/dports/math/vtk8/VTK-8.2.0/Rendering/OpenGL2/ |
H A D | vtkOpenGLSkybox.cxx | 95 program->SetUniform3f("cameraPos", this->LastCameraPosition); in UpdateUniforms() 103 program->SetUniform3f("floorRight", this->FloorRight); in UpdateUniforms() 106 program->SetUniform3f("floorFront", front); in UpdateUniforms()
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H A D | vtkShaderProgram.h | 189 bool SetUniform3f(const char *name, const float v[3]); 190 bool SetUniform3f(const char *name, const double v[3]);
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H A D | vtkOpenGLRenderer.cxx | 997 program->SetUniform3f((lcolor + count).c_str(), lightColor); in UpdateLightingUniforms() 1025 program->SetUniform3f((ldir + count).c_str(), lightDirection); in UpdateLightingUniforms() 1053 program->SetUniform3f((latten + count).c_str(), lightAttenuation); in UpdateLightingUniforms() 1055 program->SetUniform3f((lpos + count).c_str(), lightPosition); in UpdateLightingUniforms()
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/dports/math/vtk9/VTK-9.1.0/Rendering/OpenGL2/ |
H A D | vtkOpenGLSkybox.cxx | 97 program->SetUniform3f("cameraPos", this->LastCameraPosition); in UpdateUniforms() 105 program->SetUniform3f("floorRight", this->FloorRight); in UpdateUniforms() 108 program->SetUniform3f("floorFront", front); in UpdateUniforms()
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H A D | vtkPBRIrradianceTexture.cxx | 209 quadHelper.Program->SetUniform3f("shift", shift[i]); in Load() 210 quadHelper.Program->SetUniform3f("contribX", contribX[i]); in Load() 211 quadHelper.Program->SetUniform3f("contribY", contribY[i]); in Load()
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H A D | vtkOpenGLUniforms.h | 90 void SetUniform3f(const char* name, const float v[3]) override; 111 void SetUniform3f(const char* name, const double v[3]) override;
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H A D | vtkShaderProgram.h | 187 bool SetUniform3f(const char* name, const float v[3]); 188 bool SetUniform3f(const char* name, const double v[3]);
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H A D | vtkOpenGLRenderer.cxx | 1034 program->SetUniform3f((lcolor + count).c_str(), lightColor); in UpdateLightingUniforms() 1062 program->SetUniform3f((ldir + count).c_str(), lightDirection); in UpdateLightingUniforms() 1090 program->SetUniform3f((latten + count).c_str(), lightAttenuation); in UpdateLightingUniforms() 1092 program->SetUniform3f((lpos + count).c_str(), lightPosition); in UpdateLightingUniforms()
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H A D | vtkCompositePolyDataMapper2.cxx | 97 prog->SetUniform3f("mapperIndex", this->CurrentSelector->GetPropColorValue()); in SetShaderValues() 135 prog->SetUniform3f("ambientColorUniform", fnancolor); in SetShaderValues() 136 prog->SetUniform3f("diffuseColorUniform", fnancolor); in SetShaderValues() 145 prog->SetUniform3f("ambientColorUniform", selectionColor); in SetShaderValues() 146 prog->SetUniform3f("diffuseColorUniform", selectionColor); in SetShaderValues() 157 prog->SetUniform3f("ambientColorUniform", ambientColor); in SetShaderValues() 158 prog->SetUniform3f("diffuseColorUniform", diffuseColor); in SetShaderValues()
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/dports/games/spring/spring_98.0/rts/Rendering/Env/ |
H A D | AdvTreeGenerator.cpp | 320 treeShader->SetUniform3f(0, 1.0f, 0.0f, 0.0f); in CreateFarTex() 321 treeShader->SetUniform3f(1, 0.0f, 1.0f, 0.0f); in CreateFarTex() 322 treeShader->SetUniform3f(2, 0.0f, 0.0f, 0.0f); in CreateFarTex() 326 treeShader->SetUniform3f(13, 1.0f, 0.0f, 0.0f); // camera side-dir in CreateFarTex() 327 treeShader->SetUniform3f( 9, 0.0f, 1.0f, 0.0f); // camera up-dir in CreateFarTex() 328 treeShader->SetUniform3f(10, 0.0f, 0.0f, 0.0f); // tree position-offset in CreateFarTex() 344 treeShader->SetUniform3f(((globalRendering->haveGLSL)? 0: 13), 1.0f, 0.0f, 0.0f); in CreateFarTex() 345 treeShader->SetUniform3f(((globalRendering->haveGLSL)? 1: 9), 0.0f, 1.0f, 0.0f); in CreateFarTex() 359 treeShader->SetUniform3f(((globalRendering->haveGLSL)? 0: 13), 0.0f, 0.0f, 1.0f); in CreateFarTex() 375 treeShader->SetUniform3f(((globalRendering->haveGLSL)? 0: 13), 0.0f, 0.0f, 1.0f); in CreateFarTex() [all …]
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H A D | AdvTreeDrawer.cpp | 537 treeShader->SetUniform3f(13, camera->right.x, camera->right.y, camera->right.z); in Draw() 538 treeShader->SetUniform3f( 9, camera->up.x, camera->up.y, camera->up.z ); in Draw() 588 … treeShader->SetUniform3f(((globalRendering->haveGLSL)? 2: 10), ts->pos.x, ts->pos.y, ts->pos.z); in Draw() 594 … treeShader->SetUniform3f(((globalRendering->haveGLSL)? 2: 10), ts->pos.x, ts->pos.y, ts->pos.z); in Draw() 616 treeShader->SetUniform3f(((globalRendering->haveGLSL)? 2: 10), 0.0f, 0.0f, 0.0f); in Draw() 966 po->SetUniform3f((globalRendering->haveGLSL? 3: 10), ts->pos.x, ts->pos.y, ts->pos.z); in DrawShadowPass() 972 po->SetUniform3f((globalRendering->haveGLSL? 3: 10), ts->pos.x, ts->pos.y, ts->pos.z); in DrawShadowPass() 990 po->SetUniform3f((globalRendering->haveGLSL? 3: 10), 0.0f, 0.0f, 0.0f); in DrawShadowPass()
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/dports/math/vtk8/VTK-8.2.0/Rendering/VolumeOpenGL2/ |
H A D | vtkOpenGLUniforms.h | 81 void SetUniform3f(const char *name, const float v[3]); 82 void SetUniform3f(const char *name, const double v[3]);
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/dports/math/vtk6/VTK-6.2.0/Rendering/OpenGL/ |
H A D | vtkShaderProgram2.h | 313 void SetUniform3f(const char *name, float *val) in SetUniform3f() function 314 { this->SetUniform3f(this->GetUniformLocation(name), val); } in SetUniform3f() 333 void SetUniform3f(int loc, float *val);
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/dports/math/vtk9/VTK-9.1.0/Rendering/OpenGL2/Testing/Cxx/ |
H A D | TestUserShader2.cxx | 58 cellBO->Program->SetUniform3f("diffuseColorUniform", diffuseColor); in Execute() 78 program->SetUniform3f("diffuseColorUniform", diffuseColor); in Execute()
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/dports/math/vtk8/VTK-8.2.0/Rendering/OpenGL2/Testing/Cxx/ |
H A D | TestUserShader2.cxx | 60 cellBO->Program->SetUniform3f("diffuseColorUniform", diffuseColor); in Execute() 80 program->SetUniform3f("diffuseColorUniform", diffuseColor); in Execute()
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/dports/games/spring/spring_98.0/rts/Rendering/Shaders/ |
H A D | Shader.h | 145 …virtual void SetUniform(UniformState* uState, float v0, float v1, float v2) { SetUniform3f(uState-… in SetUniform() 170 virtual void SetUniform3f(int idx, float v0, float v1, float v2) = 0; 238 void SetUniform3f(int idx, float v0, float v1, float v2) {} in SetUniform3f() function 269 void SetUniform3f(int idx, float v0, float v1, float v2); 328 void SetUniform3f(int idx, float v0, float v1, float v2);
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/dports/math/vtk9/VTK-9.1.0/Rendering/Core/ |
H A D | vtkUniforms.h | 98 virtual void SetUniform3f(const char* name, const float v[3]) = 0; 119 virtual void SetUniform3f(const char* name, const double v[3]) = 0;
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/dports/math/vtk6/VTK-6.2.0/Rendering/OpenGL2/ |
H A D | vtkOpenGLPolyDataMapper.cxx | 827 cellBO.Program->SetUniform3f("mapperIndex", tmp); in SetMapperShaderParameters() 831 cellBO.Program->SetUniform3f("mapperIndex", selector->GetPropColorValue()); in SetMapperShaderParameters() 839 cellBO.Program->SetUniform3f("mapperIndex", color); in SetMapperShaderParameters() 1047 program->SetUniform3f("ambientColorUniform", ambientColor); in SetPropertyShaderParameters() 1048 program->SetUniform3f("diffuseColorUniform", diffuseColor); in SetPropertyShaderParameters() 1054 program->SetUniform3f("specularColorUniform", specularColor); in SetPropertyShaderParameters() 1082 program->SetUniform3f("ambientColorUniformBF", ambientColor); in SetPropertyShaderParameters() 1083 program->SetUniform3f("diffuseColorUniformBF", diffuseColor); in SetPropertyShaderParameters() 1089 program->SetUniform3f("specularColorUniformBF", specularColor); in SetPropertyShaderParameters()
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H A D | vtkOpenGLGlyph3DHelper.cxx | 346 program->SetUniform3f("mapperIndex", selector->GetPropColorValue()); in GlyphRender() 432 cellBO.Program->SetUniform3f("mapperIndex", selector->GetPropColorValue()); in SetMapperShaderParameters()
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H A D | vtkShaderProgram.h | 159 bool SetUniform3f(const char *name, const float v[3]);
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/dports/math/vtk8/VTK-8.2.0/Imaging/OpenGL2/ |
H A D | vtkOpenGLImageGradient.cxx | 79 program->SetUniform3f("spacing", sp); in InitializeShaderUniforms()
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/dports/math/vtk9/VTK-9.1.0/Imaging/OpenGL2/ |
H A D | vtkOpenGLImageGradient.cxx | 79 program->SetUniform3f("spacing", sp); in InitializeShaderUniforms()
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/dports/math/vtk9/VTK-9.1.0/Rendering/OpenGL2/Testing/Python/ |
H A D | TestUserShader2.py | 36 program.SetUniform3f("diffuseColorUniform", diffuseColor)
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/dports/math/vtk8/VTK-8.2.0/Rendering/OpenGL2/Testing/Python/ |
H A D | TestUserShader2.py | 36 program.SetUniform3f("diffuseColorUniform", diffuseColor)
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/dports/math/vtk9/VTK-9.1.0/Rendering/VR/ |
H A D | vtkVRRay.cxx | 145 this->RayHelper.Program->SetUniform3f("color", this->Color); in Render()
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