Searched refs:attenuation_z (Results 1 – 10 of 10) sorted by relevance
/dports/games/gtkradiant/GPL/GtkRadiant/setup/data/tools/gl/ |
H A D | lighting_DBS_omni_fp.glsl | 65 vec3 attenuation_z = texture2D(u_attenuationmap_z, vec2(var_tex_atten_xy_z.z, 0)).rgb; 71 gl_FragColor.rgb *= attenuation_z;
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H A D | lighting_DBS_XY_Z_arbfp1.cg | 83 float3 attenuation_z = tex2D(attenuationmap_z, float2(IN.tex_atten_xy_z.z, 0)).rgb; 89 OUT.color.rgb *= attenuation_z;
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/dports/games/netradiant/netradiant-20150621-src/setup/data/tools/gl/ |
H A D | lighting_DBS_omni_fp.glsl | 65 vec3 attenuation_z = texture2D(u_attenuationmap_z, vec2(var_tex_atten_xy_z.z, 0)).rgb; 71 gl_FragColor.rgb *= attenuation_z;
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H A D | lighting_DBS_XY_Z_arbfp1.cg | 83 float3 attenuation_z = tex2D(attenuationmap_z, float2(IN.tex_atten_xy_z.z, 0)).rgb; 89 OUT.color.rgb *= attenuation_z;
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/dports/games/nexuiz/Nexuiz/extra/netradiant-1.5.0-svn389-win32/gl/ |
H A D | lighting_DBS_omni_fp.glsl | 65 vec3 attenuation_z = texture2D(u_attenuationmap_z, vec2(var_tex_atten_xy_z.z, 0)).rgb; 71 gl_FragColor.rgb *= attenuation_z;
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H A D | lighting_DBS_XY_Z_arbfp1.cg | 83 float3 attenuation_z = tex2D(attenuationmap_z, float2(IN.tex_atten_xy_z.z, 0)).rgb; 89 OUT.color.rgb *= attenuation_z;
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/dports/games/nexuiz/Nexuiz/extra/NetRadiant-1.5.0-svn389-osxintel.app/Contents/MacOS/install/gl/ |
H A D | lighting_DBS_omni_fp.glsl | 65 vec3 attenuation_z = texture2D(u_attenuationmap_z, vec2(var_tex_atten_xy_z.z, 0)).rgb; 71 gl_FragColor.rgb *= attenuation_z;
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H A D | lighting_DBS_XY_Z_arbfp1.cg | 83 float3 attenuation_z = tex2D(attenuationmap_z, float2(IN.tex_atten_xy_z.z, 0)).rgb; 89 OUT.color.rgb *= attenuation_z;
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/dports/games/gtkradiant/GPL/GtkRadiant/radiant/ |
H A D | renderstate.cpp | 2214 GLuint attenuation_z = lightShader.lightFalloffImage() != 0 in Renderables_flush() local 2224 setTextureState(current.m_texture4, attenuation_z, GL_TEXTURE4); in Renderables_flush() 2226 glBindTexture(GL_TEXTURE_2D, attenuation_z); in Renderables_flush()
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/dports/games/netradiant/netradiant-20150621-src/radiant/ |
H A D | renderstate.cpp | 1933 GLuint attenuation_z = lightShader.lightFalloffImage() != 0 in Renderables_flush() local 1943 setTextureState( current.m_texture4, attenuation_z, GL_TEXTURE4 ); in Renderables_flush() 1945 glBindTexture( GL_TEXTURE_2D, attenuation_z ); in Renderables_flush()
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