/dports/devel/raylib/raylib-3.7.0/examples/shaders/resources/shaders/glsl330/ |
H A D | dream_vision.fs | 7 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 …]
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H A D | sobel.fs | 8 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 …]
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H A D | blur.fs | 8 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];
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/dports/devel/raylib/raylib-3.7.0/examples/shaders/resources/shaders/glsl100/ |
H A D | dream_vision.fs | 10 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 …]
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H A D | sobel.fs | 10 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 …]
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H A D | blur.fs | 10 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;
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H A D | distortion.fs | 9 uniform sampler2D texture0; 41 float blue = texture2D(texture0, tcBlue).b; 45 float green = texture2D(texture0, tcGreen).g; 50 float red = texture2D(texture0, tcRed).r;
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/dports/devel/raylib/raylib-3.7.0/examples/shaders/resources/shaders/glsl120/ |
H A D | dream_vision.fs | 8 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 …]
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H A D | sobel.fs | 8 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 …]
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H A D | blur.fs | 8 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;
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H A D | scanlines.fs | 8 uniform sampler2D texture0; 25 vec4 color = texture2D(texture0, fragTexCoord); 39 vec4 color = texture2D(texture0, fragTexCoord);
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/dports/games/pioneer/pioneer-20210723/src/graphics/opengl/ |
H A D | SkyboxMaterial.h | 20 texture0 = nullptr; in SkyboxMaterial() 32 if (texture0) { in Apply() 33 m_program->texture0.Set(texture0, 0); in Apply()
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H A D | StarfieldMaterial.h | 28 assert(this->texture0); in Apply() 30 m_program->texture0.Set(this->texture0, 0); in Apply() 36 static_cast<TextureGL *>(texture0)->Unbind(); in Unapply()
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H A D | UIMaterial.cpp | 37 p->texture0.Set(this->texture0, 0); in Apply() 48 if (texture0) { in Unapply() 49 static_cast<TextureGL *>(texture0)->Unbind(); in Unapply()
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H A D | BillboardMaterial.cpp | 45 assert(this->texture0); in Apply() 46 p->texture0.Set(this->texture0, 0); in Apply() 59 static_cast<TextureGL *>(texture0)->Unbind(); in Unapply()
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H A D | RingMaterial.cpp | 26 assert(this->texture0); in Apply() 27 m_program->texture0.Set(this->texture0, 0); in Apply() 41 static_cast<TextureGL *>(texture0)->Unbind(); in Unapply()
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H A D | GeoSphereMaterial.cpp | 94 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()
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/dports/graphics/py-pyglet150/pyglet-1.5.0/tests/integration/graphics/ |
H A D | test_multitexture.py | 27 texture0 = pattern0.create_image(64, 64).get_texture() 37 ('1t3f', texture0.tex_coords) 41 glEnable(texture0.target) 42 glBindTexture(texture0.target, texture0.id)
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/dports/graphics/py-pyglet/pyglet-1.5.21/tests/integration/graphics/ |
H A D | test_multitexture.py | 27 texture0 = pattern0.create_image(64, 64).get_texture() 37 ('1t3f', texture0.tex_coords) 41 glEnable(texture0.target) 42 glBindTexture(texture0.target, texture0.id)
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/dports/graphics/krita/krita-4.4.8/krita/data/shaders/ |
H A D | highq_downscale.frag | 4 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);
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/dports/games/pioneer/pioneer-20210723/data/shaders/opengl/ |
H A D | billboards.frag | 7 uniform sampler2D texture0; 16 frag_color = texture(texture0, (gl_PointCoord * coordDownScale) + uv); 18 frag_color = texture(texture0, gl_PointCoord);
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/dports/devel/raylib/raylib-3.7.0/examples/core/resources/ |
H A D | distortion100.fs | 10 uniform sampler2D texture0; 42 float blue = texture2D(texture0, tcBlue).b; 44 float green = texture2D(texture0, tcGreen).g; 49 float red = texture2D(texture0, tcRed).r;
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H A D | distortion330.fs | 8 uniform sampler2D texture0; 43 float blue = texture(texture0, tcBlue).b; 45 float green = texture(texture0, tcGreen).g; 50 float red = texture(texture0, tcRed).r;
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/dports/math/vtk9/VTK-9.1.0/IO/Geometry/Testing/Cxx/ |
H A D | TestOBJReaderMultiTexture.cxx | 62 vtkDataArray* texture0 = data->GetPointData()->GetArray("texture_0"); in TestOBJReaderMultiTexture() local 65 if (!texture0) in TestOBJReaderMultiTexture() 80 double* currentTCoord0 = texture0->GetTuple2(i); in TestOBJReaderMultiTexture()
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/dports/math/vtk8/VTK-8.2.0/IO/Geometry/Testing/Cxx/ |
H A D | TestOBJReaderMultiTexture.cxx | 63 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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