/dports/games/el/Eternal-Lands-1.9.5.9-1/ |
H A D | shadows.c | 108 float light_pos[4]; in calc_shadow_matrix() local 119 …float div_length=1.0f/sqrt(light_pos[0]*light_pos[0]+light_pos[1]*light_pos[1]+light_pos[2]*light_… in calc_shadow_matrix() 120 light_pos[0]*=div_length; in calc_shadow_matrix() 121 light_pos[1]*=div_length; in calc_shadow_matrix() 122 light_pos[2]*=div_length; in calc_shadow_matrix() 125 xrot=-acos(light_pos[2]); in calc_shadow_matrix() 127 xrot=-acosf(light_pos[2]); in calc_shadow_matrix() 131 zrot=-90.0f-atan2(light_pos[1],light_pos[0])*180.0f/(float)M_PI; in calc_shadow_matrix() 133 zrot=-90.0f-atan2f(light_pos[1],light_pos[0])*180.0f/(float)M_PI; in calc_shadow_matrix() 162 + ground_plane[1] * light_pos[1] in calc_shadow_matrix() [all …]
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/dports/games/scummvm/scummvm-2.5.1/engines/icb/ |
H A D | shade_pc.cpp | 36 int32 computeShadeMultiplierPC(ShadeTriangle *shadeTri, VECTOR *model_pos, VECTOR *light_pos, int32… in computeShadeMultiplierPC() argument 51 int32 D = DOT_PRODUCT_SVECTOR(shadeTri->pn, light_pos[0]); in computeShadeMultiplierPC() 106 n01dotl = DOT_PRODUCT_SVECTOR(shadeTri->n01, light_pos[0]) / 4096; in computeShadeMultiplierPC() 113 n12dotl = DOT_PRODUCT_SVECTOR(shadeTri->n12, light_pos[0]) / 4096; in computeShadeMultiplierPC() 120 n20dotl = DOT_PRODUCT_SVECTOR(shadeTri->n20, light_pos[0]) / 4096; in computeShadeMultiplierPC() 149 int32 computeShadeMultiplierPC(ShadeQuad *shadeQuad, VECTOR *model_pos, VECTOR *light_pos, int32 m)… in computeShadeMultiplierPC() argument 164 int32 D = DOT_PRODUCT_SVECTOR(shadeQuad->pn, light_pos[0]); in computeShadeMultiplierPC() 218 n01dotl = DOT_PRODUCT_SVECTOR(shadeQuad->n01, light_pos[0]) / 4096; in computeShadeMultiplierPC() 226 n12dotl = DOT_PRODUCT_SVECTOR(shadeQuad->n12, light_pos[0]) / 4096; in computeShadeMultiplierPC() 234 n23dotl = DOT_PRODUCT_SVECTOR(shadeQuad->n23, light_pos[0]) / 4096; in computeShadeMultiplierPC() [all …]
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H A D | shade_pc.h | 36 int32 computeShadeMultiplierPC(ShadeTriangle *shadeTri, VECTOR *model_pos, VECTOR *light_pos, int32… 38 int32 computeShadeMultiplierPC(ShadeQuad *shadeQuad, VECTOR *model_pos, VECTOR *light_pos, int32 m);
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/dports/games/doomlegacy/doomlegacy_1.48.8_source/src/hardware/ |
H A D | hw_light.c | 250 v3d_t * light_pos; in HWR_WallLighting() local 258 light_pos = & dynlights->position[j]; in HWR_WallLighting() 265 d[2] = light_pos->x - wlVerts[0].x; in HWR_WallLighting() 266 d[3] = light_pos->z - wlVerts[0].z; in HWR_WallLighting() 337 v3d_t * light_pos; in HWR_PlaneLighting() local 351 light_pos = & dynlights->position[j]; in HWR_PlaneLighting() 362 dist_p2d = (clVerts[0].y - light_pos->y); in HWR_PlaneLighting() 504 v3d_t * light_pos; in HWR_DL_Draw_Coronas() local 522 light_pos = & dynlights->position[j]; in HWR_DL_Draw_Coronas() 523 transform_world_to_gr(light_pos->x, light_pos->y, light_pos->z, in HWR_DL_Draw_Coronas() [all …]
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/dports/x11-toolkits/plib/plib-1.8.5/src/ssgAux/ |
H A D | ssgaLensFlare.cxx | 255 sgVec3 light_pos ; in update() local 259 sgNormalizeVec3 ( light_pos, mat[3] ) ; in update() 260 sgScaleVec3 ( light_pos, znear * 2.0f ) ; /* To avoid being near-clipped */ in update() 262 sgSetVec3 ( flare_axis, -light_pos[0], -light_pos[1], 0.0 ) ; in update() 273 sgAddScaledVec3 ( position, light_pos, flare_axis, flare[i].loc ) ; in update()
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/dports/games/supertuxkart/SuperTuxKart-1.2-src/data/shaders/ |
H A D | pointlightscatter.frag | 18 vec3 light_pos = pseudocenter.xyz; 27 vec3 farthestpoint = - eyedir * (min(dot(-eyedir, light_pos) + radius, length(pixelpos.xyz))); 28 vec3 closestpoint = - eyedir * (dot(-eyedir, light_pos) - radius); 39 float d = distance(light_pos, xpos);
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H A D | pointlight.frag | 34 vec3 light_pos = pseudocenter.xyz; 36 float d = distance(light_pos, xpos.xyz); 42 vec3 L = -normalize(xpos.xyz - light_pos);
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/dports/games/trackballs/trackballs-1.3.3/share/shaders/ |
H A D | water_night.frag | 33 vec3 light_pos = vec4(model_matrix * vec4(light_position, 1.)).xyz; 48 vec3 light_pos = vec4(model_matrix * vec4(light_position, 1.)).xyz; 49 float light_distance = length(light_pos - cpos); 50 vec3 L = normalize(light_pos - cpos);
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H A D | basic_night.frag | 34 vec3 light_pos = vec4(model_matrix * vec4(light_position, 1.)).xyz; 58 vec3 light_pos = vec4(model_matrix * vec4(light_position, 1.)).xyz; 59 float light_distance = length(light_pos - cpos); 60 vec3 L = normalize(light_pos - cpos);
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H A D | object_night.frag | 39 vec3 light_pos = vec4(model_matrix * vec4(light_position, 1.)).xyz; 62 vec3 light_pos = vec4(model_matrix * vec4(light_position, 1.)).xyz; 63 float light_distance = length(light_pos - cpos); 64 vec3 L = normalize(light_pos - cpos);
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/dports/science/chrono/chrono-7.0.1/src/chrono_opengl/resources/ |
H A D | phong_frag.glsl | 17 vec3 light_pos = vec3(100, 100, 100); 25 vec3 L = normalize(light_pos - eye_vec);
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/dports/math/cgal/CGAL-5.3/demo/Polyhedron/resources/ |
H A D | shader_with_texture.vert | 11 uniform vec4 light_pos; 29 vec3 L = light_pos.xyz - P.xyz;
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H A D | shader_flat.frag | 12 uniform vec4 light_pos; 31 vec3 L = light_pos.xyz - fs_in.fP.xyz;
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H A D | shader_old_flat.frag | 4 uniform vec4 light_pos; 13 vec3 L = light_pos.xyz - fP.xyz;
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H A D | no_interpolation_shader.frag | 13 uniform vec4 light_pos; 42 vec3 L = light_pos.xyz - fs_in.fP.xyz;
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H A D | shader_c3t3.frag | 5 uniform vec4 light_pos; 41 vec3 L = light_pos.xyz - fP.xyz;
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H A D | shader_with_light.frag | 8 uniform vec4 light_pos; 51 vec3 L = light_pos.xyz - fP.xyz;
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/dports/math/cgal/CGAL-5.3/demo/Polyhedron/resources/compatibility_shaders/ |
H A D | shader_with_texture.vert | 11 uniform highp vec4 light_pos; 29 highp vec3 L = light_pos.xyz - P.xyz;
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H A D | shader_old_flat.frag | 4 uniform highp vec4 light_pos; 12 highp vec3 L = light_pos.xyz - fP.xyz;
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H A D | shader_c3t3.frag | 5 uniform highp vec4 light_pos; 39 highp vec3 L = light_pos.xyz - fP.xyz;
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/dports/graphics/libprojectm/projectm-3.1.12/presets/presets_tryptonaut/ |
H A D | Stahlregen + Geiss - Old school, baby! (Flower V2)_1 - lack-of-torture torture mess.milk | 269 comp_6=` float2 light_pos = float2(q11,q12); 274 comp_11=` plastic.x = col.x/(1+dd*pow(length( uv - float2(dx.x,dy.x)*c - light_pos),0.5)); 275 comp_12=` plastic.y = col.y/(1+dd*pow(length( uv - float2(dx.y,dy.y)*c - light_pos),0.5)); 276 comp_13=` plastic.z = col.z/(1+dd*pow(length( uv - float2(dx.z,dy.z)*c - light_pos),0.5));
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H A D | cope - digital sea.milk | 283 comp_8=` float2 light_pos = float2(0.5,0); 288 comp_13=` plastic.x = col.x/(1+dd*pow(length( uv - float2(dx.x,dy.x)*c - light_pos),0.5)); 289 comp_14=` plastic.y = col.y/(1+dd*pow(length( uv - float2(dx.y,dy.y)*c - light_pos),0.5)); 290 comp_15=` plastic.z = col.z/(1+dd*pow(length( uv - float2(dx.z,dy.z)*c - light_pos),0.5));
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/dports/databases/grass7/grass-7.8.6/misc/m.nviz.image/ |
H A D | main.c | 176 atof(params->light_pos->answers[0]), in main() 177 atof(params->light_pos->answers[1]), in main() 178 atof(params->light_pos->answers[2]), 0.0); in main()
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/dports/graphics/glx-utils/demos-5435fc7fbd332e171da9a71e33a9b190e9462cf0/src/demos/ |
H A D | reflect.c | 301 static GLfloat light_pos[] = { 0.0, 20.0, 0.0, 1.0 }; in DrawWindow() local 328 glLightfv( GL_LIGHT0, GL_POSITION, light_pos ); in DrawWindow() 351 glLightfv(GL_LIGHT0, GL_POSITION, light_pos); in DrawWindow() 357 glLightfv(GL_LIGHT0, GL_POSITION, light_pos); in DrawWindow()
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/dports/graphics/mesa-demos/mesa-demos-8.4.0/src/demos/ |
H A D | reflect.c | 301 static GLfloat light_pos[] = { 0.0, 20.0, 0.0, 1.0 }; in DrawWindow() local 328 glLightfv( GL_LIGHT0, GL_POSITION, light_pos ); in DrawWindow() 351 glLightfv(GL_LIGHT0, GL_POSITION, light_pos); in DrawWindow() 357 glLightfv(GL_LIGHT0, GL_POSITION, light_pos); in DrawWindow()
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