/external/jmonkeyengine/engine/src/niftygui/Common/MatDefs/Nifty/ |
NiftyQuadGrad.vert | 3 attribute vec4 inPosition;
4 attribute vec4 inColor;
5 attribute vec4 inIndex;
7 varying vec4 color;
11 gl_Position = vec4(pos, 0.0, 1.0);
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NiftyQuad.frag | 1 uniform vec4 m_Color;
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NiftyQuadGrad.frag | 1 varying vec4 color;
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NiftyQuad.vert | 3 attribute vec4 inPosition;
8 gl_Position = vec4(pos, 0.0, 1.0);
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NiftyTex.frag | 2 uniform vec4 m_Color;
7 vec4 texVal = texture2D(m_Texture, texCoord);
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/packages/wallpapers/Galaxy4/res/raw/ |
bgstar_fs.glsl | 1 varying vec4 varColor;
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/packages/wallpapers/HoloSpiral/res/raw/ |
fragment_background.glslf | 1 varying lowp vec4 color;
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vertex_background.glslv | 1 varying lowp vec4 color; 5 gl_Position = vec4(ATTRIB_position.xy, 0.0, 1.0);
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/packages/wallpapers/NoiseField/res/raw/ |
bg_fs.glsl | 1 varying lowp vec4 color;
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bg_vs.glsl | 1 varying lowp vec4 color; 5 gl_Position = vec4(ATTRIB_position.x, ATTRIB_position.y, 0.0, 1.0);
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/packages/wallpapers/PhaseBeam/res/raw/ |
bg_fs.glsl | 1 varying lowp vec4 color;
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bg_vs.glsl | 1 varying lowp vec4 color; 5 gl_Position = vec4(ATTRIB_position.x + ATTRIB_offsetX/3.5, ATTRIB_position.y, 0.0, 1.0);
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/ |
Posterization.frag | 9 vec4 texVal = texture2D(m_Texture, texCoord);
11 texVal = pow(texVal, vec4(m_Gamma));
12 texVal = texVal * vec4(m_NumColors);
14 texVal = texVal / vec4(m_NumColors);
15 texVal = pow(texVal, vec4(1.0/m_Gamma));
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bloomExtract.frag | 12 vec4 color = vec4(0.0);
16 color = vec4(0.0);
18 color = pow(color,vec4(m_ExposurePow));
23 vec4 glowColor = texture2D(m_GlowMap, texCoord);
24 glowColor = pow(glowColor, vec4(m_ExposurePow));
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Overlay.frag | 2 uniform vec4 m_Color;
6 vec4 texVal = texture2D(m_Texture, texCoord);
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Overlay15.frag | 4 uniform vec4 m_Color;
8 vec4 texVal = getColor(m_Texture, texCoord);
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Post.vert | 3 attribute vec4 inPosition;
8 gl_Position = inPosition * 2.0 - 1.0; //vec4(pos, 0.0, 1.0);
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/ |
simple_water.vert | 16 attribute vec4 inPosition; 21 varying vec4 lightDir; 22 varying vec4 waterTex1; 23 varying vec4 waterTex2; 24 varying vec4 position; 25 varying vec4 viewDir; 26 varying vec4 viewpos; 27 varying vec4 viewLightDir; 28 varying vec4 viewCamDir; 44 vec4 temp [all...] |
simple_water.frag | 13 uniform vec4 m_waterColor; 15 uniform vec4 m_distortionScale; 16 uniform vec4 m_distortionMix; 17 uniform vec4 m_texScale; 23 varying vec4 lightDir; //lightpos 24 varying vec4 waterTex1; //moving texcoords 25 varying vec4 waterTex2; //moving texcoords 26 varying vec4 position; //for projection 27 varying vec4 viewDir; //viewts 28 varying vec4 viewLightDir [all...] |
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/ |
Deferred.vert | 8 vec4 pos = vec4(inPosition, 1.0);
9 gl_Position = vec4(sign(pos.xy-vec2(0.5)), 0.0, 1.0);
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GBuf.vert | 4 uniform vec4 m_Ambient;
5 uniform vec4 m_Diffuse;
6 uniform vec4 m_Specular;
11 varying vec4 AmbientSum;
12 varying vec4 DiffuseSum;
13 varying vec4 SpecularSum;
25 attribute vec4 inColor;
32 vec4 pos = vec4(inPosition, 1.0);
37 vec4 wvNormal, wvTangent, wvBinormal; [all...] |
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/ |
ColoredTextured.frag | 4 uniform vec4 m_Color;
7 vec4 texColor = texture2D(m_ColorMap, texCoord);
8 gl_FragColor = vec4(mix(m_Color.rgb, texColor.rgb, texColor.a), 1.0);
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Particle.vert | 4 attribute vec4 inColor;
5 attribute vec4 inTexCoord;
7 varying vec4 color;
10 varying vec4 texCoord;
23 vec4 pos = vec4(inPosition, 1.0);
33 vec4 worldPos = g_WorldMatrix * pos;
37 //vec4 worldViewPos = g_WorldViewMatrix * pos;
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ShowNormals.frag | 4 gl_FragColor = vec4((normal * vec3(0.5)) + vec3(0.5), 1.0);
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/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/ |
Skinning.glsllib | 7 attribute vec4 inBoneWeight;
8 attribute vec4 inBoneIndices;
11 void Skinning_Compute(inout vec4 position, inout vec4 normal){
12 vec4 index = inBoneIndices;
13 vec4 weight = inBoneWeight;
15 vec4 newPos = vec4(0.0);
16 vec4 newNormal = vec4(0.0); [all...] |