/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Hdr/ |
LogLum.frag | 4 varying vec2 texCoord;
7 uniform vec2 m_PixelSize;
8 uniform vec2 m_BlockSize;
12 vec4 blocks(vec2 halfBlockSize, vec2 pixelSize, float numPixels){
13 vec2 startUV = texCoord - halfBlockSize;
14 vec2 endUV = texCoord + halfBlockSize;
23 vec4 color = texture2D(m_Texture, vec2(x,y));
59 gl_FragColor = blocks(m_BlockSize * vec2(0.5), m_PixelSize, m_NumPixels);
|
ToneMap.frag | 3 varying vec2 texCoord;
15 float avgLumA = HDR_DecodeLum( texture2D(m_Lum, vec2(0.0)) );
16 float avgLumB = HDR_DecodeLum( texture2D(m_Lum2, vec2(0.0)) );
21 //vec3 c2 = HDR_ToneMap2(color.rgb, lerpedLum, m_A * vec2(0.25), m_White);
|
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/ |
PreShadow.frag | 1 varying vec2 texCoord;
|
/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/ |
MultiSample.glsllib | 20 vec4 textureFetch(in sampler2DMS tex,in vec2 texC, in int numSamples){ 29 vec4 fetchTextureSample(in sampler2DMS tex,in vec2 texC,in int sample){ 34 vec4 getColor(in sampler2DMS tex, in vec2 texC){ 38 vec4 getColorSingle(in sampler2DMS tex, in vec2 texC){ 43 vec4 getDepth(in sampler2DMS tex,in vec2 texC){ 48 vec4 fetchTextureSample(in sampler2D tex,in vec2 texC,in int sample){ 52 vec4 getColor(in sampler2D tex, in vec2 texC){ 56 vec4 getColorSingle(in sampler2D tex, in vec2 texC){ 60 vec4 getDepth(in sampler2D tex,in vec2 texC){
|
Shadow.glsllib | 15 const vec2 pixSize2 = vec2(pixSize);
17 float Shadow_DoShadowCompareOffset(in SHADOWMAP tex, vec4 projCoord, vec2 offset){
25 float Shadow_BorderCheck(in vec2 coord){
46 vec2 o = mod(floor(gl_FragCoord.xy), 2.0);
47 shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2(-1.5, 1.5) + o);
48 shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2( 0.5, 1.5) + o);
49 shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2(-1.5, -0.5) + o);
50 shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2( 0.5, -0.5) + o);
56 const vec2 size = vec2(256.0); [all...] |
Parallax.glsllib | 2 vec2 steepParallaxOffset(sampler2D parallaxMap, vec3 vViewDir,vec2 texCoord,float parallaxScale){
3 vec2 vParallaxDirection = normalize( vViewDir.xy );
10 vec2 vParallaxOffsetTS = vParallaxDirection * fParallaxLength;
27 vec2 vTexOffsetPerStep = fStepSize * vParallaxOffsetTS;
28 vec2 vTexCurrentOffset = texCoord;
48 vec2 pt1 = vec2( fCurrentBound, fCurrHeight );
49 vec2 pt2 = vec2( fCurrentBound + fStepSize, fPrevHeight ); [all...] |
/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/ |
CartoonEdge.frag | 12 varying vec2 texCoord;
18 uniform vec2 g_Resolution;
20 vec4 fetchNormalDepth(vec2 tc){
30 vec2 edgeOffset = vec2(m_EdgeWidth) / g_Resolution;
32 vec4 n1 = fetchNormalDepth(texCoord + vec2(-1.0, -1.0) * edgeOffset);
33 vec4 n2 = fetchNormalDepth(texCoord + vec2( 1.0, 1.0) * edgeOffset);
34 vec4 n3 = fetchNormalDepth(texCoord + vec2(-1.0, 1.0) * edgeOffset);
35 vec4 n4 = fetchNormalDepth(texCoord + vec2( 1.0, -1.0) * edgeOffset);
|
CartoonEdge15.frag | 7 uniform vec2 g_Resolution;
20 in vec2 texCoord;
23 vec4 fetchNormalDepth(vec2 tc){
33 vec2 edgeOffset = vec2(m_EdgeWidth) / textureSize(m_NormalsTexture, 0);
34 vec4 n1 = fetchNormalDepth(texCoord + vec2(-1.0, -1.0) * edgeOffset);
35 vec4 n2 = fetchNormalDepth(texCoord + vec2( 1.0, 1.0) * edgeOffset);
36 vec4 n3 = fetchNormalDepth(texCoord + vec2(-1.0, 1.0) * edgeOffset);
37 vec4 n4 = fetchNormalDepth(texCoord + vec2( 1.0, -1.0) * edgeOffset);
|
Fade.frag | 2 varying vec2 texCoord;
|
Fade15.frag | 6 in vec2 texCoord;
|
Overlay.frag | 3 varying vec2 texCoord;
|
Overlay15.frag | 5 in vec2 texCoord;
|
FXAA.frag | 4 uniform vec2 g_Resolution;
10 varying vec2 texCoord;
22 #define OffsetVec(a, b) vec2(a, b)
29 vec2 rcpFrame) // Constant {1.0/frameWidth, 1.0/frameHeight}.
53 vec2 dir;
61 dir = min(vec2( m_SpanMax, m_SpanMax),
62 max(vec2(-m_SpanMax, -m_SpanMax),
66 FxaaTex(tex, posPos.xy + dir * vec2(1.0/3.0 - 0.5)).xyz +
67 FxaaTex(tex, posPos.xy + dir * vec2(2.0/3.0 - 0.5)).xyz);
69 FxaaTex(tex, posPos.xy + dir * vec2(0.0/3.0 - 0.5)).xyz + [all...] |
Fog.frag | 3 varying vec2 texCoord;
9 vec2 m_FrustumNearFar=vec2(1.0,m_FogDistance);
|
Fog15.frag | 10 in vec2 texCoord;
12 vec2 m_FrustumNearFar=vec2(1.0,m_FogDistance);
|
/external/jmonkeyengine/engine/src/niftygui/Common/MatDefs/Nifty/ |
NiftyQuad.vert | 7 vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
|
NiftyTex.frag | 4 varying vec2 texCoord;
|
/frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/ |
singletexf.glsl | 1 varying vec2 varTex0;
|
/packages/wallpapers/MagicSmoke/res/raw/ |
pf4tex.glslf | 3 varying vec2 varTex0; 4 varying vec2 varTex1; 5 varying vec2 varTex2; 6 varying vec2 varTex3;
|
/external/llvm/unittests/ADT/ |
PackedVectorTest.cpp | 34 PackedVector<unsigned, 2> Vec2(3); 35 EXPECT_EQ(3U, Vec2.size()); 36 EXPECT_FALSE(Vec2.empty()); 52 EXPECT_FALSE(Vec == Vec2); 53 EXPECT_TRUE(Vec != Vec2); 55 Vec2.swap(Vec); 62 EXPECT_EQ(2U, Vec2[0]); 63 EXPECT_EQ(0U, Vec2[1]); 64 EXPECT_EQ(1U, Vec2[2]); 65 EXPECT_EQ(3U, Vec2[3]) [all...] |
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/ |
Glow.frag | 3 varying vec2 texCoord1;
5 varying vec2 texCoord;
|
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/ |
Particle.frag | 14 vec2 uv = mix(texCoord.xy, texCoord.zw, gl_PointCoord.xy);
16 vec2 uv = texCoord.xy;
|
/external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/ |
Terrain.vert | 5 attribute vec2 inTexCoord;
7 varying vec2 texCoord;
|
/external/clang/test/Sema/ |
ext_vector_components.c | 11 float2 vec2, vec2_2; local 17 vec2.z; // expected-error {{vector component access exceeds type 'float2'}} 18 vec2.xyzw; // expected-error {{vector component access exceeds type 'float2'}} 22 vec2 = vec4.s01; // legal, shorten 23 vec2 = vec4.S01; // legal, shorten 26 f = vec2.x; // legal, shorten 32 vec2.x = f; 33 vec2.xx = vec2_2.xy; // expected-error {{vector is not assignable (contains duplicate components)}} 34 vec2.yx = vec2_2.xy;
|
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Gui/ |
Gui.frag | 3 varying vec2 texCoord;
|