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  /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;

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12 3 4 5 6 7 8 91011>>