/external/jmonkeyengine/engine/src/blender/Common/MatDefs/Texture3D/ |
tex3D.frag | 3 varying vec3 texCoord;
6 gl_FragColor= texture3D(m_Texture,texCoord);
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tex3D.vert | 6 varying vec3 texCoord;
10 texCoord=inTexCoord;
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/external/jmonkeyengine/engine/src/test/jme3test/texture/ |
tex3D.frag | 3 varying vec3 texCoord;
6 gl_FragColor= texture3D(m_Texture,texCoord);
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tex3DThumb.frag | 5 varying vec2 texCoord;
8 float depthx=floor(texCoord.x);
9 float depthy=(m_Rows-1.0) - floor(texCoord.y);
10 //vec3 texC=vec3(texCoord.x,texCoord.y ,0.7);//
12 vec3 texC=vec3(fract(texCoord.x),fract(texCoord.y),(depthy*m_Rows+depthx)*m_InvDepth);//
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tex3D.vert | 6 varying vec3 texCoord;
10 texCoord=inTexCoord;
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tex3DThumb.vert | 6 varying vec2 texCoord;
10 texCoord=inTexCoord;
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Blur/ |
HGaussianBlur.frag | 5 varying vec2 texCoord;
13 sum += texture2D(m_Texture, vec2(texCoord.x- 4.0*blurSize, texCoord.y )) * 0.05;
14 sum += texture2D(m_Texture, vec2(texCoord.x- 3.0*blurSize, texCoord.y )) * 0.09;
15 sum += texture2D(m_Texture, vec2(texCoord.x - 2.0*blurSize, texCoord.y)) * 0.12;
16 sum += texture2D(m_Texture, vec2(texCoord.x- blurSize, texCoord.y )) * 0.15;
17 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y)) * 0.16; [all...] |
VGaussianBlur.frag | 4 varying vec2 texCoord;
14 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y - 4.0*blurSize)) * 0.05;
15 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y - 3.0*blurSize)) * 0.09;
16 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y - 2.0*blurSize)) * 0.12;
17 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y - blurSize)) * 0.15;
18 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y)) * 0.16; [all...] |
/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/ |
bloomFinal.frag | 5 varying vec2 texCoord;
8 vec4 colorRes = texture2D(m_Texture, texCoord);
9 vec4 bloom = texture2D(m_BloomTex, texCoord);
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bloomFinal15.frag | 8 in vec2 texCoord;
11 vec4 colorRes = getColor(m_Texture,texCoord);
12 vec4 bloom = texture2D(m_BloomTex, texCoord);
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Fade.frag | 2 varying vec2 texCoord;
7 vec4 texVal = texture2D(m_Texture, texCoord);
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Fade15.frag | 6 in vec2 texCoord;
9 vec4 texVal = getColor(m_Texture, texCoord);
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Overlay.frag | 3 varying vec2 texCoord;
6 vec4 texVal = texture2D(m_Texture, texCoord);
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Overlay15.frag | 5 in vec2 texCoord;
8 vec4 texVal = getColor(m_Texture, texCoord);
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Post.vert | 5 varying vec2 texCoord;
9 texCoord = inTexCoord;
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/ |
ColoredTextured.vert | 6 varying vec2 texCoord;
10 texCoord = inTexCoord;
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SimpleTextured.vert | 6 varying vec2 texCoord;
10 texCoord = inTexCoord;
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Particle.frag | 3 varying vec4 texCoord;
14 vec2 uv = mix(texCoord.xy, texCoord.zw, gl_PointCoord.xy);
16 vec2 uv = texCoord.xy;
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SimpleTextured.frag | 3 varying vec2 texCoord;
8 //Texture_GetColor(m_ColorMap, texCoord)
9 //vec4 color = texture2D(m_ColorMap, texCoord);
14 vec3 newNorm = vec3(texture2D(m_ColorMap, texCoord).ag, 0.0);
20 gl_FragColor = vec4(texture2D(m_ColorMap, texCoord).a);
22 gl_FragColor = Texture_GetColor(m_ColorMap, texCoord);
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ColoredTextured.frag | 1 varying vec2 texCoord;
7 vec4 texColor = texture2D(m_ColorMap, texCoord);
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/ |
PreShadow.frag | 1 varying vec2 texCoord;
10 if (texture2D(m_DiffuseMap, texCoord).a <= 0.50)
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PreShadow.vert | 7 varying vec2 texCoord;
11 texCoord = inTexCoord;
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/external/jmonkeyengine/engine/src/niftygui/Common/MatDefs/Nifty/ |
NiftyTex.frag | 4 varying vec2 texCoord;
7 vec4 texVal = texture2D(m_Texture, texCoord);
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Gui/ |
Gui.frag | 3 varying vec2 texCoord;
10 vec4 texVal = texture2D(m_Texture, texCoord);
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/ |
Deferred.vert | 1 varying vec2 texCoord;
7 texCoord = inTexCoord;
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