/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/GLSL/ |
H A D | DepthShadowmapReceiverFp.glsl | 18 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);
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H A D | DepthShadowmapNormalMapReceiverFp.glsl | 34 float centerdepth = texture2D(shadowMap, shadowUV.xy).x; 49 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); 50 float finalCenterDepth = centerdepth + depthAdjust;
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/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/programs/GLSL/ |
H A D | DepthShadowmapReceiverFp.glsl | 18 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);
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H A D | DepthShadowmapNormalMapReceiverFp.glsl | 34 float centerdepth = texture2D(shadowMap, shadowUV.xy).x; 49 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); 50 float finalCenterDepth = centerdepth + depthAdjust;
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/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/programs/GLSL150/ |
H A D | DepthShadowmapReceiverFp.glsl | 16 float centerdepth = texture(shadowMap, shadowUV.xy).x; 31 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); 32 float finalCenterDepth = centerdepth + depthAdjust;
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H A D | DepthShadowmapNormalMapReceiverFp.glsl | 38 float centerdepth = texture(shadowMap, shadowUV.xy).x; 53 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); 54 float finalCenterDepth = centerdepth + depthAdjust;
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H A D | GrassReceiverFp.glsl | 32 float centerdepth = shadowDepths.x + depthAdjust; 34 …fragColour = (centerdepth > normShadowUV.z) ? vec4(vertexLight.rgb, diffuse.a) : vec4(0.0, 0.0, 0.…
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/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/GLSL150/ |
H A D | DepthShadowmapReceiverFp.glsl | 16 float centerdepth = texture(shadowMap, shadowUV.xy).x; 31 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); 32 float finalCenterDepth = centerdepth + depthAdjust;
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H A D | DepthShadowmapNormalMapReceiverFp.glsl | 38 float centerdepth = texture(shadowMap, shadowUV.xy).x; 53 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); 54 float finalCenterDepth = centerdepth + depthAdjust;
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H A D | GrassReceiverFp.glsl | 32 float centerdepth = shadowDepths.x + depthAdjust; 34 …fragColour = (centerdepth > normShadowUV.z) ? vec4(vertexLight.rgb, diffuse.a) : vec4(0.0, 0.0, 0.…
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/dports/graphics/rigsofrods-pagedgeometry/ogre-pagedgeometry-1.2.0/bin/media/newterrain/ |
H A D | DepthShadowmapReceiverFp.glsl | 18 float centerdepth = texture2D(shadowMap, shadowUV.xy).x; 33 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); 34 float finalCenterDepth = centerdepth + depthAdjust;
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H A D | DepthShadowmapNormalMapReceiverFp.glsl | 36 float centerdepth = texture2D(shadowMap, shadowUV.xy).x; 51 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); 52 float finalCenterDepth = centerdepth + depthAdjust;
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H A D | DepthShadowmap.hlsl | 111 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;
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/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/programs/GLSLES/ |
H A D | DepthShadowmapReceiverFp.glsles | 28 float centerdepth = texture2D(shadowMap, shadowUV.xy).x; 43 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); 44 float finalCenterDepth = centerdepth + depthAdjust;
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H A D | DepthShadowmapNormalMapReceiverFp.glsles | 39 float centerdepth = texture2D(shadowMap, shadowUV.xy).x; 54 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); 55 float finalCenterDepth = centerdepth + depthAdjust;
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H A D | GrassReceiverFp.glsles | 38 float centerdepth = shadowDepths.x + depthAdjust; 40 …gl_FragColor = (centerdepth > normShadowUV.z) ? vec4(vertexLight.rgb, diffuse.a) : vec4(0.0, 0.0, …
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/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/GLSLES/ |
H A D | DepthShadowmapReceiverFp.glsles | 28 float centerdepth = texture2D(shadowMap, shadowUV.xy).x; 43 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); 44 float finalCenterDepth = centerdepth + depthAdjust;
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H A D | DepthShadowmapNormalMapReceiverFp.glsles | 39 float centerdepth = texture2D(shadowMap, shadowUV.xy).x; 54 float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); 55 float finalCenterDepth = centerdepth + depthAdjust;
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H A D | GrassReceiverFp.glsles | 38 float centerdepth = shadowDepths.x + depthAdjust; 40 …gl_FragColor = (centerdepth > normShadowUV.z) ? vec4(vertexLight.rgb, diffuse.a) : vec4(0.0, 0.0, …
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/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/programs/HLSL/ |
H A D | DepthShadowmap.hlsl | 79 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;
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/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/HLSL/ |
H A D | DepthShadowmap.hlsl | 79 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;
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/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/Cg/ |
H A D | Grass.cg | 274 float centerdepth = shadowDepths.x + depthAdjust; 276 …oColour = (centerdepth > shadowUV.z) ? float4(vertexLight.rgb, diffuse.a) : float4(0, 0, 0, diffus…
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/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/programs/Cg/ |
H A D | Grass.cg | 274 float centerdepth = shadowDepths.x + depthAdjust; 276 …oColour = (centerdepth > shadowUV.z) ? float4(vertexLight.rgb, diffuse.a) : float4(0, 0, 0, diffus…
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/dports/cad/electric/electric-7.00/src/usr/ |
H A D | usrwindow.c | 2162 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()
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