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  /external/chromium-trace/trace-viewer/src/base/
gl_matrix.js 10 base.requireRawScript('../third_party/gl-matrix/src/gl-matrix/vec2.js');
15 var tmp_vec2 = vec2.create();
16 var tmp_vec2b = vec2.create();
20 vec2.createFromArray = function(arr) {
23 var v = vec2.create();
24 vec2.set(v, arr[0], arr[1]);
28 vec2.createXY = function(x, y) {
29 var v = vec2.create();
30 vec2.set(v, x, y);
34 vec2.toString = function(a)
    [all...]
  /external/chromium_org/third_party/mesa/src/src/glsl/builtins/ir/
asinh.ir 15 (signature vec2
17 (declare (in) vec2 x))
18 ((return (expression vec2 *
19 (expression vec2 sign (var_ref x))
20 (expression vec2 log
21 (expression vec2 +
22 (expression vec2 abs (var_ref x))
23 (expression vec2 sqrt
24 (expression vec2 +
25 (expression vec2 * (var_ref x) (var_ref x)
    [all...]
smoothstep.ir 15 (signature vec2
19 (declare (in) vec2 x))
20 ((declare () vec2 t)
22 (expression vec2 max
23 (expression vec2 min
24 (expression vec2 / (expression vec2 - (var_ref x) (var_ref edge0)) (expression float - (var_ref edge1) (var_ref edge0)))
27 (return (expression vec2 * (var_ref t) (expression vec2 * (var_ref t) (expression vec2 - (constant float (3.0)) (expression vec2 * (constant float (2.0)) (var_ref t)))))))
    [all...]
mix.ir 9 (signature vec2
11 (declare (in) vec2 arg0)
12 (declare (in) vec2 arg1)
13 (declare (in) vec2 arg2))
14 ((return (expression vec2 + (expression vec2 * (var_ref arg0) (expression vec2 - (constant float (1.000000)) (var_ref arg2))) (expression vec2 * (var_ref arg1) (var_ref arg2))))))
30 (signature vec2
32 (declare (in) vec2 arg0
    [all...]
modf.ir 11 (signature vec2
13 (declare (in) vec2 x)
14 (declare (out) vec2 i))
15 ((declare () vec2 t)
16 (assign (xy) (var_ref t) (expression vec2 trunc (var_ref x)))
18 (return (expression vec2 - (var_ref x) (var_ref t)))))
reflect.ir 16 (signature vec2
18 (declare (in) vec2 i)
19 (declare (in) vec2 n))
20 ((return (expression vec2 -
22 (expression vec2 *
24 (expression vec2 *
normalize.ir 7 (signature vec2
9 (declare (in) vec2 arg0))
10 ((return (expression vec2 * (var_ref arg0) (expression float rsq (expression float dot (var_ref arg0) (var_ref arg0)))))))
acos.ir 9 (signature vec2
11 (declare (in) vec2 x))
12 ((declare () vec2 s)
14 (return (expression vec2 - (constant float (1.5707964)) (var_ref s)))))
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Blur/
HGaussianBlur.frag 5 varying vec2 texCoord;
13 sum += texture2D(m_Texture, vec2(texCoord.x- 4.0*blurSize, texCoord.y )) * 0.05;
14 sum += texture2D(m_Texture, vec2(texCoord.x- 3.0*blurSize, texCoord.y )) * 0.09;
15 sum += texture2D(m_Texture, vec2(texCoord.x - 2.0*blurSize, texCoord.y)) * 0.12;
16 sum += texture2D(m_Texture, vec2(texCoord.x- blurSize, texCoord.y )) * 0.15;
17 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y)) * 0.16;
18 sum += texture2D(m_Texture, vec2(texCoord.x+ blurSize, texCoord.y )) * 0.15;
19 sum += texture2D(m_Texture, vec2(texCoord.x+ 2.0*blurSize, texCoord.y )) * 0.12;
20 sum += texture2D(m_Texture, vec2(texCoord.x+ 3.0*blurSize, texCoord.y )) * 0.09;
21 sum += texture2D(m_Texture, vec2(texCoord.x+ 4.0*blurSize, texCoord.y )) * 0.05;
    [all...]
VGaussianBlur.frag 4 varying vec2 texCoord;
14 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y - 4.0*blurSize)) * 0.05;
15 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y - 3.0*blurSize)) * 0.09;
16 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y - 2.0*blurSize)) * 0.12;
17 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y - blurSize)) * 0.15;
18 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y)) * 0.16;
19 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y + blurSize)) * 0.15;
20 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y + 2.0*blurSize)) * 0.12;
21 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y + 3.0*blurSize)) * 0.09;
22 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y + 4.0*blurSize)) * 0.05;
    [all...]
  /external/mesa3d/src/glsl/builtins/ir/
asinh.ir 15 (signature vec2
17 (declare (in) vec2 x))
18 ((return (expression vec2 *
19 (expression vec2 sign (var_ref x))
20 (expression vec2 log
21 (expression vec2 +
22 (expression vec2 abs (var_ref x))
23 (expression vec2 sqrt
24 (expression vec2 +
25 (expression vec2 * (var_ref x) (var_ref x)
    [all...]
smoothstep.ir 15 (signature vec2
19 (declare (in) vec2 x))
20 ((declare () vec2 t)
22 (expression vec2 max
23 (expression vec2 min
24 (expression vec2 / (expression vec2 - (var_ref x) (var_ref edge0)) (expression float - (var_ref edge1) (var_ref edge0)))
27 (return (expression vec2 * (var_ref t) (expression vec2 * (var_ref t) (expression vec2 - (constant float (3.0)) (expression vec2 * (constant float (2.0)) (var_ref t)))))))
    [all...]
mix.ir 9 (signature vec2
11 (declare (in) vec2 arg0)
12 (declare (in) vec2 arg1)
13 (declare (in) vec2 arg2))
14 ((return (expression vec2 + (expression vec2 * (var_ref arg0) (expression vec2 - (constant float (1.000000)) (var_ref arg2))) (expression vec2 * (var_ref arg1) (var_ref arg2))))))
30 (signature vec2
32 (declare (in) vec2 arg0
    [all...]
modf.ir 11 (signature vec2
13 (declare (in) vec2 x)
14 (declare (out) vec2 i))
15 ((declare () vec2 t)
16 (assign (xy) (var_ref t) (expression vec2 trunc (var_ref x)))
18 (return (expression vec2 - (var_ref x) (var_ref t)))))
reflect.ir 16 (signature vec2
18 (declare (in) vec2 i)
19 (declare (in) vec2 n))
20 ((return (expression vec2 -
22 (expression vec2 *
24 (expression vec2 *
normalize.ir 7 (signature vec2
9 (declare (in) vec2 arg0))
10 ((return (expression vec2 * (var_ref arg0) (expression float rsq (expression float dot (var_ref arg0) (var_ref arg0)))))))
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Gui/
Gui.vert 11 attribute vec2 inTexCoord;
12 varying vec2 texCoord;
18 //vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
  /external/chromium_org/third_party/mesa/src/src/glsl/builtins/profiles/
OES_EGL_image_external.glsl 4 vec4 texture2D(samplerExternalOES sampler, vec2 coord);
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Hdr/
LogLum.frag 4 varying vec2 texCoord;
7 uniform vec2 m_PixelSize;
8 uniform vec2 m_BlockSize;
12 vec4 blocks(vec2 halfBlockSize, vec2 pixelSize, float numPixels){
13 vec2 startUV = texCoord - halfBlockSize;
14 vec2 endUV = texCoord + halfBlockSize;
23 vec4 color = texture2D(m_Texture, vec2(x,y));
59 gl_FragColor = blocks(m_BlockSize * vec2(0.5), m_PixelSize, m_NumPixels);
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/
PreShadow.frag 1 varying vec2 texCoord;
  /external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/
MultiSample.glsllib 20 vec4 textureFetch(in sampler2DMS tex,in vec2 texC, in int numSamples){
29 vec4 fetchTextureSample(in sampler2DMS tex,in vec2 texC,in int sample){
34 vec4 getColor(in sampler2DMS tex, in vec2 texC){
38 vec4 getColorSingle(in sampler2DMS tex, in vec2 texC){
43 vec4 getDepth(in sampler2DMS tex,in vec2 texC){
48 vec4 fetchTextureSample(in sampler2D tex,in vec2 texC,in int sample){
52 vec4 getColor(in sampler2D tex, in vec2 texC){
56 vec4 getColorSingle(in sampler2D tex, in vec2 texC){
60 vec4 getDepth(in sampler2D tex,in vec2 texC){
  /external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/
CartoonEdge.frag 12 varying vec2 texCoord;
18 uniform vec2 g_Resolution;
20 vec4 fetchNormalDepth(vec2 tc){
30 vec2 edgeOffset = vec2(m_EdgeWidth) / g_Resolution;
32 vec4 n1 = fetchNormalDepth(texCoord + vec2(-1.0, -1.0) * edgeOffset);
33 vec4 n2 = fetchNormalDepth(texCoord + vec2( 1.0, 1.0) * edgeOffset);
34 vec4 n3 = fetchNormalDepth(texCoord + vec2(-1.0, 1.0) * edgeOffset);
35 vec4 n4 = fetchNormalDepth(texCoord + vec2( 1.0, -1.0) * edgeOffset);
CartoonEdge15.frag 7 uniform vec2 g_Resolution;
20 in vec2 texCoord;
23 vec4 fetchNormalDepth(vec2 tc){
33 vec2 edgeOffset = vec2(m_EdgeWidth) / textureSize(m_NormalsTexture, 0);
34 vec4 n1 = fetchNormalDepth(texCoord + vec2(-1.0, -1.0) * edgeOffset);
35 vec4 n2 = fetchNormalDepth(texCoord + vec2( 1.0, 1.0) * edgeOffset);
36 vec4 n3 = fetchNormalDepth(texCoord + vec2(-1.0, 1.0) * edgeOffset);
37 vec4 n4 = fetchNormalDepth(texCoord + vec2( 1.0, -1.0) * edgeOffset);
Fade.frag 2 varying vec2 texCoord;
Fade15.frag 6 in vec2 texCoord;

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