/dports/games/opendungeons/OpenDungeons-0.7.1/materials/RTShaderLib/HLSL/ |
H A D | FFPLib_Lighting.hlsl | 55 void FFP_Light_Directional_DiffuseSpecular(in float4x4 mWorldView, 73 float3 vView = -normalize(mul(mWorldView, vPos).xyz); 86 void FFP_Light_Point_Diffuse(in float4x4 mWorldView, 98 float3 vViewPos = mul(mWorldView, vPos).xyz; 113 void FFP_Light_Point_DiffuseSpecular(in float4x4 mWorldView, 130 float3 vViewPos = mul(mWorldView, vPos).xyz; 151 void FFP_Light_Spot_Diffuse(in float4x4 mWorldView, 165 float3 vViewPos = mul(mWorldView, vPos).xyz; 184 void FFP_Light_Spot_DiffuseSpecular(in float4x4 mWorldView, 203 float3 vViewPos = mul(mWorldView, vPos).xyz;
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H A D | SegmentedPerPixelLighting.hlsl | 19 void SL_TransformPosition(in float4x4 mWorldView, 23 vOut = mul(mWorldView, vPos).xyz;
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/dports/games/opendungeons/OpenDungeons-0.7.1/materials/RTShaderLib/Cg/ |
H A D | FFPLib_Lighting.cg | 55 void FFP_Light_Directional_DiffuseSpecular(in float4x4 mWorldView, 73 float3 vView = -normalize(mul(mWorldView, vPos).xyz); 86 void FFP_Light_Point_Diffuse(in float4x4 mWorldView, 98 float3 vViewPos = mul(mWorldView, vPos).xyz; 113 void FFP_Light_Point_DiffuseSpecular(in float4x4 mWorldView, 130 float3 vViewPos = mul(mWorldView, vPos).xyz; 151 void FFP_Light_Spot_Diffuse(in float4x4 mWorldView, 165 float3 vViewPos = mul(mWorldView, vPos).xyz; 184 void FFP_Light_Spot_DiffuseSpecular(in float4x4 mWorldView, 203 float3 vViewPos = mul(mWorldView, vPos).xyz;
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H A D | SegmentedPerPixelLighting.cg | 19 void SL_TransformPosition(in float4x4 mWorldView, 23 vOut = mul(mWorldView, vPos).xyz;
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/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/RTShaderLib/HLSL_Cg/ |
H A D | FFPLib_Lighting.cg | 55 void FFP_Light_Directional_DiffuseSpecular(in float4x4 mWorldView, 73 float3 vView = -normalize(mul(mWorldView, vPos).xyz); 86 void FFP_Light_Point_Diffuse(in float4x4 mWorldView, 98 float3 vViewPos = mul(mWorldView, vPos).xyz; 113 void FFP_Light_Point_DiffuseSpecular(in float4x4 mWorldView, 130 float3 vViewPos = mul(mWorldView, vPos).xyz; 151 void FFP_Light_Spot_Diffuse(in float4x4 mWorldView, 165 float3 vViewPos = mul(mWorldView, vPos).xyz; 184 void FFP_Light_Spot_DiffuseSpecular(in float4x4 mWorldView, 203 float3 vViewPos = mul(mWorldView, vPos).xyz;
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H A D | SegmentedPerPixelLighting.cg | 19 void SL_TransformPosition(in float4x4 mWorldView, 23 vOut = mul(mWorldView, vPos).xyz;
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/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/SDK/OSX/Xcode Templates/Xcode4/Project Templates/Ogre/iOS Application.xctemplate/media/RTShaderLib/ |
H A D | FFPLib_Lighting.hlsl | 55 void FFP_Light_Directional_DiffuseSpecular(in float4x4 mWorldView, 73 float3 vView = -normalize(mul(mWorldView, vPos).xyz); 86 void FFP_Light_Point_Diffuse(in float4x4 mWorldView, 98 float3 vViewPos = mul(mWorldView, vPos).xyz; 113 void FFP_Light_Point_DiffuseSpecular(in float4x4 mWorldView, 130 float3 vViewPos = mul(mWorldView, vPos).xyz; 151 void FFP_Light_Spot_Diffuse(in float4x4 mWorldView, 165 float3 vViewPos = mul(mWorldView, vPos).xyz; 184 void FFP_Light_Spot_DiffuseSpecular(in float4x4 mWorldView, 203 float3 vViewPos = mul(mWorldView, vPos).xyz;
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H A D | FFPLib_Lighting.cg | 55 void FFP_Light_Directional_DiffuseSpecular(in float4x4 mWorldView, 73 float3 vView = -normalize(mul(mWorldView, vPos).xyz); 86 void FFP_Light_Point_Diffuse(in float4x4 mWorldView, 98 float3 vViewPos = mul(mWorldView, vPos).xyz; 113 void FFP_Light_Point_DiffuseSpecular(in float4x4 mWorldView, 130 float3 vViewPos = mul(mWorldView, vPos).xyz; 151 void FFP_Light_Spot_Diffuse(in float4x4 mWorldView, 165 float3 vViewPos = mul(mWorldView, vPos).xyz; 184 void FFP_Light_Spot_DiffuseSpecular(in float4x4 mWorldView, 203 float3 vViewPos = mul(mWorldView, vPos).xyz;
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H A D | FFPLib_Lighting.glsl | 56 void FFP_Light_Directional_DiffuseSpecular(in mat4 mWorldView, 74 vec3 vView = -normalize((mWorldView* vPos).xyz); 87 void FFP_Light_Point_Diffuse(in mat4 mWorldView, 99 vec3 vViewPos = (mWorldView * vPos).xyz; 114 void FFP_Light_Point_DiffuseSpecular(in mat4 mWorldView, 131 vec3 vViewPos = (mWorldView * vPos).xyz; 152 void FFP_Light_Spot_Diffuse(in mat4 mWorldView, 166 vec3 vViewPos = (mWorldView * vPos).xyz; 185 void FFP_Light_Spot_DiffuseSpecular(in mat4 mWorldView, 204 vec3 vViewPos = (mWorldView * vPos).xyz;
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H A D | FFPLib_Lighting.glsles | 59 void FFP_Light_Directional_DiffuseSpecular(in mat4 mWorldView, 77 vec3 vView = -normalize((mWorldView * vPos).xyz); 90 void FFP_Light_Point_Diffuse(in mat4 mWorldView, 102 vec3 vViewPos = (mWorldView * vPos).xyz; 117 void FFP_Light_Point_DiffuseSpecular(in mat4 mWorldView, 134 vec3 vViewPos = (mWorldView * vPos).xyz; 155 void FFP_Light_Spot_Diffuse(in mat4 mWorldView, 169 vec3 vViewPos = (mWorldView * vPos).xyz; 188 void FFP_Light_Spot_DiffuseSpecular(in mat4 mWorldView, 207 vec3 vViewPos = (mWorldView * vPos).xyz;
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/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/RTShaderLib/Cg/ |
H A D | FFPLib_Lighting.cg | 55 void FFP_Light_Directional_DiffuseSpecular(in float4x4 mWorldView, 73 float3 vView = -normalize(mul(mWorldView, vPos).xyz); 86 void FFP_Light_Point_Diffuse(in float4x4 mWorldView, 98 float3 vViewPos = mul(mWorldView, vPos).xyz; 113 void FFP_Light_Point_DiffuseSpecular(in float4x4 mWorldView, 130 float3 vViewPos = mul(mWorldView, vPos).xyz; 151 void FFP_Light_Spot_Diffuse(in float4x4 mWorldView, 165 float3 vViewPos = mul(mWorldView, vPos).xyz; 184 void FFP_Light_Spot_DiffuseSpecular(in float4x4 mWorldView, 203 float3 vViewPos = mul(mWorldView, vPos).xyz;
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H A D | SegmentedPerPixelLighting.cg | 19 void SL_TransformPosition(in float4x4 mWorldView, 23 vOut = mul(mWorldView, vPos).xyz;
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/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/RTShaderLib/HLSL/ |
H A D | FFPLib_Lighting.hlsl | 55 void FFP_Light_Directional_DiffuseSpecular(in float4x4 mWorldView, 73 float3 vView = -normalize(mul(mWorldView, vPos).xyz); 86 void FFP_Light_Point_Diffuse(in float4x4 mWorldView, 98 float3 vViewPos = mul(mWorldView, vPos).xyz; 113 void FFP_Light_Point_DiffuseSpecular(in float4x4 mWorldView, 130 float3 vViewPos = mul(mWorldView, vPos).xyz; 151 void FFP_Light_Spot_Diffuse(in float4x4 mWorldView, 165 float3 vViewPos = mul(mWorldView, vPos).xyz; 184 void FFP_Light_Spot_DiffuseSpecular(in float4x4 mWorldView, 203 float3 vViewPos = mul(mWorldView, vPos).xyz;
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H A D | SegmentedPerPixelLighting.hlsl | 19 void SL_TransformPosition(in float4x4 mWorldView, 23 vOut = mul(mWorldView, vPos).xyz;
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/dports/games/opendungeons/OpenDungeons-0.7.1/materials/RTShaderLib/GLSL/ |
H A D | FFPLib_Lighting.glsl | 55 void FFP_Light_Directional_DiffuseSpecular(in mat4 mWorldView, 73 vec3 vView = -normalize((mWorldView* vPos).xyz); 86 void FFP_Light_Point_Diffuse(in mat4 mWorldView, 98 vec3 vViewPos = (mWorldView * vPos).xyz; 113 void FFP_Light_Point_DiffuseSpecular(in mat4 mWorldView, 130 vec3 vViewPos = (mWorldView * vPos).xyz; 151 void FFP_Light_Spot_Diffuse(in mat4 mWorldView, 165 vec3 vViewPos = (mWorldView * vPos).xyz; 184 void FFP_Light_Spot_DiffuseSpecular(in mat4 mWorldView, 203 vec3 vViewPos = (mWorldView * vPos).xyz;
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H A D | SegmentedPerPixelLighting.glsl | 18 void SL_TransformPosition(in mat4 mWorldView, 22 vOut = (mWorldView * vPos).xyz;
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/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/RTShaderLib/GLSL/ |
H A D | FFPLib_Lighting.glsl | 55 void FFP_Light_Directional_DiffuseSpecular(in mat4 mWorldView, 73 vec3 vView = -normalize((mWorldView* vPos).xyz); 86 void FFP_Light_Point_Diffuse(in mat4 mWorldView, 98 vec3 vViewPos = (mWorldView * vPos).xyz; 113 void FFP_Light_Point_DiffuseSpecular(in mat4 mWorldView, 130 vec3 vViewPos = (mWorldView * vPos).xyz; 151 void FFP_Light_Spot_Diffuse(in mat4 mWorldView, 165 vec3 vViewPos = (mWorldView * vPos).xyz; 184 void FFP_Light_Spot_DiffuseSpecular(in mat4 mWorldView, 203 vec3 vViewPos = (mWorldView * vPos).xyz;
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H A D | SegmentedPerPixelLighting.glsl | 18 void SL_TransformPosition(in mat4 mWorldView, 22 vOut = (mWorldView * vPos).xyz;
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/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/RTShaderLib/GLSL/ |
H A D | FFPLib_Lighting.glsl | 56 void FFP_Light_Directional_DiffuseSpecular(in mat4 mWorldView, 74 vec3 vView = -normalize((mWorldView* vPos).xyz); 89 void FFP_Light_Point_Diffuse(in mat4 mWorldView, 101 vec3 vViewPos = (mWorldView * vPos).xyz; 117 void FFP_Light_Point_DiffuseSpecular(in mat4 mWorldView, 134 vec3 vViewPos = (mWorldView * vPos).xyz; 157 void FFP_Light_Spot_Diffuse(in mat4 mWorldView, 171 vec3 vViewPos = (mWorldView * vPos).xyz; 191 void FFP_Light_Spot_DiffuseSpecular(in mat4 mWorldView, 210 vec3 vViewPos = (mWorldView * vPos).xyz;
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/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/RTShaderLib/GLSL150/ |
H A D | FFPLib_Lighting.glsl | 55 void FFP_Light_Directional_DiffuseSpecular(in mat4 mWorldView, 73 vec3 vView = -normalize((mWorldView* vPos).xyz); 86 void FFP_Light_Point_Diffuse(in mat4 mWorldView, 98 vec3 vViewPos = (mWorldView * vPos).xyz; 113 void FFP_Light_Point_DiffuseSpecular(in mat4 mWorldView, 130 vec3 vViewPos = (mWorldView * vPos).xyz; 151 void FFP_Light_Spot_Diffuse(in mat4 mWorldView, 165 vec3 vViewPos = (mWorldView * vPos).xyz; 184 void FFP_Light_Spot_DiffuseSpecular(in mat4 mWorldView, 203 vec3 vViewPos = (mWorldView * vPos).xyz;
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H A D | SegmentedPerPixelLighting.glsl | 17 void SL_TransformPosition(in mat4 mWorldView, 21 vOut = (mWorldView * vPos).xyz;
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/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/RTShaderLib/GLSLES/ |
H A D | FFPLib_Lighting.glsles | 58 void FFP_Light_Directional_DiffuseSpecular(in mat4 mWorldView, 76 vec3 vView = -normalize((mWorldView * vPos).xyz); 89 void FFP_Light_Point_Diffuse(in mat4 mWorldView, 101 vec3 vViewPos = (mWorldView * vPos).xyz; 116 void FFP_Light_Point_DiffuseSpecular(in mat4 mWorldView, 133 vec3 vViewPos = (mWorldView * vPos).xyz; 154 void FFP_Light_Spot_Diffuse(in mat4 mWorldView, 168 vec3 vViewPos = (mWorldView * vPos).xyz; 187 void FFP_Light_Spot_DiffuseSpecular(in mat4 mWorldView, 206 vec3 vViewPos = (mWorldView * vPos).xyz;
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/dports/cad/leocad/leocad-21.06/common/ |
H A D | camera.cpp | 451 mWorldView = Camera->mWorldView; in CopyPosition() 631 lcVector3 Start = lcMul31(ObjectRayTest.Start, mWorldView); in RayTest() 632 lcVector3 End = lcMul31(ObjectRayTest.End, mWorldView); in RayTest() 645 lcMatrix44 WorldView = mWorldView; in RayTest() 658 lcMatrix44 ViewWorld = lcMatrix44AffineInverse(mWorldView); in RayTest() 661 WorldView = mWorldView; in RayTest() 697 lcMatrix44 WorldView = mWorldView; in BoxTest() 712 lcMatrix44 ViewWorld = lcMatrix44AffineInverse(mWorldView); in BoxTest() 715 WorldView = mWorldView; in BoxTest() 753 Point = lcMul30(Point, mWorldView); in ZoomExtents() [all …]
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H A D | camera.h | 217 return lcMul31(lcVector3(0, 25, 0), lcMatrix44AffineInverse(mWorldView)); in GetSectionPosition() 303 lcMatrix44 mWorldView; variable
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/dports/devel/tokamak/tokamak_release/d3dapp/ |
H A D | tokamaksampleApp.cpp | 234 D3DXMATRIXA16 mWorldView; in Render() local 257 mWorldView = mWorld * mView; in Render() 260 V( g_pEffect->SetMatrix( g_hMatWV, &mWorldView ) ); in Render()
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