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Searched refs:world_pos (Results 51 – 75 of 193) sorted by relevance

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/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/overlay/shaders/
H A Darmature_dof_vert.glsl36 vec3 world_pos = (model_mat * vec4(final_pos, 1.0)).xyz;
37 gl_Position = point_world_to_ndc(world_pos);
45 world_clip_planes_calc_clip_distance(world_pos);
H A Dedit_mesh_vert.glsl41 vec3 world_pos = point_object_to_world(pos);
42 gl_Position = point_world_to_ndc(world_pos);
97 vec3 vpos = point_world_to_view(world_pos);
108 world_clip_planes_calc_clip_distance(world_pos);
H A Dextra_wire_vert.glsl17 vec3 world_pos = point_object_to_world(pos);
18 gl_Position = point_world_to_ndc(world_pos);
49 world_clip_planes_calc_clip_distance(world_pos);
H A Dedit_uv_face_dots_vert.glsl13 vec3 world_pos = point_object_to_world(vec3(au, 0.0));
14 gl_Position = point_world_to_ndc(world_pos);
H A Dclipbound_vert.glsl6 vec3 world_pos = boundbox[gl_VertexID];
7 gl_Position = point_world_to_ndc(world_pos);
H A Dedit_uv_faces_vert.glsl13 vec3 world_pos = point_object_to_world(vec3(au, 0.0));
14 gl_Position = point_world_to_ndc(world_pos);
H A Dimage_vert.glsl10 vec3 world_pos = point_object_to_world(pos);
11 gl_Position = point_world_to_ndc(world_pos);
H A Dedit_gpencil_vert.glsl58 vec3 world_pos = point_object_to_world(pos);
59 gl_Position = point_world_to_ndc(world_pos);
107 world_clip_planes_calc_clip_distance(world_pos);
H A Dedit_gpencil_canvas_vert.glsl27 vec3 world_pos = xAxis * pos.x + yAxis * pos.y + origin;
29 gl_Position = point_world_to_ndc(world_pos);
H A Dedit_uv_edges_vert.glsl14 vec3 world_pos = point_object_to_world(vec3(au, 0.0));
15 gl_Position = point_world_to_ndc(world_pos);
/dports/games/dose-response/dose-response-179c326/src/
H A Drender.rs137 for (world_pos, cell) in state in render_game()
143 let display_pos = screen_coords_from_world(world_pos); in render_game()
151 let pos_x: i64 = i64::from(world_pos.x + world_size.x); in render_game()
152 let pos_y: i64 = i64::from(world_pos.y + world_size.y); in render_game()
169 if in_fov(world_pos) || cell.always_visible || state.uncovered_map { in render_game()
188 if in_fov(world_pos) in render_game()
201 for (world_pos, cell) in state in render_game()
211 for point in SquareArea::new(world_pos, resist_radius) { in render_game()
226 for (world_pos, color, _) in animation.tiles() { in render_game()
227 display.set_background(screen_coords_from_world(world_pos), color); in render_game()
H A Dworld.rs384 pub fn cell(&self, world_pos: Point) -> Option<&Cell> { in cell()
385 let chunk = self.chunk(world_pos); in cell()
389 let level_position = chunk.level_position(world_pos); in cell()
394 pub fn cell_mut(&mut self, world_pos: Point) -> Option<&mut Cell> { in cell_mut()
395 let chunk = self.chunk_mut(world_pos); in cell_mut()
399 let level_position = chunk.level_position(world_pos); in cell_mut()
449 pub fn monster_on_pos(&mut self, world_pos: Point) -> Option<&mut Monster> { in monster_on_pos()
450 if self.within_bounds(world_pos) { in monster_on_pos()
451 if let Some(chunk) = self.chunk_mut(world_pos) { in monster_on_pos()
452 let level_position = chunk.level_position(world_pos); in monster_on_pos()
/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/workbench/shaders/
H A Dworkbench_prepass_hair_vert.glsl49 vec3 world_pos, tan, binor;
54 world_pos,
61 gl_Position = point_world_to_ndc(world_pos);
67 world_clip_planes_calc_clip_distance(world_pos);
/dports/games/minetest/minetest-5.4.1/games/devtest/mods/util_commands/
H A Dinit.lua128 world_pos = vector.add(player:get_pos(), {x = 0, y = 1.5, z = 0})
136 world_pos = vector.add(player:get_pos(), {x = 0, y = 1, z = 0})
160 world_pos = vector.add(player:get_pos(), {x = 0, y = 0.5, z = 0})
165 world_pos = player:get_pos(),
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/radar/
H A Dradarsetup.cpp151 vec3d world_pos = objp->pos; in radar_plot_object() local
234 world_pos = objp->last_pos; in radar_plot_object()
254 vm_vec_sub(&tempv, &world_pos, &Player_obj->pos); in radar_plot_object()
258 dist = vm_vec_dist(&world_pos, &Player_obj->pos); in radar_plot_object()
504 vec3d world_pos = objp->pos; in radar_is_visible() local
583 vm_vec_sub(&tempv, &world_pos, &Player_obj->pos); in radar_is_visible()
587 dist = vm_vec_dist(&world_pos, &Player_obj->pos); in radar_is_visible()
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/radar/
H A Dradarsetup.cpp156 vec3d world_pos = objp->pos; in radar_plot_object() local
234 world_pos = objp->last_pos; in radar_plot_object()
254 vm_vec_sub(&tempv, &world_pos, &Player_obj->pos); in radar_plot_object()
258 dist = vm_vec_dist(&world_pos, &Player_obj->pos); in radar_plot_object()
502 vec3d world_pos = objp->pos; in radar_is_visible() local
581 vm_vec_sub(&tempv, &world_pos, &Player_obj->pos); in radar_is_visible()
585 dist = vm_vec_dist(&world_pos, &Player_obj->pos); in radar_is_visible()
/dports/cad/PrusaSlicer/PrusaSlicer-version_2.3.3/resources/shaders/
H A Dgouraud.vs90 vec4 world_pos = print_box.volume_world_matrix * gl_Vertex;
92 …clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - w…
/dports/multimedia/olive/olive-0.1.2/effects/
H A Deffectgizmo.cpp43 world_pos.resize(point_count); in EffectGizmo()
50 return world_pos.size(); in get_point_count()
/dports/devel/godot-tools/godot-demo-projects-8d9d58f112d8/3d/physics_tests/utils/
H A Dcontrol3d.gd27 var world_pos = world_offset + _attachment.global_transform.origin
28 var screen_pos = camera.unproject_position(world_pos)
/dports/lang/spidermonkey60/firefox-60.9.0/gfx/webrender/res/
H A Dcs_clip_border.glsl129 vec4 world_pos = scroll_node.transform * vec4(pos, 0.0, 1.0);
130 world_pos.xyz /= world_pos.w;
133 vec2 device_pos = world_pos.xy * uDevicePixelRatio;
141 vec4 node_pos = get_node_pos(world_pos.xy, scroll_node);
H A Dps_split_composite.glsl46 vec3 world_pos = bilerp(geometry.points[0], geometry.points[1],
49 vec4 final_pos = vec4((world_pos.xy + dest_origin) * uDevicePixelRatio, ci.z, 1.0);
54 vec2 uv_pos = uv_origin + world_pos.xy - src_task.content_origin;
/dports/graphics/appleseed/appleseed-2.1.0-beta/src/appleseed.studio/resources/shaders/
H A Dscene.vert43 vec4 world_pos = i_model * vec4(a_pos, 1.0);
44 v_world_pos = world_pos.xyz;
46 gl_Position = u_proj * u_view * world_pos;
/dports/x11-toolkits/qt5-quick3d/kde-qtquick3d-5.15.2p19/src/runtimerender/res/effectlib/gles2/
H A DshadowMapping.glsllib95 vec4 world_pos;
96 world_pos.w = glPos.z;
98 world_pos.xyz = pos.xyz;
102 retval.m_WorldPos = world_pos;
/dports/x11-toolkits/qt5-quick3d/kde-qtquick3d-5.15.2p19/src/runtimerender/res/effectlib/
H A DshadowMapping.glsllib95 vec4 world_pos;
96 world_pos.w = glPos.z;
98 world_pos.xyz = pos.xyz;
102 retval.m_WorldPos = world_pos;
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/scripting/api/objs/
H A Dmodel_path.cpp56 vec3d world_pos; variable
57 model_instance_find_world_point(&world_pos, &p->point, pm, pmi, 0, &objp->orient, &objp->pos);
59 return ade_set_error(L, "o", l_Vector.Set(world_pos));

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