/frameworks/base/media/mca/filterpacks/java/android/filterpacks/imageproc/ |
TintFilter.java | 50 " vec4 color = texture2D(tex_sampler_0, v_texcoord);\n" + 53 " gl_FragColor = vec4(new_color.rgb, color.a);\n" +
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BrightnessFilter.java | 41 " vec4 color = texture2D(tex_sampler_0, v_texcoord);\n" +
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ContrastFilter.java | 43 " vec4 color = texture2D(tex_sampler_0, v_texcoord);\n" +
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Invert.java | 39 " vec4 color = texture2D(tex_sampler_0, v_texcoord);\n" +
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GrainFilter.java | 71 " gl_FragColor = vec4(rand(v_texcoord + seed), 0.0, 0.0, 1.0);\n" + 89 " vec4 color = texture2D(tex_sampler_0, v_texcoord);\n" + 93 " gl_FragColor = vec4(color.rgb * weight, color.a);\n" +
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/frameworks/native/opengl/tests/gl2_jni/jni/ |
gl_code.cpp | 27 static const char gVertexShader[] = "attribute vec4 vPosition;\n" 34 " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
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/frameworks/native/opengl/tests/gldual/jni/ |
gl_code.cpp | 27 static const char gVertexShader[] = "attribute vec4 vPosition;\n" 34 " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
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/packages/apps/Camera/jni/feature_mos/src/mosaic_renderer/ |
WarpRenderer.cpp | 164 "attribute vec4 a_position; \n" 184 " vec4 color; \n"
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/packages/apps/Gallery2/jni_mosaic/feature_mos/src/mosaic_renderer/ |
WarpRenderer.cpp | 164 "attribute vec4 a_position; \n" 184 " vec4 color; \n"
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/packages/apps/LegacyCamera/jni/feature_mos/src/mosaic_renderer/ |
WarpRenderer.cpp | 164 "attribute vec4 a_position; \n" 184 " vec4 color; \n"
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/cts/tests/tests/opengl/src/android/opengl/cts/ |
RendererTwoShaderTest.java | 30 + " gl_FragColor = vec4 (0.63671875, 0.76953125, 0.22265625, 1.0); \n"
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Shaders.java | 54 + " gl_FragColor = vec4 (ct, 1.0); \n"
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/external/clang/test/CodeGen/ |
ext-vector.c | 21 float4 vec4, vec4_2; variable 31 vec2 = vec4.xy; // shorten 33 vec4 = vec4.yyyy; // splat
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/frameworks/native/opengl/tests/testLatency/src/com/android/testlatency/ |
TestLatencyView.java | 247 private final String mVertexShader = "attribute vec4 aPosition;\n" 248 + "attribute vec4 aColor;\n" 249 + "varying vec4 vColor;\n" 256 + "varying vec4 vColor;\n"
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/cts/tests/tests/rsg/src/android/renderscriptgraphics/cts/ |
ProgramVertexTest.java | 128 " vec4 temp = ATTRIB_position;\n"+ 135 " vec4 temp = ATTRIB_position;\n"+ 150 " vec4 temp = UNI_MATRIX * ATTRIB_position;\n"+
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/external/jmonkeyengine/engine/src/bullet-native/ |
com_jme3_bullet_joints_HingeJoint.cpp | 216 btVector3 vec4 = btVector3(); local 220 jmeBulletUtil::convert(env, axisB, &vec4); 221 btHingeConstraint* joint = new btHingeConstraint(*bodyA, *bodyB, vec1, vec2, vec3, vec4);
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/frameworks/rs/java/tests/Balls/src/com/example/android/rs/balls/ |
BallsRS.java | 56 String t = "varying vec4 varColor;\n" + 58 " vec4 pos = vec4(0.0, 0.0, 0.0, 1.0);\n" +
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/external/webkit/Source/WebCore/platform/graphics/gpu/ |
Shader.cpp | 170 "gl_Position = vec4(matrix * vec3(position, 1.0), 1.0);\n"); 173 "gl_Position = worldViewProjection * vec4(position, 0.0, 1.0);\n"); 212 "uniform vec4 color;\n");
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/frameworks/base/graphics/java/android/renderscript/ |
ProgramFragmentFixedFunction.java | 166 mShader += "varying lowp vec4 varColor;\n"; 171 mShader += " lowp vec4 col = varColor;\n"; 173 mShader += " lowp vec4 col = UNI_Color;\n";
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/frameworks/native/opengl/tests/gl_perf/ |
fill_common.cpp | 140 "attribute vec4 a_pos;\n" 141 "attribute vec4 a_color;\n" 144 "varying vec4 v_color;\n"
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/external/skia/src/gpu/effects/ |
GrTextureDomainEffect.h | 18 * the edge of the domain or result in a vec4 of zeros. The domain is clipped to normalized texture
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/external/webkit/Source/WebCore/platform/graphics/opengl/ |
TextureMapperGL.cpp | 288 " lowp vec4 color = texture2D(SourceTexture, OutTexCoordSource); \n" 289 " lowp vec4 maskColor = texture2D(MaskTexture, OutTexCoordMask); \n" 291 " gl_FragColor = vec4(color.rgb * o, color.a * o); \n" 297 " attribute vec4 InVertex; \n" 313 " lowp vec4 color = texture2D(SourceTexture, OutTexCoordSource); \n" 314 " gl_FragColor = vec4(color.rgb * Opacity, color.a * Opacity); \n" 320 " attribute vec4 InVertex; \n" 335 " lowp vec4 color = texture2D(SourceTexture, OutTexCoordSource); \n" 336 " gl_FragColor = vec4(color.bgr * Opacity, color.a * Opacity); \n"
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/packages/screensavers/Basic/src/com/android/dreams/basic/ |
ColorsGLRenderer.java | 303 "attribute vec4 a_position;" + 304 "attribute vec4 a_color;" + 305 "varying vec4 v_color;" + 313 "varying vec4 v_color;" +
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/packages/wallpapers/Basic/src/com/android/wallpaper/fall/ |
FallRS.java | 320 "varying vec4 varColor;\n" + 323 "vec2 addDrop(vec4 d, vec2 pos, float dxMul) {\n" + 339 " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);\n" + 353 " varColor = vec4(1.0, 1.0, 1.0, 1.0);\n" +
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/external/webkit/Source/WebCore/platform/graphics/android/rendering/ |
ShaderProgram.cpp | 50 "attribute vec4 vPosition;\n" 52 "uniform vec4 fillPortion;\n" 88 " vec4 pixel = texture2D(s_texture, repeatedTexCoord); \n" 111 "attribute vec4 vPosition;\n" 113 "uniform vec4 inputColor;\n" 114 "varying vec4 v_color;\n" 122 "varying vec4 v_color;\n" 134 " vec4 pixel = texture2D(s_texture, v_texCoord); \n" 144 "attribute vec4 vPosition;\n" 150 " v_texCoord = vec2(textureMatrix * vec4(vPosition.x, 1.0 - vPosition.y, 0.0, 1.0));\n [all...] |