/dports/games/redeclipse16/base-1.6.0/src/engine/ |
H A D | rendertarget.h | 10 float blurweights[MAXBLURRADIUS+1], bluroffsets[MAXBLURRADIUS+1]; member 220 setupblurkernel(wantsblursize, wantsblursigma, blurweights, bluroffsets); in blur() 236 setblurshader(i, i ? texh : texw, blursize, blurweights, bluroffsets); in blur()
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/dports/games/sauerbraten/sauerbraten/src/engine/ |
H A D | rendertarget.h | 10 float blurweights[MAXBLURRADIUS+1], bluroffsets[MAXBLURRADIUS+1]; member 221 setupblurkernel(wantsblursize, wantsblursigma, blurweights, bluroffsets); in blur() 240 else setblurshader(i, i ? texh : texw, blursize, blurweights, bluroffsets); in blur()
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/dports/games/bloodfrontier/bloodfrontier/src/engine/ |
H A D | rendertarget.h | 10 float blurweights[MAXBLURRADIUS+1], bluroffsets[MAXBLURRADIUS+1]; member 245 setupblurkernel(wantsblursize, wantsblursigma, blurweights, bluroffsets); in blur() 261 … target == GL_TEXTURE_RECTANGLE_ARB ? 1 : (i ? texh : texw), blursize, blurweights, bluroffsets, t… in blur()
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/dports/games/redeclipse/base-2.0.0/src/engine/ |
H A D | renderlights.cpp | 374 float blurweights[MAXBLURRADIUS+1], bluroffsets[MAXBLURRADIUS+1]; in renderao() local 375 setupblurkernel(aoblur, blurweights, bluroffsets); in renderao() 380 setblurshader(i%2, 1, aoblur, blurweights, bluroffsets, GL_TEXTURE_RECTANGLE); in renderao() 1209 float blurweights[MAXBLURRADIUS+1], bluroffsets[MAXBLURRADIUS+1]; in processhdr() local 1210 setupblurkernel(bloomblur, blurweights, bluroffsets); in processhdr() 1215 setblurshader(i%2, 1, bloomblur, blurweights, bluroffsets, GL_TEXTURE_RECTANGLE); in processhdr() 3407 float blurweights[MAXBLURRADIUS+1], bluroffsets[MAXBLURRADIUS+1]; in rendervolumetric() local 3408 setupblurkernel(volblur, blurweights, bluroffsets); in rendervolumetric() 3413 setblurshader(i%2, 1, volblur, blurweights, bluroffsets, GL_TEXTURE_RECTANGLE); in rendervolumetric()
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H A D | texture.cpp | 3152 float blurweights[MAXBLURRADIUS+1], bluroffsets[MAXBLURRADIUS+1]; in genenvmap() local 3153 setupblurkernel(blur, blurweights, bluroffsets); in genenvmap() 3158 setblurshader(j, 1, blur, blurweights, bluroffsets, GL_TEXTURE_RECTANGLE); in genenvmap()
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/dports/games/tesseract-data/tesseract/src/engine/ |
H A D | renderlights.cpp | 348 float blurweights[MAXBLURRADIUS+1], bluroffsets[MAXBLURRADIUS+1]; in renderao() local 349 setupblurkernel(aoblur, blurweights, bluroffsets); in renderao() 354 setblurshader(i%2, 1, aoblur, blurweights, bluroffsets, GL_TEXTURE_RECTANGLE); in renderao() 1153 float blurweights[MAXBLURRADIUS+1], bluroffsets[MAXBLURRADIUS+1]; in processhdr() local 1154 setupblurkernel(bloomblur, blurweights, bluroffsets); in processhdr() 1159 setblurshader(i%2, 1, bloomblur, blurweights, bluroffsets, GL_TEXTURE_RECTANGLE); in processhdr()
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H A D | texture.cpp | 2607 float blurweights[MAXBLURRADIUS+1], bluroffsets[MAXBLURRADIUS+1]; in genenvmap() local 2608 setupblurkernel(blur, blurweights, bluroffsets); in genenvmap() 2613 setblurshader(j, 1, blur, blurweights, bluroffsets, GL_TEXTURE_RECTANGLE); in genenvmap()
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/dports/games/tesseract/tesseract/src/engine/ |
H A D | renderlights.cpp | 348 float blurweights[MAXBLURRADIUS+1], bluroffsets[MAXBLURRADIUS+1]; in renderao() local 349 setupblurkernel(aoblur, blurweights, bluroffsets); in renderao() 354 setblurshader(i%2, 1, aoblur, blurweights, bluroffsets, GL_TEXTURE_RECTANGLE); in renderao() 1153 float blurweights[MAXBLURRADIUS+1], bluroffsets[MAXBLURRADIUS+1]; in processhdr() local 1154 setupblurkernel(bloomblur, blurweights, bluroffsets); in processhdr() 1159 setblurshader(i%2, 1, bloomblur, blurweights, bluroffsets, GL_TEXTURE_RECTANGLE); in processhdr()
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H A D | texture.cpp | 2607 float blurweights[MAXBLURRADIUS+1], bluroffsets[MAXBLURRADIUS+1]; in genenvmap() local 2608 setupblurkernel(blur, blurweights, bluroffsets); in genenvmap() 2613 setblurshader(j, 1, blur, blurweights, bluroffsets, GL_TEXTURE_RECTANGLE); in genenvmap()
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