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/dports/games/SRB2/SRB2-SRB2_release_2.2.9/src/
H A Dm_fixed.c210 fixed_t xs = FixedMul(a_normal->x, a_normal->x); in FV2_Magnitude()
211 fixed_t ys = FixedMul(a_normal->y, a_normal->y); in FV2_Magnitude()
226 return FV2_NormalizeEx(a_normal, a_normal); in FV2_Normalize()
366 fixed_t xs = FixedMul(a_normal->x, a_normal->x); in FV3_Magnitude()
367 fixed_t ys = FixedMul(a_normal->y, a_normal->y); in FV3_Magnitude()
368 fixed_t zs = FixedMul(a_normal->z, a_normal->z); in FV3_Magnitude()
384 return FV3_NormalizeEx(a_normal, a_normal); in FV3_Normalize()
546 return FV3_NormalizeEx(a_normal, a_normal); in FV3_Normal()
577 …return -(FixedMul(a_normal->x, a_point->x) + FixedMul(a_normal->y, a_point->y) + FixedMul(a_normal in FV3_PlaneDistance()
588 distance1 = (FixedMul(a_normal->x, a_line[0].x) + FixedMul(a_normal->y, a_line[0].y) in FV3_IntersectedPlane()
[all …]
H A Dm_fixed.h349 fixed_t FV2_Magnitude(const vector2_t *a_normal);
350 fixed_t FV2_NormalizeEx(const vector2_t *a_normal, vector2_t *a_o);
351 fixed_t FV2_Normalize(vector2_t *a_normal);
376 fixed_t FV3_Magnitude(const vector3_t *a_normal);
377 fixed_t FV3_NormalizeEx(const vector3_t *a_normal, vector3_t *a_o);
378 fixed_t FV3_Normalize(vector3_t *a_normal);
388 fixed_t FV3_Normal(const vector3_t *a_triangle, vector3_t *a_normal);
390 fixed_t FV3_PlaneDistance(const vector3_t *a_normal, const vector3_t *a_point);
391 …dPlane(const vector3_t *a_triangle, const vector3_t *a_line, vector3_t *a_normal, fixed_t *originD…
/dports/games/pioneer/pioneer-20210723/data/shaders/opengl/
H A Dmulti.vert41 normal = normalize(uNormalMatrix * (mat3(a_transform) * a_normal));
44 bitangent = uNormalMatrix * (mat3(a_transform) * cross(a_normal, a_tangent));
48 normal = normalize(uNormalMatrix * a_normal);
51 bitangent = uNormalMatrix * cross(a_normal, a_tangent);
H A Dbillboards.vert12 gl_PointSize = a_normal.z;
13 uv = a_normal.xy;
/dports/cad/cura/Cura-58bae31/resources/shaders/
H A Dtransparent_object.shader10 attribute highp vec4 a_normal;
22 v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
62 in highp vec4 a_normal;
74 v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
123 a_normal = normal
/dports/cad/uranium/Uranium-3ed9c4de/resources/shaders/
H A Dplatform.shader10 attribute highp vec4 a_normal;
23 v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
71 in highp vec4 a_normal;
84 v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
141 a_normal = normal
H A Dobject.shader10 attribute highp vec4 a_normal;
22 v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
70 attribute highp vec4 a_normal;
82 v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
138 a_normal = normal
/dports/biology/pbbam/pbbam-0.18.0/tests/src/
H A Dtest_Accuracy.cpp15 Accuracy a_normal(0.9); in TEST() local
22 EXPECT_FLOAT_EQ(0.9, a_normal); in TEST()
/dports/emulators/mess/mame-mame0226/3rdparty/bgfx/examples/common/imgui/
H A Dvs_imgui_cubemap.sc1 $input a_position, a_normal
14 v_normal = a_normal.xyz;
/dports/emulators/mame/mame-mame0226/3rdparty/bgfx/examples/common/imgui/
H A Dvs_imgui_cubemap.sc1 $input a_position, a_normal
14 v_normal = a_normal.xyz;
/dports/mail/thunderbird/thunderbird-91.8.0/third_party/rust/spirv-cross-internal/tests/shaders/
H A Dsimple.vert10 layout(location = 1) in vec3 a_normal;
15 v_normal = a_normal;
H A Darray.vert11 layout(location = 1) in vec3 a_normal;
17 v_normal = a_normal;
/dports/www/firefox-esr/firefox-91.8.0/third_party/rust/spirv-cross-internal/tests/shaders/
H A Dsimple.vert10 layout(location = 1) in vec3 a_normal;
15 v_normal = a_normal;
/dports/lang/spidermonkey78/firefox-78.9.0/third_party/rust/spirv-cross-internal/tests/shaders/
H A Dsimple.vert10 layout(location = 1) in vec3 a_normal;
15 v_normal = a_normal;
/dports/graphics/rx/rx-0.4.0/cargo-crates/spirv_cross-0.16.0/tests/shaders/
H A Dsimple.vert10 layout(location = 1) in vec3 a_normal;
15 v_normal = a_normal;
/dports/multimedia/assimp/assimp-5.1.3/test/models/glTF/CesiumMilkTruck/
H A DCesiumMilkTruck0VS.glsl3 attribute vec3 a_normal;
10 v_normal = u_normalMatrix * a_normal;
H A DCesiumMilkTruck1VS.glsl3 attribute vec3 a_normal;
12 v_normal = u_normalMatrix * a_normal;
/dports/multimedia/assimp/assimp-5.1.3/test/models/glTF/TwoBoxes/
H A DBox0VS.glsl3 attribute vec3 a_normal;
10 v_normal = u_normalMatrix * a_normal;
/dports/misc/qt5-examples/qt-everywhere-src-5.15.2/qt3d/examples/qt3d/exampleresources/assets/gltf/wine/
H A Dwine1VS.glsl3 attribute vec3 a_normal;
10 v_normal = u_normalMatrix * a_normal;
H A Dwine3VS.glsl3 attribute vec3 a_normal;
10 v_normal = u_normalMatrix * a_normal;
H A Dwine0VS.glsl3 attribute vec3 a_normal;
12 v_normal = u_normalMatrix * a_normal;
/dports/emulators/mess/mame-mame0226/3rdparty/bgfx/examples/02-metaballs/
H A Dvs_metaballs.sc1 $input a_position, a_normal, a_color0
14 v_normal = mul(u_model[0], vec4(a_normal, 0.0) ).xyz;
/dports/emulators/mess/mame-mame0226/3rdparty/bgfx/tools/geometryv/
H A Dvs_mesh.sc1 $input a_position, a_normal
15 vec3 normal = a_normal.xyz*2.0 - 1.0;
/dports/emulators/mame/mame-mame0226/3rdparty/bgfx/examples/02-metaballs/
H A Dvs_metaballs.sc1 $input a_position, a_normal, a_color0
14 v_normal = mul(u_model[0], vec4(a_normal, 0.0) ).xyz;
/dports/emulators/mame/mame-mame0226/3rdparty/bgfx/tools/geometryv/
H A Dvs_mesh.sc1 $input a_position, a_normal
15 vec3 normal = a_normal.xyz*2.0 - 1.0;

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