/packages/wallpapers/PhaseBeam/res/raw/ |
dot_vs.glsl | 4 vec4 objPos = vec4(ATTRIB_position, 1.0);
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/external/mesa3d/src/glsl/builtins/ir/ |
faceforward | 29 (signature vec4 31 (declare (in) vec4 N) 32 (declare (in) vec4 I) 33 (declare (in) vec4 Nref)) 36 ((return (expression vec4 neg (var_ref N)))))))
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sign | 17 (signature vec4 19 (declare (in) vec4 x)) 20 ((return (expression vec4 sign (var_ref x)))))
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distance | 26 (declare (in) vec4 p0) 27 (declare (in) vec4 p1)) 28 ((declare () vec4 p) 29 (assign (constant bool (1)) (xyzw) (var_ref p) (expression vec4 - (var_ref p0) (var_ref p1)))
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noise4 | 2 (signature vec4 3 (parameters (declare (in) vec4 p)) 9 (declare () vec4 _r) 11 (declare () vec4 _p) 12 (assign (constant bool (1)) (xyzw) (var_ref _p) (expression vec4 + (var_ref p) (constant vec4 (1559.0 113.0 1861.0 797.0))) ) 15 (assign (constant bool (1)) (x) (var_ref _y) (expression float noise(expression vec4 + (var_ref p) (constant vec4 (601.0 313.0 29.0 277.0))))) 17 (assign (constant bool (1)) (x) (var_ref _w) (expression float noise(expression vec4 + (var_ref _p) (constant vec4 (601.0 313.0 29.0 277.0)))) [all...] |
dot | 22 (declare (in) vec4 arg0) 23 (declare (in) vec4 arg1))
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modf | 32 (signature vec4 34 (declare (in) vec4 x) 35 (declare (out) vec4 i)) 36 ((declare () vec4 t) 38 (expression vec4 trunc (var_ref x))) 40 (return (expression vec4 - (var_ref x) (var_ref t)))))
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atan | 38 (signature vec4 40 (declare (in) vec4 y_over_x)) 41 ((return (call asin ((expression vec4 * 43 (expression vec4 rsq 44 (expression vec4 + 45 (expression vec4 * 107 (signature vec4 109 (declare (in) vec4 y) 110 (declare (in) vec4 x)) 111 ((declare () vec4 r [all...] |
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/ |
Lighting.vert | 9 uniform vec4 m_Ambient;
10 uniform vec4 m_Diffuse;
11 uniform vec4 m_Specular;
14 uniform vec4 g_LightColor;
15 uniform vec4 g_LightPosition;
16 uniform vec4 g_AmbientLightColor;
25 varying vec4 DiffuseSum;
33 //varying vec4 spotVec;
36 attribute vec4 inColor;
40 attribute vec4 inTangent; [all...] |
/external/clang/test/Sema/ |
ext_vector_casts.c | 11 float4 vec4, vec4_2; local 18 vec4 = 5.0f; 19 vec4 = (float4)5.0f; 20 vec4 = (float4)5; 21 vec4 = (float4)vec4_3; 32 vec4 = (float4)vec2; // expected-error {{invalid conversion between ext-vector type 'float4' and 'float2'}} 37 vec4 /= 5.2f; 38 vec4 %= 4; // expected-error {{invalid operands to binary expression ('float4' and 'int')}} 40 ivec4 += vec4; // expected-error {{can't convert between vector values of different size ('int4' and 'float4')}} 41 ivec4 += (int4)vec4; [all...] |
/external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/ |
Terrain.frag | 12 varying vec4 vVertex;
20 vec4 alpha = texture2D( m_Alpha, texCoord.xy );
31 vec4 coords = vVertex;
33 vec4 col1 = texture2D( m_Tex1, coords.yz * m_Tex1Scale );
34 vec4 col2 = texture2D( m_Tex1, coords.xz * m_Tex1Scale );
35 vec4 col3 = texture2D( m_Tex1, coords.xy * m_Tex1Scale );
37 vec4 tex1 = col1 * blending.x + col2 * blending.y + col3 * blending.z;
43 vec4 tex2 = col1 * blending.x + col2 * blending.y + col3 * blending.z;
49 vec4 tex3 = col1 * blending.x + col2 * blending.y + col3 * blending.z;
52 vec4 tex1 = texture2D( m_Tex1, texCoord.xy * m_Tex1Scale ); // Tile [all...] |
TerrainLighting.frag | 3 uniform vec4 g_LightDirection;
5 varying vec4 AmbientSum;
6 varying vec4 DiffuseSum;
7 varying vec4 SpecularSum;
14 varying vec4 vLightDir;
15 varying vec4 vnLightDir;
144 varying vec4 wVertex;
195 vec4 calculateDiffuseBlend(in vec2 texCoord) {
196 vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy );
199 vec4 alphaBlend1 = texture2D( m_AlphaMap_1, texCoord.xy ); [all...] |
/frameworks/native/opengl/tests/gl_perf/ |
fragment_shaders.cpp | 12 "uniform vec4 u_color;\n" 22 "varying lowp vec4 v_color;\n" 46 " vec4 t = texture2D(u_tex0, v_tex0);\n" 59 " vec4 t = texture2D(u_tex0, v_tex0);\n" 62 " gl_FragColor = t + vec4(simSpec, simSpec, simSpec, simSpec);\n" 73 " vec4 t = texture2D(u_tex0, v_tex0);\n" 85 "uniform vec4 u_color;\n" 88 " lowp vec4 c = texture2D(u_tex0, v_tex0);\n" 99 "varying lowp vec4 v_color;\n" 103 " lowp vec4 c = texture2D(u_tex0, v_tex0);\n [all...] |
/external/webkit/Source/WebCore/platform/graphics/gpu/ |
BicubicShader.cpp | 63 " gl_Position = vec4(matrix * pos, 1.0);\n" 74 "vec4 cubicBlend(float t, vec4 c0, vec4 c1, vec4 c2, vec4 c3) {\n" 75 " vec4 ts = vec4(1.0, t, t * t, t * t * t);\n" 76 " vec4 result = coefficients * ts;\n" 82 " vec4 t00 = texture2D(image, imageCoord + imageIncrement * vec2(-1, -1));\n [all...] |
/external/webkit/Source/ThirdParty/ANGLE/src/compiler/ |
Initialize.cpp | 32 s.append(TString("vec4 radians(vec4 degrees);")); 37 s.append(TString("vec4 degrees(vec4 radians);")); 42 s.append(TString("vec4 sin(vec4 angle);")); 47 s.append(TString("vec4 cos(vec4 angle);")); 52 s.append(TString("vec4 tan(vec4 angle);")) [all...] |
/packages/wallpapers/Galaxy4/res/raw/ |
bgstar_vs.glsl | 1 varying vec4 varColor; 12 vec4 pos; 20 varColor = vec4(1.0, 1.0, 1.0, 0.5);
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/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/ |
Fog.glsllib | 13 uniform vec4 m_FogParams;
17 void Fog_PerVertex(inout vec4 color, in vec3 wvPosition){
33 void Fog_PerPixel(inout vec4 color){
37 void Fog_WVPos(in vec4 wvPosition){
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Math.glsllib | 2 vec3 Math_QuaternionMult(in vec4 quat, in vec3 vec){
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Hdr.glsllib | 8 vec4 HDR_EncodeLum(in float lum){
10 vec4 result = vec4(0.0);
16 float HDR_DecodeLum(in vec4 logLum){
31 vec4 HDR_LogLuvEncode(in vec3 rgb){
32 vec4 result;
42 vec3 HDR_LogLuvDecode(in vec4 logLuv){
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Shadow.glsllib | 17 float Shadow_DoShadowCompareOffset(in SHADOWMAP tex, vec4 projCoord, vec2 offset){
21 float Shadow_DoShadowCompare(in SHADOWMAP tex, vec4 projCoord){
39 vec4 t = vec4(coord.xy, 0.0, 1.0);
44 float Shadow_DoDither_2x2(in SHADOWMAP tex, in vec4 projCoord){
55 float Shadow_DoBilinear(in SHADOWMAP tex, in vec4 projCoord){
64 vec4 coord = vec4(dn.xy, projCoord.zw);
68 coord = vec4(up.x, dn.y, projCoord.zw);
72 coord = vec4(dn.x, up.y, projCoord.zw); [all...] |
/frameworks/base/tests/RenderScriptTests/ShadersTest/res/raw/ |
vignette_fs.glsl | 6 lowp vec4 color = texture2D(UNI_Tex0, varTex0); 12 color = vec4(mix(color.rgb, vec3(0.0), gradient), 1.0); 24 lowp vec4 crt = vec4(r[channel], g[channel], b[channel], 1.0);
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/frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/ |
shader2v.glsl | 12 vec4 objPos = ATTRIB_position; 13 vec4 worldPos = UNI_model * objPos;
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/external/mesa3d/include/pixelflinger2/ |
pixelflinger2_vector4.h | 23 template <typename Type> struct Vec4 { 38 //Vec4() : x(0), y(0), z(0), w(0) {} 39 Vec4() {} 40 Vec4(Type X, Type Y, Type Z, Type W) : x(X), y(Y), z(Z), w(W) {} 41 Vec4(Type X) : x(X), y(X), z(X), w(X) {} 55 inline void operator += (const Vec4<Type> & rhs) __attribute__((always_inline)) 57 inline void operator -= (const Vec4<Type> & rhs) __attribute__((always_inline)) 59 inline void operator *= (const Vec4<Type> & rhs) __attribute__((always_inline)) 61 inline void operator /= (const Vec4<Type> & rhs) __attribute__((always_inline)) 68 inline Vec4 operator+(const Vec4 & rhs) cons [all...] |
/external/mesa3d/src/glsl/ |
builtin_function.cpp | 91 " (signature vec4\n" 93 " (declare (in) vec4 arg0))\n" 94 " ((return (expression vec4 abs (var_ref arg0)))))\n" 115 " (signature vec4\n" 117 " (declare (in) vec4 x))\n" 118 " ((return (expression vec4 - (constant float (1.5707963))\n" 140 " (signature vec4\n" 142 " (declare (in) vec4 x))\n" 143 " ((return (expression vec4 log (expression vec4 + (var_ref x) (expression vec4 sqrt (expression vec4 - (expression vec4 * (var_ref x) (var_ref x)) (…) [all...] |
/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/ |
CrossHatch.frag | 4 uniform vec4 m_LineColor;
5 uniform vec4 m_PaperColor;
20 vec4 texVal = texture2D(m_Texture, texCoord);
46 vec4 lineColor = mix(m_LineColor, texVal, m_ColorInfluenceLine);
48 vec4 paperColor = mix(m_PaperColor, texVal, m_ColorInfluencePaper);
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