How to show transparency on Blender texture

If you want show transparency on a blender texture and it’s not showing up when you set the view mode to “texture” then you need to do this:

Map your UVs how you would. Then set the texture alpha channel to 1.0:

Then set your z-transparency to 0.0:


Remove Duplicates in Text File

So I have a list of names, but the names are duplicated down the page. Each name is on a new line by itself.

If I want to remove all the duplicates and just find out who is included in the file, I can simply do:

awk '!seen[$0]++' filename

This will remove duplicates and print them to your terminal.

WebStorm Encoded my HTML File as UTF-16BE

Well here’s the fix…

You have to replace the file. First get a UTF-8 output:

iconv -f UTF-16 -t UTF-8 [path/to/file]

Then delete the file. Make a new file (already UTF-8 by default) and paste in the UTF-8 output from your terminal.


Simple Shader with ThreeJS

Ok folks, it doesn’t get easier than this. If you want to start writing shaders in the browser but can’t figure out how to create your shader program, ThreeJS has you covered:

In your JS

var camera = new THREE.Camera();
	camera.position.z = 1;

	var scene = new THREE.Scene();

	var uniforms = {
		time: { type: "f", value: 1.0 },
		resolution: { type: "v2", value: new THREE.Vector2() }

	var material = new THREE.ShaderMaterial( {
		uniforms: uniforms,
		vertexShader: document.getElementById( 'vertexShader' ).innerText,
		fragmentShader: document.getElementById( 'fragmentShader' ).innerText

	var mesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), material );

	scene.add( mesh );

	var canvas = document.querySelector(".lense-flare");
	var parent = canvas.parentElement;
	var renderer = new THREE.WebGLRenderer({ canvas: canvas });
	renderer.setSize( parent.clientWidth, parent.clientHeight );

	uniforms.resolution.value.x = parent.clientWidth;
	uniforms.resolution.value.y = parent.clientHeight;
	var startTime =;


	function animate() {
		requestAnimationFrame( animate );

	function render() {
		var elapsedMilliseconds = - startTime;
		var elapsedSeconds = elapsedMilliseconds / 1000.;
		uniforms.time.value = 60. * elapsedSeconds;
		renderer.render( scene, camera );


In your head:

<script id="vertexShader" type="x-shader/x-vertex">
			uniform float time;
			uniform vec2 resolution;
			void main()	{
				gl_Position = vec4( position, 1.0 );
		<script id="fragmentShader" type="x-shader/x-fragment">
			uniform float time;
			uniform vec2 resolution;
			void main()	{
				float x = mod(time + gl_FragCoord.x, 20.) < 10. ? 1. : 0.;
				float y = mod(time + gl_FragCoord.y, 20.) < 10. ? 1. : 0.;
				gl_FragColor = vec4(vec3(min(x, y)), 1.);