/dports/graphics/qgis/qgis-3.22.3/src/3d/shaders/mesh/ |
H A D | mesh.geom | 10 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;
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H A D | mesh.vert | 14 vec3 worldPosition; 23 vec3 worldPosition=vec3(modelMatrix*vec4(vertexPosition,1)); 24 vs_out.worldPosition=worldPosition; 30 vs_out.magnitude=worldPosition.y;
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H A D | meshDataset.vert | 12 vec3 worldPosition; 21 vec3 worldPosition=vec3(modelMatrix*vec4(vertexPosition,1)); 22 vs_out.worldPosition=worldPosition;
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/dports/graphics/qgis-ltr/qgis-3.16.16/src/3d/shaders/mesh/ |
H A D | mesh.geom | 10 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;
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H A D | mesh.vert | 14 vec3 worldPosition; 23 vec3 worldPosition=vec3(modelMatrix*vec4(vertexPosition,1)); 24 vs_out.worldPosition=worldPosition; 30 vs_out.magnitude=worldPosition.y;
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H A D | meshDataset.vert | 12 vec3 worldPosition; 21 vec3 worldPosition=vec3(modelMatrix*vec4(vertexPosition,1)); 22 vs_out.worldPosition=worldPosition;
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/dports/games/openspades/openspades-0.1.3/Resources/Shaders/ |
H A D | Water3.vs | 36 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.));
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H A D | Water2.vs | 36 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.));
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/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/eevee/shaders/ |
H A D | prepass_vert.glsl | 15 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]);
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H A D | lightprobe_planar_display_vert.glsl | 9 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);
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H A D | volumetric_scatter_frag.glsl | 32 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);
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H A D | surface_geom.glsl | 16 dataIn[0].worldPosition, dataIn[1].worldPosition, dataIn[2].worldPosition);
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/dports/graphics/ospray/ospray-2.8.0/ospray/include/ospray/ospray_cpp/ |
H A D | FrameBuffer.h | 20 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()
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/dports/graphics/urho3d/Urho3D-1.7.1/Source/Urho3D/Audio/ |
H A D | SoundSource3D.cpp | 79 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()
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/dports/graphics/qgis-ltr/qgis-3.16.16/src/3d/shaders/ |
H A D | postprocess.frag | 74 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…
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/dports/misc/morse/morse-1.4-154-g53f9eaa8/src/morse/actuators/ |
H A D | arucomarker.py | 78 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
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/dports/graphics/qgis/qgis-3.22.3/src/3d/shaders/ |
H A D | phongDataDefined.frag | 6 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…
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H A D | postprocess.frag | 112 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…
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/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/extras/shaders/gl3/ |
H A D | pervertexcolor.frag | 3 in vec3 worldPosition; 15 vec3 worldView = normalize(eyePosition - worldPosition); 16 fragColor = phongFunction(color, color, vec4(0.0), 0.0, worldPosition, worldView, worldNormal);
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/dports/misc/qt5-examples/qt-everywhere-src-5.15.2/qt3d/examples/qt3d/simplecustommaterial/shaders/gl3/ |
H A D | simpleColor.vert | 4 out vec3 worldPosition; 11 worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0)); 14 gl_Position = mvp * vec4(worldPosition, 1.0);
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/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/extras/shaders/es2/ |
H A D | pervertexcolor.frag | 3 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);
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/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/overlay/shaders/ |
H A D | armature_wire_vert.glsl | 14 vec3 worldPosition = point_object_to_world(pos); 15 gl_Position = point_world_to_ndc(worldPosition); 20 world_clip_planes_calc_clip_distance(worldPosition);
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/dports/misc/qt5-examples/qt-everywhere-src-5.15.2/qt3d/examples/qt3d/simplecustommaterial/shaders/es2/ |
H A D | simpleColor.vert | 4 varying FP vec3 worldPosition; 11 worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0)); 14 gl_Position = mvp * vec4(worldPosition, 1.0);
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/dports/graphics/urho3d/Urho3D-1.7.1/bin/Data/LuaScripts/ |
H A D | 45_InverseKinematics.lua | 208 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
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/dports/graphics/urho3d/Urho3D-1.7.1/Source/Urho3D/Urho2D/ |
H A D | ParticleEmitter2D.cpp | 316 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() [all …]
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