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#gcolor
oflgtfol · 2 years
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ahrima my special little guy. Throws him into a salad spinner
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candacehughes · 6 months
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full kop-explosion of bold bold soliid floxols people and full foi-explosive of bold solid gcolors persons voiced must return to candace marie hughes. on. paid. memory people on. paid. memory on. paid. memory persons persons on. paid.
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poshhunter · 1 year
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Check out this listing I just found on Poshmark: Aeropostale Shirt.
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vimalb-blog · 1 year
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Generic Lstbc 01 Tabla Cover
Price: (as of – Details) This tabla cover is made of rexin cloth. It is from the generic brand. Dimensions: 50 x 30 x 15 cmsWeight: 690 gColor: Black
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teresajewelry · 2 years
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Diamond Necklace / Gold Necklace / Dainty Leaf Necklace / 14K Solid Gold & Gcolor VS Diamond Handmade Leaf Necklace by ohannescorlu
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pragyazone · 6 years
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#trillioncutdiamond #triangle #trendy #rare #exotic #excellent #ifyouhaveitflauntit #whynot #luxury #somethingdifferent #vs1 #quality #diamonds #gcolor #perfectpair #most #different #betheoneyouwanttobe #gradutegemologist #diamantaire #pragyafinediamondjewellery (at Mumbai, Maharashtra)
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0.50cts#Gcolor#IF#GIA#price1677$/pc#Welcome to Beauty Jewelry by Neelam🙏 We are dealing to all kind of Diamonds.Our product only manufacture & wholesale at Bangkok since 1991. We have factory in india 🇮🇳 We hope built up good relationship with our new buyer.😍 We are ready to make a customer`s satisfaction to comfortable price, best quality,good delivery.🚚 Benefits you enjoy while buying through us.🛒 *Any time you may mail us your current requirement & thus, operate at a minimum inventory level. 🙄 *We concentrate more on understanding your customer's specific requirements and delivering them in minimum required time. Thus , developing your business, as purchases can be made at comfort & convenience,rather than spending time, energy & money in Travelling to find the desired goods. *All required measurements like diameter & length-width of all diamonds are provided on your request. With this information, you can visualize the stone and start making your jewellery well before the stone is delivered, in turn ensuring prompt onward delivery to your customer. *Transparent grading system. *Due to large inventory you can be assured of getting the nearest identical matched pair of diamonds ,with the same color, look & appearance. please confirm our terms : when u confirm pic . U have to pay non refundable deposit of 50% of the total @ you confirm order,then delivery charges u have to pay 300$ as you order very less @. Delivery after 10 working days. After piece reach to your country have to pay 50% balance payment. You cannot cancel the deal & if you can't make balance payment then you will loose the deposit @ of 50% you paid before. Many thanks & Best regards. Contact: +66853808283 Email: [email protected] http://beauty-jewelry-by-neelam.business.site
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quanrel · 7 years
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Google Pixel Screen Protector, G-Color® Tempered Glass Screen Protector,Case Friendly[0.2mm,2.5D][Bubble-Free] [9H ...
Google Pixel Screen Protector, G-Color® Tempered Glass Screen Protector,Case Friendly[0.2mm,2.5D][Bubble-Free] [9H …
G-Color® TEMPERED GLASS SCREEN PROTECTOR for Google Pixel Made with transparent glass that has undergone specialized tempered-glass treatment, our premium glass screen protector is made to protect your phone’s screen from scratches and other external damages. PRESERVE YOUR GOOGLE PIXEL INVESTMENT AND MAXIMIZE RESALE VALUE. Real Tempered Glass Made of real tempered glass that protects the original…
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samiraotaibi · 2 years
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maximumnightfest · 3 years
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Disposable light emitting electronic cigarette
Type: Disposable use, can suck up to 1000 puffsWeight: 100 gColor: Multiple colors are availableCapacity: 5 mlNicotine content: 5%Ingredients: natural plant glycerol, propylene glycol(medicinal grade) nicotine, edible flavor.Taste: My Supreme, sweet and sour blueberry, green apple, mung bean Popsicle, sour pineappleIce cold cola, watermelon ice, lychee ice, refreshing mint, peach oolongOrange soda and so on
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almirahbeautyqueen · 3 years
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Bobbi Brown Lip Liner - # 30 SANGRIA
Bobbi Brown Lip Liner – # 30 SANGRIA
Price: (as of – Details) Adding natural looking definition to the lips, the Bobbi Brown Lip Pencil boasts a velvet smooth and long lasting formula that is ideal for outlining the lips. Can be used in synergy with lipstick to increase wear. Includes pencil sharpenerFull Size: .04 oz / 1.15 gColor: Sangria (medium ruby red)
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hmarf · 3 years
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Go言語で標準出力にカラーをつけるライブラリーのベンチマーク比較
代表的なライブラリー
fmt
github.com/fatih/color
github.com/gookit/color
比較したコード:
import ( "fmt" "testing" "github.com/fatih/color" gcolor "github.com/gookit/color" ) // https://github.com/fatih/color func Benchmark_fatih_color(t *testing.B) { color.Cyan("Prints text in cyan.") } // https://github.com/gookit/color func Benchmark_gookit_color(t *testing.B) { gcolor.Cyan.Println("Prints text in cyan.") } // https://groups.google.com/g/golang-nuts/c/nluStAtr8NA?pli=1 func Benchmark_fmt_color(t *testing.B) { fmt.Printf("\x1b[36m%s\x1b[0m", "Prints text in cyan.") }
結果:
cpu: Intel(R) Core(TM) i7-5775R CPU @ 3.30GHz github.com/fatih/color: 1000000000 0.0000173 ns/op 0 B/op 0 allocs/op github.com/gookit/color: 1000000000 0.0000118 ns/op 0 B/op 0 allocs/op fmt: 1000000000 0.0000114 ns/op 0 B/op 0 allocs/op
結果の関数名は見やすように変更
fmt.Printf()が最も高速だが、他も早い。 ただ直感的に描けるし、早いのでカラーつけるときは "github.com/gookit/color" 使おうかな。
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teresajewelry · 2 years
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Solitaire Ring / Diamond Ring / Gold Ring / Rose Gold Ring / Gcolor VS Natural Diamond & 14K Solid Gold Handmade Solitaire Ring by ohannescorlu
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krevtxrestefikr · 5 years
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GColors https://www.instagram.com/p/B5hhdJAnESCxBdnusCHAuzKzWPReuHQOma8aKo0/?igshid=1dwfp5po2vdjv
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11.1V 4400mAh SONY Battery for SONY VAIO CB VPCCB VPCCB27FX/W VPCCB17FX/G
If you are considering to buy a cheap
SONY VAIO CB VPCCB VPCCB27FX/W VPCCB17FX/G Battery
and wondering which one to choose,I think this kind is an excellent choice.Our
Laptop Batteries
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Capacity: 4400mAhVoltage: 11.1VPart Number: VGP-BPS26A VGP-BPS26 VGP-BPL26models: SONY VAIO CB VPCCB VPCCB27FX/W VPCCB17FX/GColor: blackBrand: For
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The VGP-BPS26A VGP-BPS26 VGP-BPL26 is designed to meet or exceed original equipment specifications.
How do I take care of my precious lithium-ion battery?
Now that you know the basics about the little chunk of power that keeps your phone going, here are some bite-sized practical tips to keep it healthy without driving yourself insane.
1. Yes, you can leave your phone plugged in overnight.
It is not the end of the world if you don't unplug your phone the second that it is charged. That charger is smarter than you give it credit for. Leaving your phone on the charger all night (or all day) is far better for your battery than running it down and charging it up.
2. Charge a little bit whenever you can.
Lithium-ion batteries don't respond well to being charged all the way up and then run all the way down. They take much better to little bits of charge here and there.
3. Yes, you can leave your laptop plugged in all the time.
Don't worry about overcharging the batteries in your gadgets, and especially don't worry about overcharging your laptop. What we just said about phones applies here, too. And on and on top of that, many laptops (most, in fact) are smart enough to cut the battery out of the charging equation entirely once it's full. The battery just sits there patiently until you need it or until it needs another little shock to top it off.
How do I take care of my precious lithium-ion battery?
Now that you know the basics about the little chunk of power that keeps your phone going, here are some bite-sized practical tips to keep it healthy without driving yourself insane.
1. Yes, you can leave your phone plugged in overnight.
It is not the end of the world if you don't unplug your phone the second that it is charged. That charger is smarter than you give it credit for. Leaving your phone on the charger all night (or all day) is far better for your battery than running it down and charging it up.
2. Charge a little bit whenever you can.
Lithium-ion batteries don't respond well to being charged all the way up and then run all the way down. They take much better to little bits of charge here and there.
3. Yes, you can leave your laptop plugged in all the time.
Don't worry about overcharging the batteries in your gadgets, and especially don't worry about overcharging your laptop. What we just said about phones applies here, too. And on and on top of that, many laptops (most, in fact) are smart enough to cut the battery out of the charging equation entirely once it's full. The battery just sits there patiently until you need it or until it needs another little shock to top it off.
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igtengineer · 5 years
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OpenGL, GLSL and Optifine -- A Peek into Minecraft’s Shader Facility 1
There is very little information about the creation of Minecraft shaders, and, unlike Minecraft mods, there is only a handful of shader developers(almost forming a oligopoly IMO). 
Recently I’ve been digging into Optifine, the all-famous Minecraft plugin that adds advanced graphic control for gamers and developers alike. Its Github documentation, although very beginner-unfriendly as of now, provides enough information for me to get started with Minecraft shaders. 
Before talking about Minecraft, we should first focus on OpenGL, since it forms the backbone of Minecraft’s graphics. OpenGL provides an interface for developers to operate on the rendering pipeline, in which a ton of GPU-level programs process small-scale data and form them into a bigger picture. Vertex data, after being specified in CPU-level programs, are fed into Vertex Shaders, which proceed its data to the Geometry Shader to form primitives. These primitives are then rasterized(as opposed to ray tracing) to correspond with the 2D pixels on the computer screen. Each pixel is assigned with a fragment shader that adds color data. In the end, the texture can be stored into a buffer that’s later rendered to the computer screen. Developers have total control over the fragment, geometry and vertex shaders, while the other parts of the pipeline is wrapped by OpenGL. 
The shadowmap buffer is what it is: a storage of values that denote how far the closest geometry in a certain spot is from the light source(in this case, the light source can be the sun, the moon or torches). 
GBuffer renders the raw data of objects and is separated to different intermediate framebuffers, a technique called deferred shading. Deferred shading allows Optifine to render to different intermediate framebuffers before putting them together. Among these, there is one for the terrain, one for fluid objects( such as water and ice), one for the sky and one for entities. Each GBuffer has its separate data as well: GNormal as object normals, GColor as raw colors, GDepth as the depth buffer used to test occlusion. Occasionally, developers use GBuffer’s lightmap data as well. Note: in development, we often set the values of these data, which are processed by the developers after being extracted from Optifine’s pipeline. 
The composite shader is the second last stage of the programmable pipeline. There are about 10 composite shaders that’s rendered in full passes, unlike GBuffer. This is oftentimes the most heavily developed area within the pipeline, since, as full passes come by, developers have access to color data from GBuffer and can add a variety of effects here. Different composites can implement features such as lighting, shadows, reflections, clouds and so on. 
The last files, final.vsh and final.fsh, wrap up everything and output the final texture buffer that’s used by the game to render. If this confuses you, remember that each vertex shader shall have a fragment shader that rasterizes vertex based data to and feeds them to pixels for rendering. 
During development, I created the following file structure for a basic Optifine shader:
-- GLSLang Folder
------ GLSLang Binary
-- Shader Root Folder
------ gbuffer_terrain.vsh
------ gbuffer_terrain.fsh
------ composite.vsh
------ composite.fsh
------ final.vsh
------ final.fsh
------ Lib Folder
---------- framebuffer.glsl
Which should be self-explanatory after the introduction above. GLSLang a program from the Khronos group that compiles the shader files.  Next, before going into the implementation details, I want to emphasize that Optifine requires the developer to re-implement the default stages within the pipeline. This seems to be tricky, but advanced shading is the process in which the developer adds customized and intermediate modifications to what Minecraft already has. 
framebuffer.glsl in the Lib folder should provide helper methods, denote subordinate fragment data, modify GBuffer format to increase accuracy and resolution, and provide some useful helper methods. 
The gl_FragData[] array contains attributes of a GBuffer texture and stores the information that used to render a GBuffer. Oftentimes, gl_FragData[0] denotes the raw color, gl_FragData[1] denotes the normal, and gl_FragData[2] denotes the depth field. I used several macros to better identify these components:
#define GCOLOR gl_FragData[0] #define GNORMAL gl_FragData[1] #define GDEPTH gl_FragData[2]
Usually, the indices don’t really matter as long as the referencing files follow the defined convention. 
Next, we are going to convert the texture resolution to a higher standard:
int RGBA16 = 1 int gcolorFormat = RGBA16
1 is a placeholder that Optifine identifies as the RGBA16 format, which encodes more data into each texture than the default RGBA8 format. 
Now we also have several samplers that come from Minecraft’s pre-defined CPU space, as shown below:
uniform sampler2D gcolor; uniform sampler2D gnormal; uniform sampler2D gdepth;
sampler2D is a variable that loads data from a texture unit, which is a position to which a texture object is bound to. Thus, the sub-components of a GBuffer texture can be sampled with: 
texture2D(sampler2D sampler, vec2 P)
Which extracts a single pixel from the sampler variable. This allows us to implement the helper functions below, which are used after the GBuffer stage when the subcomponents are ready: 
vec3 getAlbedo(vec4 tex_coord){  return texture2D(gcolor, tex_coord.st).rgb; }
vec3 getNormal(vec4 tex_coord){  return texture2D(gnormal, tex_coord.st).rgb; }
getAlbedo returns the current raw color of the pixel, while getNormal returns the normal. Oftentimes, in the composite stage, the normal has to be processed with the Normal Matrix:
normal = normalize(gl_NormalMatrix * normal); 
So that the normal vectors are in the camera space, in which most processes take place. 
Now let’s go to the first stage of the Optifine pipeline: GBuffer. I’ll only focus on GBuffer_terrain for now: 
#version 120 varying vec4 texcoord; varying vec3 tintColor; varying vec3 normal;
void main(){
 gl_Position = ftransform();  texcoord = gl_MultiTexCoord0;  tintColor = gl_Color.rgb;
 normal = normalize(gl_NormalMatrix * gl_Normal);
}
Above is the vertex shader for GBuffer_terrain. The varying keyword both receives and passes a variable. Texcoord is the texture coordinate in UV space; tintColor is the color add-on for an existing texture; normal is self-explanatory. The vertex shader gets information about its position in the world through ftransform() and stores its texture coordinate(through multi-texcoord that accesses information stored in a texture unit, which in this case is in location 0) that’s later interpolated to fragment shaders. In Minecraft this interpolation is quite straightforward since each vertex matches the corner of a textured cube. Tint color is used for tinting effects that does not need much processing for now, so we’ll deal with it in a standard pass. 
Next comes the fragment shader for GBuffer_terrain:
#version 120
#include "/lib/framebuffer.glsl"
varying vec4 texcoord; varying vec3 tintColor; varying vec3 normal;
uniform sampler2D texture;
void main(){
 vec4 blockColor = texture2D(texture, texcoord.st);  blockColor.rgb *= tintColor;
 GCOLOR_OUT = blockColor;  GNORMAL_OUT = vec4(normal, 1.0);
}
Just a quick reminder about the usability of the GBuffer uniforms in framebuffer.glsl in GBuffer_terrain: they should be referenced in shaders of later stages(such as composite) after being passed to the pipeline, which is exactly what we are doing here. 
The sampler texture contains block texture data and is modified by the tintColor(which doesn’t do practical stuff at this stage). Then the terrain texture is passed to GColor’s storage of raw color while the normal is passed to normal storage. 
Now that we are done with the GBuffer, we can focus on the composite shader, in which GBuffer textures are processed as unified entities instead of separate G channels: 
#version 120 varying vec4 texcoord; #include "/lib/framebuffer.glsl"
uniform int worldTime; uniform vec3 sunPosition; uniform vec3 moonPosition;
varying lightPosition;
void main(){
 if(worldTime < night_start || worldTime > night_end){    lightPosition = normalize(sunPosition);  }else{    lightPosition = normalize(moonPosition);  }
}
In the next update, I’m going to talk about the processing of light within the composite shader. 
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