/dports/astro/gpstk/GPSTk-8.0.0/ext/lib/GNSSCore/ |
H A D | SolidTides.cpp | 88 Triple sunPos(sunPosition.getPosition(t)); in getSolidTide() local 93 double rpRs( p.X()*sunPos.theArray[0] + in getSolidTide() 94 p.Y()*sunPos.theArray[1] + in getSolidTide() 95 p.Z()*sunPos.theArray[2]); in getSolidTide() 97 double Rs2(sunPos.theArray[0]*sunPos.theArray[0] + in getSolidTide() 98 sunPos.theArray[1]*sunPos.theArray[1] + in getSolidTide() 99 sunPos.theArray[2]*sunPos.theArray[2]); in getSolidTide() 112 double g2sun( fac_s * rpRs * (sunPos.theArray[1]*p.X() - in getSolidTide() 115 double g3sun( fac_s * rpRs * ( sqxy2p* sunPos.theArray[2] - in getSolidTide() 116 p.Z()/sqxy2p * (p.X()*sunPos.theArray[0] + in getSolidTide() [all …]
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/dports/graphics/osgearth/osgearth-osgearth-2.10.1/src/applications/osgearth_ephemeris/ |
H A D | osgearth_ephemeris.cpp | 60 osg::ref_ptr<PlaceNode> sunPos; member 134 app.sunPos = new PlaceNode("Sun", Style(), mark.get()); in main() 135 app.sunPos->setDynamic(true); in main() 136 mapNode->addChild( app.sunPos.get() ); in main() 167 GeoPoint sunPos; in main() local 168 sunPos.fromWorld(mapNode->getMapSRS(), sun.geocentric); in main() 169 sunPos.alt() = 0.0; in main() 170 app.sunPos->setPosition( sunPos ); in main() 171 app.sunPos->setText( "Sun\n" + llf.format(sunPos) ); in main()
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/dports/astro/stellarium/stellarium-0.21.3/src/core/modules/ |
H A D | Skylight.cpp | 69 sunPos[0] = _sunPos[0]; in setParamsv() 70 sunPos[1] = _sunPos[1]; in setParamsv() 71 sunPos[2] = _sunPos[2]; in setParamsv() 74 thetas = M_PI_2f - asinf(sunPos[2]); in setParamsv() 84 float cos_thetas = sunPos[2]; in setParamsv()
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H A D | Skylight.hpp | 50 void setParamsv(const float * sunPos, float turbidity); 58 const float cosDistSun = sunPos[0]*p.pos[0] + sunPos[1]*p.pos[1] + sunPos[2]*p.pos[2]; in getxyYValuev() 85 asunPos=sunPos; in getShadersParams() 118 float sunPos[3]; member in Skylight
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H A D | Atmosphere.cpp | 94 shaderAttribLocations.sunPos = atmoShaderProgram->uniformLocation("sunPos"); in Atmosphere() 349 Vec3f sunPos; in draw() local 351 sky.getShadersParams(sunPos, term_x, Ax, Bx, Cx, Dx, Ex, term_y, Ay, By, Cy, Dy, Ey); in draw() 352 …GL(atmoShaderProgram->setUniformValue(shaderAttribLocations.sunPos, sunPos[0], sunPos[1], sunPos[2… in draw()
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H A D | LandscapeMgr.cpp | 320 Vec3d sunPos = ssystem->getSun()->getAltAzPosAuto(core); in update() local 328 moonPos=sunPos; in update() 332 atmosphere->computeColor(core->getJDE(), sunPos, moonPos, lunarPhaseAngle, lunarMagnitude, in update() 375 sunPos.normalize(); in update() 394 sinSunAngle=sin(qMin(M_PI_2, asin(sunPos[2])+8.*M_PI/180.)); in update() 401 …sinSunAngle=sin(qMin(M_PI_2, asin(qBound(-1.0, sunPos[2]-landscape->getSinMinAltitudeLimit(), 1.0)… in update() 403 landscapeBrightness += (1.0-static_cast<double>(landscape->getOpacity(sunPos)))*sinSunAngle; in update() 436 const double sinSunAlt = sunPos[2]; in update() 448 lightscapeBrightness= static_cast<double>(landscape->getOpacity(sunPos)); in update()
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H A D | Atmosphere.hpp | 112 int sunPos; member
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H A D | Planet.hpp | 385 static float getPAsun(const Vec3d &sunPos, const Vec3d &objPos);
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H A D | Planet.cpp | 1999 float Planet::getPAsun(const Vec3d &sunPos, const Vec3d &objPos) in getPAsun() argument 2002 StelUtils::rectToSphe(&ra0, &de0, sunPos); in getPAsun() 3260 Vec3d sunPos = ssm->getSun()->getEclipticPos() + ssm->getSun()->getAberrationPush(); in draw3dModel() local 3261 core->getHeliocentricEclipticModelViewTransform()->forward(sunPos); in draw3dModel() 3262 light.position=sunPos; in draw3dModel()
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/dports/games/openspades/openspades-0.1.3/Sources/Draw/ |
H A D | GLVoxelModel.cpp | 380 Vector3 sunPos = MakeVector3(0, -1, -1); in RenderSunlightPass() local 381 sunPos = sunPos.Normalize(); in RenderSunlightPass() 382 sunLightDirection.SetValue(sunPos.x, sunPos.y, sunPos.z); in RenderSunlightPass() 498 Vector3 sunPos = MakeVector3(0, -1, -1); in RenderDynamicLightPass() local 499 sunPos = sunPos.Normalize(); in RenderDynamicLightPass() 500 sunLightDirection.SetValue(sunPos.x, sunPos.y, sunPos.z); in RenderDynamicLightPass()
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H A D | GLOptimizedVoxelModel.cpp | 653 Vector3 sunPos = MakeVector3(0, -1, -1); in RenderSunlightPass() local 654 sunPos = sunPos.Normalize(); in RenderSunlightPass() 655 sunLightDirection.SetValue(sunPos.x, sunPos.y, sunPos.z); in RenderSunlightPass()
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/dports/games/ufoai/ufoai-2.5-source/src/client/renderer/ |
H A D | r_geoscape.cpp | 441 vec4_t sunPos; in R_Draw3DGlobe() local 487 Vector4Set(sunPos, cos(p) * sqrta, -sin(p) * sqrta, a, 0); in R_Draw3DGlobe() 491 R_RotateCelestialBody(sunPos, sunLoc, rotate, earthPos, 1.0f); in R_Draw3DGlobe() 564 R_SphereRender(&r_globeMoon, moonLoc, rotate, moonSize, sunPos); in R_Draw3DGlobe() 575 R_SphereRender(&r_globeEarth, earthPos, rotate, fullscale, sunPos); in R_Draw3DGlobe() 601 R_SphereRender(&r_globeEarth, earthPos, rotate, fullscale, sunPos); in R_Draw3DGlobe() 618 R_SphereRender(&r_globeEarthAtmosphere, earthPos, rotate, fullscale, sunPos); in R_Draw3DGlobe() 646 R_SphereRender(&r_globeEarth, earthPos, rotate, fullscale, sunPos); in R_Draw3DGlobe() 656 R_SphereRender(&r_globeEarth, earthPos, rotate, fullscale, sunPos); in R_Draw3DGlobe() 668 R_SphereRender(&r_globeEarth, earthPos, rotate, fullscale, sunPos); in R_Draw3DGlobe() [all …]
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/dports/games/spring/spring_98.0/rts/Rendering/Env/ |
H A D | SkyLight.cpp | 94 …const float4 sunPos = sunRotation.Mul(float3(sunOrbitRad * math::cos(sunAng), sunOrbitHeight, sunO… in CalculateSunPos() local 96 return sunPos; in CalculateSunPos()
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/dports/games/scorched3d/scorched/src/client/land/ |
H A D | LandSurround.cpp | 113 Vector &sunPos = in generateList() local 128 Vector sunDirection = (sunPos - pos).Normalize(); in generateList()
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/dports/astro/stellarium/stellarium-0.21.3/data/shaders/ |
H A D | atmosphere.vert | 21 uniform highp vec3 sunPos; 52 highp float cosDistSunq = dot(sunPos,unprojectedVertex);
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/dports/games/scorched3d/scorched/src/client/sky/ |
H A D | SkyRoof.cpp | 59 Vector &sunPos = Landscape::instance()->getSky().getSun().getPosition(); in makeNormal() local 60 Vector sunDirection = (sunPos - position).Normalize(); in makeNormal()
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/dports/games/scorched3d/scorched/src/client/GLEXT/ |
H A D | GLImageModifier.h | 41 Vector &sunPos,
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H A D | GLImageModifier.cpp | 105 Vector &sunPos, in addLightMapToBitmap() argument 137 Vector sunDirection = (sunPos - testPosition).Normalize(); in addLightMapToBitmap() 144 testPosition, sunPos, dist, softShadow)) in addLightMapToBitmap()
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/dports/games/libretro-shaders-slang/slang-shaders-9850d68939b86262eae9f0da01ff1c11daafcdc3/procedural/ |
H A D | dave_hoskins-rolling-hills.slang | 393 vec2 sunPos = vec2( dot( sunLight, cu ), dot( sunLight, cv ) ); 394 vec2 uvT = uv-sunPos; 401 float glare2 = max(1.0-length(uvT+sunPos*.5)*4.0, 0.0); 404 float glare3 = max(1.0-length(uvT+sunPos*5.0)*1.2, 0.0);
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/dports/astro/stellarium/stellarium-0.21.3/plugins/Observability/src/ |
H A D | Observability.cpp | 1007 Vec3d pos, sunPos; in updateSunData() local 1015 sunPos = core->j2000ToEquinoxEqu((StelCore::matVsop87ToJ2000)*(-pos), StelCore::RefractionOff); in updateSunData() 1017 toRADec(sunPos,sunRA[i],sunDec[i]); in updateSunData() 1251 …Vec3d sunPos = core->j2000ToEquinoxEqu((StelCore::matVsop87ToJ2000)*(-earthPos), StelCore::Refract… in getSunMoonCoords() local 1252 toRADec(sunPos, raSun, decSun); in getSunMoonCoords() 1261 sunPos = (core->j2000ToEquinoxEqu(LocTrans*moonPos, StelCore::RefractionOff))-RotObserver; in getSunMoonCoords() 1265 toRADec(sunPos,raMoon,decMoon); in getSunMoonCoords()
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/dports/games/libretro-shaders-glsl/glsl-shaders-7052b09dc657d56bea443d5661dccbebcafe32dc/procedural/ |
H A D | dave_hoskins-rolling-hills.glsl | 470 vec2 sunPos = vec2( dot( sunLight, cu ), dot( sunLight, cv ) ); 471 vec2 uvT = uv-sunPos; 478 float glare2 = max(1.0-length(uvT+sunPos*.5)*4.0, 0.0); 481 float glare3 = max(1.0-length(uvT+sunPos*5.0)*1.2, 0.0);
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/dports/games/warzone2100/warzone2100/lib/ivis_opengl/ |
H A D | gfx_api.h | 476 glm::vec4 sunPos; 503 glm::vec4 sunPos; 530 glm::vec4 sunPos;
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H A D | gfx_api_gl.h | 156 setUniforms(13, cbuf.sunPos); in set_constants_for_component()
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/dports/games/scorched3d/scorched/src/client/landscape/ |
H A D | Landscape.cpp | 590 Vector sunPos = sky_->getSun().getPosition(); in generate() local 593 sunPos, // Match with shadows in generate()
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/dports/astro/stellarium/stellarium-0.21.3/src/gui/ |
H A D | AstroCalcDialog.cpp | 1726 Vec3d pos, sunPos; in generateEphemeris() local 1737 sunPos = sun->getAltAzPosAuto(core); in generateEphemeris() 1742 sunPos = sun->getJ2000EquatorialPos(core); in generateEphemeris() 1748 item.sunCoord = sunPos; in generateEphemeris()
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