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  /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);
LightScattering.frag 16 vec4 colorRes= texture2D(m_Texture,texCoord);
21 vec4 res = vec4(0.0);
LightScattering15.frag 19 vec4 colorRes= getColor(m_Texture,texCoord);
24 vec4 res = vec4(0.0);
Fog.frag 5 uniform vec4 m_FogColor;
13 vec4 texVal = texture2D(m_Texture, texCoord);
Fog15.frag 6 uniform vec4 m_FogColor;
16 vec4 texVal = getColor(m_Texture, texCoord);
GammaCorrection.frag 12 vec4 texVal = texture2D(m_Texture, texCoord);
  /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();
  /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);
pf5tex.glslf 10 lowp vec4 tex = texture2D(UNI_Tex0, varTex0);
11 lowp vec4 col = mix(UNI_clearColor, tex.rgba, tex.a);
  /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"
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"
  /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;
  /external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/
Common.glsllib 5 vec3 Common_UnpackNormalLA(in vec4 norm){
  /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);
  /external/mesa3d/src/glsl/builtins/ir/
noise1 16 (declare (in) vec4 x))
pow 33 (signature vec4
35 (declare (in) vec4 b)
36 (declare (in) vec4 e))
38 (declare () vec4 ret)
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)))))
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)))))
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 *
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;
  /frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/
select_color.glsl 11 gl_FragColor = vec4(col, 0.0);
  /frameworks/base/tests/RenderScriptTests/ShadersTest/res/raw/
depth_fs.glsl 12 gl_FragColor = vec4(z, z, z, 1.0);
  /packages/wallpapers/Galaxy4/res/raw/
staticstar_vs.glsl 4 vec4 pos;

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