Searched refs:vertex (Results 1 – 10 of 10) sorted by relevance
48 const char* vertex = GLUtils::openTextFile("vertex/perspective"); in setUpPrograms() local50 if (vertex == NULL || fragment == NULL) { in setUpPrograms()53 GLuint programId = GLUtils::createProgram(&vertex, &fragment); in setUpPrograms()54 delete[] vertex; in setUpPrograms()61 vertex = GLUtils::openTextFile("vertex/blur"); in setUpPrograms()63 if (vertex == NULL || fragment == NULL) { in setUpPrograms()66 programId = GLUtils::createProgram(&vertex, &fragment); in setUpPrograms()67 delete[] vertex; in setUpPrograms()
43 const char* vertex = GLUtils::openTextFile("vertex/perspective"); in setUpPrograms() local45 if (vertex == NULL || fragment == NULL) { in setUpPrograms()48 GLuint programId = GLUtils::createProgram(&vertex, &fragment); in setUpPrograms()49 delete[] vertex; in setUpPrograms()56 vertex = GLUtils::openTextFile("vertex/water"); in setUpPrograms()58 if (vertex == NULL || fragment == NULL) { in setUpPrograms()61 programId = GLUtils::createProgram(&vertex, &fragment); in setUpPrograms()62 delete[] vertex; in setUpPrograms()
49 vertex = mesh.data.vertices[vertex_itself]50 v = vertex.co.xyz51 n = vertex.normal.xyz
21 // Get a lighting direction vector from the light to the vertex.23 // Calculate the dot product of the light vector and vertex normal.
28 // Get a lighting direction vector from the light to the vertex.30 // Calculate the dot product of the light vector and vertex normal.
104 for (auto &&vertex : startVertices_) { in findCenter()105 center = center + vertex.position; in findCenter()
65 static const char *vertex = R"vertex(#version 300 es variable266 Shader::loadShader(vertex, fragment, "inPosition", "inUV", "uProjection")); in initRenderer()
22 // Transform the vertex into eye space.
24 // Transform the vertex into eye space.
META-INF/ META-INF/MANIFEST.MF org/ org/opencv/ org/ ...