HomeSort by relevance Sort by last modified time
    Searched full:vec2 (Results 101 - 125 of 332) sorted by null

1 2 3 45 6 7 8 91011>>

  /frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/
plastic_lights.glsl 3 varying vec2 varTex0;
22 vec2 t0 = varTex0.xy;
shader2v.glsl 8 varying vec2 varTex0;
  /external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/
GammaCorrection15.frag 4 in vec2 texCoord;
bloomExtract.frag 5 varying vec2 texCoord;
bloomExtract15.frag 8 in vec2 texCoord;
  /external/jmonkeyengine/engine/src/test/jme3test/texture/
tex3DThumb.frag 5 varying vec2 texCoord;
  /external/webkit/Source/WebCore/platform/graphics/chromium/
ShaderChromium.cpp 55 attribute vec2 a_texCoord;
57 varying vec2 v_texCoord;
86 attribute vec2 a_texCoord;
88 varying vec2 y_texCoord;
89 varying vec2 uv_texCoord;
95 y_texCoord = vec2(y_widthScaleFactor * a_texCoord.x, a_texCoord.y);
96 uv_texCoord = vec2(uv_widthScaleFactor * a_texCoord.x, a_texCoord.y);
141 attribute vec2 a_texCoord;
144 varying vec2 v_texCoord;
171 varying vec2 v_texCoord
    [all...]
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/
Deferred.frag 4 varying vec2 texCoord;
12 uniform vec2 m_FrustumNearFar;
58 vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec4 wvLightDir, in float shiny){
61 return vec2(diffuseFactor, specularFactor) * vec2(wvLightDir.w);
72 vec3 getPosition(in vec2 newTexCoord){
86 pos.xy = (newTexCoord * vec2(2.0)) - vec2(1.0);
122 vec2 newTexCoord = texCoord;
137 vec2 light = computeLighting(worldPosition, normal, viewDir, lightDir, specularColor.w*128.0);
    [all...]
Lighting.frag 6 varying vec2 texCoord;
8 varying vec2 texCoord2;
22 varying vec2 vertexLightValues;
119 vec2 computeLighting(in vec3 wvNorm, in vec3 wvViewDir, in vec3 wvLightDir){
135 return vec2(diffuseFactor, specularFactor) * vec2(att);
140 vec2 newTexCoord;
244 vec2 light = vertexLightValues.xy;
246 light.x = texture2D(m_ColorRamp, vec2(light.x, 0.0)).r;
247 light.y = texture2D(m_ColorRamp, vec2(light.y, 0.0)).r;
    [all...]
GBuf.vert 9 varying vec2 texCoord;
16 attribute vec2 inTexCoord;
Lighting.vert 18 varying vec2 texCoord;
20 varying vec2 texCoord2;
21 attribute vec2 inTexCoord2;
29 attribute vec2 inTexCoord;
49 varying vec2 vertexLightValues;
113 vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec4 wvLightPos){
129 return vec2(diffuseFactor, specularFactor) * vec2(lightDir.w)*spotFallOff;
  /external/webkit/Source/WebCore/platform/graphics/gpu/
ConvolutionShader.cpp 60 "uniform vec2 imageIncrement;\n"
61 "attribute vec2 position;\n"
62 "varying vec2 imageCoord;\n"
68 " imageCoord = (texMatrix * pos).xy - vec2(scale, scale) * imageIncrement;\n"
79 "uniform vec2 imageIncrement;\n"
80 "varying vec2 imageCoord;\n"
82 " vec2 coord = imageCoord;\n"
  /external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/
Water.frag 34 uniform vec2 m_WindDirection;
40 vec2 scale = vec2(m_WaveScale, m_WaveScale);
54 varying vec2 texCoord;
65 mat3 computeTangentFrame(in vec3 N, in vec3 P, in vec2 UV) {
68 vec2 duv1 = dFdx(UV);
69 vec2 duv2 = dFdy(UV);
80 //vec3 T = inverseM * vec2(duv1.x, duv2.x);
81 //vec3 B = inverseM * vec2(duv1.y, duv2.y);
103 vec3 getPosition(in float depth, in vec2 uv){
    [all...]
Water15.frag 38 uniform vec2 m_WindDirection;
45 vec2 scale = vec2(m_WaveScale, m_WaveScale);
58 in vec2 texCoord;
70 mat3 computeTangentFrame(in vec3 N, in vec3 P, in vec2 UV) {
73 vec2 duv1 = dFdx(UV);
74 vec2 duv2 = dFdy(UV);
80 vec3 T = inverseM * vec2(duv1.x, duv2.x);
81 vec3 B = inverseM * vec2(duv1.y, duv2.y);
99 vec3 getPosition(in float depth, in vec2 uv){
    [all...]
  /frameworks/base/media/mca/filterpacks/java/android/filterpacks/imageproc/
GrainFilter.java 57 "uniform vec2 seed;\n" +
58 "varying vec2 v_texcoord;\n" +
59 "float rand(vec2 loc) {\n" +
60 " float theta1 = dot(loc, vec2(0.9898, 0.233));\n" +
61 " float theta2 = dot(loc, vec2(12.0, 78.0));\n" +
81 "varying vec2 v_texcoord;\n" +
83 " float noise = texture2D(tex_sampler_1, v_texcoord + vec2(-stepX, -stepY)).r * 0.224;\n" +
84 " noise += texture2D(tex_sampler_1, v_texcoord + vec2(-stepX, stepY)).r * 0.224;\n" +
85 " noise += texture2D(tex_sampler_1, v_texcoord + vec2(stepX, -stepY)).r * 0.224;\n" +
86 " noise += texture2D(tex_sampler_1, v_texcoord + vec2(stepX, stepY)).r * 0.224;\n"
    [all...]
DocumentaryFilter.java 49 "uniform vec2 seed;\n" +
52 "uniform vec2 scale;\n" +
53 "varying vec2 v_texcoord;\n" +
54 "float rand(vec2 loc) {\n" +
55 " float theta1 = dot(loc, vec2(0.9898, 0.233));\n" +
56 " float theta2 = dot(loc, vec2(12.0, 78.0));\n" +
76 " vec2 coord = v_texcoord - vec2(0.5, 0.5);\n" +
  /external/clang/test/PCH/
exprs.h 79 extern double2 vec2, vec2b;
80 typedef typeof(vec2.x) ext_vector_element;
103 typedef typeof(__builtin_shufflevector(vec2, vec2b, 2, 1)) shuffle_expr;
  /external/llvm/test/Transforms/DeadStoreElimination/
OverwriteStoreEnd.ll 4 %struct.vec2 = type { <4 x i32>, <4 x i32> }
7 @glob1 = global %struct.vec2 zeroinitializer, align 16
55 define void @write16to32(%struct.vec2* nocapture %p) nounwind uwtable ssp {
58 %0 = bitcast %struct.vec2* %p to i8*
59 ; CHECK: tail call void @llvm.memcpy.p0i8.p0i8.i64(i8* %0, i8* bitcast (%struct.vec2* @glob1 to i8*), i64 16, i32 16, i1 false)
60 tail call void @llvm.memcpy.p0i8.p0i8.i64(i8* %0, i8* bitcast (%struct.vec2* @glob1 to i8*), i64 32, i32 16, i1 false)
61 %c = getelementptr inbounds %struct.vec2* %p, i64 0, i32 1
66 define void @dontwrite28to32memcpy(%struct.vec2* nocapture %p) nounwind uwtable ssp {
69 %0 = bitcast %struct.vec2* %p to i8*
70 ; CHECK: tail call void @llvm.memcpy.p0i8.p0i8.i64(i8* %0, i8* bitcast (%struct.vec2* @glob1 to i8*), i64 32, i32 16, i1 false
    [all...]
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/
SimpleTextured.frag 3 varying vec2 texCoord;
SoftParticle.vert 9 varying vec2 projPos;
10 varying vec2 vPos; // Position of the pixel in clip space
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Blur/
RadialBlur.frag 5 varying vec2 texCoord;
15 vec2 dir = 0.5 - texCoord;
RadialBlur15.frag 8 in vec2 texCoord;
19 vec2 dir = 0.5 - texCoord;
  /external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/
Texture.glsllib 3 vec3 Texture_GetNormal(in sampler2D normalMap, in vec2 texCoord){
18 vec4 Texture_GetColor(in sampler2D colorMap, in vec2 texCoord){
  /external/llvm/test/Transforms/ArgumentPromotion/
callgraph-update.ll 5 %struct.VEC2 = type { double, double, double }
6 %struct.VERTEX = type { %struct.VEC2, %struct.VERTEX*, %struct.VERTEX* }
  /ndk/tests/build/issue22345-ICE-postreload/jni/
issue22345-ICE-postreload.cpp 7 inline float32x4_t dot4VecResult(const float32x4_t& vec1, const float32x4_t& vec2) {
8 float32x4_t result = vmulq_f32(vec1, vec2);

Completed in 1156 milliseconds

1 2 3 45 6 7 8 91011>>