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  /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;

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