/dports/games/scummvm/scummvm-2.5.1/engines/stark/shaders/ |
H A D | stark_prop.vertex | 32 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));
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H A D | stark_actor.vertex | 44 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));
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/dports/games/residualvm/residualvm-0.3.1/engines/stark/shaders/ |
H A D | stark_actor.vertex | 44 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));
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/dports/games/scummvm/scummvm-2.5.1/engines/grim/shaders/ |
H A D | emi_actorlights.vertex | 80 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)));
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H A D | grim_actorlights.vertex | 72 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)));
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/dports/games/scummvm/scummvm-2.5.1/engines/stark/gfx/ |
H A D | openglprop.cpp | 146 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()
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H A D | tinyglprop.cpp | 124 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()
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H A D | tinyglactor.cpp | 170 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()
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H A D | openglactor.cpp | 215 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()
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/dports/games/residualvm/residualvm-0.3.1/engines/grim/shaders/ |
H A D | emi_actor.vertex | 97 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)));
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H A D | grim_actor.vertex | 76 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)));
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/dports/games/avp/avp-20170505/src/avp/ |
H A D | avpview.c | 174 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() [all …]
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/dports/games/scummvm/scummvm-2.5.1/engines/wintermute/base/gfx/opengl/shaders/ |
H A D | wme_modelx.vertex | 47 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)));
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/dports/games/avp/avp-20170505/src/ |
H A D | kshape.c | 1672 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 [all …]
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