/dports/games/stuntrally/stuntrally-2.6.1/data/materials/ |
H A D | shadows.h | 5 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()
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/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/GLSL/ |
H A D | DepthShadowmapReceiverFp.glsl | 8 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);
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H A D | DepthShadowmapNormalMapReceiverFp.glsl | 9 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);
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/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/programs/GLSL/ |
H A D | DepthShadowmapReceiverFp.glsl | 8 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);
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H A D | DepthShadowmapNormalMapReceiverFp.glsl | 9 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);
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/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/programs/GLSL150/ |
H A D | DepthShadowmapReceiverFp.glsl | 9 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);
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H A D | DepthShadowmapNormalMapReceiverFp.glsl | 10 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);
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/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/GLSL150/ |
H A D | DepthShadowmapReceiverFp.glsl | 9 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);
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H A D | DepthShadowmapNormalMapReceiverFp.glsl | 10 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);
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/dports/graphics/rigsofrods-pagedgeometry/ogre-pagedgeometry-1.2.0/bin/media/newterrain/ |
H A D | DepthShadowmapReceiverFp.glsl | 7 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);
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H A D | DepthShadowmapNormalMapReceiverFp.glsl | 8 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);
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H A D | pssm.cg | 77 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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H A D | pssm.hlsl | 79 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
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/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/programs/GLSLES/ |
H A D | DepthShadowmapReceiverFp.glsles | 13 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);
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H A D | DepthShadowmapNormalMapReceiverFp.glsles | 13 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);
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/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/GLSLES/ |
H A D | DepthShadowmapReceiverFp.glsles | 13 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);
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H A D | DepthShadowmapNormalMapReceiverFp.glsles | 13 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);
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/dports/graphics/piglit/piglit-136a7f5fa0703603be1ffb338abe4865e76a8058/tests/glslparsertest/glsl2/ |
H A D | norsetto-bumptbn_sh_fp.frag | 28 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]);
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/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/plugins_experimental/filter_ouput_optical_flow/ |
H A D | filter_output_optical_flow.cpp | 537 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 …]
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/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/programs/HLSL/ |
H A D | DepthShadowmap.hlsl | 70 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 …]
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H A D | pssm.hlsl | 79 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
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/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/HLSL/ |
H A D | DepthShadowmap.hlsl | 70 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 …]
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H A D | pssm.hlsl | 79 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
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/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/Cg/ |
H A D | pssm.cg | 77 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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/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/programs/Cg/ |
H A D | pssm.cg | 77 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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