/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/ |
CrossHatch15.frag | 6 uniform vec4 m_LineColor;
7 uniform vec4 m_PaperColor;
22 vec4 texVal = getColor(m_Texture, texCoord);
48 vec4 lineColor = mix(m_LineColor, texVal, m_ColorInfluenceLine);
50 vec4 paperColor = mix(m_PaperColor, texVal, m_ColorInfluencePaper);
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LightScattering.frag | 16 vec4 colorRes= texture2D(m_Texture,texCoord);
21 vec4 res = vec4(0.0);
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LightScattering15.frag | 19 vec4 colorRes= getColor(m_Texture,texCoord);
24 vec4 res = vec4(0.0);
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Fog.frag | 5 uniform vec4 m_FogColor;
13 vec4 texVal = texture2D(m_Texture, texCoord);
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Fog15.frag | 6 uniform vec4 m_FogColor;
16 vec4 texVal = getColor(m_Texture, texCoord);
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GammaCorrection.frag | 12 vec4 texVal = texture2D(m_Texture, texCoord);
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/ |
Deferred.frag | 14 uniform vec4 g_LightColor;
15 uniform vec4 g_LightPosition;
58 vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec4 wvLightDir, in float shiny){
64 vec3 decodeNormal(in vec4 enc){
65 vec4 nn = enc * vec4(2.0,2.0,0.0,0.0) + vec4(-1.0,-1.0,1.0,-1.0);
85 vec4 pos;
95 void lightComputeDir(in vec3 worldPos, in vec4 color, in vec4 position, out vec4 lightDir){ [all...] |
/external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/ |
HeightBasedTerrain.frag | 16 varying vec4 position;
18 vec4 GenerateTerrainColor() {
20 vec4 p = position / m_terrainSize;
28 vec4 terrainColor = vec4(0.0, 0.0, 0.0, 1.0);
35 vec4 slopeCol1 = texture2D(m_slopeColorMap, p.yz * m_slopeTileFactor);
36 vec4 slopeCol2 = texture2D(m_slopeColorMap, p.xy * m_slopeTileFactor);
74 vec4 color = GenerateTerrainColor();
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/packages/wallpapers/MagicSmoke/res/raw/ |
pf4tex.glslf | 9 lowp vec4 tex = texture2D(UNI_Tex0, varTex0); 10 lowp vec4 col = mix(UNI_clearColor, tex.rgba, tex.a);
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pf5tex.glslf | 10 lowp vec4 tex = texture2D(UNI_Tex0, varTex0); 11 lowp vec4 col = mix(UNI_clearColor, tex.rgba, tex.a);
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/cts/tests/tests/opengl/libopengltest/ |
shader.h | 21 "attribute vec4 gtf_Vertex;\n" 31 "vec4 pos = gtf_ModelViewMatrix * gtf_Vertex;\n" 39 "varying vec4 varyColor; \n" 49 " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); \n"
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vertex.h | 56 " gl_FragColor = vec4 (ct, 1.0); \n" 60 "attribute vec4 vPosition; \n" 61 "attribute vec4 vColor; \n" 62 "varying vec4 varyColor; \n" 70 "attribute vec4 vPosition; \n"
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/ |
SoftParticle.frag | 8 varying vec4 texCoord;
11 varying vec4 color;
28 vec4 c = vec4(1.0,1.0,1.0,1.0);//color;
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/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/ |
Common.glsllib | 5 vec3 Common_UnpackNormalLA(in vec4 norm){
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/SSAO/ |
normal.frag | 18 gl_FragColor = vec4(normal.xy* 0.5 + 0.5,-normal.z* 0.5 + 0.5, 1.0);
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/external/mesa3d/src/glsl/builtins/ir/ |
noise1 | 16 (declare (in) vec4 x))
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pow | 33 (signature vec4 35 (declare (in) vec4 b) 36 (declare (in) vec4 e)) 38 (declare () vec4 ret)
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max | 20 (signature vec4 22 (declare (in) vec4 arg0) 23 (declare (in) vec4 arg1)) 24 ((return (expression vec4 max (var_ref arg0) (var_ref arg1))))) 38 (signature vec4 40 (declare (in) vec4 arg0) 42 ((return (expression vec4 max (var_ref arg0) (var_ref arg1)))))
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min | 20 (signature vec4 22 (declare (in) vec4 arg0) 23 (declare (in) vec4 arg1)) 24 ((return (expression vec4 min (var_ref arg0) (var_ref arg1))))) 38 (signature vec4 40 (declare (in) vec4 arg0) 42 ((return (expression vec4 min (var_ref arg0) (var_ref arg1)))))
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refract | 77 (signature vec4 79 (declare (in) vec4 i) 80 (declare (in) vec4 n) 92 ((return (constant vec4 (0.0 0.0 0.0 0.0)))) 93 ((return (expression vec4 - 94 (expression vec4 * (var_ref eta) (var_ref i)) 95 (expression vec4 *
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clamp | 23 (signature vec4 25 (declare (in) vec4 arg0) 26 (declare (in) vec4 arg1) 27 (declare (in) vec4 arg2)) 28 ((return (expression vec4 max (expression vec4 min (var_ref arg0) (var_ref arg2)) (var_ref arg1))))) 44 (signature vec4 46 (declare (in) vec4 arg0) 49 ((return (expression vec4 max (expression vec4 min (var_ref arg0) (var_ref arg2)) (var_ref arg1)))) [all...] |
/frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/ |
shadercubev.glsl | 5 vec4 worldPos = UNI_model * ATTRIB_position;
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/frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/ |
select_color.glsl | 11 gl_FragColor = vec4(col, 0.0);
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/frameworks/base/tests/RenderScriptTests/ShadersTest/res/raw/ |
depth_fs.glsl | 12 gl_FragColor = vec4(z, z, z, 1.0);
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/packages/wallpapers/Galaxy4/res/raw/ |
staticstar_vs.glsl | 4 vec4 pos;
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