Searched refs:bokehShader (Results 1 – 6 of 6) sorted by relevance
/dports/games/iortcw/iortcw-1.51c/MP/code/rend2/ |
H A D | tr_postprocess.c | 181 …eScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, GLS_SRC… in RB_BokehBlur() 183 …extureScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, 0); in RB_BokehBlur() 217 …FBO_Blit(tr.quarterFbo[0], NULL, blurTexScale, tr.quarterFbo[1], NULL, &tr.bokehShader, color, GLS… in RB_BokehBlur()
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H A D | tr_glsl.c | 1308 …if (!GLSL_InitGPUShader(&tr.bokehShader, "bokeh", attribs, qtrue, extradefines, qtrue, fallbackSha… in GLSL_InitGPUShaders() 1313 GLSL_InitUniforms(&tr.bokehShader); in GLSL_InitGPUShaders() 1315 GLSL_SetUniformInt(&tr.bokehShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP); in GLSL_InitGPUShaders() 1317 GLSL_FinishGPUShader(&tr.bokehShader); in GLSL_InitGPUShaders() 1499 GLSL_DeleteGPUShader(&tr.bokehShader); in GLSL_ShutdownGPUShaders()
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H A D | tr_local.h | 1711 shaderProgram_t bokehShader; member
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/dports/games/iortcw/iortcw-1.51c/SP/code/rend2/ |
H A D | tr_postprocess.c | 181 …eScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, GLS_SRC… in RB_BokehBlur() 183 …extureScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, 0); in RB_BokehBlur() 217 …FBO_Blit(tr.quarterFbo[0], NULL, blurTexScale, tr.quarterFbo[1], NULL, &tr.bokehShader, color, GLS… in RB_BokehBlur()
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H A D | tr_glsl.c | 1308 …if (!GLSL_InitGPUShader(&tr.bokehShader, "bokeh", attribs, qtrue, extradefines, qtrue, fallbackSha… in GLSL_InitGPUShaders() 1313 GLSL_InitUniforms(&tr.bokehShader); in GLSL_InitGPUShaders() 1315 GLSL_SetUniformInt(&tr.bokehShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP); in GLSL_InitGPUShaders() 1317 GLSL_FinishGPUShader(&tr.bokehShader); in GLSL_InitGPUShaders() 1499 GLSL_DeleteGPUShader(&tr.bokehShader); in GLSL_ShutdownGPUShaders()
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H A D | tr_local.h | 1725 shaderProgram_t bokehShader; member
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