norm_eye = (view * vec4 (vertex_normal, 0.0)).xyz;; pos_eye = (view * vec4 (vertex_position, 1.0)).xyz; ...
#include "video_core/host_shaders/opengl_lmem_warmup_comp.h" #include "video_core/renderer_opengl/gl_shader_manager.h" #include "video_core/renderer_opengl/gl_shader ...
This study provides an important and biologically plausible account of how human perceptual judgments of heading direction are influenced by a specific pattern of motion in optic flow fields known as ...