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Searched refs:uv_curr (Results 1 – 3 of 3) sorted by relevance

/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/eevee/shaders/
H A Deffect_velocity_resolve_frag.glsl16 vec2 uv_curr = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0).xy);
20 uv_curr = uv_curr * 2.0 - 1.0;
23 vec3 world_position = project_point(currViewProjMatrixInv, vec3(uv_curr, depth));
27 outData.xy = uv_prev - uv_curr;
28 outData.zw = uv_next - uv_curr;
/dports/graphics/blender/blender-2.91.0/source/blender/bmesh/intern/
H A Dbmesh_query_uv.c73 float uv_prev[2], uv_curr[2]; in BM_face_uv_calc_center_median_weighted() local
75 UV_ASPECT(l_iter, uv_curr); in BM_face_uv_calc_center_median_weighted()
76 w_prev = len_v2v2(uv_prev, uv_curr); in BM_face_uv_calc_center_median_weighted()
80 const float w_curr = len_v2v2(uv_curr, uv_next); in BM_face_uv_calc_center_median_weighted()
82 madd_v2_v2fl(r_cent, uv_curr, w); in BM_face_uv_calc_center_median_weighted()
85 copy_v2_v2(uv_curr, uv_next); in BM_face_uv_calc_center_median_weighted()
/dports/graphics/blender/blender-2.91.0/source/blender/editors/uvedit/
H A Duvedit_select.c795 const float *uv_curr = ((MLoopUV *)BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset))->uv; in uv_nearest_between() local
798 return ((line_point_side_v2(uv_prev, uv_curr, co) > 0.0f) && in uv_nearest_between()
799 (line_point_side_v2(uv_next, uv_curr, co) <= 0.0f)); in uv_nearest_between()