/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/ |
Fade15.frag | 9 vec4 texVal = getColor(m_Texture, texCoord);
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LightScattering.vert | 4 attribute vec4 inPosition;
11 gl_Position = vec4(pos, 0.0, 1.0);
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LightScattering15.vert | 4 in vec4 inPosition;
11 gl_Position = vec4(pos, 0.0, 1.0);
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/external/jmonkeyengine/engine/src/test/jme3test/texture/ |
UnshadedArray.frag | 1 uniform vec4 m_Color;
23 varying vec4 vertColor;
27 vec4 color = vec4(1.0);
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tex3D.vert | 9 gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition,1.0);
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tex3DThumb.vert | 9 gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition,1.0);
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/external/mesa3d/src/glsl/tests/ |
condition-04.glsl | 7 gl_Position = (a) ? vec4(1.0, 0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
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condition-05.glsl | 12 gl_Position = vec4(x);
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swiz-02.glsl | 7 vec4 b;
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function-01.glsl | 3 vec4 bar(float x, float y, float z, float w) 5 vec4 v;
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function-02.glsl | 3 vec4 foo(float x, float y, float z, float w) 5 vec4 v;
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function-03.glsl | 3 vec4 foo(in float x, in float y, float z, float w) 5 vec4 v;
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/packages/wallpapers/Galaxy4/res/raw/ |
spacecloud_fs.glsl | 3 lowp vec4 texColor;
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/packages/wallpapers/NoiseField/res/raw/ |
noisefield_fs.glsl | 4 lowp vec4 texColor;
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/ |
PostShadowPSSM.frag | 35 uniform vec4 m_Splits;
39 varying vec4 projCoord0;
40 varying vec4 projCoord1;
41 varying vec4 projCoord2;
42 varying vec4 projCoord3;
50 float Shadow_DoShadowCompareOffset(in SHADOWMAP tex, in vec4 projCoord, in vec2 offset){
51 vec4 coord = vec4(projCoord.xy + offset.xy * pixSize2, projCoord.zw);
55 float Shadow_DoShadowCompare(in SHADOWMAP tex, vec4 projCoord){
61 vec4 t = vec4(coord.xy, 0.0, 1.0); [all...] |
PostShadowPSSM15.frag | 39 out vec4 outFragColor; 46 uniform vec4 m_Splits; 49 in vec4 projCoord0; 50 in vec4 projCoord1; 51 in vec4 projCoord2; 52 in vec4 projCoord3; 57 vec4 t = vec4(coord.xy, 0.0, 1.0); 62 float Shadow_DoDither_2x2(in SHADOWMAP tex, in vec4 projCoord){ 72 shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2(-1.5, 1.5)+o), projCoord.zw)) [all...] |
/external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/ |
TerrainLighting.vert | 6 uniform vec4 g_LightColor;
7 uniform vec4 g_LightPosition;
8 uniform vec4 g_AmbientLightColor;
15 attribute vec4 inTangent;
23 varying vec4 vLightDir;
24 varying vec4 vnLightDir;
28 varying vec4 AmbientSum;
29 varying vec4 DiffuseSum;
30 varying vec4 SpecularSum;
33 varying vec4 wVertex; [all...] |
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/ |
Glow.frag | 14 uniform vec4 m_GlowColor;
29 gl_FragColor = vec4(0.0);
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/ |
Particle.frag | 3 varying vec4 texCoord;
6 varying vec4 color;
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SoftParticle.vert | 4 attribute vec4 inColor;
5 attribute vec4 inTexCoord;
7 varying vec4 color;
15 varying vec4 texCoord;
28 vec4 pos = vec4(inPosition, 1.0);
44 vec4 worldPos = g_WorldMatrix * pos;
48 //vec4 worldViewPos = g_WorldViewMatrix * pos;
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/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/ |
Lighting.glsllib | 6 uniform vec4 g_LightPosition[NUM_LIGHTS];
7 uniform vec4 g_g_LightColor[NUM_LIGHTS];
19 void Lighting_Direction(vec3 worldPos, vec4 color, vec4 position, out vec4 lightDir){
35 vec4 wvLightPos = (g_ViewMatrix * vec4(g_LightPosition[i].xyz, g_LightColor[i].w));
38 vec4 tanLightDir;
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/frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/ |
shader2v.glsl | 7 vec4 objPos = ATTRIB_position; 8 vec4 worldPos = UNI_model * objPos;
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/frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/ |
shader2v.glsl | 7 vec4 objPos = ATTRIB_position; 8 vec4 worldPos = UNI_model * objPos;
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/packages/wallpapers/HoloSpiral/res/raw/ |
fragment_geometry.glslf | 1 varying lowp vec4 color; 7 lowp vec4 texColor = texture2D(UNI_Tex0, gl_PointCoord);
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vertex_geometry.glslv | 1 varying lowp vec4 color; 7 gl_Position = UNI_modelViewProj * vec4(ATTRIB_position.xyz, 1.0);
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