/dports/games/gtkradiant/GPL/GtkRadiant/setup/data/tools/gl/ |
H A D | zfill_vp.glp | 9 #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 …]
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H A D | lighting_DBS_omni_vp.glp | 9 #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 …]
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H A D | lighting_DBS_XY_Z_arbvp1.cg | 55 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);
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H A D | zfill_arbvp1.cg | 43 OUT.position = mul(glstate.matrix.mvp, IN.position); 46 OUT.tex0 = mul(glstate.matrix.texture[0], IN.texcoord0);
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/dports/games/netradiant/netradiant-20150621-src/setup/data/tools/gl/ |
H A D | zfill_vp.glp | 9 #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 …]
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H A D | lighting_DBS_omni_vp.glp | 9 #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 …]
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H A D | lighting_DBS_XY_Z_arbvp1.cg | 55 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);
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H A D | zfill_arbvp1.cg | 43 OUT.position = mul(glstate.matrix.mvp, IN.position); 46 OUT.tex0 = mul(glstate.matrix.texture[0], IN.texcoord0);
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/dports/games/nexuiz/Nexuiz/extra/netradiant-1.5.0-svn389-win32/gl/ |
H A D | zfill_vp.glp | 9 #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 …]
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H A D | lighting_DBS_omni_vp.glp | 9 #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 …]
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H A D | lighting_DBS_XY_Z_arbvp1.cg | 55 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);
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H A D | zfill_arbvp1.cg | 43 OUT.position = mul(glstate.matrix.mvp, IN.position); 46 OUT.tex0 = mul(glstate.matrix.texture[0], IN.texcoord0);
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/dports/games/nexuiz/Nexuiz/extra/NetRadiant-1.5.0-svn389-osxintel.app/Contents/MacOS/install/gl/ |
H A D | zfill_vp.glp | 9 #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 …]
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H A D | lighting_DBS_omni_vp.glp | 9 #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 …]
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H A D | lighting_DBS_XY_Z_arbvp1.cg | 55 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);
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H A D | zfill_arbvp1.cg | 43 OUT.position = mul(glstate.matrix.mvp, IN.position); 46 OUT.tex0 = mul(glstate.matrix.texture[0], IN.texcoord0);
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/dports/graphics/Coin/coin-Coin-4.0.0/src/elements/GL/ |
H A D | SoGLLazyElement.cpp | 220 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() [all …]
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/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/plugins_unsupported/render_rm/parser/ |
H A D | RmXmlParser.cpp | 114 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()
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H A D | RmXmlParser.h | 103 QString convertGlStateToString(GlState &glstate); 104 int convertGlStateToInt(GlState &glstate);
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/dports/games/flobopuyo/flobopuyo-0.20/ |
H A D | glSDL.c | 930 } 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() [all …]
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/dports/games/battletanks/btanks-0.9.8083/sdlx/wrappers/ |
H A D | glSDL-0.6.c | 932 } 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() [all …]
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H A D | glSDL-0.7.c | 200 } 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() [all …]
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H A D | glSDL.c | 254 } 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() [all …]
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H A D | glSDL-0.8.c | 254 } 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() [all …]
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/dports/games/kobodeluxe/KoboDeluxe-0.5.1/graphics/ |
H A D | glSDL.c | 248 } 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() [all …]
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