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  /packages/wallpapers/PhaseBeam/res/raw/
dot_vs.glsl 4 vec4 objPos = vec4(ATTRIB_position, 1.0);
  /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)))))))
sign 17 (signature vec4
19 (declare (in) vec4 x))
20 ((return (expression vec4 sign (var_ref x)))))
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)))
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))
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)))))
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);
  /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){
Math.glsllib 2 vec3 Math_QuaternionMult(in vec4 quat, in vec3 vec){
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){
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);
  /frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/
shader2v.glsl 12 vec4 objPos = ATTRIB_position;
13 vec4 worldPos = UNI_model * objPos;
  /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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