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@.emon205:
⏤͟͟͞͞𝐄ᴍᴏɴ 𐙚🥂🧃
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Sunday 11 October 2026 15:44:39 GMT
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እሺ እንደምናምን ልጅ ፍቅር አለኝ ለዚህ ልጅ ምንም እንኳን አልፎ እያለ አልወደውም ምክንያቱም በዚህ ሰው እና እንስሳ የሚሰጥ እንደ ተለመደ ነው እንደሚል አምናለሁ እንደኔ ደግሞ በዚህ ተወዳጅ ልጅ እየሰማሁ ስሚቱ እያነሣ እንደቦታ ቆመ ቆም እየተለዋዋጠ ነው ምናምን ግን እንደለኝ መልእክት ሰጥቻለሁ በዚህ መልእክት ቆይ ድህረ ገጽ በጣም ምቹ ተናጋሪ እና በጣም እረፍስ ልጁን ሁል ጊዜ እንደምቀመጥ እንዲሁ እያገኘሁ ነው ይህ ልጅ አሁን እንደ እኔ ጭንቀት እንዲሁ እቀርባለሁ ውድ እናመሰግናለሁ ይህን ኮምፖዶ እንዴ እንደሆነ አሳየኝ የማሰሳ ዉሃ እና ምግብ ተገናኝቷል ምንም እንኳን አልእያ ይሁን እንደ ውስጥ ተሰጥቻለሁ በፊትም ልጅ ባሉበት ቦታ ውስጥ እንደ ታወቀ በዓለም አቀፍ ሰዎች ሁሉ ይመሰግናሉ! #lijkidus @ERMİ HD ሞት ካመጣ በቀር መቼም አንለያይም እሺ ሮኪ🐕🙍♂️
#imrankhan #releaseimrankhan
#nasirmadni #london🇬🇧 #100kf
#jan_kobani
How I build with GPT-6 Astra 👇 Academy in bio 🔗 The light running through the chip is not a shader. 1. Make a second texture that is pure black with only the trace lines painted white. That is your emissiveMap. The base colour texture stays normal. 2. On the material: emissive #4ade80, emissiveIntensity 2.5, emissiveMap set to that texture. Only the white pixels light up. 3. Now the trick. Set emissiveMap.wrapS = RepeatWrapping and add 0.002 to emissiveMap.offset.x every frame. The glow travels along the traces and you never wrote a line of GLSL. 4. UnrealBloomPass with threshold 0.9. This is the value that matters. At 0.9 only the emissive lines pass the threshold and bloom. Drop it to 0.4 and the whole board turns into fog. 5. Strength 0.8, radius 0.4, and run the bloom at half resolution. Nobody can tell and it doubles your framerate. 6. Board material: metalness 0.9, roughness 0.35, plus an HDR environment so the metal pads catch something. 7. Cursor tilt: lerp the rotation at 0.06 with a hard cap of 0.25 radians, so the chip never turns away from the viewer. Save this if you build 3D on the web 🔥 #astra6 #threejs #webgl #webdesign
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