/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)))))
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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 *
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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)))))))
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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)))))
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/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)))))
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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 *
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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)))))))
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/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;
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/external/chromium_org/third_party/mesa/src/src/glsl/builtins/profiles/ |
OES_EGL_image_external.glsl | 4 vec4 texture2D(samplerExternalOES sampler, vec2 coord);
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/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);
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/ |
PreShadow.frag | 1 varying vec2 texCoord;
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/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){
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/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);
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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);
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Fade.frag | 2 varying vec2 texCoord;
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Fade15.frag | 6 in vec2 texCoord;
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