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Searched refs:attenuation_z (Results 1 – 10 of 10) sorted by relevance

/dports/games/gtkradiant/GPL/GtkRadiant/setup/data/tools/gl/
H A Dlighting_DBS_omni_fp.glsl65 vec3 attenuation_z = texture2D(u_attenuationmap_z, vec2(var_tex_atten_xy_z.z, 0)).rgb;
71 gl_FragColor.rgb *= attenuation_z;
H A Dlighting_DBS_XY_Z_arbfp1.cg83 float3 attenuation_z = tex2D(attenuationmap_z, float2(IN.tex_atten_xy_z.z, 0)).rgb;
89 OUT.color.rgb *= attenuation_z;
/dports/games/netradiant/netradiant-20150621-src/setup/data/tools/gl/
H A Dlighting_DBS_omni_fp.glsl65 vec3 attenuation_z = texture2D(u_attenuationmap_z, vec2(var_tex_atten_xy_z.z, 0)).rgb;
71 gl_FragColor.rgb *= attenuation_z;
H A Dlighting_DBS_XY_Z_arbfp1.cg83 float3 attenuation_z = tex2D(attenuationmap_z, float2(IN.tex_atten_xy_z.z, 0)).rgb;
89 OUT.color.rgb *= attenuation_z;
/dports/games/nexuiz/Nexuiz/extra/netradiant-1.5.0-svn389-win32/gl/
H A Dlighting_DBS_omni_fp.glsl65 vec3 attenuation_z = texture2D(u_attenuationmap_z, vec2(var_tex_atten_xy_z.z, 0)).rgb;
71 gl_FragColor.rgb *= attenuation_z;
H A Dlighting_DBS_XY_Z_arbfp1.cg83 float3 attenuation_z = tex2D(attenuationmap_z, float2(IN.tex_atten_xy_z.z, 0)).rgb;
89 OUT.color.rgb *= attenuation_z;
/dports/games/nexuiz/Nexuiz/extra/NetRadiant-1.5.0-svn389-osxintel.app/Contents/MacOS/install/gl/
H A Dlighting_DBS_omni_fp.glsl65 vec3 attenuation_z = texture2D(u_attenuationmap_z, vec2(var_tex_atten_xy_z.z, 0)).rgb;
71 gl_FragColor.rgb *= attenuation_z;
H A Dlighting_DBS_XY_Z_arbfp1.cg83 float3 attenuation_z = tex2D(attenuationmap_z, float2(IN.tex_atten_xy_z.z, 0)).rgb;
89 OUT.color.rgb *= attenuation_z;
/dports/games/gtkradiant/GPL/GtkRadiant/radiant/
H A Drenderstate.cpp2214 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()
/dports/games/netradiant/netradiant-20150621-src/radiant/
H A Drenderstate.cpp1933 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()