/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/ |
GBuf.frag | 5 varying vec2 texCoord;
30 vec2 encodeNormal(in vec3 n){
31 vec2 enc = normalize(n.xy) * (sqrt(-n.z*0.5+0.5));
32 enc = enc*vec2(0.5)+vec2(0.5);
37 vec2 newTexCoord = texCoord;
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/ |
Unshaded.frag | 12 varying vec2 texCoord1;
18 varying vec2 texCoord2;
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SoftParticle.frag | 3 varying vec2 vPos; // Position of the pixel
4 varying vec2 projPos;// z and w valus in projection space
31 vec2 uv = mix(texCoord.xy, texCoord.zw, gl_PointCoord.xy);
33 vec2 uv = texCoord.xy;
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/frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/ |
blur_v.glsl | 1 varying vec2 varTex0; 4 vec2 blurCoord = varTex0;
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diffuse_lights.glsl | 3 varying vec2 varTex0; 16 vec2 t0 = varTex0.xy;
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metal.glsl | 3 varying vec2 varTex0; 16 vec2 t0 = varTex0.xy;
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plastic.glsl | 3 varying vec2 varTex0; 16 vec2 t0 = varTex0.xy;
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select_color.glsl | 1 varying vec2 varTex0;
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paintf.glsl | 3 varying vec2 varTex0; 16 vec2 t0 = varTex0.xy;
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/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/ |
Bump.glsllib | 9 vec2 Bump_DoOcclusionParallax(in sampler2D heightMap, in vec2 texCoord, in vec3 tanViewDir){
41 vec2 Bump_DoParallax(in sampler2D heightMap, in vec2 texCoord, in vec3 tanViewDir){
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/ |
GammaCorrection.frag | 2 varying vec2 texCoord;
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Posterization.frag | 2 varying vec2 texCoord;
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Posterization15.frag | 4 in vec2 texCoord;
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/SSAO/ |
normal.frag | 2 varying vec2 texCoord;
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/frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/ |
shader2v.glsl | 3 varying vec2 varTex0;
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shader2f.glsl | 3 varying vec2 varTex0; 22 vec2 t0 = varTex0.xy;
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/frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/ |
shader2v.glsl | 3 varying vec2 varTex0;
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shader2f.glsl | 3 varying vec2 varTex0; 22 vec2 t0 = varTex0.xy;
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/frameworks/native/opengl/tests/gl_perf/ |
fragment_shaders.cpp | 32 "varying vec2 v_tex0;\n" 43 "varying vec2 v_tex0;\n" 56 "varying vec2 v_tex0;\n" 70 "varying vec2 v_tex0;\n" 83 "varying vec2 v_tex0;\n" 98 "varying vec2 v_tex0;\n" 113 "varying vec2 v_tex0;\n"
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/ |
PostShadowPSSM15.frag | 55 float Shadow_BorderCheck(in vec2 coord){ 68 vec2 pixSize = 1.0 / vec2(texSize); 72 shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2(-1.5, 1.5)+o), projCoord.zw)); 73 shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2( 0.5, 1.5)+o), projCoord.zw)); 74 shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2(-1.5, -0.5)+o), projCoord.zw)); 75 shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2( 0.5, -0.5)+o), projCoord.zw)); 97 vec2 f = fract( projCoord.xy * texSize ); 98 vec2 mx = mix( gather.xz, gather.yw, f.x ); 114 vec4 coord = vec4(projCoord.xy + vec2(x,y) * pixSize, projCoord.zw) [all...] |
PostShadow.vert | 27 //projCoord.xy = projCoord.xy * vec2(0.5, -0.5) + vec2(0.5);
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/external/jmonkeyengine/engine/src/bullet-native/ |
com_jme3_bullet_collision_shapes_SimplexCollisionShape.cpp | 67 btVector3 vec2 = btVector3(); local 68 jmeBulletUtil::convert(env, vector2, &vec2); 69 btBU_Simplex1to4* simplexShape = new btBU_Simplex1to4(vec1, vec2); 82 btVector3 vec2 = btVector3(); local 83 jmeBulletUtil::convert(env, vector2, &vec2); 86 btBU_Simplex1to4* simplexShape = new btBU_Simplex1to4(vec1, vec2, vec3); 99 btVector3 vec2 = btVector3(); local 100 jmeBulletUtil::convert(env, vector2, &vec2); 105 btBU_Simplex1to4* simplexShape = new btBU_Simplex1to4(vec1, vec2, vec3, vec4);
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/cts/apps/CtsVerifier/lib/colorchecker/ |
vec2.cpp | 18 #define LOG_TAG "Vec2" 22 #include "vec2.h"
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/external/eigen/test/ |
sparse_solvers.cpp | 47 DenseVector vec2 = vec1, vec3 = vec1; local 53 VERIFY_IS_APPROX(refMat2.template triangularView<Lower>().solve(vec2), 58 VERIFY_IS_APPROX(refMat2.template triangularView<Upper>().solve(vec2), 60 VERIFY_IS_APPROX(refMat2.conjugate().template triangularView<Upper>().solve(vec2), 66 VERIFY_IS_APPROX(refMat2.conjugate().template triangularView<Upper>().solve(vec2), 72 VERIFY_IS_APPROX(refMat2.transpose().template triangularView<Upper>().solve(vec2), 77 VERIFY_IS_APPROX(refMat2.transpose().template triangularView<Lower>().solve(vec2), 99 VERIFY_IS_APPROX(refMat2.template triangularView<Lower>().solve(vec2),
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/ |
simple_water.frag | 18 uniform vec2 m_FrustumNearFar; 54 vec4 readDepth(vec2 uv){ 65 vec4 disdis = texture2D(m_water_dudvmap, vec2(waterTex2 * m_texScale)); 66 vec4 fdist = texture2D(m_water_dudvmap, vec2(waterTex1 + disdis*m_distortionMix)); 71 vec4 nmap = texture2D(m_water_normalmap, vec2(waterTex1 + disdis*m_distortionMix)); 82 vec4 refl = texture2D(m_water_reflection, vec2(projCoord.x,1.0-projCoord.y)); 83 vec4 refr = texture2D(m_water_refraction, vec2(projCoord)); 84 vec4 wdepth =readDepth(vec2(projCoord));
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