/dports/games/valyriatear/ValyriaTear-1.1.0/src/engine/video/gl/ |
H A D | gl_shader.cpp | 31 _shader(0) in Shader() 37 _shader = glCreateShader(type); in Shader() 52 glShaderSource(_shader, 1, strings, length); in Shader() 58 vt_utils::NumberToString(_shader) << in Shader() 66 glCompileShader(_shader); in Shader() 83 glGetShaderiv(_shader, GL_COMPILE_STATUS, &is_compiled); in Shader() 91 glGetShaderiv(_shader, GL_INFO_LOG_LENGTH, &length); in Shader() 96 glGetShaderInfoLog(_shader, length, &length, log); in Shader() 111 if (_shader != 0) { in ~Shader() 112 glDeleteShader(_shader); in ~Shader() [all …]
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/dports/games/scummvm/scummvm-2.5.1/engines/stark/gfx/ |
H A D | openglsprop.cpp | 44 _shader = OpenGL::ShaderGL::fromFiles("stark_prop", attributes); in OpenGLSPropRenderer() 50 delete _shader; in ~OpenGLSPropRenderer() 79 _shader->use(true); in render() 81 _shader->setUniform("modelViewMatrix", modelViewMatrix); in render() 82 _shader->setUniform("projectionMatrix", projectionMatrix); in render() 83 _shader->setUniform("normalMatrix", normalMatrix.getRotation()); in render() 100 _shader->setUniform("textured", tex != nullptr); in render() 101 _shader->setUniform("color", Math::Vector3d(material.r, material.g, material.b)); in render() 102 _shader->setUniform("doubleSided", material.doubleSided ? 1 : 0); in render() 109 _shader->unbind(); in render() [all …]
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H A D | openglssurface.cpp | 38 _shader = _gfx->createSurfaceShaderInstance(); in OpenGLSSurfaceRenderer() 42 delete _shader; in ~OpenGLSSurfaceRenderer() 53 _shader->use(); in render() 54 _shader->setUniform1f("fadeLevel", _fadeLevel); in render() 55 _shader->setUniform1f("snapToGrid", _snapToGrid); in render() 56 _shader->setUniform("verOffsetXY", normalizeOriginalCoordinates(dest.x, dest.y)); in render() 58 _shader->setUniform("verSizeWH", normalizeCurrentCoordinates(width, height)); in render() 60 _shader->setUniform("verSizeWH", normalizeOriginalCoordinates(width, height)); in render() 64 _shader->setUniform("viewport", Math::Vector2d(nativeViewport.width(), nativeViewport.height())); in render() 69 _shader->unbind(); in render()
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H A D | openglsactor.cpp | 44 _shader = _gfx->createActorShaderInstance(); in OpenGLSActorRenderer() 51 delete _shader; in ~OpenGLSActorRenderer() 89 _shader->use(true); in render() 91 _shader->setUniform("modelViewMatrix", modelViewMatrix); in render() 92 _shader->setUniform("projectionMatrix", projectionMatrix); in render() 93 _shader->setUniform("normalMatrix", normalMatrix.getRotation()); in render() 94 setBoneRotationArrayUniform(_shader, "boneRotation"); in render() 95 setBonePositionArrayUniform(_shader, "bonePosition"); in render() 111 _shader->setUniform("textured", tex != nullptr); in render() 119 _shader->unbind(); in render() [all …]
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H A D | openglsfade.cpp | 37 _shader = _gfx->createFadeShaderInstance(); in OpenGLSFadeRenderer() 41 delete _shader; in ~OpenGLSFadeRenderer() 47 _shader->use(); in render() 48 _shader->setUniform1f("alphaLevel", 1.0 - fadeLevel); in render() 50 _shader->unbind(); in render()
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/dports/games/residualvm/residualvm-0.3.1/engines/stark/gfx/ |
H A D | openglsactor.cpp | 41 _shader = _gfx->createActorShaderInstance(); in OpenGLSActorRenderer() 47 delete _shader; in ~OpenGLSActorRenderer() 84 _shader->use(true); in render() 86 _shader->setUniform("modelViewMatrix", modelViewMatrix); in render() 87 _shader->setUniform("projectionMatrix", projectionMatrix); in render() 88 _shader->setUniform("normalMatrix", normalMatrix.getRotation()); in render() 106 _shader->setUniform("textured", tex != nullptr); in render() 114 _shader->unbind(); in render() 179 GLint pos = _shader->getUniformLocation(uniform); in setBonePositionArrayUniform() 200 GLint rot = _shader->getUniformLocation(uniform); in setBoneRotationArrayUniform() [all …]
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H A D | openglssurface.cpp | 36 _shader = _gfx->createSurfaceShaderInstance(); in OpenGLSSurfaceRenderer() 40 delete _shader; in ~OpenGLSSurfaceRenderer() 52 _shader->use(); in render() 53 _shader->setUniform1f("fadeLevel", _fadeLevel); in render() 54 _shader->setUniform("verOffsetXY", normalizeOriginalCoordinates(sLeft, sTop)); in render() 56 _shader->setUniform("verSizeWH", normalizeCurrentCoordinates(sWidth, sHeight)); in render() 58 _shader->setUniform("verSizeWH", normalizeOriginalCoordinates(sWidth, sHeight)); in render() 64 _shader->unbind(); in render()
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H A D | openglsprop.cpp | 41 _shader = OpenGL::Shader::fromFiles("stark_prop", attributes); in OpenGLSPropRenderer() 47 delete _shader; in ~OpenGLSPropRenderer() 66 _shader->enableVertexAttribute("position", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 0); in render() 67 _shader->enableVertexAttribute("normal", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 12); in render() 68 _shader->enableVertexAttribute("texcoord", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 24); in render() 69 _shader->use(true); in render() 70 _shader->setUniform("mvp", mvp); in render() 86 _shader->setUniform("textured", tex != nullptr); in render() 87 _shader->setUniform("color", Math::Vector3d(material.r, material.g, material.b)); in render() 94 _shader->unbind(); in render()
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H A D | openglsfade.cpp | 35 _shader = _gfx->createFadeShaderInstance(); in OpenGLSFadeRenderer() 39 delete _shader; in ~OpenGLSFadeRenderer() 45 _shader->use(); in render() 46 _shader->setUniform1f("alphaLevel", 1.0 - fadeLevel); in render() 48 _shader->unbind(); in render()
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/dports/cad/uranium/Uranium-3ed9c4de/UM/View/ |
H A D | CompositePass.py | 36 …self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "comp… 38 …self._shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").ge… 39 …self._shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").g… 48 return self._shader 52 self._shader = shader 72 self._shader.bind() 83 self._shader.setUniformValue("u_offset", offset) 95 self._renderer.renderFullScreenQuad(self._shader) 101 self._shader.release()
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H A D | RenderBatch.py | 82 self._shader = shader 113 return self._shader 179 self._shader.bind() 211 self._shader.updateBindings( 235 self._shader.release() 253 self._shader.updateBindings( 259 self._shader.updateBindings(**item["uniforms"]) 274 self._shader.enableAttribute("a_vertex", "vector3f", 0) 283 self._shader.enableAttribute("a_color", "vector4f", offset) 287 self._shader.enableAttribute("a_uvs", "vector2f", offset) [all …]
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/dports/graphics/magnum-examples/magnum-examples-2019.10/src/python/ |
H A D | magnum-primitives.py | 46 self._shader = shaders.Phong() 62 self._shader.light_positions = [(7.0, 5.0, 2.5)] 63 self._shader.light_colors = [Color3(1.0)] 64 self._shader.diffuse_color = self._color 65 self._shader.ambient_color = Color3.from_hsv(self._color.hue(), 1.0, 0.3) 66 self._shader.transformation_matrix = self._transformation 67 self._shader.normal_matrix = self._transformation.rotation_scaling() 68 self._shader.projection_matrix = self._projection 70 self._mesh.draw(self._shader)
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H A D | magnum-primitives-scenegraph.py | 43 self._shader = shader 47 self._shader.light_positions = [ 50 self._shader.light_colors = [Color3(1.0)] 51 self._shader.diffuse_color = self.color 52 self._shader.ambient_color = Color3.from_hsv(self.color.hue(), 1.0, 0.3) 53 self._shader.transformation_matrix = transformation_matrix 54 self._shader.normal_matrix = transformation_matrix.rotation_scaling() 55 self._shader.projection_matrix = camera.projection_matrix 56 self._mesh.draw(self._shader)
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/dports/cad/cura/Cura-58bae31/cura/ |
H A D | PreviewPass.py | 55 self._shader = None # type: Optional[ShaderProgram] 66 if not self._shader: 67 …self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "over… 68 if self._shader: 69 self._shader.setUniformValue("u_overhangAngle", 1.0) 70 self._shader.setUniformValue("u_ambientColor", [0.1, 0.1, 0.1, 1.0]) 71 self._shader.setUniformValue("u_specularColor", [0.6, 0.6, 0.6, 1.0]) 72 self._shader.setUniformValue("u_shininess", 20.0) 73 … self._shader.setUniformValue("u_renderError", 0.0) # We don't want any error markers!. 74 … self._shader.setUniformValue("u_faceId", -1) # Don't render any selected faces in the preview. [all …]
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/dports/multimedia/obs-streamfx/obs-StreamFX-0.9.3/source/gfx/shader/ |
H A D | gfx-shader.cpp | 101 _shader = gs::effect(file); in load_shader() 115 if (_shader.get_technique(idx).name() == tech) { in load_shader() 123 _shader_tech = _shader.get_technique(0).name(); in load_shader() 263 auto tech = _shader.get_technique(idx); in on_refresh_properties() 299 auto tech = _shader.get_technique(idx); in on_shader_or_technique_modified() 469 if (!_shader) in prepare_render() 513 if (!_shader) in render() 552 if (!_shader) in set_input_a() 572 if (!_shader) in set_input_b() 592 if (!_shader) in set_transition_time() [all …]
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/dports/cad/cura/Cura-58bae31/plugins/SimulationView/ |
H A D | NozzleNode.py | 17 self._shader = None 39 if not self._shader: 41 …self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "colo… 42 …self._shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("laye… 44 self._shader.setUniformValue("u_opacity", 0) 47 renderer.queueNode(self, shader = self._shader, transparent = True)
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/dports/games/scummvm/scummvm-2.5.1/engines/wintermute/base/gfx/opengl/ |
H A D | meshx_opengl_shader.cpp | 41 MeshX(inGame), _shader(shader), _flatShadowShader(flatShadowShader) { in MeshXOpenGLShader() 74 …_shader->enableVertexAttribute("position", _vertexBuffer, 3, GL_FLOAT, false, 4 * kVertexComponent… in render() 75 …_shader->enableVertexAttribute("texcoord", _vertexBuffer, 2, GL_FLOAT, false, 4 * kVertexComponent… in render() 76 …_shader->enableVertexAttribute("normal", _vertexBuffer, 3, GL_FLOAT, false, 4 * kVertexComponentCo… in render() 78 _shader->use(true); in render() 93 _shader->setUniform("diffuse", diffuse); in render() 94 _shader->setUniform("ambient", diffuse); in render()
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/dports/graphics/magnum-examples/magnum-examples-2019.10/src/leapmotion/ |
H A D | LeapMotionExample.cpp | 65 Shaders::Phong _shader; member in Magnum::Examples::LeapMotionExample 118 _shader.setSpecularColor(Color3(1.0f)) 130 _shader.setProjectionMatrix(viewProjMatrix); in drawEvent() 162 _shader.setDiffuseColor(Color3{1.0f, 1.0f, 1.0f}) in drawBone() 165 _cylinder.draw(_shader); in drawBone() 172 _shader.setDiffuseColor(color) in drawBone() 175 _sphere.draw(_shader); in drawBone() 182 _shader.setDiffuseColor(color) in drawBone() 185 _sphere.draw(_shader); in drawBone()
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/dports/devel/gammaray/GammaRay-2.11.3/cmake/ |
H A D | FindGlslang.cmake | 53 foreach(_shader ${ARGN}) 54 get_filename_component(_shader_abs ${_shader} ABSOLUTE) 56 OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/${_shader}.validate_shader 58 COMMAND ${CMAKE_COMMAND} -E touch ${CMAKE_CURRENT_BINARY_DIR}/${_shader}.validate_shader 61 …add_custom_target(${_shader}${_uid} ALL DEPENDS ${CMAKE_CURRENT_BINARY_DIR}/${_shader}.validate_sh… 73 foreach(_shader ${ARGN}) 74 get_filename_component(_shader_abs ${_shader} ABSOLUTE) 75 get_filename_component(_shader_name ${_shader} NAME)
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/dports/graphics/magnum-examples/magnum-examples-2019.10/src/box2d/ |
H A D | Box2DExample.cpp | 67 Shaders::Flat2D _shader{NoCreate}; member in Magnum::Examples::Box2DExample 78 …2D& drawables): SceneGraph::Drawable2D{object, &drawables}, _mesh(mesh), _shader(shader), _color{c… in BoxDrawable() 82 _shader in draw() 85 _mesh.draw(_shader); in draw() 89 Shaders::Flat2D& _shader; member in Magnum::Examples::BoxDrawable 148 _shader = Shaders::Flat2D{}; 154 new BoxDrawable{*ground, _mesh, _shader, 0xa5c9ea_rgbf, _drawables}; 163 new BoxDrawable{*box, _mesh, _shader, 0x2f83cc_rgbf, _drawables}; 182 new BoxDrawable{*destroyer, _mesh, _shader, 0xffff66_rgbf, _drawables}; in mousePressEvent()
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/dports/games/ufoai/ufoai-2.5-source/src/tools/radiant/libs/picomodel/ |
H A D | RenderablePicoSurface.cpp | 17 _shader = GlobalShaderCache().capture(_originalShaderName); in RenderablePicoSurface() 18 if (_shader) in RenderablePicoSurface() 51 _shader = GlobalShaderCache().capture(_mappedShaderName); in RenderablePicoSurface() 80 render(renderer, localToWorld, _shader); in render() 89 _shader = GlobalShaderCache().capture(remap); in applySkin() 96 _shader = GlobalShaderCache().capture(_originalShaderName); in applySkin()
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/dports/graphics/magnum-examples/magnum-examples-2019.10/src/audio/ |
H A D | AudioExample.cpp | 73 Shaders::Flat3D _shader{NoCreate}; member in Magnum::Examples::AudioExample 137 _shader = Shaders::Flat3D{}; 141 …D* drawables): SceneGraph::Drawable3D{object, drawables}, _color{color}, _shader(shader), _mesh{st… in WireframeDrawable() 145 _shader.setColor(_color) in draw() 147 _mesh.draw(_shader); in draw() 151 Shaders::Flat3D& _shader; member in Magnum::Examples::WireframeDrawable 172 new WireframeDrawable{_sourceObject, 0xff00ff_rgbf, _shader, 178 new WireframeDrawable{_scene, 0xffffff_rgbf, _shader,
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/dports/cad/uranium/Uranium-3ed9c4de/UM/Scene/ |
H A D | Platform.py | 27 self._shader = None 37 if not self._shader: 38 …self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "plat… 40 self._shader.setTexture(0, self._texture) 45 …renderer.queueNode(self, shader = self._shader, transparent = True, backface_cull = True, sort = -… 98 if self._shader: 99 self._shader.setTexture(0, self._texture)
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/dports/devel/flex-sdk/flex-sdk-4.6.0.23201/frameworks/projects/spark/src/spark/filters/ |
H A D | ShaderFilter.as | 191 private var _shader:Shader; 215 _shader = value; 220 _shader = obj as Shader; 243 return _shader; 428 if (_shader) 450 if (_shader) 451 return _shader[name].apply(_shader, args); 466 return (name in _shader || name in _shader.data || prefix in _shader.data); 476 if (_shader) 568 _shader.data[name].input : [all …]
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/dports/graphics/magnum-examples/magnum-examples-2019.10/src/picking/ |
H A D | PickingExample.cpp | 148 …}, SceneGraph::Drawable3D{*this, &drawables}, _id{id}, _selected{false}, _shader(shader), _color{c… in PickableObject() 154 _shader.setTransformationMatrix(transformationMatrix) in draw() 162 _mesh.draw(_shader); in draw() 167 PhongIdShader& _shader; member in Magnum::Examples::PickableObject 187 PhongIdShader _shader; member in Magnum::Examples::PickingExample 222 (*(_objects[0] = new PickableObject{1, _shader, 0x3bd267_rgbf, _cube, _scene, _drawables})) 225 (*(_objects[1] = new PickableObject{2, _shader, 0x2f83cc_rgbf, _sphere, _scene, _drawables})) 227 (*(_objects[2] = new PickableObject{3, _shader, 0xdcdcdc_rgbf, _plane, _scene, _drawables})) 231 (*(_objects[3] = new PickableObject{4, _shader, 0xc7cf2f_rgbf, _sphere, _scene, _drawables})) 233 (*(_objects[4] = new PickableObject{5, _shader, 0xcd3431_rgbf, _sphere, _scene, _drawables})) [all …]
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