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  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/
ColoredTextured.frag 1 varying vec2 texCoord;
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/
PostShadowPSSM.frag 48 const vec2 pixSize2 = vec2(pixSize);
50 float Shadow_DoShadowCompareOffset(in SHADOWMAP tex, in vec4 projCoord, in vec2 offset){
59 float Shadow_BorderCheck(in vec2 coord){
68 vec2 o = mod(floor(gl_FragCoord.xy), 2.0);
69 shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2(-1.5, 1.5) + o);
70 shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2( 0.5, 1.5) + o);
71 shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2(-1.5, -0.5) + o);
72 shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2( 0.5, -0.5) + o);
79 gather.x = Shadow_DoShadowCompareOffset(tex, projCoord, vec2(0.0, 0.0));
    [all...]
  /external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/
LightScattering.frag 9 varying vec2 lightPos;
10 varying vec2 texCoord;
19 vec2 texCoo=texCoord-lightPos;
20 vec2 scaledCoord;
LightScattering15.frag 12 in vec2 lightPos;
13 in vec2 texCoord;
22 vec2 texCoo=texCoord-lightPos;
23 vec2 scaledCoord;
bloomFinal.frag 5 varying vec2 texCoord;
bloomFinal15.frag 8 in vec2 texCoord;
DepthOfField.frag 3 varying vec2 texCoord;
10 vec2 m_NearFar = vec2( 0.1, 1000.0 );
69 sum += texture2D( m_Texture, vec2(x - 2.0 * xScale, y - 2.0 * yScale) );
70 sum += texture2D( m_Texture, vec2(x - 0.0 * xScale, y - 2.0 * yScale) );
71 sum += texture2D( m_Texture, vec2(x + 2.0 * xScale, y - 2.0 * yScale) );
72 sum += texture2D( m_Texture, vec2(x - 1.0 * xScale, y - 1.0 * yScale) );
73 sum += texture2D( m_Texture, vec2(x + 1.0 * xScale, y - 1.0 * yScale) );
74 sum += texture2D( m_Texture, vec2(x - 2.0 * xScale, y - 0.0 * yScale) );
75 sum += texture2D( m_Texture, vec2(x + 2.0 * xScale, y - 0.0 * yScale) );
    [all...]
  /external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/SSAO/
normal.vert 9 varying vec2 texCoord;
ssaoBlur.frag 4 uniform vec2 g_Resolution;
9 uniform vec2 m_FrustumNearFar;
11 varying vec2 texCoord;
27 float readDepth(in vec2 uv){
41 vec2 sample;
48 sample = texCoord + vec2(i,j) / g_Resolution;
75 vec2 sample = vec2(x - 2.0 * xScale, y - 2.0 * yScale);
81 sample = vec2(x - 0.0 * xScale, y - 2.0 * yScale);
87 sample = vec2(x + 2.0 * xScale, y - 2.0 * yScale);
    [all...]
ssaoBlur15.frag 6 uniform vec2 g_Resolution;
11 uniform vec2 m_FrustumNearFar;
13 in vec2 texCoord;
28 float readDepth(in vec2 uv){
42 vec2 sample;
49 sample = texCoord + vec2(i,j) / g_Resolution;
76 vec2 sample = vec2(x - 2.0 * xScale, y - 2.0 * yScale);
82 sample = vec2(x - 0.0 * xScale, y - 2.0 * yScale);
88 sample = vec2(x + 2.0 * xScale, y - 2.0 * yScale);
    [all...]
  /external/jmonkeyengine/engine/src/niftygui/Common/MatDefs/Nifty/
NiftyQuadGrad.vert 10 vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
  /frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/
singletexfm.glsl 1 varying vec2 varTex0;
multitexf.glsl 1 varying vec2 varTex0;
4 vec2 t0 = varTex0.xy;
shaderf.glsl 6 varying vec2 varTex0;
9 vec2 t0 = varTex0.xy;
  /frameworks/base/tests/RenderScriptTests/ShadersTest/res/raw/
vignette_fs.glsl 3 varying vec2 varTex0;
8 vec2 powers = pow(abs((gl_FragCoord.xy / vec2(UNI_width, UNI_height)) - 0.5), vec2(2.0));
  /external/webkit/Source/ThirdParty/ANGLE/src/compiler/
Initialize.cpp 30 s.append(TString("vec2 radians(vec2 degrees);"));
35 s.append(TString("vec2 degrees(vec2 radians);"));
40 s.append(TString("vec2 sin(vec2 angle);"));
45 s.append(TString("vec2 cos(vec2 angle);"));
50 s.append(TString("vec2 tan(vec2 angle);"))
    [all...]
  /frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/
multitexf.glsl 1 varying vec2 varTex0;
4 vec2 t0 = varTex0.xy;
shaderarrayf.glsl 6 varying vec2 varTex0;
9 vec2 t0 = varTex0.xy;
shaderf.glsl 6 varying vec2 varTex0;
9 vec2 t0 = varTex0.xy;
  /frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/
blur_h.glsl 1 varying vec2 varTex0;
4 vec2 blurCoord = varTex0;
diffuse.glsl 3 varying vec2 varTex0;
14 vec2 t0 = varTex0.xy;
  /external/webkit/Source/WebCore/platform/graphics/gpu/
BicubicShader.cpp 58 "attribute vec2 position;\n"
59 "varying vec2 texCoord;\n"
70 "uniform vec2 imageIncrement;\n"
73 "varying vec2 texCoord;\n"
80 " vec2 imageCoord = texCoord;\n"
81 " vec2 f = fract(imageCoord / imageIncrement) - vec2(0.5, 0.5);\n"
82 " vec4 t00 = texture2D(image, imageCoord + imageIncrement * vec2(-1, -1));\n"
83 " vec4 t10 = texture2D(image, imageCoord + imageIncrement * vec2( 0, -1));\n"
84 " vec4 t20 = texture2D(image, imageCoord + imageIncrement * vec2( 1, -1));\n
    [all...]
  /external/quake/quake/src/QW/client/
cl_cam.c 136 pmtrace_t Cam_DoTrace(vec3_t vec1, vec3_t vec2)
147 return PM_PlayerMove(pmove.origin, vec2);
204 vec3_t vec, vec2; local
214 VectorAdd(forward, up, vec2);
215 VectorAdd(vec2, right, vec2);
216 if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
218 VectorCopy(vec2, vec);
220 VectorAdd(forward, up, vec2);
221 VectorSubtract(vec2, right, vec2)
    [all...]
  /external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/
Optics.glsllib 12 vec2 Optics_SphereCoord(in vec3 dir){
23 return (dir.xy * vec2(inv_two_p)) + vec2(0.5);
  /external/llvm/test/CodeGen/X86/
2011-04-19-sclr-bb.ll 13 %vec2 = phi <4 x i1> [ %vec2_and_1, %LOOP ], [ zeroinitializer, %ENTRY ]
14 %vec1_or_2 = or <4 x i1> %vec1, %vec2
15 %vec2_and_1 = and <4 x i1> %vec2, %vec1

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