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  /external/chromium_org/third_party/mesa/src/src/glsl/builtins/profiles/
OES_standard_derivatives.frag 8 vec2 dFdx(vec2 p);
13 vec2 dFdy(vec2 p);
18 vec2 fwidth(vec2 p);
ARB_shader_texture_lod.glsl 5 vec2 P, float dPdx, float dPdy);
10 vec2 P, vec2 dPdx, vec2 dPdy);
12 vec3 P, vec2 dPdx, vec2 dPdy);
14 vec4 P, vec2 dPdx, vec2 dPdy);
30 vec3 P, vec2 dPdx, vec2 dPdy)
    [all...]
100.glsl 6 vec2 radians(vec2 degrees);
11 vec2 degrees(vec2 radians);
16 vec2 sin(vec2 angle);
21 vec2 cos(vec2 angle);
26 vec2 tan(vec2 angle)
    [all...]
120.glsl 6 vec2 radians(vec2 degrees);
11 vec2 degrees(vec2 radians);
16 vec2 sin(vec2 angle);
21 vec2 cos(vec2 angle);
26 vec2 tan(vec2 angle)
    [all...]
110.glsl 6 vec2 radians(vec2 degrees);
11 vec2 degrees(vec2 radians);
16 vec2 sin(vec2 angle);
21 vec2 cos(vec2 angle);
26 vec2 tan(vec2 angle)
    [all...]
  /external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/
FXAA.vert 2 uniform vec2 g_Resolution;
7 attribute vec2 inTexCoord;
9 varying vec2 texCoord;
15 vec2 rcpFrame = vec2(1.0) / g_Resolution;
17 posPos.zw = inTexCoord.xy - (rcpFrame * vec2(0.5 + m_SubPixelShift));
Post15.vert 4 in vec2 inTexCoord;
6 out vec2 texCoord;
9 vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
Post.vert 4 attribute vec2 inTexCoord;
5 varying vec2 texCoord;
LightScattering.vert 5 attribute vec2 inTexCoord;
6 varying vec2 texCoord;
7 varying vec2 lightPos;
10 vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
LightScattering15.vert 5 in vec2 inTexCoord;
6 out vec2 texCoord;
7 out vec2 lightPos;
10 vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
  /external/mesa3d/src/glsl/builtins/profiles/
OES_standard_derivatives.frag 8 vec2 dFdx(vec2 p);
13 vec2 dFdy(vec2 p);
18 vec2 fwidth(vec2 p);
ARB_shader_texture_lod.glsl 5 vec2 P, float dPdx, float dPdy);
10 vec2 P, vec2 dPdx, vec2 dPdy);
12 vec3 P, vec2 dPdx, vec2 dPdy);
14 vec4 P, vec2 dPdx, vec2 dPdy);
30 vec3 P, vec2 dPdx, vec2 dPdy)
    [all...]
100.glsl 6 vec2 radians(vec2 degrees);
11 vec2 degrees(vec2 radians);
16 vec2 sin(vec2 angle);
21 vec2 cos(vec2 angle);
26 vec2 tan(vec2 angle)
    [all...]
120.glsl 6 vec2 radians(vec2 degrees);
11 vec2 degrees(vec2 radians);
16 vec2 sin(vec2 angle);
21 vec2 cos(vec2 angle);
26 vec2 tan(vec2 angle)
    [all...]
110.glsl 6 vec2 radians(vec2 degrees);
11 vec2 degrees(vec2 radians);
16 vec2 sin(vec2 angle);
21 vec2 cos(vec2 angle);
26 vec2 tan(vec2 angle)
    [all...]
  /external/eigen/doc/snippets/
Tutorial_AdvancedInitialization_Join.cpp 5 RowVectorXd vec2(4);
6 vec2 << 1, 4, 9, 16;;
7 std::cout << "vec2 = " << vec2 << std::endl;
10 joined << vec1, vec2; variable
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/
Deferred.vert 1 varying vec2 texCoord;
4 attribute vec2 inTexCoord;
9 gl_Position = vec4(sign(pos.xy-vec2(0.5)), 0.0, 1.0);
  /external/jmonkeyengine/engine/src/niftygui/Common/MatDefs/Nifty/
NiftyTex.vert 4 attribute vec2 inTexCoord;
6 varying vec2 texCoord;
9 vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/
ColoredTextured.vert 4 attribute vec2 inTexCoord;
6 varying vec2 texCoord;
SimpleTextured.vert 4 attribute vec2 inTexCoord;
6 varying vec2 texCoord;
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/
PreShadow.vert 2 attribute vec2 inTexCoord;
7 varying vec2 texCoord;
  /external/jmonkeyengine/engine/src/test/jme3test/texture/
tex3DThumb.vert 3 attribute vec2 inTexCoord;
6 varying vec2 texCoord;
  /external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/SSAO/
ssao15.frag 6 uniform vec2 g_Resolution;
7 uniform vec2 m_FrustumNearFar;
15 uniform vec2[4] m_Samples;
17 in vec2 texCoord;
21 vec3 getPosition(in vec2 uv){
33 vec3 getNormal(in vec2 uv){
37 vec2 getRandom(in vec2 uv){
44 float doAmbientOcclusion(in vec2 tc, in vec3 pos, in vec3 norm){
53 vec2 reflection(in vec2 v1,in vec2 v2){
    [all...]
  /frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/
blur_vertex.glsl 1 varying vec2 varTex0;
  /external/chromium_org/third_party/mesa/src/src/glsl/builtins/ir/
fwidth.ir 9 (signature vec2
11 (declare (in) vec2 p))
12 ((return (expression vec2 +
13 (expression vec2 abs (expression vec2 dFdx (var_ref p)))
14 (expression vec2 abs (expression vec2 dFdy (var_ref p)))))))

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