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Searched refs:MAX_RAYMARCHING (Results 1 – 11 of 11) sorted by relevance

/dports/graphics/mandelbulber/mandelbulber2-2.26/mandelbulber2/opencl/
H A Ddefines_cl.h96 #define MAX_RAYMARCHING 10000 macro
/dports/graphics/mandelbulber/mandelbulber2-2.26/mandelbulber2/opencl/engines/
H A Dtest_engine.cl35 #define MAX_RAYMARCHING 5000
109 for (count = 0; count < MAX_RAYMARCHING && scan < consts->params.viewDistanceMax; count++)
H A Dshader_aux_shadow.cl169 if (count > MAX_RAYMARCHING) break;
H A Dfast_engine.cl213 for (count = 0; count < MAX_RAYMARCHING && scan < consts->params.viewDistanceMax; count++)
H A Dshader_volumetric.cl75 for (int i = 0; i < MAX_RAYMARCHING; i++)
H A Dlimited_engine.cl375 for (count = 0; count < MAX_RAYMARCHING && scan < consts->params.viewDistanceMax; count++)
H A Dray_recursion.cl129 for (count = 0; count < MAX_RAYMARCHING && scan < in.maxScan; count++)
/dports/graphics/mandelbulber/mandelbulber2-2.26/mandelbulber2/src/
H A Dshader_aux_shadow.cpp166 if (count > MAX_RAYMARCHING) break; in AuxShadow()
H A Drender_worker.hpp58 #define MAX_RAYMARCHING 10000 macro
H A Dshader_volumetric.cpp90 numberOfSteps = MAX_RAYMARCHING; in VolumetricShader()
H A Drender_worker.cpp622 for (int i = 0; i < MAX_RAYMARCHING; i++) in RayMarching()