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/dports/games/stuntrally/stuntrally-2.6.1/data/materials/
H A Dshadows.h5 float depthShadowPCF (shTexture2D shadowMap, float4 shadowMapPos, float2 offset, float bias) in depthShadowPCF() argument
12 float c = (smp.z <= bias + shSample(shadowMap, smp.xy - o.xy).r) ? 1 : 0; // top left in depthShadowPCF()
13 c += (smp.z <= bias + shSample(shadowMap, smp.xy + o.xy).r) ? 1 : 0; // bottom right in depthShadowPCF()
14 c += (smp.z <= bias + shSample(shadowMap, smp.xy + o.zy).r) ? 1 : 0; // bottom left in depthShadowPCF()
15 c += (smp.z <= bias + shSample(shadowMap, smp.xy - o.zy).r) ? 1 : 0; // top right in depthShadowPCF()
21 float depthShadowPCF (shTexture2D shadowMap, float4 shadowMapPos, float2 offset, float bias) in depthShadowPCF() argument
28 float c = shSample(shadowMap, smp.xy - o.xy).r; // top left in depthShadowPCF()
29 c += shSample(shadowMap, smp.xy + o.xy).r; // bottom right in depthShadowPCF()
30 c += shSample(shadowMap, smp.xy + o.zy).r; // bottom left in depthShadowPCF()
31 c += shSample(shadowMap, smp.xy - o.zy).r; // top right in depthShadowPCF()
/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/GLSL/
H A DDepthShadowmapReceiverFp.glsl8 uniform sampler2D shadowMap;
18 float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
23 texture2D(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0)).x,
24 texture2D(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0)).x,
25 texture2D(shadowMap, shadowUV.xy + vec2(0, -pixeloffset)).x,
26 texture2D(shadowMap, shadowUV.xy + vec2(0, +pixeloffset)).x);
H A DDepthShadowmapNormalMapReceiverFp.glsl9 uniform sampler2D shadowMap;
34 float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
39 texture2D(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0)).x,
40 texture2D(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0)).x,
41 texture2D(shadowMap, shadowUV.xy + vec2(0, -pixeloffset)).x,
42 texture2D(shadowMap, shadowUV.xy + vec2(0, +pixeloffset)).x);
/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/programs/GLSL/
H A DDepthShadowmapReceiverFp.glsl8 uniform sampler2D shadowMap;
18 float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
23 texture2D(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0)).x,
24 texture2D(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0)).x,
25 texture2D(shadowMap, shadowUV.xy + vec2(0, -pixeloffset)).x,
26 texture2D(shadowMap, shadowUV.xy + vec2(0, +pixeloffset)).x);
H A DDepthShadowmapNormalMapReceiverFp.glsl9 uniform sampler2D shadowMap;
34 float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
39 texture2D(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0)).x,
40 texture2D(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0)).x,
41 texture2D(shadowMap, shadowUV.xy + vec2(0, -pixeloffset)).x,
42 texture2D(shadowMap, shadowUV.xy + vec2(0, +pixeloffset)).x);
/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/programs/GLSL150/
H A DDepthShadowmapReceiverFp.glsl9 uniform sampler2D shadowMap;
16 float centerdepth = texture(shadowMap, shadowUV.xy).x;
21 texture(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0)).x,
22 texture(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0)).x,
23 texture(shadowMap, shadowUV.xy + vec2(0, -pixeloffset)).x,
24 texture(shadowMap, shadowUV.xy + vec2(0, +pixeloffset)).x);
H A DDepthShadowmapNormalMapReceiverFp.glsl10 uniform sampler2D shadowMap;
38 float centerdepth = texture(shadowMap, shadowUV.xy).x;
43 texture(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0)).x,
44 texture(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0)).x,
45 texture(shadowMap, shadowUV.xy + vec2(0, -pixeloffset)).x,
46 texture(shadowMap, shadowUV.xy + vec2(0, +pixeloffset)).x);
/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/GLSL150/
H A DDepthShadowmapReceiverFp.glsl9 uniform sampler2D shadowMap;
16 float centerdepth = texture(shadowMap, shadowUV.xy).x;
21 texture(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0)).x,
22 texture(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0)).x,
23 texture(shadowMap, shadowUV.xy + vec2(0, -pixeloffset)).x,
24 texture(shadowMap, shadowUV.xy + vec2(0, +pixeloffset)).x);
H A DDepthShadowmapNormalMapReceiverFp.glsl10 uniform sampler2D shadowMap;
38 float centerdepth = texture(shadowMap, shadowUV.xy).x;
43 texture(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0)).x,
44 texture(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0)).x,
45 texture(shadowMap, shadowUV.xy + vec2(0, -pixeloffset)).x,
46 texture(shadowMap, shadowUV.xy + vec2(0, +pixeloffset)).x);
/dports/graphics/rigsofrods-pagedgeometry/ogre-pagedgeometry-1.2.0/bin/media/newterrain/
H A DDepthShadowmapReceiverFp.glsl7 uniform sampler2D shadowMap;
18 float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
23 texture2D(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0)).x,
24 texture2D(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0)).x,
25 texture2D(shadowMap, shadowUV.xy + vec2(0, -pixeloffset)).x,
26 texture2D(shadowMap, shadowUV.xy + vec2(0, +pixeloffset)).x);
H A DDepthShadowmapNormalMapReceiverFp.glsl8 uniform sampler2D shadowMap;
36 float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
41 texture2D(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0)).x,
42 texture2D(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0)).x,
43 texture2D(shadowMap, shadowUV.xy + vec2(0, -pixeloffset)).x,
44 texture2D(shadowMap, shadowUV.xy + vec2(0, +pixeloffset)).x);
H A Dpssm.cg77 float shadowPCF(sampler2D shadowMap, float4 shadowMapPos, float2 offset)
84 float c = (shadowMapPos.z <= tex2D(shadowMap, uv.xy - o.xy).r) ? 1 : 0; // top left
85 c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy + o.xy).r) ? 1 : 0; // bottom right
86 c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy + o.zy).r) ? 1 : 0; // bottom left
87 c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy - o.zy).r) ? 1 : 0; // top right
88 //float c = (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy - o.xyyy).r) ? 1 : 0; // top left
89 //c += (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy + o.xyyy).r) ? 1 : 0; // bottom right
90 //c += (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy + o.zyyy).r) ? 1 : 0; // bottom left
91 //c += (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy - o.zyyy).r) ? 1 : 0; // top right
H A Dpssm.hlsl79 float shadowPCF(sampler2D shadowMap, float4 shadowMapPos, float2 offset)
86 float c = (shadowMapPos.z <= tex2D(shadowMap, uv.xy - o.xy).r)>0 ? 1 : 0; // top left
87 c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy + o.xy).r)>0 ? 1 : 0; // bottom right
88 c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy + o.zy).r)>0 ? 1 : 0; // bottom left
89 c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy - o.zy).r)>0 ? 1 : 0; // top right
90 //float c = (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy - o.xyyy).r) ? 1 : 0; // top left
91 //c += (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy + o.xyyy).r) ? 1 : 0; // bottom right
92 //c += (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy + o.zyyy).r) ? 1 : 0; // bottom left
93 //c += (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy - o.zyyy).r) ? 1 : 0; // top right
/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/programs/GLSLES/
H A DDepthShadowmapReceiverFp.glsles13 uniform sampler2D shadowMap;
28 float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
33 texture2D(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0.0)).x,
34 texture2D(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0.0)).x,
35 texture2D(shadowMap, shadowUV.xy + vec2(0.0, -pixeloffset)).x,
36 texture2D(shadowMap, shadowUV.xy + vec2(0.0, +pixeloffset)).x);
H A DDepthShadowmapNormalMapReceiverFp.glsles13 uniform sampler2D shadowMap;
39 float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
44 texture2D(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0.0)).x,
45 texture2D(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0.0)).x,
46 texture2D(shadowMap, shadowUV.xy + vec2(0.0, -pixeloffset)).x,
47 texture2D(shadowMap, shadowUV.xy + vec2(0.0, +pixeloffset)).x);
/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/GLSLES/
H A DDepthShadowmapReceiverFp.glsles13 uniform sampler2D shadowMap;
28 float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
33 texture2D(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0.0)).x,
34 texture2D(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0.0)).x,
35 texture2D(shadowMap, shadowUV.xy + vec2(0.0, -pixeloffset)).x,
36 texture2D(shadowMap, shadowUV.xy + vec2(0.0, +pixeloffset)).x);
H A DDepthShadowmapNormalMapReceiverFp.glsles13 uniform sampler2D shadowMap;
39 float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
44 texture2D(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0.0)).x,
45 texture2D(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0.0)).x,
46 texture2D(shadowMap, shadowUV.xy + vec2(0.0, -pixeloffset)).x,
47 texture2D(shadowMap, shadowUV.xy + vec2(0.0, +pixeloffset)).x);
/dports/graphics/piglit/piglit-136a7f5fa0703603be1ffb338abe4865e76a8058/tests/glslparsertest/glsl2/
H A Dnorsetto-bumptbn_sh_fp.frag28 uniform sampler2DShadow shadowMap;
57 vec4 shadow = ( offset_lookup( shadowMap, gl_TexCoord[1], offset+vec2(-1.5, 0.5) ) +
58 offset_lookup( shadowMap, gl_TexCoord[1], offset+vec2( 0.5, 0.5) ) +
59 offset_lookup( shadowMap, gl_TexCoord[1], offset+vec2(-1.5, -1.5) ) +
60 offset_lookup( shadowMap, gl_TexCoord[1], offset+vec2( 0.5, -1.5) ) )*0.25;
62 // vec4 shadow = shadow2DProj(shadowMap, gl_TexCoord[1]);
/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/plugins_experimental/filter_ouput_optical_flow/
H A Dfilter_output_optical_flow.cpp537 if( !shadowMap.IsInstantiated() || in setupShadowAndColorTextures()
538 shadowMap.Width() !=vp.X() || in setupShadowAndColorTextures()
539 shadowMap.Height()!=vp.Y() ) in setupShadowAndColorTextures()
541 shadowMap.Create( GL_DEPTH_COMPONENT, in setupShadowAndColorTextures()
548 shadowMap.SetFiltering( GL_NEAREST ); in setupShadowAndColorTextures()
601 GPU::FrameBuffer fbuffer( shadowMap.Width(), shadowMap.Height() ); in paintShadowTexture()
602 fbuffer.Attach( GL_DEPTH_ATTACHMENT, shadowMap ); in paintShadowTexture()
628 GPU::Texture2D shadowMap; in retroProjection() local
641 paintShadowTexture( shadowMap, proj, pose ); in retroProjection()
672 shadowMap.Bind( 0 ); in retroProjection()
[all …]
/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/programs/HLSL/
H A DDepthShadowmap.hlsl70 uniform sampler2D shadowMap : register(s0),
79 float centerdepth = tex2D(shadowMap, shadowUV.xy).x;
84 tex2D(shadowMap, shadowUV.xy + float2(-pixeloffset, 0)).x,
85 tex2D(shadowMap, shadowUV.xy + float2(+pixeloffset, 0)).x,
86 tex2D(shadowMap, shadowUV.xy + float2(0, -pixeloffset)).x,
87 tex2D(shadowMap, shadowUV.xy + float2(0, +pixeloffset)).x);
191 uniform sampler2D shadowMap : register(s0),
207 float centerdepth = tex2D(shadowMap, shadowUV.xy).x;
212 tex2D(shadowMap, shadowUV.xy + float2(-pixeloffset, 0)).x,
213 tex2D(shadowMap, shadowUV.xy + float2(+pixeloffset, 0)).x,
[all …]
H A Dpssm.hlsl79 float shadowPCF(sampler2D shadowMap, float4 shadowMapPos, float2 offset)
86 float c = (shadowMapPos.z <= tex2D(shadowMap, uv.xy - o.xy).r)>0 ? 1 : 0; // top left
87 c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy + o.xy).r)>0 ? 1 : 0; // bottom right
88 c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy + o.zy).r)>0 ? 1 : 0; // bottom left
89 c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy - o.zy).r)>0 ? 1 : 0; // top right
90 //float c = (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy - o.xyyy).r) ? 1 : 0; // top left
91 //c += (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy + o.xyyy).r) ? 1 : 0; // bottom right
92 //c += (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy + o.zyyy).r) ? 1 : 0; // bottom left
93 //c += (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy - o.zyyy).r) ? 1 : 0; // top right
/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/HLSL/
H A DDepthShadowmap.hlsl70 uniform sampler2D shadowMap : register(s0),
79 float centerdepth = tex2D(shadowMap, shadowUV.xy).x;
84 tex2D(shadowMap, shadowUV.xy + float2(-pixeloffset, 0)).x,
85 tex2D(shadowMap, shadowUV.xy + float2(+pixeloffset, 0)).x,
86 tex2D(shadowMap, shadowUV.xy + float2(0, -pixeloffset)).x,
87 tex2D(shadowMap, shadowUV.xy + float2(0, +pixeloffset)).x);
191 uniform sampler2D shadowMap : register(s0),
207 float centerdepth = tex2D(shadowMap, shadowUV.xy).x;
212 tex2D(shadowMap, shadowUV.xy + float2(-pixeloffset, 0)).x,
213 tex2D(shadowMap, shadowUV.xy + float2(+pixeloffset, 0)).x,
[all …]
H A Dpssm.hlsl79 float shadowPCF(sampler2D shadowMap, float4 shadowMapPos, float2 offset)
86 float c = (shadowMapPos.z <= tex2D(shadowMap, uv.xy - o.xy).r)>0 ? 1 : 0; // top left
87 c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy + o.xy).r)>0 ? 1 : 0; // bottom right
88 c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy + o.zy).r)>0 ? 1 : 0; // bottom left
89 c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy - o.zy).r)>0 ? 1 : 0; // top right
90 //float c = (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy - o.xyyy).r) ? 1 : 0; // top left
91 //c += (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy + o.xyyy).r) ? 1 : 0; // bottom right
92 //c += (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy + o.zyyy).r) ? 1 : 0; // bottom left
93 //c += (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy - o.zyyy).r) ? 1 : 0; // top right
/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/Cg/
H A Dpssm.cg77 float shadowPCF(sampler2D shadowMap, float4 shadowMapPos, float2 offset)
84 float c = (shadowMapPos.z <= tex2D(shadowMap, uv.xy - o.xy).r) ? 1 : 0; // top left
85 c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy + o.xy).r) ? 1 : 0; // bottom right
86 c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy + o.zy).r) ? 1 : 0; // bottom left
87 c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy - o.zy).r) ? 1 : 0; // top right
88 //float c = (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy - o.xyyy).r) ? 1 : 0; // top left
89 //c += (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy + o.xyyy).r) ? 1 : 0; // bottom right
90 //c += (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy + o.zyyy).r) ? 1 : 0; // bottom left
91 //c += (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy - o.zyyy).r) ? 1 : 0; // top right
/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/programs/Cg/
H A Dpssm.cg77 float shadowPCF(sampler2D shadowMap, float4 shadowMapPos, float2 offset)
84 float c = (shadowMapPos.z <= tex2D(shadowMap, uv.xy - o.xy).r) ? 1 : 0; // top left
85 c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy + o.xy).r) ? 1 : 0; // bottom right
86 c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy + o.zy).r) ? 1 : 0; // bottom left
87 c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy - o.zy).r) ? 1 : 0; // top right
88 //float c = (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy - o.xyyy).r) ? 1 : 0; // top left
89 //c += (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy + o.xyyy).r) ? 1 : 0; // bottom right
90 //c += (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy + o.zyyy).r) ? 1 : 0; // bottom left
91 //c += (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy - o.zyyy).r) ? 1 : 0; // top right

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