/external/chromium_org/third_party/mesa/src/src/glsl/builtins/ir/ |
faceforward.ir | 11 (signature vec2 13 (declare (in) vec2 N) 14 (declare (in) vec2 I) 15 (declare (in) vec2 Nref)) 18 ((return (expression vec2 neg (var_ref N)))))))
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abs.ir | 7 (signature vec2 9 (declare (in) vec2 arg0)) 10 ((return (expression vec2 abs (var_ref arg0)))))
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isinf.ir | 8 (declare (in) vec2 x)) 9 ((return (expression bvec2 == (expression vec2 abs (var_ref x)) (constant vec2 (+INF +INF))))))
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sign.ir | 7 (signature vec2 9 (declare (in) vec2 x)) 10 ((return (expression vec2 sign (var_ref x)))))
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distance.ir | 10 (declare (in) vec2 p0) 11 (declare (in) vec2 p1)) 12 ((declare () vec2 p) 13 (assign (xy) (var_ref p) (expression vec2 - (var_ref p0) (var_ref p1)))
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/external/mesa3d/src/glsl/builtins/ir/ |
faceforward.ir | 11 (signature vec2 13 (declare (in) vec2 N) 14 (declare (in) vec2 I) 15 (declare (in) vec2 Nref)) 18 ((return (expression vec2 neg (var_ref N)))))))
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abs.ir | 7 (signature vec2 9 (declare (in) vec2 arg0)) 10 ((return (expression vec2 abs (var_ref arg0)))))
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isinf.ir | 8 (declare (in) vec2 x)) 9 ((return (expression bvec2 == (expression vec2 abs (var_ref x)) (constant vec2 (+INF +INF))))))
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sign.ir | 7 (signature vec2 9 (declare (in) vec2 x)) 10 ((return (expression vec2 sign (var_ref x)))))
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/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/ |
Shadow.glsllib | 15 const vec2 pixSize2 = vec2(pixSize);
17 float Shadow_DoShadowCompareOffset(in SHADOWMAP tex, vec4 projCoord, vec2 offset){
25 float Shadow_BorderCheck(in vec2 coord){
46 vec2 o = mod(floor(gl_FragCoord.xy), 2.0);
47 shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2(-1.5, 1.5) + o);
48 shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2( 0.5, 1.5) + o);
49 shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2(-1.5, -0.5) + o);
50 shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2( 0.5, -0.5) + o);
56 const vec2 size = vec2(256.0); [all...] |
Parallax.glsllib | 2 vec2 steepParallaxOffset(sampler2D parallaxMap, vec3 vViewDir,vec2 texCoord,float parallaxScale){
3 vec2 vParallaxDirection = normalize( vViewDir.xy );
10 vec2 vParallaxOffsetTS = vParallaxDirection * fParallaxLength;
27 vec2 vTexOffsetPerStep = fStepSize * vParallaxOffsetTS;
28 vec2 vTexCurrentOffset = texCoord;
48 vec2 pt1 = vec2( fCurrentBound, fCurrHeight );
49 vec2 pt2 = vec2( fCurrentBound + fStepSize, fPrevHeight ); [all...] |
/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/ |
FXAA.frag | 4 uniform vec2 g_Resolution;
10 varying vec2 texCoord;
22 #define OffsetVec(a, b) vec2(a, b)
29 vec2 rcpFrame) // Constant {1.0/frameWidth, 1.0/frameHeight}.
53 vec2 dir;
61 dir = min(vec2( m_SpanMax, m_SpanMax),
62 max(vec2(-m_SpanMax, -m_SpanMax),
66 FxaaTex(tex, posPos.xy + dir * vec2(1.0/3.0 - 0.5)).xyz +
67 FxaaTex(tex, posPos.xy + dir * vec2(2.0/3.0 - 0.5)).xyz);
69 FxaaTex(tex, posPos.xy + dir * vec2(0.0/3.0 - 0.5)).xyz + [all...] |
Fog.frag | 3 varying vec2 texCoord;
9 vec2 m_FrustumNearFar=vec2(1.0,m_FogDistance);
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Fog15.frag | 10 in vec2 texCoord;
12 vec2 m_FrustumNearFar=vec2(1.0,m_FogDistance);
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/external/clang/test/Sema/ |
ext_vector_components.c | 11 float2 vec2, vec2_2; local 17 vec2.z; // expected-error {{vector component access exceeds type 'float2'}} 18 vec2.xyzw; // expected-error {{vector component access exceeds type 'float2'}} 22 vec2 = vec4.s01; // legal, shorten 23 vec2 = vec4.S01; // legal, shorten 26 f = vec2.x; // legal, shorten 32 vec2.x = f; 33 vec2.xx = vec2_2.xy; // expected-error {{vector is not assignable (contains duplicate components)}} 34 vec2.yx = vec2_2.xy;
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/external/chromium_org/third_party/mesa/src/src/glsl/builtins/profiles/ |
130.frag | 8 vec4 texture( sampler2D sampler, vec2 P, float bias); 9 ivec4 texture(isampler2D sampler, vec2 P, float bias); 10 uvec4 texture(usampler2D sampler, vec2 P, float bias); 24 vec4 texture( sampler1DArray sampler, vec2 P, float bias); 25 ivec4 texture(isampler1DArray sampler, vec2 P, float bias); 26 uvec4 texture(usampler1DArray sampler, vec2 P, float bias); 35 vec4 textureProj( sampler1D sampler, vec2 P, float bias); 36 ivec4 textureProj(isampler1D sampler, vec2 P, float bias); 37 uvec4 textureProj(usampler1D sampler, vec2 P, float bias); 61 vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias) [all...] |
140.frag | 7 vec4 texture( sampler2D sampler, vec2 P, float bias); 8 ivec4 texture(isampler2D sampler, vec2 P, float bias); 9 uvec4 texture(usampler2D sampler, vec2 P, float bias); 23 vec4 texture( sampler1DArray sampler, vec2 P, float bias); 24 ivec4 texture(isampler1DArray sampler, vec2 P, float bias); 25 uvec4 texture(usampler1DArray sampler, vec2 P, float bias); 34 vec4 textureProj( sampler1D sampler, vec2 P, float bias); 35 ivec4 textureProj(isampler1D sampler, vec2 P, float bias); 36 uvec4 textureProj(usampler1D sampler, vec2 P, float bias); 60 vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias) [all...] |
100.frag | 2 vec4 texture2D (sampler2D sampler, vec2 coord, float bias);
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100.vert | 2 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod);
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ARB_texture_rectangle.glsl | 2 vec4 texture2DRect(sampler2DRect sampler, vec2 coord);
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/external/mesa3d/src/glsl/builtins/profiles/ |
130.frag | 8 vec4 texture( sampler2D sampler, vec2 P, float bias); 9 ivec4 texture(isampler2D sampler, vec2 P, float bias); 10 uvec4 texture(usampler2D sampler, vec2 P, float bias); 24 vec4 texture( sampler1DArray sampler, vec2 P, float bias); 25 ivec4 texture(isampler1DArray sampler, vec2 P, float bias); 26 uvec4 texture(usampler1DArray sampler, vec2 P, float bias); 35 vec4 textureProj( sampler1D sampler, vec2 P, float bias); 36 ivec4 textureProj(isampler1D sampler, vec2 P, float bias); 37 uvec4 textureProj(usampler1D sampler, vec2 P, float bias); 61 vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias) [all...] |
140.frag | 7 vec4 texture( sampler2D sampler, vec2 P, float bias); 8 ivec4 texture(isampler2D sampler, vec2 P, float bias); 9 uvec4 texture(usampler2D sampler, vec2 P, float bias); 23 vec4 texture( sampler1DArray sampler, vec2 P, float bias); 24 ivec4 texture(isampler1DArray sampler, vec2 P, float bias); 25 uvec4 texture(usampler1DArray sampler, vec2 P, float bias); 34 vec4 textureProj( sampler1D sampler, vec2 P, float bias); 35 ivec4 textureProj(isampler1D sampler, vec2 P, float bias); 36 uvec4 textureProj(usampler1D sampler, vec2 P, float bias); 60 vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias) [all...] |
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Gui/ |
Gui.frag | 3 varying vec2 texCoord;
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Hdr/ |
ToneMap.frag | 3 varying vec2 texCoord;
15 float avgLumA = HDR_DecodeLum( texture2D(m_Lum, vec2(0.0)) );
16 float avgLumB = HDR_DecodeLum( texture2D(m_Lum2, vec2(0.0)) );
21 //vec3 c2 = HDR_ToneMap2(color.rgb, lerpedLum, m_A * vec2(0.25), m_White);
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/ |
ColoredTextured.frag | 1 varying vec2 texCoord;
|