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/dports/games/gtkradiant/GPL/GtkRadiant/setup/data/tools/gl/
H A Dzfill_vp.glp9 #semantic glstate : STATE
10 #var float4 glstate.material.ambient : STATE.MATERIAL.AMBIENT : : -1 : 0
11 #var float4 glstate.material.diffuse : STATE.MATERIAL.DIFFUSE : : -1 : 0
31 #var float4 glstate.light[0].half : STATE.LIGHT[0].HALF : : -1 : 0
38 #var float4 glstate.light[1].half : STATE.LIGHT[1].HALF : : -1 : 0
45 #var float4 glstate.light[2].half : STATE.LIGHT[2].HALF : : -1 : 0
52 #var float4 glstate.light[3].half : STATE.LIGHT[3].HALF : : -1 : 0
59 #var float4 glstate.light[4].half : STATE.LIGHT[4].HALF : : -1 : 0
221 #var float4 glstate.fog.color : STATE.FOG.COLOR : : -1 : 0
222 #var float4 glstate.fog.params : STATE.FOG.PARAMS : : -1 : 0
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H A Dlighting_DBS_omni_vp.glp9 #semantic glstate : STATE
10 #var float4 glstate.material.ambient : STATE.MATERIAL.AMBIENT : : -1 : 0
11 #var float4 glstate.material.diffuse : STATE.MATERIAL.DIFFUSE : : -1 : 0
31 #var float4 glstate.light[0].half : STATE.LIGHT[0].HALF : : -1 : 0
38 #var float4 glstate.light[1].half : STATE.LIGHT[1].HALF : : -1 : 0
45 #var float4 glstate.light[2].half : STATE.LIGHT[2].HALF : : -1 : 0
52 #var float4 glstate.light[3].half : STATE.LIGHT[3].HALF : : -1 : 0
59 #var float4 glstate.light[4].half : STATE.LIGHT[4].HALF : : -1 : 0
221 #var float4 glstate.fog.color : STATE.FOG.COLOR : : -1 : 0
222 #var float4 glstate.fog.params : STATE.FOG.PARAMS : : -1 : 0
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H A Dlighting_DBS_XY_Z_arbvp1.cg55 OUT.hposition = mul(glstate.matrix.mvp, IN.position);
61 OUT.tex_diffuse_bump.xy = mul(glstate.matrix.texture[0], IN.tex0).xy;
64 OUT.tex_diffuse_bump.zw = mul(glstate.matrix.texture[1], IN.tex0).xy;
67 OUT.tex_specular = mul(glstate.matrix.texture[2], IN.tex0);
70 OUT.tex_atten_xy_z = mul(glstate.matrix.texture[3], IN.position);
H A Dzfill_arbvp1.cg43 OUT.position = mul(glstate.matrix.mvp, IN.position);
46 OUT.tex0 = mul(glstate.matrix.texture[0], IN.texcoord0);
/dports/games/netradiant/netradiant-20150621-src/setup/data/tools/gl/
H A Dzfill_vp.glp9 #semantic glstate : STATE
10 #var float4 glstate.material.ambient : STATE.MATERIAL.AMBIENT : : -1 : 0
11 #var float4 glstate.material.diffuse : STATE.MATERIAL.DIFFUSE : : -1 : 0
31 #var float4 glstate.light[0].half : STATE.LIGHT[0].HALF : : -1 : 0
38 #var float4 glstate.light[1].half : STATE.LIGHT[1].HALF : : -1 : 0
45 #var float4 glstate.light[2].half : STATE.LIGHT[2].HALF : : -1 : 0
52 #var float4 glstate.light[3].half : STATE.LIGHT[3].HALF : : -1 : 0
59 #var float4 glstate.light[4].half : STATE.LIGHT[4].HALF : : -1 : 0
221 #var float4 glstate.fog.color : STATE.FOG.COLOR : : -1 : 0
222 #var float4 glstate.fog.params : STATE.FOG.PARAMS : : -1 : 0
[all …]
H A Dlighting_DBS_omni_vp.glp9 #semantic glstate : STATE
10 #var float4 glstate.material.ambient : STATE.MATERIAL.AMBIENT : : -1 : 0
11 #var float4 glstate.material.diffuse : STATE.MATERIAL.DIFFUSE : : -1 : 0
31 #var float4 glstate.light[0].half : STATE.LIGHT[0].HALF : : -1 : 0
38 #var float4 glstate.light[1].half : STATE.LIGHT[1].HALF : : -1 : 0
45 #var float4 glstate.light[2].half : STATE.LIGHT[2].HALF : : -1 : 0
52 #var float4 glstate.light[3].half : STATE.LIGHT[3].HALF : : -1 : 0
59 #var float4 glstate.light[4].half : STATE.LIGHT[4].HALF : : -1 : 0
221 #var float4 glstate.fog.color : STATE.FOG.COLOR : : -1 : 0
222 #var float4 glstate.fog.params : STATE.FOG.PARAMS : : -1 : 0
[all …]
H A Dlighting_DBS_XY_Z_arbvp1.cg55 OUT.hposition = mul(glstate.matrix.mvp, IN.position);
61 OUT.tex_diffuse_bump.xy = mul(glstate.matrix.texture[0], IN.tex0).xy;
64 OUT.tex_diffuse_bump.zw = mul(glstate.matrix.texture[1], IN.tex0).xy;
67 OUT.tex_specular = mul(glstate.matrix.texture[2], IN.tex0);
70 OUT.tex_atten_xy_z = mul(glstate.matrix.texture[3], IN.position);
H A Dzfill_arbvp1.cg43 OUT.position = mul(glstate.matrix.mvp, IN.position);
46 OUT.tex0 = mul(glstate.matrix.texture[0], IN.texcoord0);
/dports/games/nexuiz/Nexuiz/extra/netradiant-1.5.0-svn389-win32/gl/
H A Dzfill_vp.glp9 #semantic glstate : STATE
10 #var float4 glstate.material.ambient : STATE.MATERIAL.AMBIENT : : -1 : 0
11 #var float4 glstate.material.diffuse : STATE.MATERIAL.DIFFUSE : : -1 : 0
31 #var float4 glstate.light[0].half : STATE.LIGHT[0].HALF : : -1 : 0
38 #var float4 glstate.light[1].half : STATE.LIGHT[1].HALF : : -1 : 0
45 #var float4 glstate.light[2].half : STATE.LIGHT[2].HALF : : -1 : 0
52 #var float4 glstate.light[3].half : STATE.LIGHT[3].HALF : : -1 : 0
59 #var float4 glstate.light[4].half : STATE.LIGHT[4].HALF : : -1 : 0
221 #var float4 glstate.fog.color : STATE.FOG.COLOR : : -1 : 0
222 #var float4 glstate.fog.params : STATE.FOG.PARAMS : : -1 : 0
[all …]
H A Dlighting_DBS_omni_vp.glp9 #semantic glstate : STATE
10 #var float4 glstate.material.ambient : STATE.MATERIAL.AMBIENT : : -1 : 0
11 #var float4 glstate.material.diffuse : STATE.MATERIAL.DIFFUSE : : -1 : 0
31 #var float4 glstate.light[0].half : STATE.LIGHT[0].HALF : : -1 : 0
38 #var float4 glstate.light[1].half : STATE.LIGHT[1].HALF : : -1 : 0
45 #var float4 glstate.light[2].half : STATE.LIGHT[2].HALF : : -1 : 0
52 #var float4 glstate.light[3].half : STATE.LIGHT[3].HALF : : -1 : 0
59 #var float4 glstate.light[4].half : STATE.LIGHT[4].HALF : : -1 : 0
221 #var float4 glstate.fog.color : STATE.FOG.COLOR : : -1 : 0
222 #var float4 glstate.fog.params : STATE.FOG.PARAMS : : -1 : 0
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H A Dlighting_DBS_XY_Z_arbvp1.cg55 OUT.hposition = mul(glstate.matrix.mvp, IN.position);
61 OUT.tex_diffuse_bump.xy = mul(glstate.matrix.texture[0], IN.tex0).xy;
64 OUT.tex_diffuse_bump.zw = mul(glstate.matrix.texture[1], IN.tex0).xy;
67 OUT.tex_specular = mul(glstate.matrix.texture[2], IN.tex0);
70 OUT.tex_atten_xy_z = mul(glstate.matrix.texture[3], IN.position);
H A Dzfill_arbvp1.cg43 OUT.position = mul(glstate.matrix.mvp, IN.position);
46 OUT.tex0 = mul(glstate.matrix.texture[0], IN.texcoord0);
/dports/games/nexuiz/Nexuiz/extra/NetRadiant-1.5.0-svn389-osxintel.app/Contents/MacOS/install/gl/
H A Dzfill_vp.glp9 #semantic glstate : STATE
10 #var float4 glstate.material.ambient : STATE.MATERIAL.AMBIENT : : -1 : 0
11 #var float4 glstate.material.diffuse : STATE.MATERIAL.DIFFUSE : : -1 : 0
31 #var float4 glstate.light[0].half : STATE.LIGHT[0].HALF : : -1 : 0
38 #var float4 glstate.light[1].half : STATE.LIGHT[1].HALF : : -1 : 0
45 #var float4 glstate.light[2].half : STATE.LIGHT[2].HALF : : -1 : 0
52 #var float4 glstate.light[3].half : STATE.LIGHT[3].HALF : : -1 : 0
59 #var float4 glstate.light[4].half : STATE.LIGHT[4].HALF : : -1 : 0
221 #var float4 glstate.fog.color : STATE.FOG.COLOR : : -1 : 0
222 #var float4 glstate.fog.params : STATE.FOG.PARAMS : : -1 : 0
[all …]
H A Dlighting_DBS_omni_vp.glp9 #semantic glstate : STATE
10 #var float4 glstate.material.ambient : STATE.MATERIAL.AMBIENT : : -1 : 0
11 #var float4 glstate.material.diffuse : STATE.MATERIAL.DIFFUSE : : -1 : 0
31 #var float4 glstate.light[0].half : STATE.LIGHT[0].HALF : : -1 : 0
38 #var float4 glstate.light[1].half : STATE.LIGHT[1].HALF : : -1 : 0
45 #var float4 glstate.light[2].half : STATE.LIGHT[2].HALF : : -1 : 0
52 #var float4 glstate.light[3].half : STATE.LIGHT[3].HALF : : -1 : 0
59 #var float4 glstate.light[4].half : STATE.LIGHT[4].HALF : : -1 : 0
221 #var float4 glstate.fog.color : STATE.FOG.COLOR : : -1 : 0
222 #var float4 glstate.fog.params : STATE.FOG.PARAMS : : -1 : 0
[all …]
H A Dlighting_DBS_XY_Z_arbvp1.cg55 OUT.hposition = mul(glstate.matrix.mvp, IN.position);
61 OUT.tex_diffuse_bump.xy = mul(glstate.matrix.texture[0], IN.tex0).xy;
64 OUT.tex_diffuse_bump.zw = mul(glstate.matrix.texture[1], IN.tex0).xy;
67 OUT.tex_specular = mul(glstate.matrix.texture[2], IN.tex0);
70 OUT.tex_atten_xy_z = mul(glstate.matrix.texture[3], IN.position);
H A Dzfill_arbvp1.cg43 OUT.position = mul(glstate.matrix.mvp, IN.position);
46 OUT.tex0 = mul(glstate.matrix.texture[0], IN.texcoord0);
/dports/graphics/Coin/coin-Coin-4.0.0/src/elements/GL/
H A DSoGLLazyElement.cpp220 this->glstate.diffuse = col; in sendPackedDiffuse()
279 this->glstate.culling = onoff; in sendBackfaceCulling()
297 this->glstate.ambient = color; in sendAmbient()
344 this->glstate.blending = TRUE; in enableBlending()
368 this->glstate.blending = TRUE; in enableSeparateBlending()
394 this->glstate.lightmodel = -1; in init()
395 this->glstate.blending = -1; in init()
402 this->glstate.twoside = -1; in init()
403 this->glstate.culling = -1; in init()
440 this->glstate = prev->glstate; in push()
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/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/plugins_unsupported/render_rm/parser/
H A DRmXmlParser.cpp114 QString RmXmlParser::convertGlStateToString(GlState &glstate) in convertGlStateToString() argument
119 strstream << glstate.getName().toStdString(); in convertGlStateToString()
120 QString strvalue = QString("%1").arg(glstate.getValue()); in convertGlStateToString()
127 int RmXmlParser::convertGlStateToInt(GlState &glstate) in convertGlStateToInt() argument
132 strstream << glstate.getName().toStdString(); in convertGlStateToInt()
133 QString strvalue = QString("%1").arg(glstate.getValue()); in convertGlStateToInt()
H A DRmXmlParser.h103 QString convertGlStateToString(GlState &glstate);
104 int convertGlStateToInt(GlState &glstate);
/dports/games/flobopuyo/flobopuyo-0.20/
H A DglSDL.c930 } glstate; variable
934 glstate.do_blend = -1; in gl_reset()
935 glstate.do_blend = -1; in gl_reset()
936 glstate.texture = -1; in gl_reset()
943 if(glstate.do_blend == on) in gl_do_blend()
950 glstate.do_blend = on; in gl_do_blend()
962 glstate.do_texture = on; in gl_do_texture()
967 if((sfactor == glstate.sfactor) && (dfactor == glstate.dfactor)) in gl_blendfunc()
972 glstate.sfactor = sfactor; in gl_blendfunc()
978 if(tx == glstate.texture) in gl_texture()
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/dports/games/battletanks/btanks-0.9.8083/sdlx/wrappers/
H A DglSDL-0.6.c932 } glstate; variable
936 glstate.do_blend = -1; in gl_reset()
937 glstate.do_blend = -1; in gl_reset()
938 glstate.texture = -1; in gl_reset()
945 if(glstate.do_blend == on) in gl_do_blend()
952 glstate.do_blend = on; in gl_do_blend()
964 glstate.do_texture = on; in gl_do_texture()
969 if((sfactor == glstate.sfactor) && (dfactor == glstate.dfactor)) in gl_blendfunc()
974 glstate.sfactor = sfactor; in gl_blendfunc()
980 if(tx == glstate.texture) in gl_texture()
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H A DglSDL-0.7.c200 } glstate; variable
204 glstate.do_blend = -1; in gl_reset()
205 glstate.do_blend = -1; in gl_reset()
206 glstate.texture = -1; in gl_reset()
213 if(glstate.do_blend == on) in gl_do_blend()
220 glstate.do_blend = on; in gl_do_blend()
232 glstate.do_texture = on; in gl_do_texture()
237 if((sfactor == glstate.sfactor) && (dfactor == glstate.dfactor)) in gl_blendfunc()
242 glstate.sfactor = sfactor; in gl_blendfunc()
248 if(tx == glstate.texture) in gl_texture()
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H A DglSDL.c254 } glstate; variable
258 glstate.do_blend = -1; in gl_reset()
259 glstate.do_blend = -1; in gl_reset()
260 glstate.texture = -1; in gl_reset()
267 if(glstate.do_blend == on) in gl_do_blend()
274 glstate.do_blend = on; in gl_do_blend()
286 glstate.do_texture = on; in gl_do_texture()
291 if((sfactor == glstate.sfactor) && (dfactor == glstate.dfactor)) in gl_blendfunc()
296 glstate.sfactor = sfactor; in gl_blendfunc()
297 glstate.dfactor = dfactor; in gl_blendfunc()
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H A DglSDL-0.8.c254 } glstate; variable
258 glstate.do_blend = -1; in gl_reset()
259 glstate.do_blend = -1; in gl_reset()
260 glstate.texture = -1; in gl_reset()
267 if(glstate.do_blend == on) in gl_do_blend()
274 glstate.do_blend = on; in gl_do_blend()
286 glstate.do_texture = on; in gl_do_texture()
291 if((sfactor == glstate.sfactor) && (dfactor == glstate.dfactor)) in gl_blendfunc()
296 glstate.sfactor = sfactor; in gl_blendfunc()
297 glstate.dfactor = dfactor; in gl_blendfunc()
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/dports/games/kobodeluxe/KoboDeluxe-0.5.1/graphics/
H A DglSDL.c248 } glstate; variable
252 glstate.do_blend = -1; in gl_reset()
253 glstate.do_blend = -1; in gl_reset()
254 glstate.texture = -1; in gl_reset()
261 if(glstate.do_blend == on) in gl_do_blend()
268 glstate.do_blend = on; in gl_do_blend()
280 glstate.do_texture = on; in gl_do_texture()
285 if((sfactor == glstate.sfactor) && (dfactor == glstate.dfactor)) in gl_blendfunc()
290 glstate.sfactor = sfactor; in gl_blendfunc()
291 glstate.dfactor = dfactor; in gl_blendfunc()
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