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Searched
full:worldpos
(Results
1 - 20
of
20
) sorted by null
/frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/
shader2v.glsl
8
vec4
worldPos
= UNI_model * objPos;
9
gl_Position = UNI_proj *
worldPos
;
14
varWorldPos =
worldPos
.xyz;
shadercubev.glsl
5
vec4
worldPos
= UNI_model * ATTRIB_position;
6
gl_Position = UNI_proj *
worldPos
;
shaderv.glsl
9
vec4
worldPos
= UNI_model * ATTRIB_position;
10
gl_Position = UNI_proj *
worldPos
;
14
vec3 V = normalize(-
worldPos
.xyz);
16
vec3 light0Vec = normalize(UNI_light0_Posision.xyz -
worldPos
.xyz);
22
vec3 light1Vec = normalize(UNI_light1_Posision.xyz -
worldPos
.xyz);
shaderarrayv.glsl
9
vec4
worldPos
= UNI_model[0] * ATTRIB_position;
10
worldPos
= UNI_model[1] *
worldPos
;
11
gl_Position = UNI_proj *
worldPos
;
16
vec3 V = normalize(-
worldPos
.xyz);
18
vec3 light0Vec = normalize(UNI_light_Posision[0].xyz -
worldPos
.xyz);
24
vec3 light1Vec = normalize(UNI_light_Posision[1].xyz -
worldPos
.xyz);
shader2movev.glsl
12
vec4
worldPos
= UNI_model * objPos;
13
gl_Position = UNI_proj *
worldPos
;
18
varWorldPos =
worldPos
.xyz;
/frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/
shader2v.glsl
8
vec4
worldPos
= UNI_model * objPos;
9
gl_Position = UNI_proj *
worldPos
;
14
varWorldPos =
worldPos
.xyz;
shaderv.glsl
9
vec4
worldPos
= UNI_model * ATTRIB_position;
10
gl_Position = UNI_proj *
worldPos
;
14
vec3 V = normalize(-
worldPos
.xyz);
16
vec3 light0Vec = normalize(UNI_light0_Posision.xyz -
worldPos
.xyz);
22
vec3 light1Vec = normalize(UNI_light1_Posision.xyz -
worldPos
.xyz);
shader2movev.glsl
12
vec4
worldPos
= UNI_model * objPos;
13
gl_Position = UNI_proj *
worldPos
;
18
varWorldPos =
worldPos
.xyz;
/frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/
shader2v.glsl
13
vec4
worldPos
= UNI_model * objPos;
14
gl_Position = UNI_viewProj *
worldPos
;
19
varWorldPos =
worldPos
.xyz;
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/
PostShadowPSSM.vert
29
vec4
worldPos
= g_WorldMatrix * vec4(inPosition, 1.0);
33
projCoord0 = biasMat * m_LightViewProjectionMatrix0 *
worldPos
;
34
projCoord1 = biasMat * m_LightViewProjectionMatrix1 *
worldPos
;
35
projCoord2 = biasMat * m_LightViewProjectionMatrix2 *
worldPos
;
36
projCoord3 = biasMat * m_LightViewProjectionMatrix3 *
worldPos
;
PostShadow.vert
18
vec4
worldPos
= g_WorldMatrix * vec4(inPosition, 1.0);
21
//projCoord = biasMat * (m_LightViewProjectionMatrix *
worldPos
);
22
vec4 coord = m_LightViewProjectionMatrix *
worldPos
;
25
//projCoord = (m_LightViewProjectionMatrix *
worldPos
);
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/
Particle.vert
33
vec4
worldPos
= g_WorldMatrix * pos;
34
float d = distance(g_CameraPosition.xyz,
worldPos
.xyz);
SoftParticle.vert
44
vec4
worldPos
= g_WorldMatrix * pos;
45
float d = distance(g_CameraPosition.xyz,
worldPos
.xyz);
/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/
Lighting.glsllib
19
void Lighting_Direction(vec3
worldPos
, vec4 color, vec4 position, out vec4 lightDir){
21
vec3 tempVec = position.xyz * sign(posLight - 0.5) - (
worldPos
* posLight);
/external/jmonkeyengine/engine/src/core/com/jme3/animation/
Bone.java
85
private Vector3f
worldPos
= new Vector3f();
206
return
worldPos
;
337
parent.worldRot.mult(localPos,
worldPos
);
338
worldPos
.multLocal(parent.worldScale);
339
worldPos
.addLocal(parent.
worldPos
);
342
worldPos
.set(localPos);
347
attachNode.setLocalTranslation(
worldPos
);
379
worldBindInversePos.set(
worldPos
);
427
Vector3f translate =
worldPos
.add(rotate.mult(scale.mult(worldBindInversePos, tmp2), tmp2), tmp2)
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all
...]
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/
Lighting.vert
72
vec3
worldPos
= (g_WorldMatrix * vec4(inPosition,1.0)).xyz;
74
vec3 I = normalize( g_CameraPosition -
worldPos
).xyz;
83
void lightComputeDir(in vec3
worldPos
, in vec4 color, in vec4 position, out vec4 lightDir){
85
vec3 tempVec = position.xyz * sign(posLight - 0.5) - (
worldPos
* posLight);
Deferred.frag
95
void lightComputeDir(in vec3
worldPos
, in vec4 color, in vec4 position, out vec4 lightDir){
99
lightDir.xyz = position.xyz -
worldPos
.xyz;
107
vec3 tempVec = position.xyz * sign(posLight - 0.5) - (
worldPos
* posLight);
/external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/
TerrainLighting.vert
38
void lightComputeDir(in vec3
worldPos
, in vec4 color, in vec4 position, out vec4 lightDir){
40
vec3 tempVec = position.xyz * sign(posLight - 0.5) - (
worldPos
* posLight);
/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/
SceneManager.java
322
" vec4
worldPos
= UNI_model * objPos;\n" +
323
" gl_Position = UNI_viewProj *
worldPos
;\n" +
326
" varWorldPos =
worldPos
.xyz;\n" +
/external/jmonkeyengine/engine/src/core/com/jme3/renderer/
Camera.java
[
all
...]
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