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Searched refs:vertexToLight (Results 1 – 14 of 14) sorted by relevance

/dports/games/scummvm/scummvm-2.5.1/engines/stark/shaders/
H A Dstark_prop.vertex32 vec3 vertexToLight = position - eyePosition.xyz;
34 float dist = length(vertexToLight);
37 vertexToLight = normalize(vertexToLight);
38 float incidence = max(0.0, dot(eyeNormal, vertexToLight));
50 vec3 vertexToLight = position - eyePosition.xyz;
52 float dist = length(vertexToLight);
55 vertexToLight = normalize(vertexToLight);
56 float incidence = max(0.0, dot(eyeNormal, vertexToLight));
58 float cosAngle = max(0.0, dot(vertexToLight, -direction));
H A Dstark_actor.vertex44 vec3 vertexToLight = position - eyePosition.xyz;
46 float dist = length(vertexToLight);
49 vertexToLight = normalize(vertexToLight);
50 float incidence = max(0.0, dot(eyeNormal, vertexToLight));
62 vec3 vertexToLight = position - eyePosition.xyz;
64 float dist = length(vertexToLight);
67 vertexToLight = normalize(vertexToLight);
68 float incidence = max(0.0, dot(eyeNormal, vertexToLight));
70 float cosAngle = max(0.0, dot(vertexToLight, -direction));
/dports/games/residualvm/residualvm-0.3.1/engines/stark/shaders/
H A Dstark_actor.vertex44 vec3 vertexToLight = position - eyePosition.xyz;
46 float dist = length(vertexToLight);
49 vertexToLight = normalize(vertexToLight);
50 float incidence = max(0.0, dot(eyeNormal, vertexToLight));
62 vec3 vertexToLight = position - eyePosition.xyz;
63 vertexToLight = normalize(vertexToLight);
65 float cosAngle = max(0.0, dot(vertexToLight, -direction));
/dports/games/scummvm/scummvm-2.5.1/engines/grim/shaders/
H A Demi_actorlights.vertex80 vec3 vertexToLight;
84 vertexToLight = lightsPosition[i].xyz - pos.xyz;
85 float dist = length(vertexToLight);
93 float cosAngle = -dot(normalize(vertexToLight), normalize(lightsDirection[i].xyz)); // rho
105 vertexToLight = -lightsPosition[i].xyz;
107 intensity *= max(0.0, dot(normalEye, normalize(vertexToLight)));
H A Dgrim_actorlights.vertex72 vec3 vertexToLight = lightsPosition[i].xyz;
74 vertexToLight -= positionView.xyz;
75 float dist = length(vertexToLight);
79 float cosAngle = -dot(normalize(vertexToLight), normalize(lightsDirection[i].xyz)); // rho
91 intensity *= max(0.0, dot(normalEye, normalize(vertexToLight)));
/dports/games/scummvm/scummvm-2.5.1/engines/stark/gfx/
H A Dopenglprop.cpp146 Math::Vector3d vertexToLight = l->eyePosition.getXYZ() - modelEyePosition.getXYZ(); in render() local
148 float dist = vertexToLight.length(); in render()
149 vertexToLight.normalize(); in render()
151 float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, vertexToLight)); in render()
161 Math::Vector3d vertexToLight = l->eyePosition.getXYZ() - modelEyePosition.getXYZ(); in render() local
163 float dist = vertexToLight.length(); in render()
166 vertexToLight.normalize(); in render()
167 float incidence = MAX(0.0f, modelEyeNormal.dotProduct(vertexToLight)); in render()
169 float cosAngle = MAX(0.0f, vertexToLight.dotProduct(-l->eyeDirection)); in render()
H A Dtinyglprop.cpp124 Math::Vector3d vertexToLight = l->eyePosition.getXYZ() - modelEyePosition.getXYZ(); in render() local
126 float dist = vertexToLight.length(); in render()
127 vertexToLight.normalize(); in render()
129 float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, vertexToLight)); in render()
139 Math::Vector3d vertexToLight = l->eyePosition.getXYZ() - modelEyePosition.getXYZ(); in render() local
141 float dist = vertexToLight.length(); in render()
144 vertexToLight.normalize(); in render()
145 float incidence = MAX(0.0f, modelEyeNormal.dotProduct(vertexToLight)); in render()
147 float cosAngle = MAX(0.0f, vertexToLight.dotProduct(-l->eyeDirection)); in render()
H A Dtinyglactor.cpp170 Math::Vector3d vertexToLight = l->eyePosition.getXYZ() - modelEyePosition.getXYZ(); in render() local
172 float dist = vertexToLight.length(); in render()
173 vertexToLight.normalize(); in render()
175 float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, vertexToLight)); in render()
185 Math::Vector3d vertexToLight = l->eyePosition.getXYZ() - modelEyePosition.getXYZ(); in render() local
187 float dist = vertexToLight.length(); in render()
190 vertexToLight.normalize(); in render()
191 float incidence = MAX(0.0f, modelEyeNormal.dotProduct(vertexToLight)); in render()
193 float cosAngle = MAX(0.0f, vertexToLight.dotProduct(-l->eyeDirection)); in render()
H A Dopenglactor.cpp215 Math::Vector3d vertexToLight = l->eyePosition.getXYZ() - modelEyePosition.getXYZ(); in render() local
217 float dist = vertexToLight.length(); in render()
218 vertexToLight.normalize(); in render()
220 float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, vertexToLight)); in render()
230 Math::Vector3d vertexToLight = l->eyePosition.getXYZ() - modelEyePosition.getXYZ(); in render() local
232 float dist = vertexToLight.length(); in render()
235 vertexToLight.normalize(); in render()
236 float incidence = MAX(0.0f, modelEyeNormal.dotProduct(vertexToLight)); in render()
238 float cosAngle = MAX(0.0f, vertexToLight.dotProduct(-l->eyeDirection)); in render()
/dports/games/residualvm/residualvm-0.3.1/engines/grim/shaders/
H A Demi_actor.vertex97 vec3 vertexToLight;
101 vertexToLight = lights[i]._position.xyz - pos.xyz;
102 float dist = length(vertexToLight);
110 float cosAngle = -dot(normalize(vertexToLight), normalize(lights[i]._direction.xyz)); // rho
122 vertexToLight = -lights[i]._position.xyz;
124 intensity *= max(0.0, dot(normalEye, normalize(vertexToLight)));
H A Dgrim_actor.vertex76 vec3 vertexToLight = lights[i]._position.xyz;
78 vertexToLight -= positionView.xyz;
79 float dist = length(vertexToLight);
83 float cosAngle = -dot(normalize(vertexToLight), normalize(lights[i]._direction.xyz)); // rho
95 intensity *= max(0.0, dot(normalEye, normalize(vertexToLight)));
/dports/games/avp/avp-20170505/src/avp/
H A Davpview.c174 VECTORCH vertexToLight; in LightSourcesInRangeOfObject() local
185 vertexToLight.vy = lptr->LightWorld.vy - dptr->ObWorld.vy; in LightSourcesInRangeOfObject()
186 vertexToLight.vz = lptr->LightWorld.vz - dptr->ObWorld.vz; in LightSourcesInRangeOfObject()
188 distanceToLight = Approximate3dMagnitude(&vertexToLight); in LightSourcesInRangeOfObject()
203 llocal = vertexToLight; in LightSourcesInRangeOfObject()
228 VECTORCH vertexToLight; in LightSourcesInRangeOfObject() local
231 vertexToLight.vx = lptr->LightWorld.vx - dptr->ObWorld.vx; in LightSourcesInRangeOfObject()
232 vertexToLight.vy = lptr->LightWorld.vy - dptr->ObWorld.vy; in LightSourcesInRangeOfObject()
233 vertexToLight.vz = lptr->LightWorld.vz - dptr->ObWorld.vz; in LightSourcesInRangeOfObject()
235 distanceToLight = Approximate3dMagnitude(&vertexToLight); in LightSourcesInRangeOfObject()
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/dports/games/scummvm/scummvm-2.5.1/engines/wintermute/base/gfx/opengl/shaders/
H A Dwme_modelx.vertex47 vec3 vertexToLight = lightPosition.xyz - viewCoords.xyz;
48 float dist = length(vertexToLight);
53 float cosAngle = -dot(normalize(vertexToLight), normalize(lightDirection.xyz)); // rho
66 intensity *= max(0.0, dot(normalEye, normalize(vertexToLight)));
/dports/games/avp/avp-20170505/src/
H A Dkshape.c1672 VECTORCH vertexToLight; in VertexIntensity_Pred_Thermal() local
1787 VECTORCH vertexToLight; in VertexIntensity_Pred_SeeAliens() local
1871 VECTORCH vertexToLight; in VertexIntensity_Pred_SeePredatorTech() local
1957 VECTORCH vertexToLight; in VertexIntensity_ImageIntensifier() local
1968 dx = vertexToLight.vx; in VertexIntensity_ImageIntensifier()
1971 dy = vertexToLight.vy; in VertexIntensity_ImageIntensifier()
2152 VECTORCH vertexToLight; in VertexIntensity_Standard_Opt() local
2163 dx = vertexToLight.vx; in VertexIntensity_Standard_Opt()
2166 dy = vertexToLight.vy; in VertexIntensity_Standard_Opt()
2353 VECTORCH vertexToLight; in VertexIntensity_DiscoInferno() local
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