/dports/games/spring/spring_98.0/cont/base/springcontent/shaders/ARB/ |
H A D | waterDyn.fp | 4 TEMP temp,camdir,reflectdir,waterNormal,angle,reflectColor; 11 SUB camdir, fragment.texcoord, program.env[1]; 12 DP3 temp.x, camdir, camdir; 14 MUL camdir, camdir, temp.x; 30 DP3 angle.x, camdir, waterNormal; 32 MAD reflectdir, waterNormal, temp.x, camdir; 48 DP3 angle2.x, camdir, waterNormal2; 50 MAD reflectdir2, waterNormal2, temp.x, camdir; 64 MAD refractdir,waterNormal2, refractMul,camdir;
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/dports/graphics/Coin/coin-Coin-4.0.0/src/projectors/ |
H A D | SbSphereProjector.cpp | 195 SbVec3f camdir; in isPointInFront() local 199 camdir = campos - this->sphere.getCenter(); in isPointInFront() 202 if (vv.getNearDist() < 0.0f) camdir *= -1.0f; in isPointInFront() 205 this->worldToWorking.multDirMatrix( vv.zVector(), camdir); in isPointInFront() 208 return ptdir.dot(camdir) >= 0.0f; in isPointInFront()
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H A D | SbCylinderProjector.cpp | 198 SbVec3f camdir; in isPointInFront() local 202 camdir = campos - this->cylinder.getAxis().getClosestPoint(point); in isPointInFront() 205 if (vv.getNearDist() < 0.0f) camdir *= -1.0f; in isPointInFront() 207 this->worldToWorking.multDirMatrix( vv.zVector(), camdir); in isPointInFront() 210 return camdir.dot(ptdir) >= 0.0f; in isPointInFront()
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/dports/games/tesseract-data/tesseract/config/glsl/ |
H A D | ui.cfg | 54 vec3 camdir = normalize(camera - pos.xyz); 55 float facing = 2.0*dot(normal.xyz, camdir); 56 …float sunspec = pow(clamp(sunfacing*facing - dot(camdir, sunlightdir), 0.0, 1.0), 8.0) * diffuse.a;
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H A D | material.cfg | 105 vec3 camdir = camera - surface, camvec = normalize(camdir); 124 float raydepth = length(rdir)*(1.0 + camdir.z/rdir.z); 287 varying vec3 camdir; 295 camdir = camera.xyz - vvertex.xyz; 309 varying vec3 camdir; 316 vec3 camvec = normalize(camdir); 389 varying vec3 camdir; 397 camdir = camera.xyz - vvertex.xyz; 410 varying vec3 camdir; 417 vec3 camvec = normalize(camdir);
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H A D | sky.cfg | 115 vec3 camdir = normalize(camvec); 116 float costheta = dot(camdir, sundir); 119 float raydist = baseopticaldepth(camdir); 125 … float lightraydist = opticaldepth(camdir * (raydist * max(0.15 + 0.75 * sundir.z, 0.0)), sundir);
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H A D | deferred.cfg | 420 vec3 camdir = normalize(camera - pos.xyz); 421 float facing = 2.0*dot(normal.xyz, camdir); 474 vec3 camdir = normalize(camera - pos.xyz); 475 float facing = 2.0*dot(normal.xyz, camdir); 477 …float sunspec = pow(clamp(sunfacing*facing - dot(camdir, sunlightdir), 0.0, 1.0), 16.0) * diffuse.… 562 vec3 camdir = normalize(camera - pos.xyz); 563 float facing = 2.0*dot(normal.xyz, camdir); 565 …float light@[j]spec = pow(clamp(light@[j]invdist*(dot(camdir, light@[j]dir) - light@[j]facing*faci… 718 vec3 camdir = normalize(camera - pos.xyz); 719 float facing = 2.0*dot(normal.xyz, camdir); [all …]
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/dports/games/redeclipse/base-2.0.0/config/glsl/ |
H A D | material.cfg | 104 vec3 camdir = camera - surface, camvec = normalize(camdir); 123 float raydepth = length(rdir)*(1.0 + camdir.z/rdir.z); 291 varying vec3 camdir; 299 camdir = camera.xyz - vvertex.xyz; 313 varying vec3 camdir; 320 vec3 camvec = normalize(camdir); 395 varying vec3 camdir; 403 camdir = camera.xyz - vvertex.xyz; 416 varying vec3 camdir; 423 vec3 camvec = normalize(camdir);
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H A D | sky.cfg | 113 vec3 camdir = normalize(camvec); 114 float costheta = dot(camdir, sundir); 117 float raydist = baseopticaldepth(camdir); 123 … float lightraydist = opticaldepth(camdir * (raydist * max(0.15 + 0.75 * sundir.z, 0.0)), sundir);
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/dports/x11-toolkits/SoXt/SoXt-1.3.0/src/Inventor/Xt/common/nodes/ |
H A D | Pane.cpp.in | 112 SbVec3f camdir = center - campos; local 113 camdir.normalize(); 114 backface = (normal.dot(camdir) >= 0.0f) ? TRUE : FALSE; 175 SbVec3f camdir = SoViewVolumeElement::get(state).getProjectionDirection(); local 176 camdir = center - campos; 177 camdir.normalize(); 179 const float dot = normal.dot(camdir);
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/dports/games/sauerbraten/sauerbraten/src/engine/ |
H A D | lensflare.h | 75 vec center = vec(camdir).mul(flaredir.dot(camdir)).add(camera1->o); in addflare() 111 vec center = vec(camdir).mul(flaredir.dot(camdir)).add(camera1->o); in makelightflares()
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/dports/x11-toolkits/soqt/soqt/src/Inventor/Qt/common/nodes/ |
H A D | Pane.cpp.in | 121 SbVec3f camdir = center - campos; local 122 camdir.normalize(); 123 backface = (normal.dot(camdir) >= 0.0f) ? TRUE : FALSE; 184 SbVec3f camdir = SoViewVolumeElement::get(state).getProjectionDirection(); local 185 camdir = center - campos; 186 camdir.normalize(); 188 const float dot = normal.dot(camdir);
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/dports/misc/vxl/vxl-3.3.2/contrib/brl/bseg/boxm2/pro/processes/ |
H A D | boxm2_scene_from_box_cams_process.cxx | 51 std::string camdir = pro.get_input<std::string>(0); in boxm2_scene_from_box_cams_process() local 66 …tor<vpgl_perspective_camera<double>* > ptrcams = bpgl_camera_utils::cameras_from_directory(camdir); in boxm2_scene_from_box_cams_process()
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/dports/games/sauerbraten/sauerbraten/data/ |
H A D | glsl.cfg | 668 vec3 duv = vec3((step*parallaxscale.x/camdir.z)*camdir.xy, step); 2024 varying vec3 camdir, color; 2053 varying vec3 camdir, color; 2456 varying vec3 camdir; 2462 camdir = camera - vvertex.xyz; 2476 varying vec3 camdir; 2500 varying vec3 color, camdir; 2517 varying vec3 color, camdir; 2543 rvec = 2.0*dot(camdir, vnormal) * vnormal - camdir; 2570 rvec = 2.0*dot(camdir, vnormal) * vnormal - camdir; [all …]
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/dports/games/redeclipse16/base-1.6.0/src/engine/ |
H A D | lensflare.h | 98 …newflare(o, vec(camdir).mul(flaredir.dot(camdir)).add(camera1->o), r, g, b, mod, size, sun, sparkl… in addflare() 154 …newflare(o, vec(camdir).mul(flaredir.dot(camdir)).add(camera1->o), r, g, b, mod, size*scale, sun, … in drawflares()
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/dports/games/redeclipse16/base-1.6.0/config/ |
H A D | glsl.cfg | 652 vec3 duv = vec3((step*parallaxscale.x/camdir.z)*camdir.xy, step); 2004 varying vec3 camdir, color; 2033 varying vec3 camdir, color; 2409 varying vec3 camdir; 2417 camdir = camera - vvertex.xyz; 2428 varying vec3 camdir; 2436 vec3 camvec = normalize(camdir); 2452 varying vec3 color, camdir; 2459 camdir = camera - vvertex.xyz; 2468 varying vec3 color, camdir; [all …]
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/dports/games/spring/spring_98.0/rts/System/Sound/Null/ |
H A D | NullSound.cpp | 45 void NullSound::UpdateListener(const float3& campos, const float3& camdir, const float3& camup, flo… in UpdateListener() argument
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H A D | NullSound.h | 26 …void UpdateListener(const float3& campos, const float3& camdir, const float3& camup, float lastFra…
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/dports/games/assaultcube/AssaultCube_v1.2.0.2/source/src/ |
H A D | cube.h | 44 extern vec worldpos, camup, camright, camdir; // current target of the crosshair in the world
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/dports/games/spring/spring_98.0/rts/System/Sound/OpenAL/ |
H A D | Sound.cpp | 432 void CSound::UpdateListener(const float3& campos, const float3& camdir, const float3& camup, float … in UpdateListener() argument 467 ALfloat ListenerOri[] = {camdir.x, camdir.y, camdir.z, camup.x, camup.y, camup.z}; in UpdateListener()
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/dports/games/tesseract-data/tesseract/src/engine/ |
H A D | lensflare.h | 74 vec center = vec(camdir).mul(flaredir.dot(camdir)).add(camera1->o); in addflare()
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/dports/games/tesseract/tesseract/src/engine/ |
H A D | lensflare.h | 74 vec center = vec(camdir).mul(flaredir.dot(camdir)).add(camera1->o); in addflare()
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/dports/misc/vxl/vxl-3.3.2/contrib/brl/bbas/bwm/video/exe/ |
H A D | bwm_video_normalize_3d_corr.cxx | 97 vul_arg<std::string> camdir ("-camdir", "Camera Directory", ""); in main() local 104 std::string cam_glob=vul_file::dirname(camdir())+"/*.???"; in main()
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/dports/x11-toolkits/SoXt/SoXt-1.3.0/src/Inventor/Xt/common/viewers/ |
H A D | SoGuiConstrainedViewer.cpp.in | 196 SbVec3f camdir; local 197 camera->orientation.getValue().multVec(SbVec3f(0, 0, -1), camdir); 199 SbRotation(this->getUpDirection().cross(camdir), delta);
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/dports/x11-toolkits/soqt/soqt/src/Inventor/Qt/common/viewers/ |
H A D | SoGuiConstrainedViewer.cpp.in | 206 SbVec3f camdir; local 207 camera->orientation.getValue().multVec(SbVec3f(0, 0, -1), camdir); 209 SbRotation(this->getUpDirection().cross(camdir), delta);
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