/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/ |
simple_water.frag | 13 uniform vec4 m_waterColor; 15 uniform vec4 m_distortionScale; 16 uniform vec4 m_distortionMix; 17 uniform vec4 m_texScale; 23 varying vec4 lightDir; //lightpos 24 varying vec4 waterTex1; //moving texcoords 25 varying vec4 waterTex2; //moving texcoords 26 varying vec4 position; //for projection 27 varying vec4 viewDir; //viewts 28 varying vec4 viewLightDir [all...] |
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/ |
ShowNormals.frag | 4 gl_FragColor = vec4((normal * vec3(0.5)) + vec3(0.5), 1.0);
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/external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/ |
HeightBasedTerrain.vert | 8 attribute vec4 inTexCoord;
13 varying vec4 position;
18 position = g_WorldMatrix * vec4(inPosition, 0.0);
19 gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1);
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/external/mesa3d/src/glsl/tests/ |
array-01.glsl | 3 uniform vec4 [3.2] a;
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array-02.glsl | 3 uniform vec4 [ivec4(3)] a;
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array-04.glsl | 2 uniform vec4 a[3.2];
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array-05.glsl | 2 uniform vec4 a[ivec4(3)];
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array-07.glsl | 2 uniform vec4 a[0];
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array-08.glsl | 2 uniform vec4 a[-1];
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attribute-01.glsl | 6 gl_Position = vec4(1.0);
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attribute-02.glsl | 6 gl_Position = vec4(1.0);
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attribute-03.glsl | 6 gl_Position = vec4(1.0);
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attribute-04.glsl | 6 gl_Position = vec4(1.0);
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attribute-05.glsl | 6 gl_Position = vec4(1.0);
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attribute-06.glsl | 6 gl_Position = vec4(1.0);
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attribute-07.glsl | 6 gl_Position = vec4(1.0);
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attribute-08.glsl | 6 gl_Position = vec4(1.0);
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qualifier-01.glsl | 3 inout vec4 foo;
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qualifier-03.glsl | 2 out vec4 foo;
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/frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/ |
shadercubef.glsl | 5 lowp vec4 col = textureCube(UNI_Tex0, worldNormal);
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/ |
bloomExtract15.frag | 9 out vec4 outFragColor;
16 vec4 color = vec4(0.0);
20 color = pow(color, vec4(m_ExposurePow));
22 color = vec4(0.0);
27 vec4 glowColor = texture2D( m_GlowMap, texCoord );
28 glowColor = pow(glowColor, vec4(m_ExposurePow));
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/external/mesa3d/src/glsl/builtins/ir/ |
fwidth | 23 (signature vec4 25 (declare (in) vec4 p)) 26 ((return (expression vec4 + 27 (expression vec4 abs (expression vec4 dFdx (var_ref p))) 28 (expression vec4 abs (expression vec4 dFdy (var_ref p)))))))
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atanh | 29 (signature vec4 31 (declare (in) vec4 x)) 32 ((return (expression vec4 * (constant vec4 (0.5)) 33 (expression vec4 log 34 (expression vec4 / 35 (expression vec4 + (constant vec4 (1)) (var_ref x)) 36 (expression vec4 - (constant vec4 (1)) (var_ref x))))))) [all...] |
tan | 17 (signature vec4 19 (declare (in) vec4 angle)) 20 ((return (expression vec4 / (expression vec4 sin (var_ref angle)) (expression vec4 cos (var_ref angle))))))
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Gui/ |
Gui.vert | 2 uniform vec4 m_Color;
7 attribute vec4 inColor;
15 varying vec4 color;
19 //gl_Position = vec4(pos, 0.0, 1.0);
20 gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0);
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