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/dports/graphics/ospray/ospray-2.8.0/apps/common/ospray_testing/builders/
H A DBuilder.cpp101 std::vector<vec3f> v_position; in board_debug_uart_init()
111 v_position.emplace_back(-planeExtent, -1.f, -planeExtent); in board_debug_uart_init()
112 v_position.emplace_back(planeExtent, -1.f, -planeExtent); in board_debug_uart_init()
113 v_position.emplace_back(planeExtent, -1.f, planeExtent); in board_debug_uart_init()
114 v_position.emplace_back(-planeExtent, -1.f, planeExtent); in board_debug_uart_init()
146 startingIndex = v_position.size(); in board_debug_uart_init()
149 v_position.emplace_back(paddedExtent, yLevel, coord - stripeWidth); in board_debug_uart_init()
150 v_position.emplace_back(paddedExtent, yLevel, coord + stripeWidth); in board_debug_uart_init()
167 startingIndex = v_position.size(); in board_debug_uart_init()
171 v_position.emplace_back(coord + stripeWidth, yLevel, paddedExtent); in board_debug_uart_init()
[all …]
/dports/emulators/mess/mame-mame0226/3rdparty/bgfx/examples/16-shadowmaps/
H A Dvs_shadowmaps_color_lighting_omni.sc2 $output v_position, v_normal, v_view, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4
29 v_position = mul(u_lightMtx, posOffset);
31 v_texcoord1 = mul(u_shadowMapMtx0, v_position);
32 v_texcoord2 = mul(u_shadowMapMtx1, v_position);
33 v_texcoord3 = mul(u_shadowMapMtx2, v_position);
34 v_texcoord4 = mul(u_shadowMapMtx3, v_position);
H A Dvs_shadowmaps_color_lighting_linear_omni.sc2 $output v_position, v_normal, v_view, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4
29 v_position = mul(u_lightMtx, posOffset);
31 v_texcoord1 = mul(u_shadowMapMtx0, v_position);
32 v_texcoord2 = mul(u_shadowMapMtx1, v_position);
33 v_texcoord3 = mul(u_shadowMapMtx2, v_position);
34 v_texcoord4 = mul(u_shadowMapMtx3, v_position);
H A Dfs_shadowmaps_packdepth.sc1 $input v_position
12 float depth = v_position.z/v_position.w * 0.5 + 0.5;
H A Dfs_shadowmaps_packdepth_vsm.sc1 $input v_position
12 float depth = v_position.z/v_position.w * 0.5 + 0.5;
/dports/emulators/mame/mame-mame0226/3rdparty/bgfx/examples/16-shadowmaps/
H A Dvs_shadowmaps_color_lighting_omni.sc2 $output v_position, v_normal, v_view, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4
29 v_position = mul(u_lightMtx, posOffset);
31 v_texcoord1 = mul(u_shadowMapMtx0, v_position);
32 v_texcoord2 = mul(u_shadowMapMtx1, v_position);
33 v_texcoord3 = mul(u_shadowMapMtx2, v_position);
34 v_texcoord4 = mul(u_shadowMapMtx3, v_position);
H A Dvs_shadowmaps_color_lighting_linear_omni.sc2 $output v_position, v_normal, v_view, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4
29 v_position = mul(u_lightMtx, posOffset);
31 v_texcoord1 = mul(u_shadowMapMtx0, v_position);
32 v_texcoord2 = mul(u_shadowMapMtx1, v_position);
33 v_texcoord3 = mul(u_shadowMapMtx2, v_position);
34 v_texcoord4 = mul(u_shadowMapMtx3, v_position);
H A Dfs_shadowmaps_packdepth.sc1 $input v_position
12 float depth = v_position.z/v_position.w * 0.5 + 0.5;
H A Dfs_shadowmaps_packdepth_vsm.sc1 $input v_position
12 float depth = v_position.z/v_position.w * 0.5 + 0.5;
/dports/emulators/mess/mame-mame0226/3rdparty/bgfx/examples/27-terrain/
H A Dvs_terrain_height_texture.sc2 $output v_position, v_texcoord0
16 v_position = a_position.xyz;
17 v_position.y = texture2DLod(s_heightTexture, a_texcoord0, 0).x * 255.0;
19 gl_Position = mul(u_modelViewProj, vec4(v_position.xyz, 1.0));
H A Dvs_terrain.sc2 $output v_position, v_texcoord0
13 v_position = a_position.xyz;
16 gl_Position = mul(u_modelViewProj, vec4(v_position.xyz, 1.0));
/dports/emulators/mame/mame-mame0226/3rdparty/bgfx/examples/27-terrain/
H A Dvs_terrain_height_texture.sc2 $output v_position, v_texcoord0
16 v_position = a_position.xyz;
17 v_position.y = texture2DLod(s_heightTexture, a_texcoord0, 0).x * 255.0;
19 gl_Position = mul(u_modelViewProj, vec4(v_position.xyz, 1.0));
H A Dvs_terrain.sc2 $output v_position, v_texcoord0
13 v_position = a_position.xyz;
16 gl_Position = mul(u_modelViewProj, vec4(v_position.xyz, 1.0));
/dports/emulators/mess/mame-mame0226/3rdparty/bgfx/examples/common/nanovg/
H A Dvs_nanovg_fill.sc2 $output v_position, v_texcoord0
20 v_position = a_position;
22 …gl_Position = vec4(2.0*v_position.x/u_viewSize.x - 1.0, 1.0 - 2.0*v_position.y/u_viewSize.y, 0.0, …
/dports/emulators/mame/mame-mame0226/3rdparty/bgfx/examples/common/nanovg/
H A Dvs_nanovg_fill.sc2 $output v_position, v_texcoord0
20 v_position = a_position;
22 …gl_Position = vec4(2.0*v_position.x/u_viewSize.x - 1.0, 1.0 - 2.0*v_position.y/u_viewSize.y, 0.0, …
/dports/mail/thunderbird/thunderbird-91.8.0/third_party/rust/naga/tests/cases/
H A Dglsl_phong_lighting.frag3 layout(location=0) in vec3 v_position;
35 …texture(sampler2D(t_color,s_color), vec2(invLerp(u_min_max.x,u_min_max.y,length(v_position)),0.0))…
41 vec3 light_dir = normalize(u_position - v_position);
46 vec3 view_dir = normalize(u_view_position - v_position);
/dports/www/firefox-esr/firefox-91.8.0/third_party/rust/naga/tests/cases/
H A Dglsl_phong_lighting.frag3 layout(location=0) in vec3 v_position;
35 …texture(sampler2D(t_color,s_color), vec2(invLerp(u_min_max.x,u_min_max.y,length(v_position)),0.0))…
41 vec3 light_dir = normalize(u_position - v_position);
46 vec3 view_dir = normalize(u_view_position - v_position);
/dports/emulators/mess/mame-mame0226/3rdparty/bgfx/examples/15-shadowmaps-simple/
H A Dfs_sms_shadow_pd.sc1 $input v_position
16 float depth = v_position.z/v_position.w * u_depthScale + u_depthOffset;
/dports/emulators/mame/mame-mame0226/3rdparty/bgfx/examples/15-shadowmaps-simple/
H A Dfs_sms_shadow_pd.sc1 $input v_position
16 float depth = v_position.z/v_position.w * u_depthScale + u_depthOffset;
/dports/x11-toolkits/ztoolkit/ztoolkit/pugl/shaders/
H A Drect.vert8 layout(location = 0) in vec2 v_position;
29 f_uv = v_position * v_size;
33 gl_Position = MVP * vec4(v_position, 0.0, 1.0);
/dports/audio/moony-lv2/moony-0.36.0/subprojects/d2tk/pugl/examples/shaders/
H A Drect.vert10 layout(location = 0) in vec2 v_position;
31 f_uv = v_position * v_size;
35 gl_Position = MVP * vec4(v_position, 0.0, 1.0);
/dports/audio/midi-matrix-lv2/midi-matrix-0.28.0/subprojects/nk_pugl/pugl/examples/shaders/
H A Drect.vert10 layout(location = 0) in vec2 v_position;
31 f_uv = v_position * v_size;
35 gl_Position = MVP * vec4(v_position, 0.0, 1.0);
/dports/audio/moony-lv2/moony-0.36.0/subprojects/nk_pugl/pugl/examples/shaders/
H A Drect.vert10 layout(location = 0) in vec2 v_position;
31 f_uv = v_position * v_size;
35 gl_Position = MVP * vec4(v_position, 0.0, 1.0);
/dports/audio/wolf-shaper-lv2/wolf-shaper-0.1.8-33-ge84de58/dpf/dgl/src/pugl-upstream/examples/shaders/
H A Drect.vert10 layout(location = 0) in vec2 v_position;
31 f_uv = v_position * v_size;
35 gl_Position = MVP * vec4(v_position, 0.0, 1.0);
/dports/audio/vm-lv2/vm-0.14.0/subprojects/nk_pugl/pugl/examples/shaders/
H A Drect.vert10 layout(location = 0) in vec2 v_position;
31 f_uv = v_position * v_size;
35 gl_Position = MVP * vec4(v_position, 0.0, 1.0);

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