horse trying to figure out how to ride it again."
Me: "😳 ... 🤔 ... 😂😳🤭"
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"text": "Him: \"GDI!\"\n\nOther Him: \"What's up?\"\n\nHim: \"60 f'ing people on a call looking at a dead horse trying to figure out how to ride it again.\"\n\nMe: \"\ud83d\ude33 ... \ud83e\udd14 ... \ud83d\ude02\ud83d\ude33\ud83e\udd2d\""
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I love how Earn draws the line at Dasani. #AtlantaFX
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"text": "I love how Earn draws the line at Dasani. #AtlantaFX",
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We are losing the night sky so moosk can sell 6m people on private aircraft and luxury yachts crappy internet.
Starlink Service Starts To Slow Down As Limited Capacity Rears Its Head techdirt.com/2022/09/23/sta…
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New post: fluffy rambles: VRChat avatar, referred colormaps edition beesbuzz.biz/blog/1332-VRCh…
#VRChat #Shaders
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Two orthogonal dimensions of time. You heard it here first.
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Are you dreaming about the weekend during eternal Caturday?
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Working with @afitnerd on a Zoom call on a security project. He says “Oh look, there’s no security issues because that’s just how good I am.” <— Love this guy. ...
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"text": "Working with @afitnerd on a Zoom call on a security project. He says \u201cOh look, there\u2019s no security issues because that\u2019s just how good I am.\u201d <\u2014 Love this guy. <333",
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I am training to climb Mount Vinson in December.
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New post: fluffy rambles: Another VRChat shader revelation beesbuzz.biz/blog/5757-Anot…
#VRChat #Shaders
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"name": "Another VRChat shader revelation",
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"text": "I don\u2019t actually need the pigment map to look good in untrusted mode: I can have the material itself provide a fallback texture! There\u2019s nothing stopping me from putting a _MainTex slot on the shader which just does nothing on the shader, but which would be used by the Standard fallback; I can use other texture slots for the pigment map and palette. So obvious.Also, when laying out the palette, it would be helpful to group related things next to each other, which makes mipmapping play more nicely (and also makes authoring eaiser, although still not as easy as just fiddling with sliders in the Unity editor, unfortunately).\u2026.In any case, I\u2019ll probably target 16 attribute bands, which gives me plenty to work with; here\u2019s the ones I can think of right now (and a rough ordering for texture authoring purposes), and this is with coming up with way more hyper-fiddliness than I actually need:\nEyelids\nBase skin\nTummypatch skin\nHair (normal)\nHair (streak)\nNose\nLips\nInside of mouth\nTongue\nTeeth\nHorns\nEye albumen-iris-pupil\nCollar fabric\nCollar tag (modulation controls back-edge-front-engraving)\nOkay, that\u2019s nearly 16 bands already, so maybe I\u2019ll reserve 32 bands. Really it should be safe to go up to 64, although then you\u2019d probably start to run into banding artifacts on inter-band transitions and color bleed issues when mipmapping.Also, the bottom rows of the colormap should be reserved for various modulation effect gradients, for example subsurface and ambient occlusion.This makes me realize that it\u2019d also be fun to maybe experiment with lighting ramps in the future. I wouldn\u2019t want to bake that into the color map though, it\u2019d have to be done as a separate function (and texture lookup) in the shader. I think the Unity standard shader has a mechanism for overriding lighting computations, in which case that would be fairly easy to add! It would be fun to do things like adding toon/cel shading, or inverting the lighting ramp to give it an otherworldly effect, among other things. But that can come later.",
"html": "<p>I don\u2019t actually need the pigment map to look good in untrusted mode: I can have the material itself provide a fallback texture! There\u2019s nothing stopping me from putting a <code>_MainTex</code> slot on the shader which just does nothing on the shader, but which would be used by the Standard fallback; I can use other texture slots for the pigment map and palette. So obvious.</p><p>Also, when laying out the palette, it would be helpful to group related things next to each other, which makes mipmapping play more nicely (and also makes authoring eaiser, although still not as easy as just fiddling with sliders in the Unity editor, unfortunately).</p><p>\u2026.</p><p>In any case, I\u2019ll probably target 16 attribute bands, which gives me plenty to work with; here\u2019s the ones I can think of right now (and a rough ordering for texture authoring purposes), and this is with coming up with way more hyper-fiddliness than I actually need:</p>\n<ul><li>Eyelids</li>\n<li>Base skin</li>\n<li>Tummypatch skin</li>\n<li>Hair (normal)</li>\n<li>Hair (streak)</li>\n<li>Nose</li>\n<li>Lips</li>\n<li>Inside of mouth</li>\n<li>Tongue</li>\n<li>Teeth</li>\n<li>Horns</li>\n<li>Eye albumen-iris-pupil</li>\n<li>Collar fabric</li>\n<li>Collar tag (modulation controls back-edge-front-engraving)</li>\n</ul><p>Okay, that\u2019s nearly 16 bands already, so maybe I\u2019ll reserve 32 bands. Really it should be safe to go up to 64, although then you\u2019d probably start to run into banding artifacts on inter-band transitions and color bleed issues when mipmapping.</p><p>Also, the bottom rows of the colormap should be reserved for various modulation effect gradients, for example subsurface and ambient occlusion.</p><p>This makes me realize that it\u2019d also be fun to maybe experiment with lighting ramps in the future. I wouldn\u2019t want to bake that into the color map though, it\u2019d have to be done as a separate function (and texture lookup) in the shader. I <em>think</em> the Unity standard shader has a mechanism for overriding lighting computations, in which case that would be fairly easy to add! It would be fun to do things like adding toon/cel shading, or inverting the lighting ramp to give it an otherworldly effect, among other things. But that can come later.</p>"
},
"author": {
"type": "card",
"name": "fluffy",
"url": "https://beesbuzz.biz/",
"photo": "https://beesbuzz.biz/static/headshot.jpg"
},
"post-type": "article",
"_id": "31542107",
"_source": "2778"
}