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  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/
PostShadow.j3md 4 Texture2D ShadowMap
PostShadowPSSM.frag 2 #define SHADOWMAP sampler2DShadow
5 #define SHADOWMAP sampler2D
30 uniform SHADOWMAP m_ShadowMap0;
31 uniform SHADOWMAP m_ShadowMap1;
32 uniform SHADOWMAP m_ShadowMap2;
33 uniform SHADOWMAP m_ShadowMap3;
50 float Shadow_DoShadowCompareOffset(in SHADOWMAP tex, in vec4 projCoord, in vec2 offset){
55 float Shadow_DoShadowCompare(in SHADOWMAP tex, vec4 projCoord){
66 float Shadow_DoDither_2x2(in SHADOWMAP tex, in vec4 projCoord){
77 float Shadow_DoBilinear_2x2(in SHADOWMAP tex, in vec4 projCoord){
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PostShadow.frag 3 uniform SHADOWMAP m_ShadowMap;
PostShadowPSSM15.frag 6 #define SHADOWMAP sampler2DShadow
11 #define SHADOWMAP sampler2D
41 uniform SHADOWMAP m_ShadowMap0;
42 uniform SHADOWMAP m_ShadowMap1;
43 uniform SHADOWMAP m_ShadowMap2;
44 uniform SHADOWMAP m_ShadowMap3;
62 float Shadow_DoDither_2x2(in SHADOWMAP tex, in vec4 projCoord){
80 float Shadow_DoBilinear_2x2(in SHADOWMAP tex, in vec4 projCoord){
102 float Shadow_DoPCF(in SHADOWMAP tex, in vec4 projCoord){
  /external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/
Shadow.glsllib 2 #define SHADOWMAP sampler2D
6 #define SHADOWMAP sampler2DShadow
17 float Shadow_DoShadowCompareOffset(in SHADOWMAP tex, vec4 projCoord, vec2 offset){
21 float Shadow_DoShadowCompare(in SHADOWMAP tex, vec4 projCoord){
44 float Shadow_DoDither_2x2(in SHADOWMAP tex, in vec4 projCoord){
55 float Shadow_DoBilinear(in SHADOWMAP tex, in vec4 projCoord){
86 float Shadow_DoPCF_2x2(in SHADOWMAP tex, in vec4 projCoord){
101 float Shadow_GetShadow(in SHADOWMAP tex, in vec4 projCoord){
  /external/jmonkeyengine/engine/src/core/com/jme3/shadow/
BasicShadowRenderer.java 61 private Texture2D shadowMap;
77 shadowMap = new Texture2D(size, size, Format.Depth);
78 shadowFB.setDepthTexture(shadowMap);
83 postshadowMat.setTexture("ShadowMap", shadowMap);
85 dispPic.setTexture(manager, shadowMap, false);
PssmShadowRenderer.java 194 postshadowMat.setTexture("ShadowMap" + i, shadowMaps[i]);
230 for (Texture2D shadowMap : shadowMaps) {
232 shadowMap.setMagFilter(MagFilter.Bilinear);
233 shadowMap.setMinFilter(MinFilter.BilinearNoMipMaps);
235 shadowMap.setMagFilter(MagFilter.Nearest);
236 shadowMap.setMinFilter(MinFilter.NearestNoMipMaps);
256 for (Texture2D shadowMap : shadowMaps) {
258 shadowMap.setShadowCompareMode(ShadowCompareMode.LessOrEqual);
260 shadowMap.setMagFilter(MagFilter.Bilinear);
261 shadowMap.setMinFilter(MinFilter.BilinearNoMipMaps)
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  /external/llvm/lib/Transforms/Instrumentation/
MemorySanitizer.cpp 425 ValueMap<Value*, Value*> ShadowMap, OriginMap;
688 assert(!ShadowMap.count(V) && "Values may only have one shadow");
689 ShadowMap[V] = SV;
743 Value *Shadow = ShadowMap[V];
759 Value **ShadowPtr = &ShadowMap[V];
    [all...]
  /external/clang/lib/Sema/
SemaLookup.cpp     [all...]
SemaCodeComplete.cpp 120 typedef llvm::DenseMap<DeclarationName, ShadowMapEntry> ShadowMap;
148 std::list<ShadowMap> ShadowMaps;
845 ShadowMap &SMap = ShadowMaps.back();
847 ShadowMap::iterator NamePos = SMap.find(R.Declaration->getDeclName());
868 std::list<ShadowMap>::iterator SM, SMEnd = ShadowMaps.end();
872 ShadowMap::iterator NamePos = SM->find(R.Declaration->getDeclName());
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