/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/overlay/shaders/ |
H A D | armature_dof_vert.glsl | 36 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);
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H A D | edit_mesh_vert.glsl | 41 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);
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H A D | extra_wire_vert.glsl | 17 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);
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H A D | edit_uv_face_dots_vert.glsl | 13 vec3 world_pos = point_object_to_world(vec3(au, 0.0)); 14 gl_Position = point_world_to_ndc(world_pos);
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H A D | clipbound_vert.glsl | 6 vec3 world_pos = boundbox[gl_VertexID]; 7 gl_Position = point_world_to_ndc(world_pos);
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H A D | edit_uv_faces_vert.glsl | 13 vec3 world_pos = point_object_to_world(vec3(au, 0.0)); 14 gl_Position = point_world_to_ndc(world_pos);
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H A D | image_vert.glsl | 10 vec3 world_pos = point_object_to_world(pos); 11 gl_Position = point_world_to_ndc(world_pos);
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H A D | edit_gpencil_vert.glsl | 58 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);
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H A D | edit_gpencil_canvas_vert.glsl | 27 vec3 world_pos = xAxis * pos.x + yAxis * pos.y + origin; 29 gl_Position = point_world_to_ndc(world_pos);
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H A D | edit_uv_edges_vert.glsl | 14 vec3 world_pos = point_object_to_world(vec3(au, 0.0)); 15 gl_Position = point_world_to_ndc(world_pos);
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/dports/games/dose-response/dose-response-179c326/src/ |
H A D | render.rs | 137 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()
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H A D | world.rs | 384 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()
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/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/workbench/shaders/ |
H A D | workbench_prepass_hair_vert.glsl | 49 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);
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/dports/games/minetest/minetest-5.4.1/games/devtest/mods/util_commands/ |
H A D | init.lua | 128 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(),
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/radar/ |
H A D | radarsetup.cpp | 151 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()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/radar/ |
H A D | radarsetup.cpp | 156 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()
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/dports/cad/PrusaSlicer/PrusaSlicer-version_2.3.3/resources/shaders/ |
H A D | gouraud.vs | 90 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…
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/dports/multimedia/olive/olive-0.1.2/effects/ |
H A D | effectgizmo.cpp | 43 world_pos.resize(point_count); in EffectGizmo() 50 return world_pos.size(); in get_point_count()
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/dports/devel/godot-tools/godot-demo-projects-8d9d58f112d8/3d/physics_tests/utils/ |
H A D | control3d.gd | 27 var world_pos = world_offset + _attachment.global_transform.origin 28 var screen_pos = camera.unproject_position(world_pos)
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/dports/lang/spidermonkey60/firefox-60.9.0/gfx/webrender/res/ |
H A D | cs_clip_border.glsl | 129 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);
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H A D | ps_split_composite.glsl | 46 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;
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/dports/graphics/appleseed/appleseed-2.1.0-beta/src/appleseed.studio/resources/shaders/ |
H A D | scene.vert | 43 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;
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/dports/x11-toolkits/qt5-quick3d/kde-qtquick3d-5.15.2p19/src/runtimerender/res/effectlib/gles2/ |
H A D | shadowMapping.glsllib | 95 vec4 world_pos; 96 world_pos.w = glPos.z; 98 world_pos.xyz = pos.xyz; 102 retval.m_WorldPos = world_pos;
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/dports/x11-toolkits/qt5-quick3d/kde-qtquick3d-5.15.2p19/src/runtimerender/res/effectlib/ |
H A D | shadowMapping.glsllib | 95 vec4 world_pos; 96 world_pos.w = glPos.z; 98 world_pos.xyz = pos.xyz; 102 retval.m_WorldPos = world_pos;
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/scripting/api/objs/ |
H A D | model_path.cpp | 56 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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