Lines Matching refs:shadow
96 GLuint shadow:1;
288 key->unit[i].shadow = (format == GL_DEPTH_COMPONENT ||
750 if (p->state->unit[unit].shadow)
757 if (p->state->unit[unit].shadow)
764 if (p->state->unit[unit].shadow)
771 if (p->state->unit[unit].shadow)
778 if (p->state->unit[unit].shadow)
785 assert(!p->state->unit[unit].shadow);
790 if (p->state->unit[unit].shadow)
797 assert(!p->state->unit[unit].shadow);
826 if (p->state->unit[unit].shadow) {
1057 /* The legacy GLSL shadow functions follow the depth texture
1058 * mode and return vec4. The GLSL 1.30 shadow functions return float and
1063 * instead. Thus, the GLSL 1.30 shadow function will get the result in .x
1064 * and legacy shadow functions will get it in .w as expected.