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  /external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/
FXAA.vert 2 uniform vec2 g_Resolution;
7 attribute vec2 inTexCoord;
9 varying vec2 texCoord;
15 vec2 rcpFrame = vec2(1.0) / g_Resolution;
17 posPos.zw = inTexCoord.xy - (rcpFrame * vec2(0.5 + m_SubPixelShift));
Post15.vert 4 in vec2 inTexCoord;
6 out vec2 texCoord;
9 vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
Post.vert 4 attribute vec2 inTexCoord;
5 varying vec2 texCoord;
LightScattering.vert 5 attribute vec2 inTexCoord;
6 varying vec2 texCoord;
7 varying vec2 lightPos;
10 vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
LightScattering15.vert 5 in vec2 inTexCoord;
6 out vec2 texCoord;
7 out vec2 lightPos;
10 vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
  /external/eigen/doc/snippets/
Tutorial_AdvancedInitialization_Join.cpp 5 RowVectorXd vec2(4);
6 vec2 << 1, 4, 9, 16;;
7 std::cout << "vec2 = " << vec2 << std::endl;
10 joined << vec1, vec2; variable
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/
Deferred.vert 1 varying vec2 texCoord;
4 attribute vec2 inTexCoord;
9 gl_Position = vec4(sign(pos.xy-vec2(0.5)), 0.0, 1.0);
  /external/jmonkeyengine/engine/src/niftygui/Common/MatDefs/Nifty/
NiftyTex.vert 4 attribute vec2 inTexCoord;
6 varying vec2 texCoord;
9 vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/
ColoredTextured.vert 4 attribute vec2 inTexCoord;
6 varying vec2 texCoord;
SimpleTextured.vert 4 attribute vec2 inTexCoord;
6 varying vec2 texCoord;
Unshaded.vert 9 attribute vec2 inTexCoord;
10 varying vec2 texCoord1;
14 attribute vec2 inTexCoord2;
15 varying vec2 texCoord2;
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/
PreShadow.vert 2 attribute vec2 inTexCoord;
7 varying vec2 texCoord;
  /external/jmonkeyengine/engine/src/test/jme3test/texture/
tex3DThumb.vert 3 attribute vec2 inTexCoord;
6 varying vec2 texCoord;
  /external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/SSAO/
ssao15.frag 6 uniform vec2 g_Resolution;
7 uniform vec2 m_FrustumNearFar;
15 uniform vec2[4] m_Samples;
17 in vec2 texCoord;
21 vec3 getPosition(in vec2 uv){
33 vec3 getNormal(in vec2 uv){
37 vec2 getRandom(in vec2 uv){
44 float doAmbientOcclusion(in vec2 tc, in vec3 pos, in vec3 norm){
53 vec2 reflection(in vec2 v1,in vec2 v2){
    [all...]
ssao.frag 1 uniform vec2 g_Resolution;
2 uniform vec2 m_FrustumNearFar;
13 uniform vec2[4] m_Samples;
15 varying vec2 texCoord;
19 vec3 getPosition(in vec2 uv){
31 vec3 getNormal(in vec2 uv){
35 vec2 getRandom(in vec2 uv){
37 return normalize(vec2(rand,rand));
40 float doAmbientOcclusion(in vec2 tc, in vec3 pos, in vec3 norm){
    [all...]
  /frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/
blur_vertex.glsl 1 varying vec2 varTex0;
texture.glsl 1 varying vec2 varTex0;
  /packages/wallpapers/MagicSmoke/res/raw/
pv5tex.glslv 1 varying vec2 varTex0;
2 varying vec2 varTex1;
3 varying vec2 varTex2;
4 varying vec2 varTex3;
5 varying vec2 varTex4;
7 vec2 mul(vec4 uni, vec2 attr, float idx, vec2 offset)
10 return vec2(
pv4tex.glslv 1 varying vec2 varTex0;
2 varying vec2 varTex1;
3 varying vec2 varTex2;
4 varying vec2 varTex3;
6 vec2 mul(vec4 uni, vec2 attr, float idx, vec2 offset)
9 return vec2(
pf5tex.glslf 3 varying vec2 varTex0;
4 varying vec2 varTex1;
5 varying vec2 varTex2;
6 varying vec2 varTex3;
7 varying vec2 varTex4;
  /external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/
Splatting.glsllib 1 void Splatting_Base(in sampler2D baseMap, in vec2 tc, in float scale, out vec3 outColor){
2 outColor = texture2D(baseMap, tc * vec2(scale)).rgb;
5 void Splatting_AlphaDetail(in sampler2D alphaMap, in sampler2D detailMap, in vec2 tc, in float scale, out vec3 outColor){
7 vec3 color = sampler2D(detailMap, tc * vec2(scale)).rgb;
  /cts/apps/CtsVerifier/include/colorchecker/
vec2.h 24 class Vec2{
26 Vec2(T inputX, T inputY) {
31 Vec2() {}
33 inline Vec2<T> operator+ (const Vec2<T> &param) const {
34 Vec2<T> temp(mX + param.x(), mY + param.y());
38 inline Vec2<T> operator- (const Vec2<T> &param) const {
39 Vec2<T> temp(mX - param.x(), mY - param.y());
43 inline Vec2<float> operator/ (const int param) const
    [all...]
  /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;
18 sum += texture2D(m_Texture, vec2(texCoord.x+ blurSize, texCoord.y )) * 0.15;
19 sum += texture2D(m_Texture, vec2(texCoord.x+ 2.0*blurSize, texCoord.y )) * 0.12;
20 sum += texture2D(m_Texture, vec2(texCoord.x+ 3.0*blurSize, texCoord.y )) * 0.09;
21 sum += texture2D(m_Texture, vec2(texCoord.x+ 4.0*blurSize, texCoord.y )) * 0.05;
    [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;
19 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y + blurSize)) * 0.15;
20 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y + 2.0*blurSize)) * 0.12;
21 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y + 3.0*blurSize)) * 0.09;
22 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y + 4.0*blurSize)) * 0.05;
    [all...]
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Gui/
Gui.vert 11 attribute vec2 inTexCoord;
12 varying vec2 texCoord;
18 //vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;

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