/dports/games/irrlamb/irrlamb-1.0.1/working/shaders/ |
H A D | lighting.frag | 15 // Attenuate
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/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/plugins_unsupported/fgt/filter_hqrender/render_template/default/Shaders/ |
H A D | MOSAICfog.sl | 109 atten = Attenuate(atype, p1, p2, 0, 0, 1); 159 atten = Attenuate(atype, p1, p2, 0, 0, 1);
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H A D | MOSAIClight.sl | 194 float Atten = Attenuate(a1, lenL, a2, a3, a4, a5); 347 float Atten = Attenuate(a1, lenL, a2, a3, a4, a5);
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/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/plugins_unsupported/fgt/filter_hqrender/render_template/meshRotation/Shaders/ |
H A D | MOSAICfog.sl | 109 atten = Attenuate(atype, p1, p2, 0, 0, 1); 159 atten = Attenuate(atype, p1, p2, 0, 0, 1);
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H A D | MOSAIClight.sl | 194 float Atten = Attenuate(a1, lenL, a2, a3, a4, a5); 347 float Atten = Attenuate(a1, lenL, a2, a3, a4, a5);
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/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/plugins_unsupported/fgt/filter_hqrender/render_template/meshScale/Shaders/ |
H A D | MOSAICfog.sl | 109 atten = Attenuate(atype, p1, p2, 0, 0, 1); 159 atten = Attenuate(atype, p1, p2, 0, 0, 1);
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H A D | MOSAIClight.sl | 194 float Atten = Attenuate(a1, lenL, a2, a3, a4, a5); 347 float Atten = Attenuate(a1, lenL, a2, a3, a4, a5);
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/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/plugins_unsupported/fgt/filter_hqrender/render_template/lightRotation/Shaders/ |
H A D | MOSAICfog.sl | 109 atten = Attenuate(atype, p1, p2, 0, 0, 1); 159 atten = Attenuate(atype, p1, p2, 0, 0, 1);
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H A D | MOSAIClight.sl | 194 float Atten = Attenuate(a1, lenL, a2, a3, a4, a5); 347 float Atten = Attenuate(a1, lenL, a2, a3, a4, a5);
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/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/plugins_unsupported/fgt/filter_hqrender/render_template/cameraRotation/Shaders/ |
H A D | MOSAICfog.sl | 109 atten = Attenuate(atype, p1, p2, 0, 0, 1); 159 atten = Attenuate(atype, p1, p2, 0, 0, 1);
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H A D | MOSAIClight.sl | 194 float Atten = Attenuate(a1, lenL, a2, a3, a4, a5); 347 float Atten = Attenuate(a1, lenL, a2, a3, a4, a5);
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/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/plugins_unsupported/fgt/filter_hqrender/render_template/room/Shaders/ |
H A D | MOSAICfog.sl | 109 atten = Attenuate(atype, p1, p2, 0, 0, 1); 159 atten = Attenuate(atype, p1, p2, 0, 0, 1);
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H A D | MOSAIClight.sl | 194 float Atten = Attenuate(a1, lenL, a2, a3, a4, a5); 347 float Atten = Attenuate(a1, lenL, a2, a3, a4, a5);
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/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/plugins_unsupported/fgt/filter_hqrender/render_template/topView/Shaders/ |
H A D | MOSAICfog.sl | 109 atten = Attenuate(atype, p1, p2, 0, 0, 1); 159 atten = Attenuate(atype, p1, p2, 0, 0, 1);
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H A D | MOSAIClight.sl | 194 float Atten = Attenuate(a1, lenL, a2, a3, a4, a5); 347 float Atten = Attenuate(a1, lenL, a2, a3, a4, a5);
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/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/plugins_unsupported/fgt/filter_hqrender/render_template/topViewLight/Shaders/ |
H A D | MOSAICfog.sl | 109 atten = Attenuate(atype, p1, p2, 0, 0, 1); 159 atten = Attenuate(atype, p1, p2, 0, 0, 1);
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H A D | MOSAIClight.sl | 194 float Atten = Attenuate(a1, lenL, a2, a3, a4, a5); 347 float Atten = Attenuate(a1, lenL, a2, a3, a4, a5);
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/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/plugins_unsupported/fgt/filter_hqrender/render_template/museum/Shaders/ |
H A D | MOSAICfog.sl | 109 atten = Attenuate(atype, p1, p2, 0, 0, 1); 159 atten = Attenuate(atype, p1, p2, 0, 0, 1);
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H A D | MOSAIClight.sl | 194 float Atten = Attenuate(a1, lenL, a2, a3, a4, a5); 347 float Atten = Attenuate(a1, lenL, a2, a3, a4, a5);
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/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/plugins_unsupported/fgt/filter_hqrender/render_template/onlyMesh/Shaders/ |
H A D | MOSAICfog.sl | 109 atten = Attenuate(atype, p1, p2, 0, 0, 1); 159 atten = Attenuate(atype, p1, p2, 0, 0, 1);
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H A D | MOSAIClight.sl | 194 float Atten = Attenuate(a1, lenL, a2, a3, a4, a5); 347 float Atten = Attenuate(a1, lenL, a2, a3, a4, a5);
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/dports/audio/caps-lv2/caps-lv2-5d52a0c/plugins/mod-caps-Noisegate.lv2/ |
H A D | Noisegate.ttl | 109 doap:name "C* Noisegate - Attenuate noise resident in silence".
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/dports/audio/x42-plugins-lv2/x42-plugins-20211016/balance.lv2/ |
H A D | README.md | 59 * Attenuate one channels at a time; no positive gain.
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H A D | balance.ttl.in | 92 classic 'Balance' mode: Attenuate one channels at a time; no positive gain.
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/dports/misc/usd/USD-21.11/pxr/imaging/hdx/shaders/ |
H A D | outline.glslfx | 146 // Attenuate the texel color using the distance^2 to it.
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