Home
last modified time | relevance | path

Searched refs:centerdepth (Results 1 – 24 of 24) sorted by relevance

/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/GLSL/
H A DDepthShadowmapReceiverFp.glsl18 float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
33 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
34 float finalCenterDepth = centerdepth + depthAdjust;
51 gl_FragColor = (centerdepth > shadowUV.z) ? vec4(outColor.xyz,1) : vec4(0,0,0,1);
H A DDepthShadowmapNormalMapReceiverFp.glsl34 float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
49 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
50 float finalCenterDepth = centerdepth + depthAdjust;
/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/programs/GLSL/
H A DDepthShadowmapReceiverFp.glsl18 float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
33 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
34 float finalCenterDepth = centerdepth + depthAdjust;
51 gl_FragColor = (centerdepth > shadowUV.z) ? vec4(outColor.xyz,1) : vec4(0,0,0,1);
H A DDepthShadowmapNormalMapReceiverFp.glsl34 float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
49 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
50 float finalCenterDepth = centerdepth + depthAdjust;
/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/programs/GLSL150/
H A DDepthShadowmapReceiverFp.glsl16 float centerdepth = texture(shadowMap, shadowUV.xy).x;
31 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
32 float finalCenterDepth = centerdepth + depthAdjust;
H A DDepthShadowmapNormalMapReceiverFp.glsl38 float centerdepth = texture(shadowMap, shadowUV.xy).x;
53 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
54 float finalCenterDepth = centerdepth + depthAdjust;
H A DGrassReceiverFp.glsl32 float centerdepth = shadowDepths.x + depthAdjust;
34 …fragColour = (centerdepth > normShadowUV.z) ? vec4(vertexLight.rgb, diffuse.a) : vec4(0.0, 0.0, 0.…
/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/GLSL150/
H A DDepthShadowmapReceiverFp.glsl16 float centerdepth = texture(shadowMap, shadowUV.xy).x;
31 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
32 float finalCenterDepth = centerdepth + depthAdjust;
H A DDepthShadowmapNormalMapReceiverFp.glsl38 float centerdepth = texture(shadowMap, shadowUV.xy).x;
53 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
54 float finalCenterDepth = centerdepth + depthAdjust;
H A DGrassReceiverFp.glsl32 float centerdepth = shadowDepths.x + depthAdjust;
34 …fragColour = (centerdepth > normShadowUV.z) ? vec4(vertexLight.rgb, diffuse.a) : vec4(0.0, 0.0, 0.…
/dports/graphics/rigsofrods-pagedgeometry/ogre-pagedgeometry-1.2.0/bin/media/newterrain/
H A DDepthShadowmapReceiverFp.glsl18 float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
33 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
34 float finalCenterDepth = centerdepth + depthAdjust;
H A DDepthShadowmapNormalMapReceiverFp.glsl36 float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
51 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
52 float finalCenterDepth = centerdepth + depthAdjust;
H A DDepthShadowmap.hlsl111 float centerdepth = tex2D(shadowMap, shadowUV.xy).x;
126 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
127 float finalCenterDepth = centerdepth + depthAdjust;
259 float centerdepth = tex2D(shadowMap, shadowUV.xy).x;
274 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
275 float finalCenterDepth = centerdepth + depthAdjust;
/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/programs/GLSLES/
H A DDepthShadowmapReceiverFp.glsles28 float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
43 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
44 float finalCenterDepth = centerdepth + depthAdjust;
H A DDepthShadowmapNormalMapReceiverFp.glsles39 float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
54 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
55 float finalCenterDepth = centerdepth + depthAdjust;
H A DGrassReceiverFp.glsles38 float centerdepth = shadowDepths.x + depthAdjust;
40 …gl_FragColor = (centerdepth > normShadowUV.z) ? vec4(vertexLight.rgb, diffuse.a) : vec4(0.0, 0.0, …
/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/GLSLES/
H A DDepthShadowmapReceiverFp.glsles28 float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
43 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
44 float finalCenterDepth = centerdepth + depthAdjust;
H A DDepthShadowmapNormalMapReceiverFp.glsles39 float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
54 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
55 float finalCenterDepth = centerdepth + depthAdjust;
H A DGrassReceiverFp.glsles38 float centerdepth = shadowDepths.x + depthAdjust;
40 …gl_FragColor = (centerdepth > normShadowUV.z) ? vec4(vertexLight.rgb, diffuse.a) : vec4(0.0, 0.0, …
/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/programs/HLSL/
H A DDepthShadowmap.hlsl79 float centerdepth = tex2D(shadowMap, shadowUV.xy).x;
94 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
95 float finalCenterDepth = centerdepth + depthAdjust;
207 float centerdepth = tex2D(shadowMap, shadowUV.xy).x;
222 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
223 float finalCenterDepth = centerdepth + depthAdjust;
/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/HLSL/
H A DDepthShadowmap.hlsl79 float centerdepth = tex2D(shadowMap, shadowUV.xy).x;
94 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
95 float finalCenterDepth = centerdepth + depthAdjust;
207 float centerdepth = tex2D(shadowMap, shadowUV.xy).x;
222 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
223 float finalCenterDepth = centerdepth + depthAdjust;
/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/Cg/
H A DGrass.cg274 float centerdepth = shadowDepths.x + depthAdjust;
276 …oColour = (centerdepth > shadowUV.z) ? float4(vertexLight.rgb, diffuse.a) : float4(0, 0, 0, diffus…
/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/programs/Cg/
H A DGrass.cg274 float centerdepth = shadowDepths.x + depthAdjust;
276 …oColour = (centerdepth > shadowUV.z) ? float4(vertexLight.rgb, diffuse.a) : float4(0, 0, 0, diffus…
/dports/cad/electric/electric-7.00/src/usr/
H A Dusrwindow.c2162 float thickness, depth, topdepth, botdepth, centerdepth; in us_3dshowpoly() local
2218 centerdepth = depth * lambda; in us_3dshowpoly()
2258 poly3d->depth = centerdepth; in us_3dshowpoly()
2267 poly3d->depth = centerdepth; in us_3dshowpoly()
2276 poly3d->depth = centerdepth; in us_3dshowpoly()
2285 poly3d->depth = centerdepth; in us_3dshowpoly()
2324 poly3d->depth = centerdepth; in us_3dshowpoly()