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  /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);
NiftyQuad.frag 1 uniform vec4 m_Color;
NiftyQuadGrad.frag 1 varying vec4 color;
NiftyQuad.vert 3 attribute vec4 inPosition;
8 gl_Position = vec4(pos, 0.0, 1.0);
NiftyTex.frag 2 uniform vec4 m_Color;
7 vec4 texVal = texture2D(m_Texture, texCoord);
  /packages/wallpapers/Galaxy4/res/raw/
bgstar_fs.glsl 1 varying vec4 varColor;
  /packages/wallpapers/HoloSpiral/res/raw/
fragment_background.glslf 1 varying lowp vec4 color;
vertex_background.glslv 1 varying lowp vec4 color;
5 gl_Position = vec4(ATTRIB_position.xy, 0.0, 1.0);
  /packages/wallpapers/NoiseField/res/raw/
bg_fs.glsl 1 varying lowp vec4 color;
bg_vs.glsl 1 varying lowp vec4 color;
5 gl_Position = vec4(ATTRIB_position.x, ATTRIB_position.y, 0.0, 1.0);
  /packages/wallpapers/PhaseBeam/res/raw/
bg_fs.glsl 1 varying lowp vec4 color;
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);
  /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));
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));
Overlay.frag 2 uniform vec4 m_Color;
6 vec4 texVal = texture2D(m_Texture, texCoord);
Overlay15.frag 4 uniform vec4 m_Color;
8 vec4 texVal = getColor(m_Texture, texCoord);
Post.vert 3 attribute vec4 inPosition;
8 gl_Position = inPosition * 2.0 - 1.0; //vec4(pos, 0.0, 1.0);
  /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);
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);
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;
ShowNormals.frag 4 gl_FragColor = vec4((normal * vec3(0.5)) + vec3(0.5), 1.0);
  /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...]

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