recursal/Fanatic-Fandom huggingface dataset:
Tan

## Name

**tan** - returns tangent of scalars and vectors.

## Synopsis

```
vector1 tan(vector1 a);
vector2 tan(vector2 a);
vector3 tan(vector3 a);
vector4 tan(vector4 a);

```

## Parameters

**a**
Vector or scalar of which to determine the tangent.
## Description

Returns the tangent of *a* in radians.

For vectors, the returned vector contains the tangent of each element of the input vector.
Slot Opening Stone

**How to use "Slot Opening Stone"?**

In order to embed more Gems on your Gears, we need to use the mysterious stone called "Slot Opening Stone". You can get it from the game journey or claim from abundant rewards.

Firstly, you should find the "**Strengthen**" button at the right corner of your main screen and get into the "**Gem**".

Stay in the first selection card "**Embed**" and insert the gear on which you want to embed a gem.

Then click the lock on the unopened slot and system will ask you to use your existing "**Slot Opening Stone**" to unlock a new slot.

Once all the work is finished, you can tap on the vacant slot to embed your Gem directly on this Gear.

App Store: http://bit.ly/SoC\_iOS

Google Play: http://bit.ly/SoC\_Android

FanPage: https://www.facebook.com/SwordofChaosOfficial
Exp

## Name

**Exp** - returns the base-e exponential of scalars and vectors

## Synopsis

```
vector1 exp(vector1 a);
vector2 exp(vector2 a);
vector3 exp(vector3 a);
vector4 exp(vector4 a);

```

## Parameters

**a**
Vector or scalar of which to determine the base-e exponential. The value *e* is approximately 2.71828182845904523536.
## Description

Returns the base-e exponential *a*.

For vectors, the returned vector contains the base-e exponential of each element of the input vector.
Recharge

Sword of Chaos supports a pay-to-win system called VIP. By purchasing diamonds via in-app purchases, the player is awarded with a VIP level corresponding with the total amount of diamonds they have "recharged" with. Higher VIP levels cost more diamonds, but award higher benefits to the player, including exclusive titles, better holy wings, and lots of gold.

**Monthly Card**

The first plan is the Monthly Card. Players can spend $9.99 to buy 6000 diamonds directly and the system will continue to grant 1000 diamonds per day for 30 days.

**Growth Fund**

The Growth Fund allows a player to spend $14.99 for 9000 jewels, while granting additional jewels for reaching higher levels, up to a total of 120,000 upon reaching level 60.

**Daily Gift**

By recharging $0.99 (600 diamonds) that day, the player can opt to purchase the daily gift. This gift contains 3 lucky draw coupons worth 600 diamonds, and 300,000 gold. (Picture out of date)
Holy Sword

**Opening Times:** 12:30-13:00 and 20:00-20:30

The Bloodknights have been searching for the true warriors who can protect the Excalibur, and luckily now they have found you!

During Holy Sword, ten waves of monsters will be released from 4 directions in an attempt to destroy the Excalibur located at the center of the map. Your job is to protect the Excalibur.

You can find Captain Audrins in Pleiadene Temple.

When you do, talk to him by tapping the bubble above his head.

Holy Sword is a 4-man team battle. By tapping the “Cross-Server” button at the bottom left, the system will automatically match you with a suitable Cross-Server team.

When the battle begins, 10 waves of monsters will attempt to attack the Excalibur. The enemies will get stronger with each passing wave. Your goal is to destroy the 10 waves in 10 minutes with the Excalibur still alive.

If you are killed during battle, you will be resurrected in 15 seconds at the checkpoint. There is no limit for resurrection.

You can tap the exit button above the minimap to quit anytime you want, but please be aware that Holy Sword is only available twice a day.

Rewards are given based on the number of waves destroyed and will be received even if you don't complete the final goal. The more people that take part, the better the rewards.
Smoothstep

## Name

**smoothstep** - interpolate smoothly between two input values based on a third

## Synopsis

```
vector1 smoothstep(vector1 a, vector1 b, vector1 x);
vector2 smoothstep(vector2 a, vector2 b, vector2 x);
vector3 smoothstep(vector3 a, vector3 b, vector3 x);
vector4 smoothstep(vector4 a, vector4 b, vector4 x);

```

## Parameters

**a**
Scalar or vector minimum reference value(s).
**b**
Scalar or vector minimum reference value(s).
**x**
Scalar or vector.
## Description

Interpolates smoothly from *0* to *1* based on *x* compared to *a* and *b*.

1) Returns *0* if *x < a < b* or *x > a > b*
1) Returns *1* if *x < b < a* or *x > b > a*
3) Returns a value in the range *[0,1]* for the domain *[a,b]*.
The slope of `smoothstep(a,b,a)` and `smoothstep(a,b,b)` is zero.

For vectors, the returned vector contains the smooth interpolation of each element of the vector *x*.
Log

## Name

**Log** - returns the natural logarithm of scalars and vectors

## Synopsis

```
vector1 log(vector1 a);
vector2 log(vector2 a);
vector3 log(vector3 a);
vector4 log(vector4 a);

```

## Parameters

**a**
Vector or scalar of which to determine the natural logarithm.
## Description

Returns the natural logarithm **a**.

For vectors, the returned vector contains the natural logarithm of each element of the input vector.
Red Gear Sets

## Acquisition

1. Secret Realm Store sells 2 Blueprints (Helmet and Talisman) of level 60 Red Gear Sets.

2. Merit Store randomly sells 3 kinds of fragments of Blueprints (Clothes, Shoes and Artifact) of level 60 Red Gear Sets. You need to collect 100 fragments to combine into one Blueprint accordingly.

3. The Blueprints of Finger and Weapon will be available during special events, please stay tuned.

4. Merit Store also randomly sells "Arrendon Tears fragment", which is a key ingredient of forging level 60 Red Gear Sets.

5. Forging level 60 Red Gear Sets also needs Normal level 60 Red Gears, please check http://sword-of-chaos.wikia.com/wiki/Red\_Gear about how to get them.

6. Check above 4 pictures (Sword Master, Enchantress, Sharpshooter, Blood Hunter) for Set Bonuses of wearing level 60 Red Gear Sets.

## Needed Material Summary

Here you can see the currency amount of the materials you need to Forge a Lv60 Red Gear Set BluePrint to a Lv60 Red Gear Set. If you're looking for Lv60 Red Gear Materials, then refer to: Red Gear Needed Material Summary. The stated amount counts for one gear.

Start from already having Lv60 Red Gear

Start from scratch
Holy Square

1. Holy Square is a PvE event, it opens every 2 hours from 10:00 to 22:00 server time; lasts 30 mins.

2. You can enter Holy Square (team-up or solo) 5 times daily. VIP players can get more chances. The upper limit is 9 times daily.

3. You can purchase Attack/Defence boost in Holy Square battles to strengthen yourself.

4. There are 10 waves of monsters and 1 boss for you to defeat in Holy Square. Each wave of monsters is stronger than the previous and gives more rewards. The higher the team level, the stronger the monsters are and the more rewards on offer.

5. Holy Square offers lots of EXPs, Gold and items as Reward. Happy Hunting!
Warrior Souls

The Temple of Warrior Souls was invaded by a dark force from the outer realm. As a brave warrior, this is not your nightmare, but a trial. Go find your teammates and face the enemy together!

**How to participate in Warrior Souls:**

Warrior Souls is available at level 30. You get 2 chances per day.

Tap the “Event” button in main screen, then tap “Warrior Souls” button to be guided to NPC “Priest” automatically.

The player can choose to team up with other players by using “Cross-Server Team-up” function, or they can just hit the “Enter” button to go in by themselves. Teaming up with other players will always yield higher rewards.

**How to play:**

When the battle begins, through the 3 entrances, wave after wave of deadly monsters will come out and attack. The strength of the waves increases as you defeat them. When the number of existing monsters reaches 20 (higher for cross server), the event will immediately end.

After successfully defeating 15 waves of monsters, the battle ends.

**How to use the soul store:**

Players can earn souls to spend on blessings by killing monsters in battle. The icons will show above the skill bars.

There are 5 types of Blessings:

Attack Blessing: Increases damage by 10%, stacks up to 5 times.

Defense Blessing: Increases damage reduction by 10%, stacks up to 5 times.

Cure Blessing: Immediately heals player to max health.

Replenish Mana Blessing: Increases mana regeneration speed by 5, stacks up to 5 times.

Incantation Blessing: Casts a spell, deals damage to surrounding monsters.

On the right hand side of your screen you will see a icon with the word souls and a number. Click this icon and then click the blessing u you would like to activate. Each blessing costs a certain number of souls. Souks will replenish as you defeat monsters.

Picking up blood globes which drop from the monsters will conveniently help you restore Health.
Log2

## Name

**Log2** - returns the base-2 logarithm of scalars and vectors

## Synopsis

```
vector1 log2(vector1 a);
vector2 log2(vector2 a);
vector3 log2(vector3 a);
vector4 log2(vector4 a);

```

## Parameters

**a**
Vector or scalar of which to determine the base-2 logarithm.
## Description

Returns the base-2 logarithm **a**.

For vectors, the returned vector contains the base-2 logarithm of each element of the input vector.
Skip Beat! Fanbook - Love Me!

Обложка

Дата выпуска: 19 марта 2009 г.

Всего страниц: 196

**Skip Beat! Fanbook - Love Me!** — это специальный фанбук Накамуры Ёсики, выпущенный издательством «Hakusensha».

Содержит галерею цветных иллюстраций, авторские интервью, комментарии и т. д.

Включает спешл «Счастливое число 25. Послесловие», не включенный в мангу.

## Примечания

1. ↑ http://deta.tyabo.com/04product/cspecial/04sb/fb01.html
Mul M * xyzw

## Name

**Mul M \* xyzw** - multiply a matrix by a column vector.

## Synopsis

```
vector4 mul(matrix M, vector4 xyzw);
vector4 mul(matrix M, vector3 xyzw);
vector4 mul(matrix M, vector2 xyzw);
vector4 mul(matrix M, vector1 xyzw);

```

## Parameters

**M**
Matrix
xyzw
Vector
## Description

Returns the vector result of multiplying a matrix *M* by a column vector *v*.

The following are algebrically equal (if not necessarily numerically equal):

```
mul(M,xyzw) == mul(xyzw, tranpose(M))
mul(xyzw,M) == mul(tranpose(M), xyzw)

```
Division Match

Pvp gear

1. Division Match is available at Lv.25. It's a real-time 1v1 PvP ladder event. It opens at 13:30-14:30 and 21:00-22:00 on every Monday, Wednesday, Friday and Sunday.

2. Tap "Join", system will automatically match you with an opponent based on your current Credits and Division Grade. Every opponent you encounter is an online real player.

3. Division Match resets and awards once every week at 6am on Monday (server time) via in game mail. You can see your potential weekly reward at left bottom area. The higher the Division Grade, the better the reward.

4. When match begins, you will meet and fight with your opponent in a small arena. GO GO GO!

5. After match ends, you will earn Honor Points and Credits as reward accordingly based on the result.

6. Every day, the first 10 matches provide full profit Honor Points, the second 10 matches provide half profit Honor Points, the rest only provide Credits.

7. Division Grades are divided into: Bronze, Silver, Gold, Platinum, Diamond and Challenger.

8. Division Match includes Rank Match and Promotion Match.

9. Every player starts at Bronze Grade. Once you earn 200 Credits in Rank Match, you will automatically enter Promotion Match.

10. Promotion Match is a "Best of 5" challenge. If you can win at least 3 matches, you will be promoted into the next higher Division Grade. If you can't, you will stay at your current Division Grade with 30 Credits minus.

11. After weekly reset, every player will be automatically demoted into the next lower Division Grade.
Red Gear Sets (Level 70)

## Acquisition

1. Secret Realm Store sells fragments of Blueprints of level 70 Red Gear Sets (except Finger and Weapon).

2. Chapter 8: Ocean's Heart (Trial) has a chance to drop fragments of Blueprints of level 70 Red Gear Sets.

3. Challenge the Gods has a chance to drop fragments of Blueprints of level 70 Red Gear Sets (except Finger and Weapon).

4. The Blueprints of Finger and Weapon will be available during special events, please stay tuned.

5. Merit Store randomly sells "Polychrome Coral" and "Holy Mark", which are both key ingredients of forging level 70 Red Gear Sets.

6. Royal Arena also provides "Holy Mark" as reward for reaching certain rankings.

7. Forging level 70 Red Gear Sets also needs level 60 Red Gear Sets, please check http://sword-of-chaos.wikia.com/wiki/Red\_Gear\_Sets about how to get them.

8. Check above 4 pictures (Sword Master, Enchantress, Sharpshooter, Blood Hunter) for Set Bonuses of wearing level 70 Red Gear Sets.

## Needed Material Summary

Here you can see the currency amount of the materials you need to Forge a Lv70 Red Gear Set BluePrint to a Lv70 Red Gear Set. If you're looking for Lv60 Red Gear Materials, then refer to: Red Gear Needed Material Summary, if you're looking for Lv60 Red Gear Set, then refer to: Red Gear Sets Needed Material Summary. The stated amount counts for one gear.

Start from already having Lv60 Red Gear Set

 Honor Points
 Hero Points
 Merit Points

Start from already having Lv60 Red Gear

Start from scratch
Multiplication Vector * Vector

## Name

a \* b - returns vector **c**, which is a result of muliplication of vector **a** & vector **b**

## Synopsis

```
vector1 multiply(vector1 a, vector1 b);
vector2 multiply(vector2 a, vector2 b);
vector3 multiply(vector3 a, vector3 b);
vector4 multiply(vector4 a, vector4 b);

```

## Parameters

**a**
A value.
**b**
A value.
**c**
The returning value of multiplication.
## Description

Returns c = a \* b.

For vectors, the returned vector **c** contains multiplication of each element of the vector **a** to the respective element of the vector **b**.
Advanced Gear

Redirect to:

* Gears
NOTE: I have no idea why this page is in existence. Purple gear is NOT every player's dream. Red gear is currently the ideal, with orange coming in second, and purple being a very pitiful third. I will find a redirect or write the dang page to replace this one myself, if need be. However, until then, just say, "No!" to purple. ~ Aury.

**How to get a purple Gear?**

As the super class gears in SoC, the purple gear is every player’s dream. Today, I’m going to tell you some secret tips on how to obtain them.

Firstly, try to challenge the Heroic Dungeons as much as you can, because the easiest way to acquire those super equipments.

The third boss of “Challenge the God” also drops purple Ring, Necklace and Greaves. The level will increase with yourself.

The Trial Dungeons can also provide you the purple weapon, helmet, and clothes.

If you don’t want to waste so much time on the activities above, the Vip limit gifts can give you all the things directly. You can buy different parts from here directly.
Акт 020

## Обложка

**Акт 020 «Проклятая ночь»** — глава манги Skip Beat!.

## Краткое содержание

Рэн убеждает Кёко, что такие камни, как её камешек, продаётся в любой сувенирной лавке в Киото. Говорит ей, что она слишком доверчивая, и выясняет, что тот парень, которому она хочет отомстить, уже успел обмануть её. Кёко в конце концов не выдерживает, показывает Рэну средний палец и убегает.

Кёко усердно учится на курсах актёрского мастерства.

Савара Такэнори приглашает Кёко и Канаэ поработать на телевидении — в качестве подсадных зрителей на новом шоу Бридж Рок. Когда они приходят на телестудию, менеджер Бридж Рок просит их заменить актёра, который в последний момент отказался участвовать, и появиться в прямом эфире. Канаэ мгновенно соглашается, но, когда узнаёт, что нужно будет ходить в костюме петуха Бо — отдаёт роль Кёко.

Только когда шоу начинается, Кёко узнаёт, что гостем на этом телешоу будет Фува Сё.

## Персонажи в порядке появления

* Могами Кёко
* Цуруга Рэн
* Савара Такэнори
* Ясиро Юкихито
* Котонами Канаэ
* Исибаси Хикару
* Исибаси Синъити
* Исибаси Юсэй
* Тоёкава Кодзиро
* Фува Сё

## Места

* LME (офис)
* телестудия, где снимают шоу Бридж Рок

## Факты

* Рэн окончательно убеждается, что Могами Кёко — та самая Кёко из его детства.

 Эндинги:
«Eien (永遠)» исполнение: Yūsaku Kiyama (эп. 20-24)
«Dream Star» исполнение: the generous (эп. 25 — музыка, без видеоклипа)
DDY

## Name

**DDY** - returns approximate partial derivative with respect to window-space Y.

## Synopsis

```
vector1 ddx(vector1 a);
vector2 ddx(vector2 a);
vector3 ddx(vector3 a);
vector4 ddx(vector4 a);

```

## Parameters

**a**
Vector or scalar of which to approximate the partial derivative with respect to window-space Y.
## Description

Returns approximate partial derivative of *a* with respect to the window-space (vertical) *y*coordinate.

For vectors, the returned vector contains the approximate partial derivative of each element of the input vector.

This function is only available in fragment program profiles (but not all of them).

The specific way the partial derivative is computed is implementation-dependent. Typically fragments are rasterized in 2x2 arrangements of fragments (called quad-fragments) and the partial derivatives of a variable is computed by differencing with the adjacent horizontal fragment in the quad-fragment.

The partial derivative computation may incorrect when **ddy** is used in control flow paths where not all the fragments within a quad-fragment have branched the same way.

The partial derivative computation may be less exact (wobbly) when the variable is computed based on varying parameters interpolated with centroid interpolation.
Gardien

Le Gardien est l'Archimage qui a la tache de protéger les mages, et ceci partout dans le monde. Il travaille donc en étroite relation avec l'Orbis. Il est également celui qui doit trouver les nouveaux mages afin de protéger les non mages.

C'est généralement l'un des mages les plus puissants et doué de son temps. Un Gardien incapable serait extrêmement nocif pour les mages, comme ça c'est vu (...).

Le Gardien dispose d'une petite armée de mage à but défensif. Néanmoins, certains Regnus auraient autorisés quelques attaques.

Il réside dans le Palais du gardien, au centre du jardin de la Branche de la garde.
Pow

## Name

**Pow** - returns *x* to the *y*-th power of scalars and vectors

## Synopsis

```
vector1 pow(vector1 x, vector1 y);
vector2 pow(vector2 x, vector1 y);
vector3 pow(vector3 x, vector1 y);
vector4 pow(vector4 x, vector1 y);

```

## Parameters

**x**
A base value.
**y**
The power to raise the base.
## Description

Returns *x* to the power *y*.

For vectors, the returned vector contains the power of each element of
the base vector raised to the respective element of the exponent vector.
UShader Engine Wikia

## Welcome to the uShader Engine Wikia

uShader Engine PRO is a most powerful AAA visual scripting editor for shader development based on Unity 5.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

Categories:

Category:Nodes

Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Ceil

## Name

**Ceil** - returns smallest integer not less than a scalar or each vector component.

## Synopsis

```
vector1 ceil(vector1 a);
vector2 ceil(vector2 a);
vector3 ceil(vector3 a);
vector4 ceil(vector4 a);

```

## Parameters

**a**
Vector or scalar of which to determine the ceiling.
## Description

Returns the ceiling or smallest integer not less than a scalar or each vector component.
ASin

## Name

**asin** - returns arcsine of scalars and vectors.

## Synopsis

```
vector1 asin(vector1 a);
vector2 asin(vector2 a);
vector3 asin(vector3 a);
vector4 asin(vector4 a);

```

## Parameters

**a**
Vector or scalar of which to determine the arcsine.
## Description

Returns the arcsine of *a* in the range [-pi/2,+pi/2], expecting *a*
to be in the range [-1,+1].

For vectors, the returned vector contains the arcsine of each
element of the input vector.
Sum Vector + Vector1

## Name

a + b - returns vector **c**, which is a result of adding vector **a** and vector **b**

## Synopsis

```
vector1 sum(vector1 a, vector1 b);
vector2 sum(vector2 a, vector1 b);
vector3 sum(vector3 a, vector1 b);
vector4 sum(vector4 a, vector1 b);

```

## Parameters

**a**
A value.
**b**
A value.
**c**
The returning value of addition.
## Description

Returns c = a + b.

For vectors, the returned vector **c** contains addition of each element of the vector **a**(vector1-vector4)to the respective element of the vector **b** (only vector1).
Radians

## Name

**Radians** - converts values of scalars and vectors from degrees to radians

## Synopsis

```
vector1 radians(vector1 a);
vector2 radians(vector2 a);
vector3 radians(vector3 a);
vector4 radians(vector4 a);

```

## Parameters

**a**
Vector or scalar of which to convert from degrees to radians.
## Description

Returns the scalar or vector converted from degrees to radians.

For vectors, the returned vector contains each element of the input vector converted from degrees to radians.
Sum Vector + Vector

## Name

a + b - returns vector **c**, which is a result of adding vector **a** and vector **b**

## Synopsis

```
vector1 sum(vector1 a, vector1 b);
vector2 sum(vector2 a, vector2 b);
vector3 sum(vector3 a, vector3 b);
vector4 sum(vector4 a, vector4 b);

```

## Parameters

**a**
A value.
**b**
A value.
**c**
The returning value of addition.
## Description

Returns c = a + b.

For vectors, the returned vector **c** contains addition of each element of the vector **a**to the respective element of the vector **b**.
Cubemap

## Name

**Cubemap** - performs a texture lookup in a given CUBE sampler and, in some cases, a shadow comparison. May also use pre computed derivatives if those are provided.

## Synopsis

```
vector4 texCUBE(vector3 Coord, vector1 Shadow, vector3 dx, vector3 dy);
vector3 texCUBE(vector3 Coord, vector1 Shadow, vector3 dx, vector3 dy);
vector1 texCUBE(vector3 Coord, vector1 Shadow, vector3 dx, vector3 dy);

```

## Parameters

**Coord**

> Coordinates to perform the lookup.
>
>

**Shadow**

> It is used to perform a shadow comparison.
>
>

**dx**

> Pre computed derivative along the x axis.
>
>

**dy**

> Pre computed derivative along the y axis.
>
>

## Description

Performs a texture lookup in a given CUBE sampler using coordinates *Coord*, may use derivatives *dx* and *dy*, also may perform shadow comparison through *Shadow*.
Story Background

## The Story

### A world of chaos, wonder, and excitement.

Sword of Chaos is a MMORPG set in a fantasy world, which is ruled by the god 'Tauris Mirage'.
Tauris is a playful character who easily gets bored and has set the character 'Queen Humbaba' to cause mischief within the realms. This mischief has quickly led to an unexpected, and unpredictable, war between the various realms and their inhabitants.

Asuna, the Justice Goddess, has formed the order of the "Blood Knights", which is sworn to defend and protect the world from evil forces and reinstate the balance caused by this terrible war. Players will join the Blood Knights to help protect the kingdom.

## Game Play

The main story line is split into 8 chapters, each with 8 levels, including a final Boss Level. Alongside the main story line, the 8 chapters repeat in a 'heroic' mode. Finally, each chapter, from Chapter 2 onward, includes its own 'Trial' stage at the end. Each of chapters is set within a different realm, with increasingly dangerous enemies and bosses.
As with all adventure games, the story line evolves with various Side Quests, based within the realms and the various locations on the main map - opening up the world before your very eyes.

In addition to these chapters, there are various other challenges for players to undertake including 20 vs 20 PvP Matches, 1-on-1 PvP Matches, Guild Events, and much, much more.
Frac

## Name

**frac** - returns the fractional portion of a scalar or each vector component.

## Synopsis

```
vector1 frac(vector1 a);
vector2 frac(vector2 a);
vector3 frac(vector3 a);
vector4 frac(vector4 a);

```

## Parameters

**a**
Vector or scalar of which to return its fractional portion.
## Description

Returns the fractional portion of a scalar or each vector component.
Round

## Name

**round** - returns the rounded value of scalars or vectors

## Synopsis

```
vector1 round(vector1 a);
vector2 round(vector2 a);
vector3 round(vector3 a);
vector4 round(vector4 a);

```

## Parameters

**a**
Scalar or vector.
## Description

Returns the rounded value of a scalar or vector.

For vectors, the returned vector contains the rounded value of each element of the input vector.

The round operation returns the nearest integer to the operand. The value returned by round() if the fractional portion of the operand is 0.5 is profile dependent. On older profiles without built-in round() support, round-to-nearest up rounding is used. On profiles newer than fp40/vp40, round-to-nearest even is used.
DDX

## Name

**DDX** - returns approximate partial derivative with respect to window-space X.

## Synopsis

```
vector1 ddx(vector1 a);
vector2 ddx(vector2 a);
vector3 ddx(vector3 a);
vector4 ddx(vector4 a);

```

## Parameters

**a**
Vector or scalar of which to approximate the partial derivative with respect to window-space X.
## Description

Returns approximate partial derivative of *a* with respect to the window-space (horizontal) *x*coordinate.

For vectors, the returned vector contains the approximate partial derivative of each element of the input vector.

This function is only available in fragment program profiles (but not all of them).

The specific way the partial derivative is computed is implementation-dependent. Typically fragments are rasterized in 2x2 arrangements of fragments (called quad-fragments) and the partial derivatives of a variable is computed by differencing with the adjacent horizontal fragment in the quad-fragment.

The partial derivative computation may incorrect when **ddx** is used in control flow paths where not all the fragments within a quad-fragment have branched the same way.

The partial derivative computation may be less exact (wobbly) when the variable is computed based on varying parameters interpolated with centroid interpolation.
Lerp (VVX)

## Name

**lerp** - returns linear interpolation of two scalars or vectors based on a weight.

## Synopsis

```
vector1 lerp(vector1 a, vector1 b, vector w);
vector2 lerp(vector2 a, vector2 b, vector w);
vector3 lerp(vector3 a, vector3 b, vector w);
vector4 lerp(vector4 a, vector4 b, vector w);

```

## Parameters

**a**
Vector or scalar to weight; returned when *w* is zero.
**b**
Vector or scalar to weight; returned when *w* is one.
**w**
Vector or scalar weight.
## Description

Returns the linear interpolation of *a* and *b* based on weight *w*.

*a* and *b* are either both scalars or both vectors of the same length. The weight *w* may be a scalar or a vector of the same length as *a* and *b*. *w* can be any value (so is not restricted to be between zero and one); if *w* has values outside the [0,1] range, it actually extrapolates.**lerp** returns *a* when *w* is zero and returns *b* when *w* is one.
Multiplication Vector * Vector1

## Name

**a \* b** - returns vector **c**, which is a result of muliplication of vector **a** & vector **b**

## Synopsis

```
vector1 multiply(vector1 a, vector1 b);
vector2 multiply(vector2 a, vector1 b);
vector3 multiply(vector3 a, vector1 b);
vector4 multiply(vector4 a, vector1 b);

```

## Parameters

**a**
A value.
**b**
A value.
**c**
The returning value of multiplication.
## Description

Returns c = a \* b.

For vectors, the returned vector *c* contains multiplication of each element of the vector *a*(vector1-vector4)to the respective element of the vector *b*(only vector1).
Exp2

## Name

**Exp2** - returns the base-2 exponential of scalars and vectors

## Synopsis

```
vector1 exp2(vector1 a);
vector2 exp2(vector2 a);
vector3 exp2(vector3 a);
vector4 exp2(vector4 a);

```

## Parameters

**a**
Vector or scalar of which to determine the base-2 exponential.
## Description

Returns the base-2 exponential *a*.

For vectors, the returned vector contains the base-2 exponential of each element of the input vector.
Grab pass

## Synopsis

```
vector4 GrabPassRGBa(vector3 Normalmap, vector1 Refr_power);
vector3 GrabPassRGB(vector3 Normalmap, vector1 Refr_power);

```

## Parameters

**Normal map**

> Input Normal map.
>
>

**Refr power**

> Value of the refractive power of the received image based on Normal map.
>
>

## Description

This node grabs the contents of the screen where the object is about to be drawn into a texture. This texture can be used in subsequent passes to do advanced image based effects.
1 / x

## Name

**1 / x** - returns vector **y**, which is a quotient of dividing 1 by vector **x**

## Synopsis

```
vector1 dividedBy(vector1 x);
vector2 dividedBy(vector2 x);
vector3 dividedBy(vector3 x);
vector4 dividedBy(vector4 x);

```

## Parameters

**x**
A value.
**y**
The resulting value.
## Description

Returns y = 1 / x.

For vectors, the returned vector *y* contains quotient of dividing 1 by each element of the vector *x*.
ATan2

## Name

**atan2** - returns arctangent of scalars and vectors.

## Synopsis

```
vector1 atan2(vector1 y, vector1 x);
vector2 atan2(vector2 y, vector2 x);
vector3 atan2(vector3 y, vector3 x);
vector4 atan2(vector4 y, vector4 x);

```

## Parameters

**y**
Vector or scalar for numerator of ratio of which to determine the arctangent.
**x**
Vector or scalar of denominator of ratio of which to determine the arctangent.
## Description

**atan2** calculates the arctangent of y/x. **atan2** is well defined for every point other than the origin, even if x equals 0 and y does not equal 0.

For vectors, the returned vector contains the arctangent of each element of the input vector.
Min

## Name

**min** - returns the minimum of two scalars or each respective component of two vectors

## Synopsis

```
vector1 min(vector1 a, vector1 b);
vector2 min(vector2 a, vector2 b);
vector3 min(vector3 a, vector3 b);
vector4 min(vector4 a, vector4 b);

```

## Parameters

**a**
Scalar or vector.
**b**
Scalar or vector.
## Description

Returns the minimum of two same-typed scalars *a* and *b* or the respective components of two same-typed vectors *a* and *b*. The result is a three-component vector.
Difference Vector - Vector

## Name

a - b - returns vector **c**, which is a result of subtracting vector **a** & vector **b**

## Synopsis

```
vector1 subtract(vector1 a, vector1 b);
vector2 subtract(vector2 a, vector2 b);
vector3 subtract(vector3 a, vector3 b);
vector4 subtract(vector4 a, vector4 b);

```

## Parameters

**a**
A value.
**b**
A value.
**c**
The returning value of subtraction.
## Description

Returns c = a - b.

For vectors, the returned vector **c** contains difference of each element of the vector **a**and the respective element of the vector **b**.
Cos

## Name

**cos** - returns cosine of scalars and vectors.

## Synopsis

```
vector1 cos(vector1 a);
vector2 cos(vector2 a);
vector3 cos(vector3 a);
vector4 cos(vector4 a);

```

## Parameters

**a**
Vector or scalar of which to determine the cosine.
## Description

Returns the cosine of *a* in radians. The return value is in the range [-1,+1].

For vectors, the returned vector contains the cosine of each element of the input vector.
Texture

## Name

**Texture** - performs a texture lookup in a given 2D sampler and, in some cases, a shadow comparison. May also use pre computed derivatives if those are provided.

## Synopsis

```
vector4 tex2D(vector2 Texcoord, vector2 dx, vector2 dy);
vector3 tex2D(vector2 Texcoord, vector2 dx, vector2 dy);
vector1 tex2D(vector2 Texcoord, vector2 dx, vector2 dy);
vector3 Normal(vector2 Texcoord, vector2 dx, vector2 dy);

```

## Parameters

**Texcoord**

> Coordinates to perform the lookup.
>
>

**dx**

> Pre computed derivative along the x axis.
>
>

**dy**

> Pre computed derivative along the y axis.
>
>

## Description

Performs a texture lookup in a given 2D sampler using coordinates *Texcoord*, may use derivatives *dx* and *dy,* may perform shadow comparison, also can unpack normal map from texture through *Normal*.
ACos

## Name

**acos** - returns arccosine of scalars and vectors.

## Synopsis

```
vector1 acos(vector1 a);
vector2 acos(vector2 a);
vector3 acos(vector3 a);
vector4 acos(vector4 a);

```

## Parameters

**a**
Vector or scalar of which to determine the arccosine.
## Description

Returns the arccosine of *a* in the range [0,pi], expecting *a* to be in the range [-1,+1].

For vectors, the returned vector contains the arccosine of each
element of the input vector.
PMD Croagunk

PMD Croagunk is a character in Pokemon Mystery Dungeon Explorers of Your Neighbour's Basement. He is a

sadistic Croagunk who owns a shop in a guild hall of an organisation that enslaves Pokemon Children that transforms items. It is said that he is already accomplished enough to graduate, but stays back to tend his swap cauldron. This is not true. The real reason he stays behind is that he likes watching guild members while they sleep. His favourite target is Bidoof. For this reason, he is the leader of the Creatures That Like to Watch Bidoof Sleep committee. Anything that the other guild members enjoy, he enjoys the opposite, but he can't renovate the guild because apparently, most of them are intolerant of toxic slime dripping from the ceiling. It is also believed that he is the reason most members are unintelligent because he also injects them with neurotoxin, so they sleep longer, so he can watch them (The handsome one centre right is not part of the guild, thus he actually looks cool)
Том 3

## Обложки

* Япония
* Америка
* Россия
* Внутренняя

**Том 3** манги «Skip Beat!» в котором завершается Арка Революция принцессы и начинается Арка Магия ангельских слов.

## Аннотация

Кёко предложили попробоваться на роль, предназначенную восходящей звезде Мацунай Рурико. Но из-за травмы, полученной по вине этой самой Рурико, Кёко теряет сознание прямо во время съемок. Естественно, роль она не получила, но зато как сотрудница отдела «Love me» выполнила свое задание — вернула Рурико любовь к работе. А после возвращения в офис Кёко обнаружила, что в ее отделе появился еще один сотрудник!

## Список глав

* Акт 012 — «Революция принцессы. Бал»
* Акт 013 — «Революция принцессы. Разжигая огонь в сердце»
* Акт 014 — «Революция принцессы. Полночь»
* Акт 015 — «Погибать — так вместе»
* Акт 016 — «Магия ангельских слов. Часть первая»
* Акт 017 — «Магия ангельских слов. Часть вторая»

## Персонажи

* Котонами Канаэ
* Мацушима
* Мать Марии Лина
* Мать Кёко
* Мать Фувы Сё
* Мацунай Рурико
* Менеджер Рурико
* Могами Кёко
* Савара Такэнори
* Отец Марии
* Такарада Лори
* Такарада Мария
* Цуруга Рэн
* Шингаи Сейджи
* Ясиро Юкихито

* Флора (роль в постановке)
* Энжел (роль в постановке)

## Места

* LME (офис)
* Дарумая

## Примечания

1. ↑ http://www.s-book.net/plsql/slib\_detail?isbn=4592178238
2. ↑ http://www.goodreads.com/book/show/282270.Skip\_Beat\_Vol\_03
3. ↑ http://www.comix-art.ru/node/235
1 div x

Redirect to:

* 1 / x

## Name

1 / x - returns vector **y**, which is a quotient of dividing 1 by vector **x**

## Synopsis

```
vector1 dividedBy(vector1 x);
vector2 dividedBy(vector2 x);
vector3 dividedBy(vector3 x);
vector4 dividedBy(vector4 x);

```

## Parameters

**x**
A value.
**y**
The resulting value.
## Description

Returns y = 1 / x.

For vectors, the returned vector **y** contains quotient of dividing 1 by each element of the vector **x**.
Difference Vector1 - Vector

## Name

a - b - returns vector **c**, which is a result of subtracting vector **a** & vector **b**

## Synopsis

```
vector1 subtract(vector1 a, vector1 b);
vector2 subtract(vector1 a, vector2 b);
vector3 subtract(vector1 a, vector3 b);
vector4 subtract(vector1 a, vector4 b);

```

## Parameters

**a**
A value.
**b**
A value.
**c**
The returning value of subtraction.
## Description

Returns c = a - b.

For vectors, the returned vector **c** contains difference of each element of the vector **a**(only vector1)and the respective element of the vector **b** (vector1-vector4).
Camera depth texture

## Synopsis

```
vector4 CameraDepRGBa(vector2 Texcoord, vector2 dx, vector2 dy);
vector3 CameraDepRGB(vector2 Texcoord, vector2 dx, vector2 dy);
vector1 CameraDep_a(vector2 Texcoord, vector2 dx, vector2 dy);
vector3 Normal(vector2 Texcoord, vector2 dx, vector2 dy);

```

## Parameters

**Texcoord**

> Texture coordinates.
>
>

**dx**

> Pre computed derivative along the x axis.
>
>

**dy**

> Pre computed derivative along the y axis.
>
>

## Description

This is a minimalistic G-buffer Texture that can be used for post-processing effects or to implement custom lighting models (e.g. light pre-pass).
Trunc

## Name

**Trunc** - returns largest integer not greater than a scalar or each vector component.

## Synopsis

```
vector1 trunc(vector1 v);
vector2 trunc(vector2 v);
vector3 trunc(vector3 v);
vector4 trunc(vector4 v);

```

## Parameters

**v**
Vector or scalar which to truncate.
## Description

Returns the integral value nearest to but no larger in magnitude than *v*.
Lerp (VVV)

## Name

**lerp** - returns linear interpolation of two scalars or vectors based on a weight.

## Synopsis

```
vector1 lerp(vector1 a, vector1 b, vector1 w);
vector2 lerp(vector2 a, vector2 b, vector2 w);
vector3 lerp(vector3 a, vector3 b, vector3 w);
vector4 lerp(vector4 a, vector4 b, vector4 w);

```

## Parameters

**a**
Vector or scalar to weight; returned when *w* is zero.
**b**
Vector or scalar to weight; returned when *w* is one.
**w**
Vector or scalar weight.
## Description

Returns the linear interpolation of *a* and *b* based on weight *w*.

*a* and *b* are either both scalars or both vectors of the same length. The weight *w* may be a scalar or a vector of the same length as *a* and *b*. *w* can be any value (so is not restricted to be between zero and one); if *w* has values outside the [0,1] range, it actually extrapolates.

**lerp** returns *a* when *w* is zero and returns *b* when *w* is one.
Satoshi Tajiri

Satoshi Tajiri is the creator of the pokemon franchise. Satoshi was born in 1863 in a on the planet of Betelgrease-Zeta. Satoshi then emigrated to Earth under the interplanetary tourism act of the Drongo Empire. Many of his family moved to Australia when they moved to Earth but Satoshi decided he would move to Japan.

Satoshi's work was heavily influenced by the native creatures of his homeplanet, many of which were exactly the same as those on Earth except more ravenous, The Tajiri family had moved after their livestock tackled each other to death. Satoshi briefly attempted a career as the popstar $ato$hi, he was before his time in the year 1932. Tajiri famously created the company Gamefreak and produced Pokemon in partnership with Nintendo (Another federation from his home System).

Satoshi Tajiri is celebrated worldwide as 'that guy who made pokeymon'.
Caterpie

**Caterpie** fools everyone with its cute bug looks. Caterpie is named as such because it is a caterpillar that likes to eat pies. Little does anyone know that the pies which they eat are made of humans. Caterpie especially love to eat twelvies because they have tender immature flesh. They are also masters of the legal studies and often use it to defend themselves. One inquiry by the Royal Mewtwo Commission attempted to find a correlation between Caterpie being found innocent for murders and the judges at these courts being Caterpie. The Mewtwo attempted to use mind reading on the Caterpie but the adorable bug-type Pokemon had complex psychic barriers. The Mewtwo Commission was found dead a week later, but the verdict was that they had contracted Pokerus.
Refract

## Name

**Refract** - computes a refraction vector.

## Synopsis

```
vector3 refract(vector3 i, vector3 n, vector1 eta);

```

## Parameters

**i**
Incidence vector.
**n**
Normal vector.
**eta**
Ratio of indices of refraction at the surface interface.
## Description

Returns a refraction vector given an incidence vector, a normal vector for
a surface, and a ratio of indices of refraction at the surface's interface.

The incidence vector *i* and normal vector *n* should be normalized.
Generation Black v White

**Generation Black v White** or simply the **Generation of Racism** was the 5th Generation of the Pocket Monster War. It was so important that this long wikia page is being constructed to detail it.

In this generation the Prejudices were drawn deep and the sides were there from the beginning. It was the Blacks versus the Whites. War erupted and the majority of twelvies were on the white side. The blacks brought rap music and watermelon but were being beaten down by the shear mass of whiteboy twelvies. It was then that both sides came to the realization that Pokemon wasn't actually trying to be racist. Twelvies just continued to make black jokes.

## Initial Controversies

This generation was a dark time indeed for all races, apart from the whites, Asians, Indians, and pretty much anybody who ain't black. The controversy started when a black man by the name of Andre Merang wanted to make the training of Pocket Monsters his newest ~~addiction~~ hobby. He entered his local GameStop with the intention of simply purchasing a copy of one of the Generation V games, but he was shocked to realize that there were two varieties of the Pokeymon cartridge: Black and White. Andre pondered the which copy he should purchase, but being as simple-minded as he was, he chose the Black version.

Later that day Andre was blankly staring at his newest cartridge in da hood, due to the fact that he did not have sufficient PokePounds to actually purchase a DS. One of his homeboys approached Andre and questioned just what the actual frig he was doing. Andre explained his 'black' game, and his homeboy, by the name of Jim, was quite angered by the fact that there was a "Black Pokeymon game". Instantly tying anything non-African American that uses the word 'black' to discrimination against niggas, Jim and his homeboys quickly generated a mob to storm GameStop and mace anybody white they came across. However, it was a mile walk to GameStop, and none of the mob members owned an automobile, so they bought a crap ton of leftover chicken fat from the local KFC instead.

## The First Race War

Months after the initial spark had been triggered, Jim became a fan of the Pokeymon Anime, mainly due to Iris's amazing ~~ass~~ hair. This prompted him to follow Andre's path to GameStop to purchase a Pokeymon adventure of his very own. However, unlike Andre before him, Jim didn't make a mistake. Well, actually he kinda did, since he chose to buy the White version, mainly based on the fact that he couldn't read and was also blind, and is able to navigate through echolocation and black magic. This makes his inability to read completely understandable. When at the counter to purchase his cartridge however, the white twelvie that was serving him made one of the most idiotic mistakes in human history, almost as terrible as the time some wank wrote Misty out of the show. The white, obese pre-teen asked Jim, "Are you f\*\*king sure you want da white version m8? The black version's over there in da corna, right besides Grand Theft Auto San Andres."

Of course, this instinctively made Jim place a bullet down the twelvie's throat. He couldn't afford a gun. :(
Clamp (VXX)

## Name

**clamp** - returns smallest integer not less than a scalar or each vector component.

## Synopsis

```
vector1 clamp(vector1 x, vector a, vector b);
vector2 clamp(vector2 x, vector a, vector b);
vector3 clamp(vector3 x, vector a, vector b);
vector4 clamp(vector4 x, vector a, vector b);

```

## Parameters

**x**
Vector or scalar to clamp.
**a**
Vector or scalar for bottom of clamp range.
**b**
Vector or scalar for top of clamp range.
## Description

Returns *x* clamped to the range [*a*,*b*] as follows:

1) Returns *a* if *x* is less than *a*; else
2) Returns *b* if *x* is greater than *b*; else
3) Returns *x* otherwise.
For vectors, the returned vector contains the clamped result of each
element of the vector *x* clamped using the respective element of
vectors *a* and *b*.
Max

## Name

**max** - returns the maximum of two scalars or each respective component of two vectors

## Synopsis

```
vector1 max(vector1 a, vector1 b);
vector2 max(vector2 a, vector2 b);
vector3 max(vector3 a, vector3 b);
vector4 max(vector4 a, vector4 b);

```

## Parameters

**a**
Scalar or vector.
**b**
Scalar or vector.
## Description

Returns the maximum of two same-typed scalars *a* and *b* or the respective components of two same-typed vectors *a* and *b*. The result is a three-component vector.
Division Vector / Vector

## Name

a / b - returns vector **c**, which is a result of dividing vector **a** & vector **b**.

## Synopsis

```
vector1 divide(vector1 a, vector1 b);
vector2 divide(vector2 a, vector2 b);
vector3 divide(vector3 a, vector3 b);
vector4 divide(vector4 a, vector4 b);

```

## Parameters

**a**
Vector or scalar.
**b**
Vector or scalar.
**c**
The returning vector or scalar of division.
## Description

Returns c = a / b.

For vectors, the returned vector **c** contains division of each element of the vector **a**and the respective element of the vector **b**.
Parallax

## Name

**Parallax** - displacement or difference in the apparent position of an object viewed along two different lines of sight, is measured by the angle or semi-angle of inclination between those two lines

## Synopsis

```
vector2 Parallax(vector1 discplPow, vector2 Texcoord);

```

## Parameters

**Displacement power**

> Value of displacement power.
>
>

**Texcoord**

> Coordinates to perform the lookup.
>
>

## Description

Returns displaced by *Displacement power* texture.
Wendy's Justice Kids Meal

Wendy's offered six toys based on the tween girl oriented clothing store Justice. The promotion ran from July-August 2012 along with Brothers toys.

## Toys

* Monkey clip
* Rainbow mini notebook
* BFF charm bracelet
* "Justice 04" cheerleader doll
* Pink panda plushie
* "I'm Justice hungry as you" lunch bag (also used as a meal bag)
PokePounds

The **Russian Ruble,** known by those stupid Americans as **PokeDollars**, the equally intelligent Brits as **PokePounds**, and the ever imaginative Japanese as simply **Yen,** is the main currency used across the world to purchase Pokemon-related items such as Poke Balls, drugs, and pointless kick-knacks like plush toys.

No-one's quite sure exactly WHY we chose the main currency of Mother Russia to be the PokePound, but we guess it has something to do with Communist Psyduck creating all human culture and jazz. Evidence to support this is if you turn the symbol 90 degrees clockwise, it depicts a Psyduck with an overexaggerated beak.
HSV to RGB

## Synopsis

```
vector3 HSVToRGB(vector1 Hue, vector1 Satur, vector1 Value);

```

 Parameters

**Hue**

> Value which will be converted into a part of RGB.
>
>

**Saturation**

> Value which will be converted into a part of RGB.
>
>

**Value**

> Value which will be converted into a part of RGB.
>
>

## Description

This node converts the *HSV* values to one *RGB*.
Iris

Iris was the postergirl for the Pokemon anime during its run throughout the Generation of Racism. She is almost, but not quite, entirely unlike a black woman. Because of this possible similarity, she was made to live in the wilderness and eat nothing but crap, just ~~like~~ unlike real black people. She was killed during the Battle of the Frenchmen, which caused Ash to start chasing some other eye candy for a while. This ushered in the Fancy Generation of Pokemon. Her favorite food is Axew.