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Searched refs:_shader (Results 1 – 25 of 189) sorted by relevance

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/dports/games/valyriatear/ValyriaTear-1.1.0/src/engine/video/gl/
H A Dgl_shader.cpp31 _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()
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/dports/games/scummvm/scummvm-2.5.1/engines/stark/gfx/
H A Dopenglsprop.cpp44 _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()
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H A Dopenglssurface.cpp38 _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()
H A Dopenglsactor.cpp44 _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()
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H A Dopenglsfade.cpp37 _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()
/dports/games/residualvm/residualvm-0.3.1/engines/stark/gfx/
H A Dopenglsactor.cpp41 _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()
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H A Dopenglssurface.cpp36 _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()
H A Dopenglsprop.cpp41 _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()
H A Dopenglsfade.cpp35 _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()
/dports/cad/uranium/Uranium-3ed9c4de/UM/View/
H A DCompositePass.py36 …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()
H A DRenderBatch.py82 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)
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/dports/graphics/magnum-examples/magnum-examples-2019.10/src/python/
H A Dmagnum-primitives.py46 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)
H A Dmagnum-primitives-scenegraph.py43 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)
/dports/cad/cura/Cura-58bae31/cura/
H A DPreviewPass.py55 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.
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/dports/multimedia/obs-streamfx/obs-StreamFX-0.9.3/source/gfx/shader/
H A Dgfx-shader.cpp101 _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()
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/dports/cad/cura/Cura-58bae31/plugins/SimulationView/
H A DNozzleNode.py17 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)
/dports/games/scummvm/scummvm-2.5.1/engines/wintermute/base/gfx/opengl/
H A Dmeshx_opengl_shader.cpp41 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()
/dports/graphics/magnum-examples/magnum-examples-2019.10/src/leapmotion/
H A DLeapMotionExample.cpp65 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()
/dports/devel/gammaray/GammaRay-2.11.3/cmake/
H A DFindGlslang.cmake53 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)
/dports/graphics/magnum-examples/magnum-examples-2019.10/src/box2d/
H A DBox2DExample.cpp67 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()
/dports/games/ufoai/ufoai-2.5-source/src/tools/radiant/libs/picomodel/
H A DRenderablePicoSurface.cpp17 _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()
/dports/graphics/magnum-examples/magnum-examples-2019.10/src/audio/
H A DAudioExample.cpp73 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,
/dports/cad/uranium/Uranium-3ed9c4de/UM/Scene/
H A DPlatform.py27 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)
/dports/devel/flex-sdk/flex-sdk-4.6.0.23201/frameworks/projects/spark/src/spark/filters/
H A DShaderFilter.as191 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 :
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/dports/graphics/magnum-examples/magnum-examples-2019.10/src/picking/
H A DPickingExample.cpp148 …}, 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}))
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