/dports/graphics/ospray/ospray-2.8.0/apps/common/ospray_testing/builders/ |
H A D | Builder.cpp | 101 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 D | vs_shadowmaps_color_lighting_omni.sc | 2 $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 D | vs_shadowmaps_color_lighting_linear_omni.sc | 2 $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 D | fs_shadowmaps_packdepth.sc | 1 $input v_position 12 float depth = v_position.z/v_position.w * 0.5 + 0.5;
|
H A D | fs_shadowmaps_packdepth_vsm.sc | 1 $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 D | vs_shadowmaps_color_lighting_omni.sc | 2 $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 D | vs_shadowmaps_color_lighting_linear_omni.sc | 2 $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 D | fs_shadowmaps_packdepth.sc | 1 $input v_position 12 float depth = v_position.z/v_position.w * 0.5 + 0.5;
|
H A D | fs_shadowmaps_packdepth_vsm.sc | 1 $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 D | vs_terrain_height_texture.sc | 2 $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 D | vs_terrain.sc | 2 $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 D | vs_terrain_height_texture.sc | 2 $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 D | vs_terrain.sc | 2 $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 D | vs_nanovg_fill.sc | 2 $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 D | vs_nanovg_fill.sc | 2 $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 D | glsl_phong_lighting.frag | 3 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 D | glsl_phong_lighting.frag | 3 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 D | fs_sms_shadow_pd.sc | 1 $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 D | fs_sms_shadow_pd.sc | 1 $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 D | rect.vert | 8 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 D | rect.vert | 10 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 D | rect.vert | 10 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 D | rect.vert | 10 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 D | rect.vert | 10 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 D | rect.vert | 10 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);
|