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Searched refs:SetUniform4fv (Results 1 – 25 of 32) sorted by relevance

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/dports/games/spring/spring_98.0/rts/Rendering/Shaders/
H A DShader.h154 …virtual void SetUniform4v(UniformState* uState, const float* v) { SetUniform4fv(uState->GetLocatio… in SetUniform4v()
178 virtual void SetUniform4fv(int idx, const float* v) = 0;
246 void SetUniform4fv(int idx, const float* v) {} in SetUniform4fv() function
277 void SetUniform4fv(int idx, const float* v);
336 void SetUniform4fv(int idx, const float* v);
H A DShader.cpp349 …void ARBProgramObject::SetUniform4fv(int idx, const float* v) { float vv[4]; vv[0] = v[0]; vv[1] =… in SetUniform4fv() function in Shader::ARBProgramObject
550 …void GLSLProgramObject::SetUniform4fv(int idx, const float* v) { assert(IsBound()); auto it = unif… in SetUniform4fv() function in Shader::GLSLProgramObject
/dports/math/vtk9/VTK-9.1.0/Rendering/OpenGL2/
H A DvtkShaderProgram.h204 bool SetUniform4fv(const char* name, const int count, const float* f);
205 bool SetUniform4fv(const char* name, const int count, const float (*f)[4]);
H A DvtkOpenGLUniforms.h102 void SetUniform4fv(const char* name, const int count, const float (*f)[4]) override;
H A DvtkEDLShading.cxx373 prog->SetUniform4fv("N", 8, this->EDLNeighbours); in EDLShadeHigh()
462 prog->SetUniform4fv("N", 8, this->EDLNeighbours); // USELESS, ALREADY DEFINED IN FULL RES in EDLShadeLow()
H A DvtkShaderProgram.cxx734 bool vtkShaderProgram::SetUniform4fv(const char* name, const int count, const float* f) in SetUniform4fv() function in vtkShaderProgram
747 bool vtkShaderProgram::SetUniform4fv(const char* name, const int count, const float (*v)[4]) in SetUniform4fv() function in vtkShaderProgram
H A DvtkOpenGLUniforms.cxx311 return p->SetUniform4fv( in SetUniform()
814 void vtkOpenGLUniforms::SetUniform4fv(const char* name, const int count, const float (*v)[4]) in SetUniform4fv() function in vtkOpenGLUniforms
/dports/games/spring/spring_98.0/rts/Rendering/
H A DUnitDrawerState.cpp275 modelShaders[MODEL_SHADER_ACTIVE]->SetUniform4fv(10, &sky->GetLight()->GetLightDir().x); in Enable()
313 modelShaders[MODEL_SHADER_ACTIVE]->SetUniform4fv(14, &c[0]); in SetTeamColor()
423 modelShaders[MODEL_SHADER_ACTIVE]->SetUniform4fv(14, &(shadowHandler->GetShadowParams().x)); in Enable()
465 modelShaders[MODEL_SHADER_ACTIVE]->SetUniform4fv(9, &c[0]); in SetTeamColor()
H A DShadowHandler.cpp484 shadowGenProgs[i]->SetUniform4fv(0, &shadowTexProjCenter.x); in CreateShadows()
/dports/math/vtk8/VTK-8.2.0/Rendering/VolumeOpenGL2/
H A DvtkOpenGLUniforms.h96 void SetUniform4fv(const char *name, const int count, const float (*f)[4]);
H A DvtkOpenGLUniforms.cxx309 …{ return p->SetUniform4fv( name, static_cast<int>(value.size()/4), reinterpret_cast<const float(*)… in SetUniform()
573 void vtkOpenGLUniforms::SetUniform4fv (const char *name, const int count, const float(*f)[4]) in SetUniform4fv() function in vtkOpenGLUniforms
H A DvtkOpenGLGPUVolumeRayCastMapper.cxx3640 prog->SetUniform4fv("in_volume_scale", numInputs, in SetVolumeShaderParameters()
3642 prog->SetUniform4fv("in_volume_bias", numInputs, in SetVolumeShaderParameters()
3807 prog->SetUniform4fv("in_componentWeight", 1, &fvalue4); in SetAdvancedShaderParameters()
/dports/games/openclonk/openclonk-release-8.1-src/src/graphics/
H A DC4DrawMeshGL.cpp514 call.SetUniform4fv(C4SSU_ClrMod, 1, fMod); in SetStandardUniforms()
830 call.SetUniform4fv(C4SSU_MaterialAmbient, 1, pass.Ambient); in RenderSubMeshImpl()
831 call.SetUniform4fv(C4SSU_MaterialDiffuse, 1, pass.Diffuse); in RenderSubMeshImpl()
832 call.SetUniform4fv(C4SSU_MaterialSpecular, 1, pass.Specular); in RenderSubMeshImpl()
833 call.SetUniform4fv(C4SSU_MaterialEmission, 1, pass.Emissive); in RenderSubMeshImpl()
946 call.SetUniform4fv(uniform, 1, parameter->GetFloatv()); in RenderSubMeshImpl()
H A DC4DrawGL.cpp386 call.SetUniform4fv(C4SSU_ClrMod, 1, fMod); in SetupMultiBlt()
407 call.SetUniform4fv(C4SSU_OverlayClr, 1, fOverlayModClr); in SetupMultiBlt()
H A DC4Shader.h301 void SetUniform4fv(int iUniform, int iLength, const float *pVals) const { in SetUniform4fv() function
/dports/math/vtk6/VTK-6.2.0/Rendering/OpenGL2/
H A DvtkShaderProgram.h173 bool SetUniform4fv(const char *name, const int count, const float (*f)[4]);
H A DvtkShaderProgram.cxx519 bool vtkShaderProgram::SetUniform4fv(const char *name, const int count, in SetUniform4fv() function in vtkShaderProgram
/dports/math/vtk9/VTK-9.1.0/Rendering/OpenGL2/Testing/Cxx/
H A DUnitTestOpenGLUniforms.cxx190 uni->SetUniform4fv("4fv", 2, in4fv); in UnitTestOpenGLUniforms()
/dports/math/vtk9/VTK-9.1.0/Rendering/Core/
H A DvtkUniforms.h110 virtual void SetUniform4fv(const char* name, const int count, const float (*f)[4]) = 0;
/dports/math/vtk8/VTK-8.2.0/Rendering/OpenGL2/
H A DvtkShaderProgram.h204 bool SetUniform4fv(const char *name, const int count, const float (*f)[4]);
H A DvtkEDLShading.cxx417 prog->SetUniform4fv("N", 8, this->EDLNeighbours); in EDLShadeHigh()
512 prog->SetUniform4fv("N", 8, this->EDLNeighbours); // USELESS, ALREADY DEFINED IN FULL RES in EDLShadeLow()
H A DvtkShaderProgram.cxx742 bool vtkShaderProgram::SetUniform4fv(const char *name, const int count, in SetUniform4fv() function in vtkShaderProgram
/dports/math/vtk9/VTK-9.1.0/Rendering/ContextOpenGL2/
H A DvtkOpenGLContextDevice3D.cxx149 prog->SetUniform4fv("clipPlanes", 6, planeEquations); in SetMatrices()
/dports/math/vtk8/VTK-8.2.0/Rendering/ContextOpenGL2/
H A DvtkOpenGLContextDevice3D.cxx151 prog->SetUniform4fv("clipPlanes", 6, planeEquations); in SetMatrices()
/dports/games/spring/spring_98.0/rts/Rendering/Env/
H A DAdvTreeDrawer.cpp468 treeShader->SetUniform4fv(8, &(shadowHandler->GetShadowParams().x)); in Draw()
509 treeShader->SetUniform4fv(8, &(shadowHandler->GetShadowParams().x)); in Draw()

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