/dports/misc/usd/USD-21.11/pxr/imaging/glf/ |
H A D | simpleLightingContext.cpp | 64 ((shadowSampler, "shadowTexture")) 255 bindingMap->GetSamplerUnit(_tokens->shadowSampler); in InitSamplerUnitBindings() 514 int shadowSampler = bindingMap->GetSamplerUnit(_tokens->shadowSampler); in BindSamplers() local 517 glActiveTexture(GL_TEXTURE0 + shadowSampler); in BindSamplers() 519 glBindSampler(shadowSampler, _shadows->GetShadowMapDepthSampler()); in BindSamplers() 536 int shadowSampler = bindingMap->GetSamplerUnit(_tokens->shadowSampler); in UnbindSamplers() local 539 glActiveTexture(GL_TEXTURE0 + shadowSampler); in UnbindSamplers() 541 glBindSampler(shadowSampler, 0); in UnbindSamplers()
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/dports/misc/qt5-examples/qt-everywhere-src-5.15.2/qtdeclarative/examples/quick/shadereffects/content/shaders/+hlsl/ |
H A D | shadow.frag | 13 SamplerState shadowSampler : register(s1); 18 float4 bg = shadow.Sample(shadowSampler, coord + delta);
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/dports/games/retroarch/RetroArch-1.9.7/deps/SPIRV-Cross/shaders-msl-no-opt/vulkan/frag/ |
H A D | texture-access-function.swizzle.vk.frag | 17 layout(binding = 12) uniform samplerShadow shadowSampler; 34 c.r = texture(sampler2DArrayShadow(d2a, shadowSampler), vec4(0.0, 0.0, 0.0, 1.0)); 82 c = textureGather(sampler2DArrayShadow(d2a, shadowSampler), vec3(0.0, 0.0, 0.0), 1.0);
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/dports/emulators/mess/mame-mame0226/3rdparty/bgfx/3rdparty/spirv-cross/shaders-msl-no-opt/vulkan/frag/ |
H A D | texture-access-function.swizzle.vk.frag | 17 layout(binding = 12) uniform samplerShadow shadowSampler; 34 c.r = texture(sampler2DArrayShadow(d2a, shadowSampler), vec4(0.0, 0.0, 0.0, 1.0)); 82 c = textureGather(sampler2DArrayShadow(d2a, shadowSampler), vec3(0.0, 0.0, 0.0), 1.0);
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/dports/emulators/ppsspp-qt5/ppsspp-1.12.3/ext/SPIRV-Cross/shaders-msl-no-opt/vulkan/frag/ |
H A D | texture-access-function.swizzle.vk.frag | 17 layout(binding = 12) uniform samplerShadow shadowSampler; 34 c.r = texture(sampler2DArrayShadow(d2a, shadowSampler), vec4(0.0, 0.0, 0.0, 1.0)); 82 c = textureGather(sampler2DArrayShadow(d2a, shadowSampler), vec3(0.0, 0.0, 0.0), 1.0);
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/dports/emulators/ppsspp/ppsspp-1.12.3/ext/SPIRV-Cross/shaders-msl-no-opt/vulkan/frag/ |
H A D | texture-access-function.swizzle.vk.frag | 17 layout(binding = 12) uniform samplerShadow shadowSampler; 34 c.r = texture(sampler2DArrayShadow(d2a, shadowSampler), vec4(0.0, 0.0, 0.0, 1.0)); 82 c = textureGather(sampler2DArrayShadow(d2a, shadowSampler), vec3(0.0, 0.0, 0.0), 1.0);
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/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/spirv-cross/spirv-cross/shaders-msl-no-opt/vulkan/frag/ |
H A D | texture-access-function.swizzle.vk.frag | 17 layout(binding = 12) uniform samplerShadow shadowSampler; 34 c.r = texture(sampler2DArrayShadow(d2a, shadowSampler), vec4(0.0, 0.0, 0.0, 1.0)); 82 c = textureGather(sampler2DArrayShadow(d2a, shadowSampler), vec3(0.0, 0.0, 0.0), 1.0);
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/dports/www/qt5-webengine/qtwebengine-everywhere-src-5.15.2/src/3rdparty/chromium/third_party/spirv-cross/spirv-cross/shaders-msl-no-opt/vulkan/frag/ |
H A D | texture-access-function.swizzle.vk.frag | 17 layout(binding = 12) uniform samplerShadow shadowSampler; 34 c.r = texture(sampler2DArrayShadow(d2a, shadowSampler), vec4(0.0, 0.0, 0.0, 1.0)); 82 c = textureGather(sampler2DArrayShadow(d2a, shadowSampler), vec3(0.0, 0.0, 0.0), 1.0);
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/dports/emulators/mame/mame-mame0226/3rdparty/bgfx/3rdparty/spirv-cross/shaders-msl-no-opt/vulkan/frag/ |
H A D | texture-access-function.swizzle.vk.frag | 17 layout(binding = 12) uniform samplerShadow shadowSampler; 34 c.r = texture(sampler2DArrayShadow(d2a, shadowSampler), vec4(0.0, 0.0, 0.0, 1.0)); 82 c = textureGather(sampler2DArrayShadow(d2a, shadowSampler), vec3(0.0, 0.0, 0.0), 1.0);
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/dports/emulators/libretro-ppsspp/ppsspp-1.12.3/ext/SPIRV-Cross/shaders-msl-no-opt/vulkan/frag/ |
H A D | texture-access-function.swizzle.vk.frag | 17 layout(binding = 12) uniform samplerShadow shadowSampler; 34 c.r = texture(sampler2DArrayShadow(d2a, shadowSampler), vec4(0.0, 0.0, 0.0, 1.0)); 82 c = textureGather(sampler2DArrayShadow(d2a, shadowSampler), vec3(0.0, 0.0, 0.0), 1.0);
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/dports/graphics/rx/rx-0.4.0/cargo-crates/spirv_cross-0.16.0/src/vendor/SPIRV-Cross/shaders-msl-no-opt/vulkan/frag/ |
H A D | texture-access-function.swizzle.vk.frag | 17 layout(binding = 12) uniform samplerShadow shadowSampler; 34 c.r = texture(sampler2DArrayShadow(d2a, shadowSampler), vec4(0.0, 0.0, 0.0, 1.0)); 82 c = textureGather(sampler2DArrayShadow(d2a, shadowSampler), vec3(0.0, 0.0, 0.0), 1.0);
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/dports/emulators/ppsspp-qt5/ppsspp-1.12.3/ext/SPIRV-Cross/reference/shaders-msl-no-opt/vulkan/frag/ |
H A D | texture-access-function.swizzle.vk.frag | 141 …pler dcaSmplr, constant uint& dcaSwzl, thread sampler defaultSampler, thread sampler shadowSampler) 151 …c.x = spvTextureSwizzle(d2a.sample_compare(shadowSampler, float4(0.0, 0.0, 0.0, 1.0).xy, uint(roun… 183 …c = spvGatherCompareSwizzle(d2a, shadowSampler, d2aSwzl, float3(0.0).xy, uint(round(float3(0.0).z)… 188 …Array [[texture(10)]], sampler defaultSampler [[sampler(0)]], sampler shadowSampler [[sampler(1)]]… 201 …ArraySwzl, depthCubeArray, depthCubeArraySmplr, depthCubeArraySwzl, defaultSampler, shadowSampler);
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/dports/emulators/ppsspp/ppsspp-1.12.3/ext/SPIRV-Cross/reference/shaders-msl-no-opt/vulkan/frag/ |
H A D | texture-access-function.swizzle.vk.frag | 141 …pler dcaSmplr, constant uint& dcaSwzl, thread sampler defaultSampler, thread sampler shadowSampler) 151 …c.x = spvTextureSwizzle(d2a.sample_compare(shadowSampler, float4(0.0, 0.0, 0.0, 1.0).xy, uint(roun… 183 …c = spvGatherCompareSwizzle(d2a, shadowSampler, d2aSwzl, float3(0.0).xy, uint(round(float3(0.0).z)… 188 …Array [[texture(10)]], sampler defaultSampler [[sampler(0)]], sampler shadowSampler [[sampler(1)]]… 201 …ArraySwzl, depthCubeArray, depthCubeArraySmplr, depthCubeArraySwzl, defaultSampler, shadowSampler);
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/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/spirv-cross/spirv-cross/reference/shaders-msl-no-opt/vulkan/frag/ |
H A D | texture-access-function.swizzle.vk.frag | 141 …pler dcaSmplr, constant uint& dcaSwzl, thread sampler defaultSampler, thread sampler shadowSampler) 151 …c.x = spvTextureSwizzle(d2a.sample_compare(shadowSampler, float4(0.0, 0.0, 0.0, 1.0).xy, uint(roun… 183 …c = spvGatherCompareSwizzle(d2a, shadowSampler, d2aSwzl, float3(0.0).xy, uint(round(float3(0.0).z)… 188 …Array [[texture(10)]], sampler defaultSampler [[sampler(0)]], sampler shadowSampler [[sampler(1)]]… 201 …ArraySwzl, depthCubeArray, depthCubeArraySmplr, depthCubeArraySwzl, defaultSampler, shadowSampler);
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/dports/emulators/mess/mame-mame0226/3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl-no-opt/vulkan/frag/ |
H A D | texture-access-function.swizzle.vk.frag | 141 …pler dcaSmplr, constant uint& dcaSwzl, thread sampler defaultSampler, thread sampler shadowSampler) 151 …c.x = spvTextureSwizzle(d2a.sample_compare(shadowSampler, float4(0.0, 0.0, 0.0, 1.0).xy, uint(roun… 183 …c = spvGatherCompareSwizzle(d2a, shadowSampler, d2aSwzl, float3(0.0).xy, uint(round(float3(0.0).z)… 188 …Array [[texture(10)]], sampler defaultSampler [[sampler(0)]], sampler shadowSampler [[sampler(1)]]… 201 …ArraySwzl, depthCubeArray, depthCubeArraySmplr, depthCubeArraySwzl, defaultSampler, shadowSampler);
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/dports/emulators/mame/mame-mame0226/3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl-no-opt/vulkan/frag/ |
H A D | texture-access-function.swizzle.vk.frag | 141 …pler dcaSmplr, constant uint& dcaSwzl, thread sampler defaultSampler, thread sampler shadowSampler) 151 …c.x = spvTextureSwizzle(d2a.sample_compare(shadowSampler, float4(0.0, 0.0, 0.0, 1.0).xy, uint(roun… 183 …c = spvGatherCompareSwizzle(d2a, shadowSampler, d2aSwzl, float3(0.0).xy, uint(round(float3(0.0).z)… 188 …Array [[texture(10)]], sampler defaultSampler [[sampler(0)]], sampler shadowSampler [[sampler(1)]]… 201 …ArraySwzl, depthCubeArray, depthCubeArraySmplr, depthCubeArraySwzl, defaultSampler, shadowSampler);
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/dports/emulators/libretro-ppsspp/ppsspp-1.12.3/ext/SPIRV-Cross/reference/shaders-msl-no-opt/vulkan/frag/ |
H A D | texture-access-function.swizzle.vk.frag | 141 …pler dcaSmplr, constant uint& dcaSwzl, thread sampler defaultSampler, thread sampler shadowSampler) 151 …c.x = spvTextureSwizzle(d2a.sample_compare(shadowSampler, float4(0.0, 0.0, 0.0, 1.0).xy, uint(roun… 183 …c = spvGatherCompareSwizzle(d2a, shadowSampler, d2aSwzl, float3(0.0).xy, uint(round(float3(0.0).z)… 188 …Array [[texture(10)]], sampler defaultSampler [[sampler(0)]], sampler shadowSampler [[sampler(1)]]… 201 …ArraySwzl, depthCubeArray, depthCubeArraySmplr, depthCubeArraySwzl, defaultSampler, shadowSampler);
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/dports/games/retroarch/RetroArch-1.9.7/deps/SPIRV-Cross/reference/shaders-msl-no-opt/vulkan/frag/ |
H A D | texture-access-function.swizzle.vk.frag | 139 …pler dcaSmplr, constant uint& dcaSwzl, thread sampler defaultSampler, thread sampler shadowSampler) 149 …c.x = spvTextureSwizzle(d2a.sample_compare(shadowSampler, float4(0.0, 0.0, 0.0, 1.0).xy, uint(roun… 181 …mpareSwizzle<float, metal::depth2d_array<float>, float2, uint, float>(shadowSampler, d2a, float3(0… 186 …Array [[texture(10)]], sampler defaultSampler [[sampler(0)]], sampler shadowSampler [[sampler(1)]]… 199 …ArraySwzl, depthCubeArray, depthCubeArraySmplr, depthCubeArraySwzl, defaultSampler, shadowSampler);
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/dports/graphics/rx/rx-0.4.0/cargo-crates/spirv_cross-0.16.0/src/vendor/SPIRV-Cross/reference/shaders-msl-no-opt/vulkan/frag/ |
H A D | texture-access-function.swizzle.vk.frag | 139 …pler dcaSmplr, constant uint& dcaSwzl, thread sampler defaultSampler, thread sampler shadowSampler) 149 …c.x = spvTextureSwizzle(d2a.sample_compare(shadowSampler, float4(0.0, 0.0, 0.0, 1.0).xy, uint(roun… 181 …mpareSwizzle<float, metal::depth2d_array<float>, float2, uint, float>(shadowSampler, d2a, float3(0… 186 …Array [[texture(10)]], sampler defaultSampler [[sampler(0)]], sampler shadowSampler [[sampler(1)]]… 199 …ArraySwzl, depthCubeArray, depthCubeArraySmplr, depthCubeArraySwzl, defaultSampler, shadowSampler);
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/dports/games/OpenLara/OpenLara-b4b19f2/src/gapi/ |
H A D | gl.h | 1300 support.shadowSampler = _GL_EXT_shadow_samplers || _GL_ARB_shadow; in init() 1332 support.shadowSampler = false; // TODO in init() 1425 if (support.shadowSampler) { in init()
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H A D | gu.h | 242 support.shadowSampler = false; in init()
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H A D | d3d8.h | 525 support.shadowSampler = false; in init()
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H A D | d3d9.h | 472 support.shadowSampler = false; in init()
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/dports/games/OpenLara/OpenLara-b4b19f2/src/ |
H A D | core.h | 287 bool shadowSampler; member 832 LOG(" shadow sampler : %s\n", support.shadowSampler ? "true" : "false"); in init()
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H A D | texture.h | 93 if (format == FMT_SHADOW && !Core::support.shadowSampler) { in Texture()
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