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  /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;
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/
Unshaded.frag 12 varying vec2 texCoord1;
18 varying vec2 texCoord2;
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;
  /frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/
blur_v.glsl 1 varying vec2 varTex0;
4 vec2 blurCoord = varTex0;
diffuse_lights.glsl 3 varying vec2 varTex0;
16 vec2 t0 = varTex0.xy;
metal.glsl 3 varying vec2 varTex0;
16 vec2 t0 = varTex0.xy;
plastic.glsl 3 varying vec2 varTex0;
16 vec2 t0 = varTex0.xy;
select_color.glsl 1 varying vec2 varTex0;
paintf.glsl 3 varying vec2 varTex0;
16 vec2 t0 = varTex0.xy;
  /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){
  /external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/
GammaCorrection.frag 2 varying vec2 texCoord;
Posterization.frag 2 varying vec2 texCoord;
Posterization15.frag 4 in vec2 texCoord;
  /external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/SSAO/
normal.frag 2 varying vec2 texCoord;
  /frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/
shader2v.glsl 3 varying vec2 varTex0;
shader2f.glsl 3 varying vec2 varTex0;
22 vec2 t0 = varTex0.xy;
  /frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/
shader2v.glsl 3 varying vec2 varTex0;
shader2f.glsl 3 varying vec2 varTex0;
22 vec2 t0 = varTex0.xy;
  /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"
  /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);
  /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);
  /cts/apps/CtsVerifier/lib/colorchecker/
vec2.cpp 18 #define LOG_TAG "Vec2"
22 #include "vec2.h"
  /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),
  /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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