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Searched refs:light_pos (Results 1 – 25 of 73) sorted by relevance

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/dports/games/el/Eternal-Lands-1.9.5.9-1/
H A Dshadows.c108 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()
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/dports/games/scummvm/scummvm-2.5.1/engines/icb/
H A Dshade_pc.cpp36 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()
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H A Dshade_pc.h36 int32 computeShadeMultiplierPC(ShadeTriangle *shadeTri, VECTOR *model_pos, VECTOR *light_pos, int32…
38 int32 computeShadeMultiplierPC(ShadeQuad *shadeQuad, VECTOR *model_pos, VECTOR *light_pos, int32 m);
/dports/games/doomlegacy/doomlegacy_1.48.8_source/src/hardware/
H A Dhw_light.c250 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()
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/dports/x11-toolkits/plib/plib-1.8.5/src/ssgAux/
H A DssgaLensFlare.cxx255 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()
/dports/games/supertuxkart/SuperTuxKart-1.2-src/data/shaders/
H A Dpointlightscatter.frag18 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);
H A Dpointlight.frag34 vec3 light_pos = pseudocenter.xyz;
36 float d = distance(light_pos, xpos.xyz);
42 vec3 L = -normalize(xpos.xyz - light_pos);
/dports/games/trackballs/trackballs-1.3.3/share/shaders/
H A Dwater_night.frag33 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);
H A Dbasic_night.frag34 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);
H A Dobject_night.frag39 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);
/dports/science/chrono/chrono-7.0.1/src/chrono_opengl/resources/
H A Dphong_frag.glsl17 vec3 light_pos = vec3(100, 100, 100);
25 vec3 L = normalize(light_pos - eye_vec);
/dports/math/cgal/CGAL-5.3/demo/Polyhedron/resources/
H A Dshader_with_texture.vert11 uniform vec4 light_pos;
29 vec3 L = light_pos.xyz - P.xyz;
H A Dshader_flat.frag12 uniform vec4 light_pos;
31 vec3 L = light_pos.xyz - fs_in.fP.xyz;
H A Dshader_old_flat.frag4 uniform vec4 light_pos;
13 vec3 L = light_pos.xyz - fP.xyz;
H A Dno_interpolation_shader.frag13 uniform vec4 light_pos;
42 vec3 L = light_pos.xyz - fs_in.fP.xyz;
H A Dshader_c3t3.frag5 uniform vec4 light_pos;
41 vec3 L = light_pos.xyz - fP.xyz;
H A Dshader_with_light.frag8 uniform vec4 light_pos;
51 vec3 L = light_pos.xyz - fP.xyz;
/dports/math/cgal/CGAL-5.3/demo/Polyhedron/resources/compatibility_shaders/
H A Dshader_with_texture.vert11 uniform highp vec4 light_pos;
29 highp vec3 L = light_pos.xyz - P.xyz;
H A Dshader_old_flat.frag4 uniform highp vec4 light_pos;
12 highp vec3 L = light_pos.xyz - fP.xyz;
H A Dshader_c3t3.frag5 uniform highp vec4 light_pos;
39 highp vec3 L = light_pos.xyz - fP.xyz;
/dports/graphics/libprojectm/projectm-3.1.12/presets/presets_tryptonaut/
H A DStahlregen + Geiss - Old school, baby! (Flower V2)_1 - lack-of-torture torture mess.milk269 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));
H A Dcope - digital sea.milk283 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));
/dports/databases/grass7/grass-7.8.6/misc/m.nviz.image/
H A Dmain.c176 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()
/dports/graphics/glx-utils/demos-5435fc7fbd332e171da9a71e33a9b190e9462cf0/src/demos/
H A Dreflect.c301 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()
/dports/graphics/mesa-demos/mesa-demos-8.4.0/src/demos/
H A Dreflect.c301 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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