Searched refs:sphR (Results 1 – 4 of 4) sorted by relevance
/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/plugins_experimental/filter_watermark/ |
H A D | filter_watermark.cpp | 134 double sphR,sphTheta,sphPhi; in applyFilter() local 141 utilw.cartesian2sph( vi->P()[0], vi->P()[1],vi->P()[2], sphR, sphTheta, sphPhi ); in applyFilter() 148 … if ((sphR > 0.000000000001)&&(sphPhi < 180.0-PHIEXCLUSION_DEGREE)&&(sphPhi > PHIEXCLUSION_DEGREE)) in applyFilter() 164 sphR = sphR + DELTAR*max_gamma; in applyFilter() 166 if (sphR < 0.00000000001) in applyFilter() 167 sphR = 0.00000000001; in applyFilter() 169 utilw.sph2cartesian( sphR,sphTheta,sphPhi, (vi)->P()[0], (vi)->P()[1], (vi)->P()[2] ); in applyFilter() 187 double sphR,sphTheta,sphPhi; in applyFilter() local 202 utilw.cartesian2sph( vi->P()[0], vi->P()[1],vi->P()[2], sphR, sphTheta, sphPhi ); in applyFilter() 221 sphRi.push_back( sphR ); in applyFilter() [all …]
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/dports/games/libretro-shaders-slang/slang-shaders-9850d68939b86262eae9f0da01ff1c11daafcdc3/procedural/ |
H A D | leon-smoke-rings.slang | 80 float sphR = .2-.1*wave1; 83 float sph1 = sphere(vec3(p.x,mod(sphN*p.y/TAU+t*.1,sphC)-sphC*.5,p.z), sphR);
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/dports/games/libretro-shaders-glsl/glsl-shaders-7052b09dc657d56bea443d5661dccbebcafe32dc/procedural/ |
H A D | leon-smoke-rings.glsl | 157 float sphR = .2-.1*wave1; 160 float sph1 = sphere(vec3(p.x,mod(sphN*p.y/TAU+t*.1,sphC)-sphC*.5,p.z), sphR);
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/dports/games/stuntrally/stuntrally-2.6.1/source/road/ |
H A D | Road_Edit.cpp | 603 const Real sphR = 2.4f; //par in Pick() local 615 if (dist < sphR && in Pick()
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