/external/mesa3d/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)))))))
|
tan.ir | 7 (signature vec2 9 (declare (in) vec2 angle)) 10 ((return (expression vec2 / (expression vec2 sin (var_ref angle)) (expression vec2 cos (var_ref angle))))))
|
asin.ir | 29 (signature vec2 31 (declare (in) vec2 x)) 32 ((return (expression vec2 * 33 (expression vec2 sign (var_ref x)) 34 (expression vec2 - 36 (expression vec2 * 37 (expression vec2 sqrt 38 (expression vec2 - 40 (expression vec2 abs (var_ref x)))) 41 (expression vec2 [all...] |
pow.ir | 8 (signature vec2 10 (declare (in) vec2 arg0) 11 (declare (in) vec2 arg1)) 12 ((return (expression vec2 pow (var_ref arg0) (var_ref arg1)))))
|
/external/chromium_org/third_party/mesa/src/src/glsl/builtins/profiles/ |
140.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...] |
130.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...] |
ARB_shader_bit_encoding.glsl | 5 ivec2 floatBitsToInt(vec2 value); 10 uvec2 floatBitsToUint(vec2 value); 15 vec2 intBitsToFloat(ivec2 value); 20 vec2 uintBitsToFloat(uvec2 value);
|
/external/mesa3d/src/glsl/builtins/profiles/ |
140.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...] |
130.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...] |
ARB_shader_bit_encoding.glsl | 5 ivec2 floatBitsToInt(vec2 value); 10 uvec2 floatBitsToUint(vec2 value); 15 vec2 intBitsToFloat(ivec2 value); 20 vec2 uintBitsToFloat(uvec2 value);
|
/external/chromium_org/third_party/mesa/src/src/glsl/builtins/ir/ |
tan.ir | 7 (signature vec2 9 (declare (in) vec2 angle)) 10 ((return (expression vec2 / (expression vec2 sin (var_ref angle)) (expression vec2 cos (var_ref angle))))))
|
asin.ir | 29 (signature vec2 31 (declare (in) vec2 x)) 32 ((return (expression vec2 * 33 (expression vec2 sign (var_ref x)) 34 (expression vec2 - 36 (expression vec2 * 37 (expression vec2 sqrt 38 (expression vec2 - 40 (expression vec2 abs (var_ref x)))) 41 (expression vec2 [all...] |
pow.ir | 8 (signature vec2 10 (declare (in) vec2 arg0) 11 (declare (in) vec2 arg1)) 12 ((return (expression vec2 pow (var_ref arg0) (var_ref arg1)))))
|
ceil.ir | 7 (signature vec2 9 (declare (in) vec2 arg0)) 10 ((return (expression vec2 ceil (var_ref arg0)))))
|
cos.ir | 7 (signature vec2 9 (declare (in) vec2 angle)) 10 ((return (expression vec2 cos (var_ref angle)))))
|
dFdx.ir | 7 (signature vec2 9 (declare (in) vec2 p)) 10 ((return (expression vec2 dFdx (var_ref p)))))
|
/external/chromium-trace/trace-viewer/third_party/gl-matrix/src/gl-matrix/ |
vec2.js | 25 * @name vec2 27 var vec2 = {}; 30 * Creates a new, empty vec2 32 * @returns {vec2} a new 2D vector 34 vec2.create = function() { 42 * Creates a new vec2 initialized with values from an existing vector 44 * @param {vec2} a vector to clone 45 * @returns {vec2} a new 2D vector 47 vec2.clone = function(a) { 55 * Creates a new vec2 initialized with the given value [all...] |
/packages/wallpapers/MagicSmoke/res/raw/ |
pv5tex.glslv | 1 varying vec2 varTex0; 2 varying vec2 varTex1; 3 varying vec2 varTex2; 4 varying vec2 varTex3; 5 varying vec2 varTex4; 7 vec2 mul(vec4 uni, vec2 attr, float idx, vec2 offset) 10 return vec2(
|
pv4tex.glslv | 1 varying vec2 varTex0; 2 varying vec2 varTex1; 3 varying vec2 varTex2; 4 varying vec2 varTex3; 6 vec2 mul(vec4 uni, vec2 attr, float idx, vec2 offset) 9 return vec2(
|
/external/chromium_org/native_client_sdk/src/examples/api/graphics_3d/ |
fragment_shader_es2.frag | 3 varying vec2 v_texCoord; 7 gl_FragColor = texture2D( s_texture, vec2(v_texCoord.x,1.0 - v_texCoord.y) ) + vec4(v_color.x,v_color.y,v_color.z,1);
|
vertex_shader_es2.vert | 2 attribute vec2 a_texCoord; 6 varying vec2 v_texCoord;
|
/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/SSAO/ |
ssao.frag | 1 uniform vec2 g_Resolution;
2 uniform vec2 m_FrustumNearFar;
13 uniform vec2[4] m_Samples;
15 varying vec2 texCoord;
19 vec3 getPosition(in vec2 uv){
31 vec3 getNormal(in vec2 uv){
35 vec2 getRandom(in vec2 uv){
37 return normalize(vec2(rand,rand));
40 float doAmbientOcclusion(in vec2 tc, in vec3 pos, in vec3 norm){ [all...] |
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/ |
Unshaded.vert | 9 attribute vec2 inTexCoord;
10 varying vec2 texCoord1;
14 attribute vec2 inTexCoord2;
15 varying vec2 texCoord2;
|
/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/ |
Splatting.glsllib | 1 void Splatting_Base(in sampler2D baseMap, in vec2 tc, in float scale, out vec3 outColor){
2 outColor = texture2D(baseMap, tc * vec2(scale)).rgb;
5 void Splatting_AlphaDetail(in sampler2D alphaMap, in sampler2D detailMap, in vec2 tc, in float scale, out vec3 outColor){
7 vec3 color = sampler2D(detailMap, tc * vec2(scale)).rgb;
|
/frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/ |
texture.glsl | 1 varying vec2 varTex0;
|