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/dports/graphics/qgis/qgis-3.22.3/src/3d/shaders/mesh/
H A Dmesh.geom10 vec3 worldPosition;
16 vec3 worldPosition;
55 vec3 v1=gs_in[1].worldPosition-gs_in[0].worldPosition;
56 vec3 v2=gs_in[2].worldPosition-gs_in[0].worldPosition;
97 gs_out.worldPosition = gs_in[0].worldPosition;
105 gs_out.worldPosition = gs_in[1].worldPosition;
113 gs_out.worldPosition = gs_in[2].worldPosition;
140 gs_out.worldPosition = gs_in[0].worldPosition;
146 gs_out.worldPosition = gs_in[1].worldPosition;
152 gs_out.worldPosition = gs_in[2].worldPosition;
H A Dmesh.vert14 vec3 worldPosition;
23 vec3 worldPosition=vec3(modelMatrix*vec4(vertexPosition,1));
24 vs_out.worldPosition=worldPosition;
30 vs_out.magnitude=worldPosition.y;
H A DmeshDataset.vert12 vec3 worldPosition;
21 vec3 worldPosition=vec3(modelMatrix*vec4(vertexPosition,1));
22 vs_out.worldPosition=worldPosition;
/dports/graphics/qgis-ltr/qgis-3.16.16/src/3d/shaders/mesh/
H A Dmesh.geom10 vec3 worldPosition;
16 vec3 worldPosition;
55 vec3 v1=gs_in[1].worldPosition-gs_in[0].worldPosition;
56 vec3 v2=gs_in[2].worldPosition-gs_in[0].worldPosition;
97 gs_out.worldPosition = gs_in[0].worldPosition;
105 gs_out.worldPosition = gs_in[1].worldPosition;
113 gs_out.worldPosition = gs_in[2].worldPosition;
140 gs_out.worldPosition = gs_in[0].worldPosition;
146 gs_out.worldPosition = gs_in[1].worldPosition;
152 gs_out.worldPosition = gs_in[2].worldPosition;
H A Dmesh.vert14 vec3 worldPosition;
23 vec3 worldPosition=vec3(modelMatrix*vec4(vertexPosition,1));
24 vs_out.worldPosition=worldPosition;
30 vs_out.magnitude=worldPosition.y;
H A DmeshDataset.vert12 vec3 worldPosition;
21 vec3 worldPosition=vec3(modelMatrix*vec4(vertexPosition,1));
22 vs_out.worldPosition=worldPosition;
/dports/games/openspades/openspades-0.1.3/Resources/Shaders/
H A DWater3.vs36 varying vec3 worldPosition;
70 worldPosition = (modelMatrix * vertexPos).xyz;
72 worldPositionOriginal = worldPosition.xy;
73 worldPosition += DisplaceWater(worldPosition.xy);
75 gl_Position = projectionViewMatrix * vec4(worldPosition, 1.);
79 vec4 viewPos = viewMatrix * vec4(worldPosition, 1.);
80 vec2 horzRelativePos = worldPosition.xy - viewOrigin.xy;
87 PrepareForShadow(worldPosition, vec3(0., 0., -1.));
H A DWater2.vs36 varying vec3 worldPosition;
72 worldPosition = (modelMatrix * vertexPos).xyz;
74 worldPositionOriginal = worldPosition.xy;
75 worldPosition += DisplaceWater(worldPosition.xy);
77 gl_Position = projectionViewMatrix * vec4(worldPosition, 1.);
81 vec4 viewPos = viewMatrix * vec4(worldPosition, 1.);
82 vec2 horzRelativePos = worldPosition.xy - viewOrigin.xy;
89 PrepareForShadow(worldPosition, vec3(0., 0., -1.));
/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/eevee/shaders/
H A Dprepass_vert.glsl15 vec3 worldPosition, tan, binor;
20 worldPosition,
27 vec3 worldPosition = point_object_to_world(pos);
30 gl_Position = point_world_to_ndc(worldPosition);
33 gl_ClipDistance[0] = dot(vec4(worldPosition.xyz, 1.0), clipPlanes[0]);
H A Dlightprobe_planar_display_vert.glsl9 out vec3 worldPosition;
14 worldPosition = (probe_mat * vec4(-pos.x, pos.y, 0.0, 1.0)).xyz;
15 gl_Position = ViewProjectionMatrix * vec4(worldPosition, 1.0);
H A Dvolumetric_scatter_frag.glsl32 vec3 worldPosition = get_world_space_from_depth(volume_ndc.xy, volume_ndc.z);
39 outScattering.rgb += irradiance_volumetric(worldPosition) * s_scattering *
48 l_vector.xyz = (ld.l_type == SUN) ? -ld.l_forward : ld.l_position - worldPosition;
51 float Vis = light_visibility(ld, worldPosition, l_vector);
54 light_volume_shadow(ld, worldPosition, l_vector, volumeExtinction);
H A Dsurface_geom.glsl16 dataIn[0].worldPosition, dataIn[1].worldPosition, dataIn[2].worldPosition);
/dports/graphics/ospray/ospray-2.8.0/ospray/include/ospray/ospray_cpp/
H A DFrameBuffer.h20 float worldPosition[3]; member
105 res.worldPosition[0] = pick.worldPosition[0]; in pick()
106 res.worldPosition[1] = pick.worldPosition[1]; in pick()
107 res.worldPosition[2] = pick.worldPosition[2]; in pick()
/dports/graphics/urho3d/Urho3D-1.7.1/Source/Urho3D/Audio/
H A DSoundSource3D.cpp79 Vector3 worldPosition = worldTransform.Translation(); in DrawDebugGeometry() local
86 …debug->AddSphereSector(Sphere(worldPosition, nearDistance_), rotation, innerAngle_, false, INNER_C… in DrawDebugGeometry()
87 …debug->AddSphereSector(Sphere(worldPosition, nearDistance_), rotation, outerAngle_, false, OUTER_C… in DrawDebugGeometry()
88 …debug->AddSphereSector(Sphere(worldPosition, farDistance_), rotation, innerAngle_, true, INNER_COL… in DrawDebugGeometry()
89 …debug->AddSphereSector(Sphere(worldPosition, farDistance_), rotation, outerAngle_, true, OUTER_COL… in DrawDebugGeometry()
93 debug->AddSphere(Sphere(worldPosition, nearDistance_), INNER_COLOR, depthTest); in DrawDebugGeometry()
94 debug->AddSphere(Sphere(worldPosition, farDistance_), OUTER_COLOR, depthTest); in DrawDebugGeometry()
/dports/graphics/qgis-ltr/qgis-3.16.16/src/3d/shaders/
H A Dpostprocess.frag74 vec3 worldPosition = WorldPosFromDepth(texture(depthTexture, texCoord).r);
75 vec4 positionInLightSpace = projectionMatrix * viewMatrix * vec4(worldPosition, 1.0f);
79 …renderShadows == 0 || worldPosition.x > shadowMaxX || worldPosition.x < shadowMinX || worldPositio…
/dports/misc/morse/morse-1.4-154-g53f9eaa8/src/morse/actuators/
H A Darucomarker.py78 self.local_data['x'] = self.aruco['aruco'].worldPosition[0]
79 self.local_data['y'] = self.aruco['aruco'].worldPosition[1]
80 self.local_data['z'] = self.aruco['aruco'].worldPosition[2]
93 return self.aruco['aruco'].worldPosition
114 me.worldPosition = position + parent_pose
/dports/graphics/qgis/qgis-3.22.3/src/3d/shaders/
H A DphongDataDefined.frag6 in vec3 worldPosition;
23 const in vec3 worldPosition,
29 adsModel(worldPosition, worldNormal, worldView, shin, diffuseColor, specularColor);
40 …fragColor = phongFunction(vs_in.ambient,vs_in.diffuse,vs_in.specular, 1.0, worldPosition, eyePosit…
H A Dpostprocess.frag112 vec3 worldPosition = WorldPosFromDepth(texture(depthTexture, texCoord).r);
113 vec4 positionInLightSpace = projectionMatrix * viewMatrix * vec4(worldPosition, 1.0f);
117 …renderShadows == 0 || worldPosition.x > shadowMaxX || worldPosition.x < shadowMinX || worldPositio…
/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/extras/shaders/gl3/
H A Dpervertexcolor.frag3 in vec3 worldPosition;
15 vec3 worldView = normalize(eyePosition - worldPosition);
16 fragColor = phongFunction(color, color, vec4(0.0), 0.0, worldPosition, worldView, worldNormal);
/dports/misc/qt5-examples/qt-everywhere-src-5.15.2/qt3d/examples/qt3d/simplecustommaterial/shaders/gl3/
H A DsimpleColor.vert4 out vec3 worldPosition;
11 worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
14 gl_Position = mvp * vec4(worldPosition, 1.0);
/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/extras/shaders/es2/
H A Dpervertexcolor.frag3 varying FP vec3 worldPosition;
13 FP vec3 worldView = normalize(eyePosition - worldPosition);
14 … gl_FragColor = phongFunction(color, color, vec4(0.0), 0.0, worldPosition, worldView, worldNormal);
/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/overlay/shaders/
H A Darmature_wire_vert.glsl14 vec3 worldPosition = point_object_to_world(pos);
15 gl_Position = point_world_to_ndc(worldPosition);
20 world_clip_planes_calc_clip_distance(worldPosition);
/dports/misc/qt5-examples/qt-everywhere-src-5.15.2/qt3d/examples/qt3d/simplecustommaterial/shaders/es2/
H A DsimpleColor.vert4 varying FP vec3 worldPosition;
11 worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
14 gl_Position = mvp * vec4(worldPosition, 1.0);
/dports/graphics/urho3d/Urho3D-1.7.1/bin/Data/LuaScripts/
H A D45_InverseKinematics.lua208 local leftFootPosition = leftFoot_.worldPosition
209 local rightFootPosition = rightFoot_.worldPosition
219 footOffset = leftFoot_.worldPosition.y - jackNode_.worldPosition.y
230 footOffset = rightFoot_.worldPosition.y - jackNode_.worldPosition.y
/dports/graphics/urho3d/Urho3D-1.7.1/Source/Urho3D/Urho2D/
H A DParticleEmitter2D.cpp316 Vector3 worldPosition = GetNode()->GetWorldPosition(); in Update() local
328 UpdateParticle(particle, timeStep, worldPosition, worldScale); in Update()
348 if (EmitParticle(worldPosition, worldAngle, worldScale)) in Update()
349 … UpdateParticle(particles_[numParticles_ - 1], emitParticleTime_, worldPosition, worldScale); in Update()
363 bool ParticleEmitter2D::EmitParticle(const Vector3& worldPosition, float worldAngle, float worldSca… in EmitParticle() argument
377 …particle.position_.x_ = worldPosition.x_ + worldScale * effect_->GetSourcePositionVariance().x_ * … in EmitParticle()
378 …particle.position_.y_ = worldPosition.y_ + worldScale * effect_->GetSourcePositionVariance().y_ * … in EmitParticle()
379 particle.position_.z_ = worldPosition.z_; in EmitParticle()
380 particle.startPos_.x_ = worldPosition.x_; in EmitParticle()
381 particle.startPos_.y_ = worldPosition.y_; in EmitParticle()
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