/frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/ |
plastic_lights.glsl | 3 varying vec2 varTex0; 22 vec2 t0 = varTex0.xy;
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shader2v.glsl | 8 varying vec2 varTex0;
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/ |
GammaCorrection15.frag | 4 in vec2 texCoord;
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bloomExtract.frag | 5 varying vec2 texCoord;
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bloomExtract15.frag | 8 in vec2 texCoord;
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/external/jmonkeyengine/engine/src/test/jme3test/texture/ |
tex3DThumb.frag | 5 varying vec2 texCoord;
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/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;
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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;
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/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"
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/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" +
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/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;
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/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;
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SoftParticle.vert | 9 varying vec2 projPos;
10 varying vec2 vPos; // Position of the pixel in clip space
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Blur/ |
RadialBlur.frag | 5 varying vec2 texCoord;
15 vec2 dir = 0.5 - texCoord;
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RadialBlur15.frag | 8 in vec2 texCoord;
19 vec2 dir = 0.5 - texCoord;
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/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){
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/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* }
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/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);
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