/dports/games/libretro-shaders-slang/slang-shaders-9850d68939b86262eae9f0da01ff1c11daafcdc3/crt/shaders/crt-royale/src/ |
H A D | geometry-functions.h | 258 float3 get_ideal_global_eye_pos_for_points(float3 eye_pos, in get_ideal_global_eye_pos_for_points() argument 302 eyespace_coords[i] = global_coords[i] - eye_pos; in get_ideal_global_eye_pos_for_points() 334 eye_pos.xy += center_offset; in get_ideal_global_eye_pos_for_points() 337 eyespace_coords[i] = global_coords[i] - eye_pos; in get_ideal_global_eye_pos_for_points() 376 eye_pos.z += offset_z_max; in get_ideal_global_eye_pos_for_points() 378 return eye_pos; in get_ideal_global_eye_pos_for_points() 392 const float3 eye_pos = geom_mode < 2.5 ? in get_ideal_global_eye_pos() local 422 return num_negative_z_coords > 0.5 ? eye_pos : in get_ideal_global_eye_pos() 423 get_ideal_global_eye_pos_for_points(eye_pos, geom_aspect, in get_ideal_global_eye_pos() 444 const float3 eye_pos = eye_pos_local; in get_pixel_to_object_matrix() local [all …]
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/dports/games/libretro-shaders-glsl/glsl-shaders-7052b09dc657d56bea443d5661dccbebcafe32dc/crt/shaders/crt-royale/port-helpers/ |
H A D | geometry-functions.h | 261 float3 get_ideal_global_eye_pos_for_points(float3 eye_pos, in get_ideal_global_eye_pos_for_points() argument 305 eyespace_coords[i] = global_coords[i] - eye_pos; in get_ideal_global_eye_pos_for_points() 337 eye_pos.xy += center_offset; in get_ideal_global_eye_pos_for_points() 340 eyespace_coords[i] = global_coords[i] - eye_pos; in get_ideal_global_eye_pos_for_points() 379 eye_pos.z += offset_z_max; in get_ideal_global_eye_pos_for_points() 381 return eye_pos; in get_ideal_global_eye_pos_for_points() 395 const float3 eye_pos = geom_mode < 2.5 ? in get_ideal_global_eye_pos() local 425 return num_negative_z_coords > 0.5 ? eye_pos : in get_ideal_global_eye_pos() 426 get_ideal_global_eye_pos_for_points(eye_pos, geom_aspect, in get_ideal_global_eye_pos() 447 const float3 eye_pos = eye_pos_local; in get_pixel_to_object_matrix() local [all …]
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/nebula/ |
H A D | neb.cpp | 607 vec3d eye_pos; in neb2_get_alpha_2shell() local 610 neb2_get_eye_pos(&eye_pos); in neb2_get_alpha_2shell() 614 dist = vm_vec_dist_quick(&eye_pos, v); in neb2_get_alpha_2shell() 676 vec3d eye_pos; in upkeep_poofs() local 677 neb2_get_eye_pos(&eye_pos); in upkeep_poofs() 707 vec3d pos = eye_pos; in upkeep_poofs() 708 vec3d offset = eye_pos / gen_side_length; in upkeep_poofs() 734 vec3d eye_pos; in neb2_render_poofs() local 751 neb2_get_eye_pos(&eye_pos); in neb2_render_poofs() 757 Poof_last_gen_pos = eye_pos; in neb2_render_poofs() [all …]
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/nebula/ |
H A D | neb.cpp | 639 vec3d eye_pos; in neb2_get_alpha_2shell() local 642 neb2_get_eye_pos(&eye_pos); in neb2_get_alpha_2shell() 646 dist = vm_vec_dist_quick(&eye_pos, v); in neb2_get_alpha_2shell() 728 vec3d eye_pos; in crossed_border() local 734 neb2_get_eye_pos(&eye_pos); in crossed_border() 737 if (cube_cen.xyz.x - eye_pos.xyz.x > ws) { in crossed_border() 881 vec3d eye_pos; in neb2_regen() local 887 neb2_get_eye_pos(&eye_pos); in neb2_regen() 891 cube_cen = eye_pos; in neb2_regen() 917 vec3d eye_pos; in neb2_render_player() local [all …]
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/graphics/ |
H A D | shadows.h | 38 void shadows_render_all(float fov, matrix *eye_orient, vec3d *eye_pos); 40 matrix shadows_start_render(matrix *eye_orient, vec3d *eye_pos, float fov, float aspect, float very…
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H A D | shadows.cpp | 381 matrix shadows_start_render(matrix *eye_orient, vec3d *eye_pos, float fov, float aspect, float very… in shadows_start_render() argument 394 …shadows_construct_light_frustum(&Shadow_frustums[0], &light_matrix, eye_orient, eye_pos, fov, aspe… in shadows_start_render() 395 …shadows_construct_light_frustum(&Shadow_frustums[1], &light_matrix, eye_orient, eye_pos, fov, aspe… in shadows_start_render() 396 …shadows_construct_light_frustum(&Shadow_frustums[2], &light_matrix, eye_orient, eye_pos, fov, aspe… in shadows_start_render() 397 …shadows_construct_light_frustum(&Shadow_frustums[3], &light_matrix, eye_orient, eye_pos, fov, aspe… in shadows_start_render() 409 gr_shadow_map_start(&Shadow_view_matrix, &light_matrix, eye_pos); in shadows_start_render() 419 void shadows_render_all(float fov, matrix *eye_orient, vec3d *eye_pos) in shadows_render_all() argument 439 …matrix light_matrix = shadows_start_render(eye_orient, eye_pos, fov, gr_screen.clip_aspect, std::g… in shadows_render_all()
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/dports/science/py-pymol/pymol-open-source-2.4.0/data/shaders/ |
H A D | default.vs | 29 vec3 eye_pos = vec3(g_ModelViewMatrix * a_Vertex); 33 fog = (g_Fog_end + eye_pos.z) * g_Fog_scale;
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H A D | line.vs | 38 vec3 eye_pos = vec3(g_ModelViewMatrix * a_Vertex); 50 a_fog = (g_Fog_end + eye_pos.z) * g_Fog_scale;
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H A D | surface.vs | 42 vec3 eye_pos = vec3(g_ModelViewMatrix * a_Vertex); 60 fog = (g_Fog_end + eye_pos.z) * g_Fog_scale;
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H A D | trilines.vs | 41 vec4 eye_pos = g_ModelViewMatrix * vec4(b_Vertex, 1.0); 69 fog = (g_Fog_end + eye_pos.z) * g_Fog_scale;
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H A D | label.vs | 88 vec3 eye_pos = mix(attr_worldpos, g_ModelViewMatrix * attr_worldpos, isProjected).xyz; 89 fog = (g_Fog_end + eye_pos.z) * g_Fog_scale;
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/dports/math/openmesh/OpenMesh-8.1/src/OpenMesh/Tools/VDPM/ |
H A D | ViewingParameters.hh | 104 const Vec3f& eye_pos() const { return eye_pos_; } in eye_pos() function in OpenMesh::VDPM::ViewingParameters 108 Vec3f& eye_pos() { return eye_pos_; } in eye_pos() function in OpenMesh::VDPM::ViewingParameters
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/playerman/ |
H A D | playercontrol.cpp | 1976 vec3d eye_pos = vmd_zero_vector; local 2005 ship_get_eye( &eye_pos, &eye_orient, viewer_obj ); 2013 eye_pos = Player_obj->pos; 2039 eye_pos = Dead_camera_pos; 2041 vm_vec_normalized_dir(&tmp_dir, &Player_obj->pos, &eye_pos); 2070 vm_vec_sub(&tmp_dir, &viewer_obj->pos, &eye_pos); 2089 vm_vec_sub(&tmp_dir, &viewer_obj->pos, &eye_pos); 2107 Warp_camera.get_info(&eye_pos, NULL); 2114 vm_vec_sub(&tmp_dir, &warp_pos, &eye_pos); 2124 ship_get_eye( &eye_pos, &eye_orient, viewer_obj ); [all …]
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/observer/ |
H A D | observer.cpp | 100 void observer_get_eye(vec3d *eye_pos, matrix *eye_orient, object *obj) in observer_get_eye() argument 103 memcpy(eye_pos,&obj->pos,sizeof(vec3d)); in observer_get_eye()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/observer/ |
H A D | observer.cpp | 99 void observer_get_eye(vec3d *eye_pos, matrix *eye_orient, object *obj) in observer_get_eye() argument 102 memcpy(eye_pos,&obj->pos,sizeof(vec3d)); in observer_get_eye()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/playerman/ |
H A D | playercontrol.cpp | 2094 vec3d eye_pos = vmd_zero_vector; local 2123 ship_get_eye( &eye_pos, &eye_orient, viewer_obj ); 2131 eye_pos = Player_obj->pos; 2157 eye_pos = Dead_camera_pos; 2159 vm_vec_normalized_dir(&tmp_dir, &Player_obj->pos, &eye_pos); 2190 vm_vec_sub(&tmp_dir, &viewer_obj->pos, &eye_pos); 2209 vm_vec_sub(&tmp_dir, &viewer_obj->pos, &eye_pos); 2227 Warp_camera.get_info(&eye_pos, NULL); 2234 vm_vec_sub(&tmp_dir, &warp_pos, &eye_pos); 2244 ship_get_eye( &eye_pos, &eye_orient, viewer_obj ); [all …]
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/freespace2/ |
H A D | freespace.cpp | 2967 vec3d eye_pos; in game_render_frame_setup() local 3037 eye_pos = Player_obj->pos; in game_render_frame_setup() 3068 eye_pos = Dead_camera_pos; in game_render_frame_setup() 3132 eye_pos = Viewer_obj->pos; in game_render_frame_setup() 3157 old_pos = eye_pos; in game_render_frame_setup() 3164 vec3d eye_mov = eye_pos - old_pos; in game_render_frame_setup() 3166 eye_pos -= eye_mov; in game_render_frame_setup() 3233 main_cam->set_position(&eye_pos); in game_render_frame_setup() 3265 vec3d eye_pos; in game_render_frame() local 6946 vec3d eye_pos, model_pos; in Time_model() local [all …]
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/dports/math/vtk9/VTK-9.1.0/ThirdParty/vtkm/vtkvtkm/vtk-m/vtkm/rendering/ |
H A D | MapperCylinder.cxx | 36 : eye_pos(_eye_pos) in CalcDistance() 44 VecType tmp = eye_pos - pos; in operator ()() 48 const vtkm::Vec3f_32 eye_pos; member in vtkm::rendering::CalcDistance
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/dports/math/vtk8/VTK-8.2.0/ThirdParty/vtkm/vtk-m/vtkm/rendering/ |
H A D | MapperCylinder.cxx | 50 : eye_pos(_eye_pos) in CalcDistance() 58 VecType tmp = eye_pos - pos; in operator ()() 62 const vtkm::Vec<vtkm::Float32, 3> eye_pos; member in vtkm::rendering::CalcDistance
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/freespace2/ |
H A D | freespace.cpp | 3261 vec3d eye_pos; in game_render_frame_setup() local 3356 eye_pos = Player_obj->pos; in game_render_frame_setup() 3387 eye_pos = Dead_camera_pos; in game_render_frame_setup() 3406 supernova_get_eye(&eye_pos, &eye_orient); in game_render_frame_setup() 3498 Warp_camera.get_info(&eye_pos, NULL); in game_render_frame_setup() 3550 main_cam->set_position(&eye_pos); in game_render_frame_setup() 3579 vec3d eye_pos; in game_render_frame() local 3583 cam->get_info(&eye_pos, &eye_orient); in game_render_frame() 7748 vec3d eye_pos, model_pos; 7796 eye_pos = model_pos = vmd_zero_vector; [all …]
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/fred2/ |
H A D | fredrender.cpp | 103 vec3d view_pos, eye_pos, Viewer_pos, Last_eye_pos = { 0.0f }; variable 1122 size = fl_sqrt(vm_vec_dist(&eye_pos, &obj->pos) / 20.0f); in draw_orient_sphere() 1158 size = fl_sqrt(vm_vec_dist(&eye_pos, &obj->pos) / 20.0f); in draw_orient_sphere2() 1491 g3_set_view_matrix(&eye_pos, &eye_orient, 0.5f); in render_frame() 1492 Viewer_pos = eye_pos; // for starfield code in render_frame() 1581 sprintf(buf, "(%.1f,%.1f,%.1f)", eye_pos.xyz.x, eye_pos.xyz.y, eye_pos.xyz.z); in render_frame() 1596 g3_set_view_matrix(&eye_pos, &eye_orient, 0.5f); in render_frame() 1727 eye_pos = view_pos; in game_do_frame() 1732 eye_pos = Objects[view_obj].pos; in game_do_frame() 1740 maybe_create_new_grid(The_grid, &eye_pos, &eye_orient); in game_do_frame() [all …]
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/dports/games/pink-pony/pink-pony-1.4.1/resources/GLSL/ |
H A D | water_fallback.frag | 5 uniform vec3 eye_pos;
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/starfield/ |
H A D | supernova.h | 72 void supernova_get_eye(vec3d *eye_pos, matrix *eye_orient);
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/starfield/ |
H A D | supernova.h | 72 void supernova_get_eye(vec3d *eye_pos, matrix *eye_orient);
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/fred2/ |
H A D | fredrender.cpp | 110 vec3d view_pos, eye_pos, Viewer_pos, Last_eye_pos = { 0.0f }; variable 655 size = fl_sqrt(vm_vec_dist(&eye_pos, &obj->pos) / 20.0f); in draw_orient_sphere() 689 size = fl_sqrt(vm_vec_dist(&eye_pos, &obj->pos) / 20.0f); in draw_orient_sphere2() 1049 eye_pos = view_pos; in game_do_frame() 1054 eye_pos = Objects[view_obj].pos; in game_do_frame() 1062 maybe_create_new_grid(The_grid, &eye_pos, &eye_orient); in game_do_frame() 1077 if (vm_vec_cmp(&eye_pos, &Last_eye_pos) || vm_matrix_cmp(&eye_orient, &Last_eye_orient)) { in game_do_frame() 1079 Last_eye_pos = eye_pos; in game_do_frame() 1526 Viewer_pos = eye_pos; // for starfield code in render_frame() 1615 sprintf(buf, "(%.1f,%.1f,%.1f)", eye_pos.xyz.x, eye_pos.xyz.y, eye_pos.xyz.z); in render_frame() [all …]
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