/dports/games/spring/spring_98.0/rts/Rendering/Shaders/ |
H A D | Shader.h | 154 …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);
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H A D | Shader.cpp | 349 …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
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/dports/math/vtk9/VTK-9.1.0/Rendering/OpenGL2/ |
H A D | vtkShaderProgram.h | 204 bool SetUniform4fv(const char* name, const int count, const float* f); 205 bool SetUniform4fv(const char* name, const int count, const float (*f)[4]);
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H A D | vtkOpenGLUniforms.h | 102 void SetUniform4fv(const char* name, const int count, const float (*f)[4]) override;
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H A D | vtkEDLShading.cxx | 373 prog->SetUniform4fv("N", 8, this->EDLNeighbours); in EDLShadeHigh() 462 prog->SetUniform4fv("N", 8, this->EDLNeighbours); // USELESS, ALREADY DEFINED IN FULL RES in EDLShadeLow()
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H A D | vtkShaderProgram.cxx | 734 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
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H A D | vtkOpenGLUniforms.cxx | 311 return p->SetUniform4fv( in SetUniform() 814 void vtkOpenGLUniforms::SetUniform4fv(const char* name, const int count, const float (*v)[4]) in SetUniform4fv() function in vtkOpenGLUniforms
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/dports/games/spring/spring_98.0/rts/Rendering/ |
H A D | UnitDrawerState.cpp | 275 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()
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H A D | ShadowHandler.cpp | 484 shadowGenProgs[i]->SetUniform4fv(0, &shadowTexProjCenter.x); in CreateShadows()
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/dports/math/vtk8/VTK-8.2.0/Rendering/VolumeOpenGL2/ |
H A D | vtkOpenGLUniforms.h | 96 void SetUniform4fv(const char *name, const int count, const float (*f)[4]);
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H A D | vtkOpenGLUniforms.cxx | 309 …{ 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
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H A D | vtkOpenGLGPUVolumeRayCastMapper.cxx | 3640 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()
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/dports/games/openclonk/openclonk-release-8.1-src/src/graphics/ |
H A D | C4DrawMeshGL.cpp | 514 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()
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H A D | C4DrawGL.cpp | 386 call.SetUniform4fv(C4SSU_ClrMod, 1, fMod); in SetupMultiBlt() 407 call.SetUniform4fv(C4SSU_OverlayClr, 1, fOverlayModClr); in SetupMultiBlt()
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H A D | C4Shader.h | 301 void SetUniform4fv(int iUniform, int iLength, const float *pVals) const { in SetUniform4fv() function
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/dports/math/vtk6/VTK-6.2.0/Rendering/OpenGL2/ |
H A D | vtkShaderProgram.h | 173 bool SetUniform4fv(const char *name, const int count, const float (*f)[4]);
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H A D | vtkShaderProgram.cxx | 519 bool vtkShaderProgram::SetUniform4fv(const char *name, const int count, in SetUniform4fv() function in vtkShaderProgram
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/dports/math/vtk9/VTK-9.1.0/Rendering/OpenGL2/Testing/Cxx/ |
H A D | UnitTestOpenGLUniforms.cxx | 190 uni->SetUniform4fv("4fv", 2, in4fv); in UnitTestOpenGLUniforms()
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/dports/math/vtk9/VTK-9.1.0/Rendering/Core/ |
H A D | vtkUniforms.h | 110 virtual void SetUniform4fv(const char* name, const int count, const float (*f)[4]) = 0;
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/dports/math/vtk8/VTK-8.2.0/Rendering/OpenGL2/ |
H A D | vtkShaderProgram.h | 204 bool SetUniform4fv(const char *name, const int count, const float (*f)[4]);
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H A D | vtkEDLShading.cxx | 417 prog->SetUniform4fv("N", 8, this->EDLNeighbours); in EDLShadeHigh() 512 prog->SetUniform4fv("N", 8, this->EDLNeighbours); // USELESS, ALREADY DEFINED IN FULL RES in EDLShadeLow()
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H A D | vtkShaderProgram.cxx | 742 bool vtkShaderProgram::SetUniform4fv(const char *name, const int count, in SetUniform4fv() function in vtkShaderProgram
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/dports/math/vtk9/VTK-9.1.0/Rendering/ContextOpenGL2/ |
H A D | vtkOpenGLContextDevice3D.cxx | 149 prog->SetUniform4fv("clipPlanes", 6, planeEquations); in SetMatrices()
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/dports/math/vtk8/VTK-8.2.0/Rendering/ContextOpenGL2/ |
H A D | vtkOpenGLContextDevice3D.cxx | 151 prog->SetUniform4fv("clipPlanes", 6, planeEquations); in SetMatrices()
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/dports/games/spring/spring_98.0/rts/Rendering/Env/ |
H A D | AdvTreeDrawer.cpp | 468 treeShader->SetUniform4fv(8, &(shadowHandler->GetShadowParams().x)); in Draw() 509 treeShader->SetUniform4fv(8, &(shadowHandler->GetShadowParams().x)); in Draw()
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