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/dports/devel/raylib/raylib-3.7.0/examples/shaders/resources/shaders/glsl330/
H A Ddream_vision.fs7 uniform sampler2D texture0;
14 vec4 color = texture(texture0, fragTexCoord);
16 color += texture(texture0, fragTexCoord + 0.001);
17 color += texture(texture0, fragTexCoord + 0.003);
18 color += texture(texture0, fragTexCoord + 0.005);
19 color += texture(texture0, fragTexCoord + 0.007);
20 color += texture(texture0, fragTexCoord + 0.009);
21 color += texture(texture0, fragTexCoord + 0.011);
23 color += texture(texture0, fragTexCoord - 0.001);
24 color += texture(texture0, fragTexCoord - 0.003);
[all …]
H A Dsobel.fs8 uniform sampler2D texture0;
23 horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
24 horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
25 horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
26 horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
27 horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
28 horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
31 vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
32 vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
33 vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
[all …]
H A Dblur.fs8 uniform sampler2D texture0;
26 vec3 texelColor = texture(texture0, fragTexCoord).rgb*weight[0];
30 … texelColor += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
31 … texelColor += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
/dports/devel/raylib/raylib-3.7.0/examples/shaders/resources/shaders/glsl100/
H A Ddream_vision.fs10 uniform sampler2D texture0;
17 vec4 color = texture2D(texture0, fragTexCoord);
19 color += texture2D(texture0, fragTexCoord + 0.001);
20 color += texture2D(texture0, fragTexCoord + 0.003);
21 color += texture2D(texture0, fragTexCoord + 0.005);
22 color += texture2D(texture0, fragTexCoord + 0.007);
23 color += texture2D(texture0, fragTexCoord + 0.009);
24 color += texture2D(texture0, fragTexCoord + 0.011);
26 color += texture2D(texture0, fragTexCoord - 0.001);
27 color += texture2D(texture0, fragTexCoord - 0.003);
[all …]
H A Dsobel.fs10 uniform sampler2D texture0;
22 horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
23 horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
24 horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
25 horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
26 horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
27 horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
30 vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
31 vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
32 vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
[all …]
H A Dblur.fs10 uniform sampler2D texture0;
25 vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight.x;
27 tc += texture2D(texture0, fragTexCoord + vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
28 tc += texture2D(texture0, fragTexCoord - vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
30 tc += texture2D(texture0, fragTexCoord + vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
31 tc += texture2D(texture0, fragTexCoord - vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
H A Ddistortion.fs9 uniform sampler2D texture0;
41 float blue = texture2D(texture0, tcBlue).b;
45 float green = texture2D(texture0, tcGreen).g;
50 float red = texture2D(texture0, tcRed).r;
/dports/devel/raylib/raylib-3.7.0/examples/shaders/resources/shaders/glsl120/
H A Ddream_vision.fs8 uniform sampler2D texture0;
15 vec4 color = texture2D(texture0, fragTexCoord);
17 color += texture2D(texture0, fragTexCoord + 0.001);
18 color += texture2D(texture0, fragTexCoord + 0.003);
19 color += texture2D(texture0, fragTexCoord + 0.005);
20 color += texture2D(texture0, fragTexCoord + 0.007);
21 color += texture2D(texture0, fragTexCoord + 0.009);
22 color += texture2D(texture0, fragTexCoord + 0.011);
24 color += texture2D(texture0, fragTexCoord - 0.001);
25 color += texture2D(texture0, fragTexCoord - 0.003);
[all …]
H A Dsobel.fs8 uniform sampler2D texture0;
20 horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
21 horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
22 horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
23 horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
24 horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
25 horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
28 vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
29 vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
30 vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
[all …]
H A Dblur.fs8 uniform sampler2D texture0;
23 vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight.x;
25 tc += texture2D(texture0, fragTexCoord + vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
26 tc += texture2D(texture0, fragTexCoord - vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
28 tc += texture2D(texture0, fragTexCoord + vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
29 tc += texture2D(texture0, fragTexCoord - vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
H A Dscanlines.fs8 uniform sampler2D texture0;
25 vec4 color = texture2D(texture0, fragTexCoord);
39 vec4 color = texture2D(texture0, fragTexCoord);
/dports/games/pioneer/pioneer-20210723/src/graphics/opengl/
H A DSkyboxMaterial.h20 texture0 = nullptr; in SkyboxMaterial()
32 if (texture0) { in Apply()
33 m_program->texture0.Set(texture0, 0); in Apply()
H A DStarfieldMaterial.h28 assert(this->texture0); in Apply()
30 m_program->texture0.Set(this->texture0, 0); in Apply()
36 static_cast<TextureGL *>(texture0)->Unbind(); in Unapply()
H A DUIMaterial.cpp37 p->texture0.Set(this->texture0, 0); in Apply()
48 if (texture0) { in Unapply()
49 static_cast<TextureGL *>(texture0)->Unbind(); in Unapply()
H A DBillboardMaterial.cpp45 assert(this->texture0); in Apply()
46 p->texture0.Set(this->texture0, 0); in Apply()
59 static_cast<TextureGL *>(texture0)->Unbind(); in Unapply()
H A DRingMaterial.cpp26 assert(this->texture0); in Apply()
27 m_program->texture0.Set(this->texture0, 0); in Apply()
41 static_cast<TextureGL *>(texture0)->Unbind(); in Unapply()
H A DGeoSphereMaterial.cpp94 if (texture0) { in Unapply()
96 static_cast<TextureGL *>(texture0)->Unbind(); in Unapply()
120 if (this->texture0) { in SetGSUniforms()
121 p->texture0.Set(this->texture0, 0); in SetGSUniforms()
228 if (texture0) { in Unapply()
230 static_cast<TextureGL *>(texture0)->Unbind(); in Unapply()
/dports/graphics/py-pyglet150/pyglet-1.5.0/tests/integration/graphics/
H A Dtest_multitexture.py27 texture0 = pattern0.create_image(64, 64).get_texture()
37 ('1t3f', texture0.tex_coords)
41 glEnable(texture0.target)
42 glBindTexture(texture0.target, texture0.id)
/dports/graphics/py-pyglet/pyglet-1.5.21/tests/integration/graphics/
H A Dtest_multitexture.py27 texture0 = pattern0.create_image(64, 64).get_texture()
37 ('1t3f', texture0.tex_coords)
41 glEnable(texture0.target)
42 glBindTexture(texture0.target, texture0.id)
/dports/graphics/krita/krita-4.4.8/krita/data/shaders/
H A Dhighq_downscale.frag4 uniform sampler2D texture0;
90 col = textureLod(texture0, v_textureCoordinate.st, fixedLodLevel);
98 col = filterPureLinear8(texture0, v_textureCoordinate.st);
100 col = texture(texture0, v_textureCoordinate.st);
112 col = textureLod(texture0, v_textureCoordinate.st, fixedLodLevel);
117 col = texture(texture0, v_textureCoordinate.st);
/dports/games/pioneer/pioneer-20210723/data/shaders/opengl/
H A Dbillboards.frag7 uniform sampler2D texture0;
16 frag_color = texture(texture0, (gl_PointCoord * coordDownScale) + uv);
18 frag_color = texture(texture0, gl_PointCoord);
/dports/devel/raylib/raylib-3.7.0/examples/core/resources/
H A Ddistortion100.fs10 uniform sampler2D texture0;
42 float blue = texture2D(texture0, tcBlue).b;
44 float green = texture2D(texture0, tcGreen).g;
49 float red = texture2D(texture0, tcRed).r;
H A Ddistortion330.fs8 uniform sampler2D texture0;
43 float blue = texture(texture0, tcBlue).b;
45 float green = texture(texture0, tcGreen).g;
50 float red = texture(texture0, tcRed).r;
/dports/math/vtk9/VTK-9.1.0/IO/Geometry/Testing/Cxx/
H A DTestOBJReaderMultiTexture.cxx62 vtkDataArray* texture0 = data->GetPointData()->GetArray("texture_0"); in TestOBJReaderMultiTexture() local
65 if (!texture0) in TestOBJReaderMultiTexture()
80 double* currentTCoord0 = texture0->GetTuple2(i); in TestOBJReaderMultiTexture()
/dports/math/vtk8/VTK-8.2.0/IO/Geometry/Testing/Cxx/
H A DTestOBJReaderMultiTexture.cxx63 vtkDataArray* texture0 = data->GetPointData()->GetArray("texture_0"); in TestOBJReaderMultiTexture() local
66 if (!texture0) in TestOBJReaderMultiTexture()
81 double* currentTCoord0 = texture0->GetTuple2(i); in TestOBJReaderMultiTexture()

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