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Searched refs:StdIDToChannel (Results 1 – 12 of 12) sorted by relevance

/dports/games/xray_re-tools/xray_re-tools-52721d2/sources/plugins/xray_fsl/materials/
H A Dstdshaders.cpp220 virtual long StdIDToChannel( long stdID );
461 long StdShaderImp::StdIDToChannel( long stdID ){ return stdIDToChannel[stdID]; } in StdIDToChannel() function in StdShaderImp
603 ip.channels[StdIDToChannel(ID_SH)].r = glossiness; in GetIllumParams()
604 ip.channels[StdIDToChannel(ID_SS)].r = specularLevel; in GetIllumParams()
1995 BOOL is_shiny= (ip.channels[StdIDToChannel(ID_SS)].r > 0.0f) ? 1:0;
1996 double phExp = pow(2.0, ip.channels[StdIDToChannel(ID_SH)].r * 10.0) * 4.0; // expensive.!! TBD
2031 ip.specIllumOut += c * ip.channels[StdIDToChannel(ID_SS)].r * lightCol;
2207 if (ip.channels[StdIDToChannel(ID_SS)].r != 0.0f) { // spec lev
2210 float r = 1.0f-ip.channels[StdIDToChannel(ID_SH)].r; //gloss
2275 float Rs = ip.channels[StdIDToChannel(ID_SS)].r * D * G / (NV+.05f);
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H A Dstdmtl2.cpp2204 int chan = pShader->StdIDToChannel(i); in UpdateTexmaps()
4995 int channelID = StdIDToChannel( stdID ); in IsOutputConst()
5085 int id = StdIDToChannel( stdID ); in EvalColorStdChannel()
5118 int id = StdIDToChannel( stdID ); in EvalColorStdChannel()
5218 int id = StdIDToChannel( stdID ); in EvalMonoStdChannel()
5251 int id = StdIDToChannel( stdID ); in EvalMonoStdChannel()
5323 long diffChanID = StdIDToChannel( ID_DI ); in EvalChannel()
5394 int id = StdIDToChannel( ID_BU ); in EvalBump()
5413 int id = StdIDToChannel( ID_RL ); in EvalReflection()
5486 int id = StdIDToChannel( ID_RR ); in EvalRefraction()
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H A Dstdmtl2.h565 long StdIDToChannel( long id ){ return stdIDToChannel[id]; } in StdIDToChannel() function
/dports/games/xray_re-tools/xray_re-tools-52721d2/sources/plugins/max_object/material/
H A DGameMaterial.cpp1956 int chan = pShader->StdIDToChannel(i); in UpdateTexmaps()
4240 int channelID = StdIDToChannel( stdID ); in IsOutputConst()
4310 int id = StdIDToChannel( stdID ); in EvalColorStdChannel()
4376 int id = StdIDToChannel( stdID ); in EvalMonoStdChannel()
4431 if ( channelID == StdIDToChannel(ID_FI) ) in EvalChannel()
4522 int id = StdIDToChannel( ID_BU ); in EvalBump()
4541 int id = StdIDToChannel( ID_RL ); in EvalReflection()
4571 int id = StdIDToChannel( ID_RL ); in EvalReflection()
4598 int id = StdIDToChannel( ID_RR ); in EvalRefraction()
4625 int id = StdIDToChannel( ID_RR ); in EvalRefraction()
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H A DGameMaterial.h439 long StdIDToChannel( long id ){ return stdIDToChannel[id]; } in StdIDToChannel() function
/dports/graphics/opencollada/OpenCOLLADA-1.6.68/COLLADAMax/src/
H A DCOLLADAMaxEffectExporter.cpp1079 if ( material->StdIDToChannel ( i ) == id ) in maxIdToEffectChannel()
/dports/games/xray_re-tools/xray_re-tools-52721d2/sources/plugins/xray_fsl/materials/shaders/
H A Dshaderstrauss.cpp155 long StdIDToChannel( long stdID ){ return stdIDToChannel[stdID]; } in StdIDToChannel() function in StraussShader
H A Dshaderward.cpp178 long StdIDToChannel( long stdID ){ return stdIDToChannel[stdID]; } in StdIDToChannel() function in WardShader
H A Dshaderonb.cpp191 long StdIDToChannel( long stdID ){ return stdIDToChannel[ stdID ]; } in StdIDToChannel() function in OrenNayarBlinnShader
H A Dshaderaniso.cpp195 long StdIDToChannel( long stdID ){ return stdIDToChannel[stdID]; } in StdIDToChannel() function in AnisoShader
H A DshaderTranslucent.cpp165 long StdIDToChannel( long stdID ){ return stdIDToChannel[ stdID ]; } in StdIDToChannel() function in TranslucentShader
H A Dshadermultilayer.cpp232 long StdIDToChannel( long stdID ){ return stdIDToChannel[stdID]; } in StdIDToChannel() function in MultiLayerShader