/dports/games/iortcw/iortcw-1.51c/MP/code/rend2/glsl/ |
H A D | shadowmask_fp.glsl | 44 float PCF(const sampler2DShadow shadowmap, const vec2 st, const float dist) 55 mult = shadow2D(shadowmap, vec3(st + (offset + vec2(-1.5, 0.5)) * scale, dist)) 56 + shadow2D(shadowmap, vec3(st + (offset + vec2( 0.5, 0.5)) * scale, dist)) 57 + shadow2D(shadowmap, vec3(st + (offset + vec2(-1.5, -1.5)) * scale, dist)) 58 + shadow2D(shadowmap, vec3(st + (offset + vec2( 0.5, -1.5)) * scale, dist)); 69 mult = shadow2D(shadowmap, vec3(st + rmat * vec2(-0.7055767, 0.196515), dist)); 70 mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.3524343, -0.7791386), dist)); 71 mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.2391056, 0.9189604), dist)); 75 mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.192888, 0.4064181), dist)); 78 mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.7320465, 0.6317794), dist)); [all …]
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/dports/games/iortcw/iortcw-1.51c/SP/code/rend2/glsl/ |
H A D | shadowmask_fp.glsl | 44 float PCF(const sampler2DShadow shadowmap, const vec2 st, const float dist) 55 mult = shadow2D(shadowmap, vec3(st + (offset + vec2(-1.5, 0.5)) * scale, dist)) 56 + shadow2D(shadowmap, vec3(st + (offset + vec2( 0.5, 0.5)) * scale, dist)) 57 + shadow2D(shadowmap, vec3(st + (offset + vec2(-1.5, -1.5)) * scale, dist)) 58 + shadow2D(shadowmap, vec3(st + (offset + vec2( 0.5, -1.5)) * scale, dist)); 69 mult = shadow2D(shadowmap, vec3(st + rmat * vec2(-0.7055767, 0.196515), dist)); 70 mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.3524343, -0.7791386), dist)); 71 mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.2391056, 0.9189604), dist)); 75 mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.192888, 0.4064181), dist)); 78 mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.7320465, 0.6317794), dist)); [all …]
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/dports/misc/qt5-examples/qt-everywhere-src-5.15.2/qt3d/examples/qt3d/shadow-map-qml/ |
H A D | shadow-map-qml.qrc | 15 <file>shaders/shadowmap.frag</file> 16 <file>shaders/shadowmap.vert</file> 19 <file>shaders/es3/shadowmap.frag</file> 20 <file>shaders/es3/shadowmap.vert</file>
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H A D | AdsEffect.qml | 86 filterKeys: [ FilterKey { name: "pass"; value: "shadowmap" } ] 89 vertexShaderCode: loadSource("qrc:/shaders/shadowmap.vert") 90 fragmentShaderCode: loadSource("qrc:/shaders/shadowmap.frag") 120 filterKeys: [ FilterKey { name: "pass"; value: "shadowmap" } ] 123 vertexShaderCode: loadSource("qrc:/shaders/es3/shadowmap.vert") 124 fragmentShaderCode: loadSource("qrc:/shaders/es3/shadowmap.frag")
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/dports/games/sauerbraten/sauerbraten/src/engine/ |
H A D | shadowmap.cpp | 4 VARP(shadowmap, 0, 0, 1); 235 if(!shadowmap || !shadowmapcasters) return false; in isshadowmapreceiver() 254 if(!shadowmap || !shadowmaptex || in isshadowmapreceiver() 279 if(!shadowmap || !shadowmaptex.rendertex) return; in pushshadowmap() 312 if(!shadowmap || !shadowmaptex.rendertex) return; in popshadowmap() 317 if(!shadowmap) return; in rendershadowmap() 326 if(!shadowmap) return; in viewshadowmap()
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/dports/games/redeclipse16/base-1.6.0/src/engine/ |
H A D | shadowmap.cpp | 4 VAR(IDF_PERSIST, shadowmap, 0, 0, 1); 242 if(!shadowmap || !shadowmapcasters) return false; in isshadowmapreceiver() 261 if(!shadowmap || !shadowmaptex || in isshadowmapreceiver() 286 if(!shadowmap || !shadowmaptex.rendertex) return; in pushshadowmap() 319 if(!shadowmap || !shadowmaptex.rendertex) return; in popshadowmap() 324 if(!shadowmap) return; in rendershadowmap() 333 if(!shadowmap) return; in viewshadowmap()
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/dports/games/xjig/xjig-2.4/ |
H A D | objects.C | 607 shadowmap = 0; in ShadowedPiece() 615 if (shadowmap) { in DropPixmap() 616 XFreePixmap(dpy,shadowmap); in DropPixmap() 617 shadowmap=0; in DropPixmap() 650 XFillRectangle(dpy,shadowmap,gc,x,x,width,height); in DirectionChanged() 655 XFillRectangle(dpy,shadowmap,gc,x,x,width,height); in DirectionChanged() 659 XCopyArea(dpy,tilemap,shadowmap,gc, in DirectionChanged() 667 XCopyArea(dpy,shadowmap,win,gc, in Redraw() 735 XCopyArea(dpy,shadowmap,swin,gc, 0, 0, swidth, sheight, 0, 0 ); in Redraw() 763 XCopyArea(dpy,shadowmap,mystack->dbmap,gc, in ExposeRegion() [all …]
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H A D | objects.H | 260 Pixmap GetPixmap() { return shadowmap; } in GetPixmap() 269 Pixmap shadowmap; variable
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/dports/games/bloodfrontier/bloodfrontier/src/engine/ |
H A D | shadowmap.cpp | 4 VARP(shadowmap, 0, 0, 1); 376 if(!shadowmap || !shadowmapcasters) return false; in isshadowmapreceiver() 396 if(!shadowmap || !shadowmaptex || in isshadowmapreceiver() 421 if(!shadowmap || !shadowmaptex.rendertex) return; in pushshadowmap() 499 if(!shadowmap || !shadowmaptex.rendertex) return; in adjustshadowmatrix() 526 if(!shadowmap || !shadowmaptex.rendertex) return; in popshadowmap() 552 if(!shadowmap || (renderpath==R_FIXEDFUNCTION && (!hasSGIDT || !hasSGISH))) return; in rendershadowmap() 564 if(!shadowmap) return; in viewshadowmap()
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/dports/misc/qt5-examples/qt-everywhere-src-5.15.2/qt3d/examples/qt3d/planets-qml/ |
H A D | planets-qml.qrc | 22 <file>shaders/gl3/shadowmap.frag</file> 23 <file>shaders/gl3/shadowmap.vert</file>
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H A D | ShadowEffect.qml | 69 FilterKey { id: shadowkey; name: "pass"; value: "shadowmap" } 78 vertexShaderCode: loadSource("qrc:/shaders/gl3/shadowmap.vert") 79 fragmentShaderCode: loadSource("qrc:/shaders/gl3/shadowmap.frag")
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/dports/games/openspades/openspades-0.1.3/Resources/Shaders/ |
H A D | VoxelModelShadowMap.program | 3 *shadowmap*
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H A D | OptimizedVoxelModelShadowMap.program | 3 *shadowmap*
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/dports/games/flightgear-data/fgdata/Compositor/Shaders/ALS/ |
H A D | terrain-base.frag | 78 float shadowmap = getShadowing(); 79 color += diffuse_term * NdotL * shadowmap; 85 * shadowmap);
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H A D | model-base.frag | 117 float shadowmap = getShadowing(); 118 color += diffuse_term * NdotL * shadowmap; 124 * shadowmap);
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/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/scripts/ |
H A D | DepthShadowmap.material | 319 // Generic Shadow caster material (floating point shadowmap) 336 // Generic Shadow receiver material (floating point shadowmap) 408 // shadowmap texture will be bound by code 484 // shadowmap texture will be bound by code
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/dports/cad/opencascade/opencascade-7.6.0/tests/opengl/data/shadows/ |
H A D | double_precision | 2 puts "0032129: Visualization, TKOpenGl - shadowmap is broken for ZLayer having non-zero origin"
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/dports/graphics/glx-utils/demos-5435fc7fbd332e171da9a71e33a9b190e9462cf0/src/redbook/ |
H A D | .gitignore | 57 shadowmap
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H A D | Makefile.am | 91 shadowmap \
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/dports/graphics/rigsofrods-pagedgeometry/ogre-pagedgeometry-1.2.0/bin/media/newterrain/ |
H A D | DepthShadowmap.material | 330 // Generic Shadow caster material (floating point shadowmap) 347 // Generic Shadow receiver material (floating point shadowmap) 422 // shadowmap texture will be bound by code 503 // shadowmap texture will be bound by code
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/dports/graphics/mesa-demos/mesa-demos-8.4.0/src/redbook/ |
H A D | Makefile.am | 90 shadowmap \
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/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/scripts/ |
H A D | DepthShadowmap.material | 442 // Generic Shadow caster material (floating point shadowmap) 459 // Generic Shadow receiver material (floating point shadowmap) 536 // shadowmap texture will be bound by code 620 // shadowmap texture will be bound by code
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/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/eevee/shaders/ |
H A D | effect_translucency_frag.glsl | 135 * FIXME This is only correct if l_right is the same right vector used for shadowmap creation. 155 /* tex_id == data_id for cube shadowmap */ 171 /* To avoid light leak from depth discontinuity and shadowmap aliasing. */
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/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/GLSL/ |
H A D | DepthShadowmapReceiverFp.glsl | 16 // point on shadowmap
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/dports/games/sauerbraten/sauerbraten/src/rpggame/ |
H A D | Makefile | 94 ../engine/shadowmap.o \ 373 ../engine/shadowmap.o: ../engine/engine.h ../shared/cube.h ../shared/tools.h 374 ../engine/shadowmap.o: ../shared/geom.h ../shared/ents.h ../shared/command.h 375 ../engine/shadowmap.o: ../shared/glexts.h ../shared/glemu.h 376 ../engine/shadowmap.o: ../shared/iengine.h ../shared/igame.h 377 ../engine/shadowmap.o: ../engine/world.h ../engine/octa.h 378 ../engine/shadowmap.o: ../engine/lightmap.h ../engine/bih.h 379 ../engine/shadowmap.o: ../engine/texture.h ../engine/model.h 380 ../engine/shadowmap.o: ../engine/rendertarget.h
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